Star Trek Alliance: Infinite Frontier

Beyond the Rim of the Starlight...

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Star Trek Alliance: Infinite Frontier

Introduction

In the cold, silent reaches of the galactic rim – beyond which lies only the empty, starless void – The Verge is a region brimming with equal parts terror, mystery, and infinite wonder. With an unstable wormhole as the only tenuous link home, those who dare to challenge The Verge find themselves alone in the boundless expanse of the unknown…

At Infinity's Edge

Shortly after the end of the Dominion War, Starfleet has once again turned its eye towards exploration. You are a Federation Captain, assigned to a special Fleet Task Group given the mandate to explore, chart, study and catalogue the region known as The Verge.

Upon arrival, you took part in helping to establish Starbase Horizon, getting it up and running to serve as an anchor point to stabilize the local terminus of the wormhole, and permit a brief monthly transit window back to Federation space. With a foothold firmly established, you are finally free to embark on your mission of discovery.

But the potential of hidden knowledge brings adventurers and academics, while the promise of untapped riches lures opportunists – prospectors, traders, and pirates who would take their newfound fortunes from them. As representatives of the closest thing to a government in the region, Starfleet also finds itself thrust into the role of de facto marshals, trying to maintain order and prevent the exploitation of this new frontier.

Campaign Setup

This campaign consists of two distinct phases – the Exploration Phase and the Mission Phase.

In the Exploration Phase, you will build out and populate the map by rolling dice to randomly generate points of interest to explore, such as planets, nebulae, and other astronomical phenomena.

The Mission Phase is the focus of the game, allowing you to zoom in and interact directly with these points of interest, performing tasks and completing objectives.

The outcomes of each mission have no direct effect on any other, but offer Experience Points as a reward that can be put towards upgrading your Captain Card.

Missions are written to be as generic as possible, allowing you to use whatever ship models and other resources you have at hand. However, it is assumed that you will have at least one copy of the core Star Trek Alliance box set for every two players.

Player Setup

For this campaign, each new player is a Federation Captain, and begins the campaign with 6 XP to spend. You must spend all of your Starting XP, and may not spend it on Captain Skill before your first mission.

Players who have already completed the Star Trek Alliance Dominion War Campaign may use the same Captain Card to continue advancing their career if they so choose.

STARSHIP SELECTION CHART
Tier One (Captain Skill 2+)
  • Miranda
  • Oberth
  • Nova
Tier Two (Captain Skill 4+)
  • Constellation
  • Defiant
  • Saber
Tier Three (Captain Skill 5+)
  • Excelsior
  • Nebula
  • Akira
Tier Four (Captain Skill 6+)
  • Galaxy
  • Intrepid
Tier Five (Captain Skill 8+)
  • Prometheus
  • Sovereign

Ship Setup

The Starship Selection Chart (at right) provides a recommended ship progression for players who have access to the complete range of Attack Wing miniatures, but players may command whatever class of Federation ship they choose, provided they adhere to the following two rules:

Players must use the Ship Card and Token for the generic, unnamed version of the ship.

Players may only equip Upgrade cards that:

  • match their Captain's Faction (Federation).
  • are included in a Star Trek Alliance product; These have the Star Trek Alliance icon at the bottom right.

Additional Tokens

Some Missions may require tokens that are not included in the core Star Trek Alliance box set. In this case, you may either design your own, download some from the Downloads section, or use other items (e.g. coins) as proxies.

Rule of Fun

Ultimately, this is YOUR game! You and your play group are free to interpret, modify, or outright ignore any rules that get in the way of your enjoyment. When in doubt, pick the option that you find to be the most fun.

Exploration

POINTS OF INTEREST TABLE
1 Open SpaceOpen Space
No specific points of interest in the area. Select a mission from any category.
2 PlanetPlanet
Includes any large astronomical bodies orbiting a star.
3 AsteroidsAsteroids
Collision hazard. Includes comets, and any other small astronomical bodies in motion.
4 NebulaNebula
Reduced visibility. Includes space storms, debris clouds, etc.
5 PhenomenonPhenomenon
Naturally occurring celestial object. Includes black holes, pulsars, supernovae, etc.
6 AnomalyAnomaly
Includes any unusual spatial disruption, as well as artificial constructs of unknown origin.

Points of Interest

The distinguishing feature of the Infinite Frontier campaign is its open-ended and procedurally-generated nature, made possible by the Exploration system.

Starting with the Sector Grid (found on page IV of the downloadable rulebook), pick a cell to deploy from and roll a D6. The result corresponds to one of the options on the Points of Interest table on the right, determining which missions are available to play in that cell. Cross out all the icons in the cell, except for the one that matches the result rolled.

After playing the mission and recording the results, you may choose which adjacent cell you want to move to next, and repeat the process.

Alternatively, you may decide to generate the entire sector map all at once, in which case players should take turns rolling the D6 for each cell on the grid, and record the results.

Once the sector has been fully explored (i.e. all cells have been filled in, and at least six missions have been completed successfully), you can either end the campaign, or move on to a new sector – using a blank Sector Grid to generate a new map.

Sector Grids are infinitely tileable, allowing you to explore in any direction and expand as far as you want. You can use the arrow icons to record the name of the Sector Grid which that edge links to.

Mission Icons

Every mission included in this campaign is categorized with at least one keyword matching the icons on the Points of Interest table. For example, a mission that uses the Planet Token will be assigned the Planet icon. If it features Asteroid Tokens as well, it will also receive the Asteroid icon.

As long as a mission has at least one icon that matches the result rolled for that cell on the Sector Grid, it is available to be played at that location.

Rolling an Open Space result is a wildcard, allowing for any mission to be played (although missions do exist that use no Obstacle Tokens and are tagged with the Open Space icon, so you can limit yourself to those if you so choose).

The method of selecting the specific mission to play is left entirely up to the players.

Random Encounters

Each time players cross into a new grid square, they may choose to roll one D12 for a random encounter. Select one player to roll for the encounter, and once the roll has been made, the encounter must be resolved.

RANDOM ENCOUNTER TABLE
Result Encounter
1 You are caught in a severe ion storm. One random Tech or Weapon Upgrade equipped to the rolling player’s ship is disabled for the duration of the next mission (Player’s choice).
2 You are exposed to an alien pathogen. One random Crew Upgrade equipped to the rolling player’s ship is disabled for the duration of the next mission (Player’s choice).
3 You sustain minor hull damage. At the start of the next mission, the rolling player deploys with one face-down Damage Card on their Ship Card.
4 You are distracted by a personal emergency. For the duration of the next mission, the rolling player’s Captain Skill is -2 (to a minimum of 1).
5

You are ambushed by slavers. Roll 1 defense die. If the result is:

  • Evade: You manage to escape without harm.
  • Battle Stations: You successfully fight them off. The rolling player gains 1XP.
  • Blank: The rolling player loses one Crew Upgrade equipped to their ship (Player's choice).
6

You are boarded by pirates. Roll 1 defense die. If the result is:

  • Evade: You manage to escape without harm.
  • Battle Stations: You successfully repel them. The rolling player gains 1XP.
  • Blank: The rolling player loses one Tech Upgrade equipped to their ship (Player's choice).
7

You are challenged by trophy hunters. Roll 1 defense die. If the result is:

  • Evade: You manage to escape without harm.
  • Battle Stations: You impress them with your martial prowess. Flip over the top three Elite Talent cards. The rolling player may pick one card to temporarily equip to their ship (ignoring SP cost and skill restrictions), and discard it after the next mission.
  • Blank: The rolling player loses one Weapon Upgrade equipped to their ship (Player's choice).
8 Your engines receive a tune-up. For the duration of the next mission, the rolling player’s ship has an Agility Value of +1.
9 You rescue a crashed shuttle. Shuffle the deck of Crew Upgrade cards and flip over the top three. The rolling player may pick one card to temporarily equip to their ship (ignoring SP cost and slot restrictions), and discard it after the next mission.
10 You meet a scavenger offering to trade. Flip over one Crew Upgrade, one Tech Upgrade, and one Weapon Upgrade from the deck. The rolling player may pick one card to temporarily equip to their ship (ignoring SP cost and slot restrictions), and discard it after the next mission.
11 You bust a smuggler running weapons. Shuffle the deck of Weapon Upgrade cards and flip over the top three. The rolling player may pick one card to temporarily equip to their ship (ignoring SP cost and slot restrictions), and discard it after the next mission.
12 You recover some salvage from a derelict ship. Shuffle the deck of Tech Upgrade cards and flip over the top three. The rolling player may pick one card to temporarily equip to their ship (ignoring SP cost and slot restrictions), and discard it after the next mission.

Hardcore Mode: Once a player’s starting ship has been outfitted with Upgrades at the start of the campaign, they may only acquire new Upgrades through Random Encounters. They may keep the Upgrades permanently by exchanging them for the old ones, or as allowed by SP cost, skill, and slot restrictions. Each player may roll once for a Random Encounter while between Missions.

Advanced Tactics

Certain missions may require you to capture hostile crews alive, or otherwise disable an opposing ship without destroying it. These advanced tactics may come in handy when a more delicate touch is required.

Surgical Strike

Although their primary mission is exploration, Federation starships are absolutely capable of standing toe-to-toe against enemy warships, but this level of force is not always warranted. Whether as a warning shot, or out of a desire not to escalate a conflict, it may be necessary to attack without the intent to do harm.

When attacking with your Primary Weapon, before rolling any attack dice, you may declare a low-power surgical strike to roll fewer attack dice. You may choose to roll any number of attack dice, up to a maximum equal to your ship’s Primary Weapon Value.

You may not change your mind and roll additional dice after your initial low-power attack has been rolled.

Disabling Subsystems

Specific subsystems on an opposing ship can be directly targeted and disabled in order to gain different tactical advantages.

During the Combat Phase at the Declare Target step, after selecting the opposing ship you wish to attack, also declare which subsystem you are specifically targeting: Engines, Weapons, or Sensors.

If you roll at least one Critical Hit result (regardless of whether it would be canceled or not), instead of applying damage to the opposing ship’s Shields or Hull, the declared subsystem is successfully disabled instead. Place a Disabled Token on that ship’s Ship Card.

  • Engines: The opposing ship’s Agility Value is reduced to 0, and it cannot perform any Evade Actions, or maneuvers greater than Speed 2 (For AI-controlled ships, convert all maneuvers greater than Speed 2 to the closest equivalent maneuver at Speed 2 on that ship’s Maneuver Dial).
  • Weapons: The opposing ship’s Primary Weapon Value is reduced to 0, and it cannot attack or perform any Battle Stations Actions.
  • Sensors: The opposing ship cannot perform any Scan or Target Lock Actions, nor any mission-specific actions involving transporters.

During each subsequent Activation Phase, instead of performing its normal Action, a disabled opposing ship rolls one D6 to try and repair its damaged subsystems. On a result of 6, the subsystem is successfully repaired. Remove the Disabled Token from the ship’s Ship Card.

Difficulty Scaling

In contrast to a more traditional linear campaign, the randomly-generated nature of the Infinite Frontier campaign may result in a very inconsistent difficulty curve, since missions can be encountered in any order.

Starting off, you may find yourself at a disadvantage when using lower-tier ships, and as you gain more XP and develop a higher Captain Skill, you may find that the missions become less challenging over time. To combat this swinginess, this section provides a number of options for you to adjust the difficulty of the campaign to your liking.

Tactical Escort

If commanding a Tier One or Tier Two ship (see Starship Selection Chart), you may opt to deploy with a Tactical Escort as backup.

  • For every two Tier One ships, deploy with one Heavy escort.
  • For each Tier One + Tier Two pair, deploy with one Medium escort.
  • For every two Tier Two ships, deploy with one Light escort.

You can use a Runabout Token to represent an escort. Escorts have Attack orders, and will only pursue hostile ships. They will not pursue Mission objectives. Escorts can be assigned any Speed 2 or 3 maneuver (except Come About), and an Escort Token is treated like a ship model on a plastic base with the following stats:

Light Escort (Captain Skill 2)
Attack: 2Agility: 2Hull: 3Shields: 2
Medium Escort (Captain Skill 2)
Attack: 3Agility: 2Hull: 3Shields: 2
Heavy Escort (Captain Skill 2)
Attack: 3Agility: 2Hull: 3Shields: 3

Moderate Difficulty

If the average Captain Skill of all players is 5 or greater, roll one attack die for each enemy ship when it deploys. If the result is:

  • Hit: That enemy ship gains +2 Shields.
  • Battle Stations: That enemy ship attacks with +1 attack die.
  • Blank: That enemy ship gains +1 Agility.
  • Critical Hit: That enemy ship gains +4 Captain Skill.

Higher Difficulty

If the average Captain Skill of all players is 7 or greater, setup the Mission objectives and deploy enemy ships as though there is one additional player.

Extreme Difficulty

If the average Captain Skill of all players is 9 or greater, setup and play the Mission as though there is one additional player, and roll one attack die for each enemy ship when it deploys, as with Moderate Difficulty.

Tougher Ships

The Infinite Frontier campaign is primarily designed around using the components included in the core Star Trek Alliance box. However, if you have access to additional ship models, you can also increase the difficulty of a Mission by substituting in more powerful enemy ships – such as those included in the Dominion War Campaign, Parts II and III.

To determine if a tougher ship should be substituted, roll one attack die. On a Battle Stations result, replace the default ship with a more powerful one.

Any ship can be converted for use in this manner if you want to create your own AI logic card, or use the ones available from the Downloads section.

Permanent Consequences

For an even more punishing challenge, you could also choose to play with permanent consequences – namely, without the benefit of replays if you fail a mission, and permanent retirement of your Captain Card if your ship gets destroyed (even if other players manage to complete the mission).

Escape Pod

If playing with permanent consequences, you may equip your ship with an Escape Pod for the cost of 1SP and 1 Tech Upgrade slot. If your ship is destroyed, place an Escape Pod Token in base contact with your ship before removing the model from play.

During the Activation Phase, after all ships have moved, the Escape Pod must move 1 Straight in the direction of the arrow on the Token. If it overlaps a friendly ship’s base after a move, it is considered to be picked up by that ship and your Captain Card is safe. If it overlaps an enemy ship’s base after a move, it is destroyed along with your Captain Card. In either case, remove the Token from the board.

During the Combat Phase, an Escape Pod cannot attack, but it may be attacked. It has 0 Agility, a Hull Value of 1, and 0 Shields.

Starship Construction

ENGINE IMPROVEMENTS
Speed Maneuver Cost (XP) Requirements
1 Turn Red: 7
White: +3
Agility 3+
Agility 3+, Hull ≤3
1 Come About Red: 7
White: +3
Agility 4+
Agility 4+, Hull ≤2
2 Come About Red: 5
White: +2
Agility 3+
Agility 3+, Hull ≤3
3 Straight Green: 5Optional, not required to unlock 4 Straight
3 Bank Red: 3
White: +2
3 Turn Red: 3
White: +2
3 Come About Red: 3
White: +2
Agility 2+
Agility 3+
4 Straight Red: 5
White: +2
4 Bank Red: 5
White: +2
4 Come About Red: 5
White: +2
5 Straight Red: 7
White: +3
5 Come About Red: 7
White: +3
6 Straight Red: 10
White: +2
6 Come About Red: 10
White: +2
R Full Astern 1 Spd: 3
2 Spd: +2
SPACEFRAME IMPROVEMENTS
Upgrade Slots The first upgrade slot in each row costs 3XP, with each subsequent one costing an additional +1XP to unlock (from 4 to 7XP).
Base Stats Base stats cost 7XP to increase by 1 Point, or 3XP to re-allocate.

Horizon Shipyards

Once a player’s Captain Card has been completely filled out, they gain access to Starbase Horizon’s drydock facilities, allowing them to overhaul existing ships, or even construct brand new ships from the keel up.

Ships are built or refitted using XP earned from completing missions to unlock improved capabilities.

Refits

To refit an existing ship, copy all the stats from its Ship Card and Maneuver Card onto the Ship Development Sheet (found on page X of the downloadable rulebook). From there, consult the Engine and Spaceframe Improvements Charts on the right and determine which new capabilities you would like to apply to the ship. Pay the associated XP cost and shade in the appropriate space (or otherwise mark the changes) on the Ship Development Sheet.

Use the Ship Development Sheet in place of the original Ship Card when embarking on subsequent missions.

New Construction

To build a new ship from scratch, start with the blank Ship Development Sheet. All custom-built ships begin with the same configuration, as follows:

  • Allocate 8 Points towards base stats (Primary Weapon, Agility, Hull, and Shields).
  • The available starting Maneuvers consist of those in the grey squares.
  • The starting Upgrade Bar consists of the two bonus upgrade slots you chose on your Captain Card.

Starting from this base configuration, you may then spend XP to unlock more capabilities, just like with refitting an existing ship as described above.

Restrictions

  • A ship’s total base stats may not exceed 16 Points.
  • No individual base stat may exceed 5 Points.
  • Base Agility + base Hull may not exceed 7 Points (i.e. the more mass a ship has, the less maneuverable it becomes).
  • Not counting the two bonus upgrade slots chosen on your Captain Card, the total number of upgrade slots may not exceed the Hull Value.
  • Maneuvers must be unlocked from the bottom up, and from the middle out (i.e. 5 Straight cannot be unlocked without 4 Straight, 3 Bank must be unlocked before 3 Turn, etc.)
campaign.txt · Last modified: by mc_tammer

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