Star Trek Alliance: Infinite Frontier

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awaymissions:procedural

Procedural Tools

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)…

  • which is a Planet (3’×3’ play area, 125 points) with a Terrain Feature
  • where a Satellite can be found in orbit (2’×2’ play area, 75 points)

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.”

System Name Generator

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
2 – Beta
3 – Gamma
4 – Delta

5 – Epsilon
6 – Zeta
7 – Eta
8 – Theta

9 – Iota
10 – Kappa
11 – Lambda
12 – Mu

4–6

1 – Nu
2 – Xi
3 – Omicron
4 – Pi

5 – Rho
6 – Sigma
7 – Tau
8 – Upsilon

9 – Phi
10 – Chi
11 – Psi
12 – Omega

CONSTELLATION
1d6 1d12
1

1 – Rochii
2 – Solimae
3 – Arcantius
4 – Miranthus

5 – Mercilion
6 – Euphisus
7 – Tiropica
8 – Etrius

9 – Euleos
10 – Pelivii
11 – Arquenas
12 – Virycia

2

1 – Ibeos
2 – Cypraxius
3 – Sumitar
4 – Lyrantano

5 – Segenor
6 – Mycartum
7 – Peradar
8 – Malennova

9 – Thanidus
10 – Coraconis
11 – Senzinar
12 – Etroveos

3

1 – Segilir
2 – Thycini
3 – Caspyrica
4 – Virareia

5 – Callopium
6 – Ordion
7 – Rhodymeton
8 – Crivaleii

9 – Arcium
10 – Tirunaea
11 – Olica
12 – Euphadaea

4

1 – Oleos
2 – Ursica
3 – Egannis
4 – Erenii

5 – Asicova
6 – Etreon
7 – Cesovaea
8 – Malontias

9 – Eulor
10 – Atleos
11 – Escaia
12 – Cathantias

5

1 – Tyribea
2 – Esteos
3 – Perunar
4 – Thymnir

5 – Molaras
6 – Gallanis
7 – Corennar
8 – Tyroveos

9 – Panador
10 – Manivius
11 – Casennia
12 – Eurisium

6

1 – Mirannea
2 – Escano
3 – Actis
4 – Arycaea

5 – Mallenir
6 – Olvano
7 – Rhydaelia
8 – Caspardius

9 – Eulannius
10 – Perenteos
11 – Arnivium
12 – Nivarta

Surface Condition Generator

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
Adverse Conditions: Extreme Heat

  • Weapons overheat faster, becoming less reliable (-1DP to all RNGD rolls)
3

A hostile, toxic world, with noxious surface gases venting from its many volcanoes
Adverse Conditions: Toxic Atmosphere

  • Concentration and complex thought become difficult (-1DP to all DIS rolls)
4

A large, low-mass world tidally-locked to its star, with one side shrouded in eternal night
Adverse Conditions: Low Visibility

  • Situational awareness suffers at long distances (LOS restricted to Range 2)
  • Blind Fire: You may attempt to take potshots at noises in the dark, but are unlikely to hit anything (-2DP to all RNGD rolls beyond Range 2)
5–8

A lush, temperate terrestrial, with liquid surface water and a breathable atmosphere
Adverse Conditions: None

9

A high-density super-earth, with a core of heavy metals and a thick, humid atmosphere
Adverse Conditions: High Gravity & Atmospheric Pressure

  • Physical exertion becomes difficult (-1 MOV, to a minimum of 1)
10

An unstable protoplanet, ravaged by intense neurogenic storms
Adverse Conditions: Psionic Interference

  • Psionic energy fields become disrupted (-1DP to all Psionic Abilities)
11

A barren, airless rock, whose surface is bombarded by solar wind and EM radiation
Adverse Conditions: Electromagnetic Interference

  • Electronics become disrupted (All Equipment requires an unopposed DIS roll to use)
  • Passive effects must be deliberately activated, and also require an unopposed DIS roll
12

A frozen ice dwarf, with a surface mainly composed of water ice and cryovolcanic basalt
Adverse Conditions: Extreme Cold

  • Bulky cold weather clothing restricts range of motion (-1DP to all CLOS rolls)
SATELLITE
1d12 Conditions
1–3

Asteroid

  • Low Gravity: Models can move freely over Difficult Terrain, and climb any terrain features up to twice its own height without penalty
4–6

Moon

  • No Atmosphere: No air resistance to slow down weapon swings or refract energy beams (-1DP to all DEF rolls)
7–9

Ship

10+

Space Station

Terrain Feature Generator

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
No notable terrain features in the area

3

Chasm
A deep, rocky scar running across the surface

  • 1d2* Range rulers wide, 1d6+1 Range rulers long
4

Ridge (Blocks LOS)
A tall, jagged outcropping jutting up from the surface

  • 1d2* Range rulers wide, 1d6+1 Range rulers long
5

Hill/Dune (Blocks LOS)
A tall, gentle swell of Elevated Terrain rising from the surface

  • 1d6 Range rulers in diameter
6

Lake/Pool
A deep body of liquid spanning the surface

  • 1d4** Range rulers wide, 1d6 Range rulers long
7

Chokepoint
A natural funnel on the surface with only one path through

  • The centerline of the board narrows to 1d4+1 Range rulers wide
8

Broken Ground (Traversable)
A large patch of Difficult Terrain

  • 1d4** Range rulers wide, 1d6 Range rulers long
9

Crater
The remnant of an impact event long ago

  • 1d6 Range rulers in diameter
10

River/Lava Floe/Ice Floe
A fast-moving ribbon cutting across the surface

  • 1 Range ruler wide, 1d6+3 Range rulers long
11

Rock Pillars
A “forest” of stone spires thrusting up from the ground

  • 1d6+2 pillars scattered around the board, each half a Range ruler in diameter
12

Geyser Field (Traversable)
A cluster of unpredictable eruption points around the surface

  • 1d4** geysers scattered around the board. Roll 1d6 every End Phase. On a 6, the geysers erupt: Blast AOE, 3 RNGD, blocks LOS for the next round.

* 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.

Situation Generator

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

  • Repel hostiles trying to seize vital areas of an outpost/ship/station
2

Personal Security Detail

  • Protect VIPs from assassins/kidnappers
3

Evacuation

  • Protect vulnerable allies until evacuation can be arranged
EXTRACT
1d12 Situation/Objective
4

Hostage Crisis/Hijacking

  • Rescue VIPs from a besieged building/ship/station
5

Corrupted Data

  • Retrieve important data from damaged systems
6

Stolen Items

  • Recover lost/stolen items from a defended hideout
PACIFY
1d12 Situation/Objective
7

Containment Breach

  • Prevent a wider outbreak from a compromised secure facility/ship/station
8

Riot

  • Quell a violent mob overrunning an outpost/ship/station
9

Hunting Party

  • Eradicate dangerous creatures threatening an outpost/ship/station
SECURE
1d12 Situation/Objective
10

Field Repairs

  • Restore critical equipment for a crippled outpost/ship/station
11

Sensor/Monitor Deployment

  • Place data-gathering equipment in a strategic location
12

Sabotage

  • Infiltrate an enemy facility to disrupt operations

Deployment Patterns

Defend

Defend

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.

Extract

Extract

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

  • To pick up an Objective Token, a model must be touching it, and perform a Use/Interact action. Objective Tokens move with the model carrying them.
  • A model carrying a token has its MOV reduced by 1, to a minimum of 1.
  • A model may only carry 1 token at a time.
  • If a model carrying a token is taken out of action, the token remains on the board where the model was removed.

Victory Conditions: The faction that has moved the most Objective tokens off the board when the game ends is the winner.

Pacify

Pacify

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.

Secure

Secure

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.

Starship Name Generator

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
2 – USS Prospect
3 – USS Horizon
4 – USS Traverse

5 – USS Ad Astra
6 – USS Sojourn
7 – USS Pioneer
8 – USS Trailblazer

9 – USS Pathfinder
10 – USS Torchbearer
11 – USS Wayfarer
12 – USS Vanguard

ESCORT
2

1 – USS Valkyrie
2 – USS Lancer
3 – USS Ares
4 – USS Talon

5 – USS Paladin
6 – USS Guardian
7 – USS Allegiant
8 – USS Steadfast

9 – USS Redoubt
10 – USS Sentinel
11 – USS Bastion
12 – USS Aegis

SCIENCE/RESEARCH
3

1 – USS Insight
2 – USS Curiosity
3 – USS Query
4 – USS Illumine

5 – USS Veritas
6 – USS Aspire
7 – USS Seeker
8 – USS Polaris

9 – USS Apollo
10 – USS Challenger
11 – USS Diligence
12 – USS Surveyor

MEDICAL/HUMANITARIAN
4

1 – USS Reprieve
2 – USS Amnesty
3 – USS Serendipity
4 – USS Endurance

5 – USS Hopewell
6 – USS Minerva
7 – USS Resilience
8 – USS Safeguard

9 – USS Asclepius
10 – USS Benevolence
11 – USS Sanctuary
12 – USS Charity

DIPLOMATIC
5

1 – USS Envoy
2 – USS Unity
3 – USS Concord
4 – USS Entente

5 – USS Harmony
6 – USS Goodwill
7 – USS Amity
8 – USS Outreach

9 – USS Credence
10 – USS Reciprocity
11 – USS Armistice
12 – USS Tranquility

GENERAL PURPOSE
6

1 – USS Gallant
2 – USS Halcyon
3 – USS Aurora
4 – USS Stalwart

5 – USS Inspire
6 – USS Boundless
7 – USS Hesperides
8 – USS Celestra

9 – USS Ascendant
10 – USS Trillium
11 – USS Paragon
12 – USS Valorous

awaymissions/procedural.txt · Last modified: by mc_tammer

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