Scenarios are procedurally-generated, with a number of different variables that can be randomly-determined using dice rolls (or you can simply select your preferred option) to fill in the blanks in the Captain’s Log below, or as needed in the Mission Briefing for narrative missions.
Consult the various tables below to determine the layout, terrain features, and environmental conditions of the play area, as well as the context, situation, and your objectives for the mission.
This provides for a completely unique experience each time, with infinite diversity in infinite combinations.
| CAPTAIN'S LOG |
|---|
“We’ve arrived at System, Number (roll 1d12, or use the Planet result below)…
Upon entering orbit, we became aware of a rapidly-unfolding Situation that requires our intervention. We’re preparing to send an away team to… …the objective and resolve the situation before it gets out of hand.” |
Roll 1d6 and 1d12 simultaneously for each category to select a name element, then combine both elements to get a system name. Roll 1d12 and add the result to the system name to get a planet name (or use the result from the Surface Condition Generator table).
| GREEK LETTER | |
|---|---|
| 1d6 | 1d12 |
| 1–3 |
1 – Alpha
5 – Epsilon
9 – Iota |
| 4–6 |
1 – Nu
5 – Rho
9 – Phi |
| CONSTELLATION | |
|---|---|
| 1d6 | 1d12 |
| 1 |
1 – Rochii
5 – Mercilion
9 – Euleos |
| 2 |
1 – Ibeos
5 – Segenor
9 – Thanidus |
| 3 |
1 – Segilir
5 – Callopium
9 – Arcium |
| 4 |
1 – Oleos
5 – Asicova
9 – Eulor |
| 5 |
1 – Tyribea
5 – Molaras
9 – Panador |
| 6 |
1 – Mirannea
5 – Mallenir
9 – Eulannius |
Roll 2d6 to determine the surface conditions on a planet, or 1d12 to determine the type of satellite in orbit.
| PLANET | |
|---|---|
| 2d6 | Conditions |
| 2 |
A sun-scorched hellscape, with a thick atmosphere of greenhouse gases
|
| 3 |
A hostile, toxic world, with noxious surface gases venting from its many volcanoes
|
| 4 |
A large, low-mass world tidally-locked to its star, with one side shrouded in eternal night
|
| 5–8 |
A lush, temperate terrestrial, with liquid surface water and a breathable atmosphere |
| 9 |
A high-density super-earth, with a core of heavy metals and a thick, humid atmosphere
|
| 10 |
An unstable protoplanet, ravaged by intense neurogenic storms
|
| 11 |
A barren, airless rock, whose surface is bombarded by solar wind and EM radiation
|
| 12 |
A frozen ice dwarf, with a surface mainly composed of water ice and cryovolcanic basalt
|
| SATELLITE | |
|---|---|
| 1d12 | Conditions |
| 1–3 | Asteroid
|
| 4–6 | Moon
|
| 7–9 | Ship |
| 10+ | Space Station |
Roll 1d12 to determine a distinctive terrain feature that can be found on the surface.
Terrain features are placed randomly on the board, and do not need to fit fully within the play area. They may extend beyond the edges of the board by no more than Range 1 in any direction. Unless otherwise specified, terrain features are considered impassable by models on foot.
Note: You may use scatter terrain to make terrain features traversable (e.g. placing a bridge across a chasm).
| TERRAIN FEATURES | |
|---|---|
| 1d12 | Feature |
| 1–2 |
None |
| 3 |
Chasm
|
| 4 |
Ridge (Blocks LOS)
|
| 5 |
Hill/Dune (Blocks LOS)
|
| 6 |
Lake/Pool
|
| 7 |
Chokepoint
|
| 8 |
Broken Ground (Traversable)
|
| 9 |
Crater
|
| 10 |
River/Lava Floe/Ice Floe
|
| 11 |
Rock Pillars
|
| 12 |
Geyser Field (Traversable)
|
* 1d2: Roll 1d6, an odd result equals 1 and an even result equals 2.
** 1d4: Roll 1d12, divide the result by 3 and round up to the nearest whole number.
Roll 1d12 to determine the situation and objective of the mission.
Note: These are simply ideas to get you started. Feel free to come up with your own.
| DEFEND | |
|---|---|
| 1d12 | Situation/Objective |
| 1 | Raiders/Boarders
|
| 2 | Personal Security Detail
|
| 3 | Evacuation
|
| EXTRACT | |
| 1d12 | Situation/Objective |
| 4 | Hostage Crisis/Hijacking
|
| 5 | Corrupted Data
|
| 6 | Stolen Items
|
| PACIFY | |
| 1d12 | Situation/Objective |
| 7 | Containment Breach
|
| 8 | Riot
|
| 9 | Hunting Party
|
| SECURE | |
| 1d12 | Situation/Objective |
| 10 | Field Repairs
|
| 11 | Sensor/Monitor Deployment
|
| 12 | Sabotage
|
Setup: Set up the board as usual, with lots of terrain, and no sightlines crossing the board. Place 1 Objective Token in the middle of the board. Each player then places 1 Objective Token within Range 1 of the centerline of the board, and further than Range 1 away from any other Objective Token.
Adversaries: Adversaries deploy with 2 Novices for each objective (Roll 1d6 to determine its deployment vector), and 1 Elite or high-point Psionic Range 1 from the opposite edge of the board from the Away Team. Roll for reinforcements each round.
Game Duration: At the end of Round 4, roll 1d6. On a 5+, the game ends. If the game continues, it ends after Round 5.
Victory Conditions: The faction holding the most objectives when the game ends is the winner. To hold an objective, a faction must have more models within half a Range ruler of an objective than their opponent.
Setup: Set up the board as usual, with lots of terrain, and no sightlines crossing the board. Place 1 Objective Token in the middle of the board. Place 4 more Objective Tokens, each further than Range 1 from the edges of the board, and further than Range 1 away from any other Objective Token.
Adversaries: Adversaries deploy with an equal point value of models as the Away Team. Roll 1d6 for each hostile model to determine its deployment vector. There are no reinforcements.
Game Duration: At the end of Round 4, roll 1d6. On a 5+, the game ends. If the game continues, it ends after Round 5. The game also ends if all Objective Tokens have been moved off the board.
Objective Tokens
Victory Conditions: The faction that has moved the most Objective tokens off the board when the game ends is the winner.
Setup: Set up the board as usual, with lots of terrain, and no sightlines crossing the board.
Adversaries: Adversaries deploy with an equal point value of models as the Away Team. Roll 1d6 for each hostile model to determine its deployment vector. There are no reinforcements.
Game Duration: At the end of Round 4, roll 1d6. On a 5+, the game ends. If the game continues, it ends after Round 5.
Victory Conditions: The winner is the faction who has neutralized the most points worth of their opponent when the game ends.
Setup: Set up the board as usual, with lots of terrain, and no sightlines crossing the board. Place 3 Objective Tokens on the board with the first in the center, the second Range 1 from the board’s center line towards the Away Team’s edge of the board, and the third Range 1 away from the opposite edge of the board.
Adversaries: Roll twice on the Reinforcements Table with a +2 modifier for each objective, and place those models within Range 1 of each Objective Token. Roll for reinforcements with each round.
Game Duration: At the end of Round 4, roll 1d6. On a 5+, the game ends. If the game continues, it ends after Round 5.
Victory Conditions: If the Away Team secures all Objective Tokens, they win. To secure an objective, an Away Team model must be touching it, then perform a Use/Interact action.
Roll 1d6 to determine a category (or just choose one), then roll 1d12 to select a name from within that category.
| 1d6 | 1d12 |
| EXPLORER | |
|---|---|
| 1 |
1 – USS Frontier
5 – USS Ad Astra
9 – USS Pathfinder |
| ESCORT | |
| 2 |
1 – USS Valkyrie
5 – USS Paladin
9 – USS Redoubt |
| SCIENCE/RESEARCH | |
| 3 |
1 – USS Insight
5 – USS Veritas
9 – USS Apollo |
| MEDICAL/HUMANITARIAN | |
| 4 |
1 – USS Reprieve
5 – USS Hopewell
9 – USS Asclepius |
| DIPLOMATIC | |
| 5 |
1 – USS Envoy
5 – USS Harmony
9 – USS Credence |
| GENERAL PURPOSE | |
| 6 |
1 – USS Gallant
5 – USS Inspire
9 – USS Ascendant |