Star Trek: Alliance – Dominion War Campaign
Star Trek: Alliance – Dominion War Campaign Rulebook
Table of Contents
Table of Contents
- Components
- Assembly
- Card Anatomy
- Enemy AI Introduction
- Player Setup
- Campaign Setup
- Playing a Mission
- Suffering Damage
- Broken Formations
- Destroying Ships
- Movement Exceptions
- Obstacles
- Planets
- Initiative
- Breaking the Rules
- Resolving Rules Disputes
- Ship Systems
- Upgrade Cards
- Enemy AI: Gameplay Example
- Quick Reference
- Dominion War Campaign: Component List
- Dominion War Campaign: Campaign Setup
- Missions
- Campaign Log: Progress Tracker
Components
The following components are used in every game of Star Trek Alliance.
Ships, Bases, & Pegs — Pre-painted models represent ships in the game. The pegs securely attach the ships to their bases. Each base also holds a Ship Token that identifies the ship name and two ID Tokens that identify the player controlling the ship.
Ship Tokens — These Tokens identify the ship's name and display information about the ship's capabilities. One Token is placed in each ship's base to identify the ship. Ships controlled by the game have slightly different Ship Tokens with more arcs.
ID Tokens — These Tokens are inserted into a ship's base to identify which cards correspond to the ship.
HeroClix™ Maneuver Dials — These dials let the players plan maneuvers for their ships. Each player-controlled ship has its own Maneuver Dial.
Maneuver Templates — These templates correspond to possible maneuvers on the ships' Maneuver Dials. They are used when physically moving ships around the play area.
Action Tokens — These Tokens mark ships performing specific types of Actions, such as Scanning, Cloaking, or Acquiring a Target Lock.
Shield Tokens — These Tokens track how strong a ship's Deflector Shields are. These Tokens are double-sided: one side shows an Active Shield (blue) and the other side shows a Disabled Shield (red). The Disabled Shield signifies that the shield has been disabled by some effect such as the Cloak Action.
Critical Hit Tokens — These Tokens mark ships that have suffered a critical hit and remind players to consult their Damage Cards for more information.
Auxiliary Power Tokens — These Tokens mark ships that have strained their power resources and have switched to Auxiliary Power to continue functioning.
Disabled & Time Tokens — These Tokens are placed on top of cards and prevent some or all of their effects.
Planet & Obstacle Tokens — These Tokens add variety and sometimes mission objectives to the play area.
Range Ruler — This two-sided cardboard ruler is used to measure various distances during the game. It is divided into three sections: Range 1 (close), Range 2 (medium), and Range 3 (far).
Ship Cards — These cards list a ship's statistics and special ability, the Actions it can perform, the Upgrades it can equip, and its point cost when building squads.
Maneuver Cards — These cards show the possible maneuvers for each player's ship. The Maneuver Cards act as a guide for players as they decide which maneuver to choose on their Maneuver Dials each round.
Player Cards — Each player is a Captain represented by a Player card. This card tracks the player's Faction, Captain Skill, the points total they can spend when equipping Upgrade Cards, and the total Experience Points they have accumulated during the campaign.
Upgrade Cards — These cards represent different Upgrades that players can purchase for their ships, including Crew, Weapon, and Tech Upgrades, as well as Elite Talents if their Captain is capable of supporting them.
Damage Cards — These cards track how much damage a ship has suffered and describe special penalties that occur when a ship suffers a critical hit.
Enemy Logic Cards — These large cards are used to determine the maneuvers, Actions, and attack targets chosen by Enemy AI ships (those controlled by the game).
Enemy Loadout Cards — Many Enemy ships come equipped with their own Upgrades. These Loadout cards are used to track a ship's ID number, its equipped Upgrades, and provide a place to place damage cards assigned to that Enemy ship.
Campaign Book — This book contains all of the fiction, player setup instructions, and mission information to play a cooperative campaign game of Star Trek Alliance.
Custom Dice
These custom eight-sided dice are used to resolve combat and other abilities during the game. There are two different types of dice: attack dice (red) and defense dice (green). The icons on these dice also have names.
Attack Dice Faces (8 total): Hit ×3, Critical Hit ×1, Battle Stations ×2, Blank (no icon) ×2.
Defense Dice Faces (8 total): Blank (no icon) ×3, Battle Stations ×2, Evade ×3.
Six-Sided Die — This die is used with Enemy Logic cards and Mission diagrams to control where and how Enemy ships move and act.
Twelve-Sided Die — This die is used to track how many rounds have passed during a Mission.
Assembly
HeroClix™ Maneuver Dial Assembly — Before playing, assemble each dial as shown. Connect each dial with the faceplate with the matching artwork.
Ship Assembly — To assemble a ship, follow these steps:
- Place the chosen Ship Token in the base.
- Insert one peg into the tower of the base.
- Insert the second peg into the first peg.
- Insert the small peg on the bottom of the plastic ship into the second peg.
From this point forward in the rulebook, the term "ship" refers to a fully assembled ship, complete with plastic ship, pegs, base, Ship Token, and ID Token.
ID Token Assembly — Each player chooses a different player color, and takes 2 ID Tokens of that color. Insert both Tokens into the tower of the base as shown in the diagram. The color that you display on the front facing ID Token must match the color you display on the rear facing ID Token (if you pick Blue, both outward-facing sides of the Tokens must be blue).
Enemy AI ships also have their own numbered ID Tokens. These are set up in a similar way, and are explained in more detail in "Mission Setup."
Card Anatomy
Ship Card: 1. Ship Name, 2. Ship Class, 3. Faction Icon, 4. Primary Weapon Value, 5. Agility Value, 6. Hull Value, 7. Shield Value, 8. Ship Type Icon, 9. Upgrade Bar, 10. Ship Special Ability, 11. Action Bar, 12. Squadron Point Cost.
Upgrade Card: 1. Card Title, 2. Card Ability, 3. Attack Value, 4. Range, 5. Upgrade Icon, 6. Faction Icon, 7. Squadron Point Cost, 8. Unique / 1 per ship Icon, 9. Restrictions.
Enemy Logic Card: 1. Ship Name & Icon, 2. Ship Stats, 3. Maneuver Logic, 4. Action Logic, 5. Combat Logic, 6. Range Reminders, 7. Ship Image, 8. Maneuver Tables, 9. Faction Icon.
Note: The Enemy Logic card only shows maneuver tables on the right-hand side of the ship. Whenever the ship does a left maneuver, use the corresponding right maneuver table, but perform a left maneuver.
Enemy Loadout Card (Front): 1. Ship Name, 2. Captain Skill, 3. Ship Icon, 4. ID Token space, 5. Faction Icon. Enemy Loadout Card (Back, Elite): 6. Elite Ability, 7. Enemy Type (Elite).
Player Card: 1. Faction Icon, 2. Captain Name, 3. Captain Skill, 4. Reputation Rows, 5. Additional Talent Slots, 6. Additional Reputation Slots.
Enemy AI Introduction
Since Star Trek Alliance is a cooperative game, all players work together on a team against ships controlled by the game. These are collectively referred to as Enemy AI ships.
If you are familiar with Star Trek Attack Wing, most of the rules in this rulebook will be familiar to you. Many rules that apply to player-controlled ships also apply to Enemy ships, but there are a few differences:
- Logic Card: All Enemy AI ships of the same type use one of these large square cards instead of a Ship Card. These cards describe the decision-making process to follow whenever players activate or attack with an Enemy AI ship.
- Loadout Cards: Enemy AI ships use a Loadout card that matches their ship icon, instead of Captain or Upgrade cards. Each Enemy AI ship will be dealt one of these, using the normal or Elite side depending on the Mission Setup. These cards determine the Enemy AI ship's Captain Skill, any abilities, and also provide a place to put an ID Token, Shield Tokens, and any damage cards the Enemy AI ship suffers.
- Maneuver Dials: Enemy AI ships do not plan maneuver dials. Instead, they roll a die and refer to their Enemy Logic card to determine the maneuver they execute.
- Pre-Measuring: Whenever an Enemy AI ship must check to see if a condition is true, players will need to pre-measure a maneuver or range. See "Swerving to Avoid Obstacles."
- Auxiliary Power: Enemy AI ships behave differently with different rules for handling Auxiliary Power. See "Auxiliary Power Tokens."
Each of these rule modifications for Enemy AI ships is described in more detail alongside the corresponding rules for player-controlled ships. A full round example of how Enemy AI ships work can be found under "Enemy AI: Gameplay Example."
Player Setup
Each player performs the following first-time setup to play a Campaign. If you wish to control multiple ships for a larger game, perform these steps for each ship. See "Player Upgrades."
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Choose Faction and Player Card — As a newly-promoted Captain, choose a player card from those in the box. The Faction of your Captain's player card determines which ships and Upgrades you can use during the campaign. Write your name (or your fictitious Captain's name!) in the "Captain Name" field.
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Choose your First Command (Starting Ship) — Refer to the Campaign's starting setup instructions for which ship(s) are available to starting Captains. Choose one of those ships and assemble its miniature, pegs, plastic base and ship Token. Also take the matching Ship Card, Maneuver Dial and Maneuver Reference card. Other ship choices may become available during your Campaign as your Captain Skill increases.
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Spend Starting Experience Points (XP) — Refer to the starting rules for the Campaign you will be playing. Each new Captain begins with the listed amount of Experience Points (XP) for that Campaign. For each XP, choose one row in the Upgrades section of your Player Card, other than Skill, and shade in the leftmost box (you may shade several boxes in the same row if desired). Doing so increases the total number of squad points you can spend on Upgrade Cards of that type when you outfit your ship before each Mission. You must spend all of your starting XP by shading boxes; it cannot be saved for later.
For Example, Ben spends 6XP to shade 2 boxes in the Weapon Reputation row, and 4 boxes in the Crew Reputation row. His ship can now have 2 squad points worth of Weapon Upgrades, and 4 squad points worth of Crew Upgrades, limited to the icons on his ship's Upgrade Bar.
Shading Numbered Boxes (Skill, Reputation)
All of the white boxes on the Player Card can be shaded, left to right, as a player earns XP. Whenever you shade a box, the leftmost unshaded number in the row becomes your new value for that stat. For example, if you shade 6 boxes in your Skill row, your new Captain Skill becomes 5. If you shade 4 boxes in your Weapon Reputation row, you may now equip up to 4 points of Weapon Upgrades to your ship.
Unlocking Additional Upgrade Icons
When shading an underlined number in the Skill row, immediately shade in 2 of the icons shown in the box below the Skill row - the icon you leave unshaded is added to your ship's Upgrade Bar. For example, you shade 3 boxes in your Skill row, unlocking an icon. You decide to shade in the Weapon and Tech icons, meaning you may now equip an extra Crew Upgrade. The total Squad Points you may spend on Upgrades of that type is still limited by your Reputation value for that type.
Shading White Boxes (Talents)
You may only shade Talent boxes if the box below it in the Skill row is also shaded. Once all boxes to the left of an Elite Talent icon are shaded, add that icon to your ship's Upgrade Bar. The total Squad Point cost of all your Talent Upgrades cannot exceed your Captain Skill number. For example, if you have Captain Skill 4, you may spend up to 4 Squad Points on Talents.
Campaign Setup
Players must collectively choose a Campaign to play. Each Campaign has an overall story that spans several Missions, and also includes rules for which ships and Upgrades players may use, as well as their starting Experience Points to spend.
To win the Campaign, players must achieve all of the Campaign's Objectives, before any of its loss conditions are met. Usually, this is a result of completing the objectives within each Mission.
Mission Page Anatomy
Each Mission in Star Trek Alliance is laid out on a two-page spread, and consists of the following information:
- Mission Act and Name
- Mission Briefing Fiction
- Map Setup Diagram
- Map Setup Legend
- Mission Parameters (Objectives, XP, Mission End)
- Success and Failure text
- Enemy Ships
- Special Rules for this Mission
The Campaign Round
A Star Trek Alliance Campaign is designed to be played over multiple Campaign Rounds, each of which can function as a single game session. The majority of gameplay during each Campaign Round is still a tactical skirmish, but some additional steps occur before and after.
- Choose a Mission
- Mission Setup
- Fleet Setup
- Play Mission
- Record Campaign Progress
Each step is explained in detail below.
Playing a Mission
1. Choose a Mission
Refer to the Campaign Setup in the chosen Campaign Book to determine which Missions are available. Players should collectively decide which Mission to attempt, or if they cannot reach an agreement, determine a mission randomly from among those available.
2. Mission Setup
Turn to the chosen Mission's page in the Campaign Book and follow these steps:
1. Briefing — Choose a player to read the Mission Briefing section, Objectives, and Special Rules aloud so that all players understand the Mission, and the objective they will be trying to achieve.
2. Map Setup — Establish the play area and place various Tokens.
- A. Play Area: Missions in Star Trek Alliance use a standard 3x3' (90x90cm) square play area unless otherwise specified in the map setup diagram. Note: For mission setup and balance reasons, it is not recommended to change the size of the play area.
- B. Grid: Refer to the Map Setup legend, and place any required Tokens as shown. Grid squares on the map diagram have a side length equal to the Range-1 portion of the Range Ruler (4"). Use these gridlines to help you measure and accurately place the required Tokens, and at the start of the mission, player ships.
- C. Bearing Arrows: The blue, numbered arrows around the edge of the Map Setup Diagram are used when placing Enemy ships. They do not have Tokens or appear on the actual play area. See "3. Enemy Ship Setup."
- D. White-Outlined Areas: Place the number and type of terrain Tokens listed within that area in a random fashion, using any method you like. Usually, the Map legend specifies that these Tokens should be a certain range apart, so you may need to adjust them using a Range Ruler after they have been randomly placed.
- E. Orange-Outlined Areas: Some diagrams show orange-outlined areas with a "#p". This means the terrain feature(s) within the outlines is not included in the setup unless there are a number of players equal to or greater than the number preceding the p. For example, an item outlined and labelled 4p is only used in games with 4 or more players.
- F. Edges: Each edge of the map diagram features a bar with one or more faction icons. These do not require setup; they are used as reference for when player (or Enemy AI) ships retreat by flying off the edge of the map.
- G. Setup with Special Rules: Some features on the map use a particular set of Tokens, or require additional setup. These are explained in the Special Rules section.
3. Enemy Ship Setup — The Mission's Enemy Ships table lists all of the Enemy AI ships that are used during the mission, when they arrive, where they are placed, and their Orders (any changes to their logic). The composition of each Enemy Formation changes with the number of players.
For each Row with an Arrival of "Setup", perform the steps below. At the beginning of later Rounds, follow these same steps for new Enemy Formations that appear.
- A. Determine the number and type of ships used for your player count.
- B. Assembly: Find and assemble the Enemy Ship models. Use the special Enemy AI ship Tokens from Star Trek Alliance that have the 8-direction white lines on them.
- C. Loadout: Shuffle the Enemy Loadout cards for each type of ship used, and place one beside the play area for each Enemy AI ship. Use its standard or Elite side faceup as required. Note: While the standard side of the Loadout card is usually the same, the Elite sides are not. Place a number of Shield Tokens on each loadout card equal to the Shield value of the ship type. Note: Some Loadout cards increase a ship's Shield value; don't forget to add these Tokens.
- D. ID Tokens: Starting with the first row of the Enemy Ships table and proceeding left to right, assign each Enemy AI ship a set of 3 matching ID Tokens, beginning with ID Token #1. Place one on each side of its base, and place the third ID Token on a Loadout Card that matches its ship type.
- E. Logic Card: For each type of Enemy ship, regardless of which formation it is from, find the matching Enemy Logic Card and place it beside the play area. All ships of the same type use the same Logic card for reference, but each uses a unique Loadout card for its abilities and Tokens.
Reading an Enemy Ships table. Each Mission's Enemy Ships table lists:
- Formation: The formation name for this group of enemies. Some Missions have Special Rules that refer to Formations by name.
- Round: The round number when this formation of Enemy ships is placed on the table. Formations that are listed as "Setup" are placed before players place their ships.
- Bearing: The number listed here corresponds to a blue bearing vector arrow on the map diagram, and tells you where this formation will be placed. If there are multiple options separated by a slash, randomly determine one of the options listed (ex. "1/2" means "1 or 2"). If the entry is "Roll", roll a six-sided die and place the formation at the matching bearing arrow.
- Orders: The overall logic for this formation of enemy ships, which may change their targets or Action selection.
- 2p–6p columns: These columns list which enemy ships are used for each player count, using icons for the type of enemy ship placed. Match them with the icons shown on the top left of Enemy Logic and Loadout cards.
- Elite Ships: Some ships also have an Elite icon. These are Elite versions of the ship and will use the Elite side of their randomly-drawn Loadout card.
Row Examples (using a sample table): In a game with 3 players, a formation listed as placed during setup at bearing arrow 3 will consist of 1 Jem'Hadar Attack Ship. In a game with 4 players, a formation with no ship icons in the 2p, 3p, or 4p columns is not used. In a game with 6 players, a formation that shows icons in the 2p and 4p columns will consist of 2 Jem'Hadar Attack Ships (1 from the 2p column, +1 from the 4p column), each using an Elite loadout card if the Elite icon is present. This formation does not include any additional ships for games with more than 4 players.
Players & Player Ships: Campaign Missions are balanced around the number of players, assuming that each controls 1 ship. Each player can control more than 1 ship if desired, but doing so increases the player count.
When the Mission has been completely set up, players proceed to the Fleet Setup, where they choose, equip, and place their own ships.
3. Fleet Setup
Armed with knowledge of their objective, this is a freeform setup step where each player chooses a ship from those available, and may spend Squad Points on Upgrades. Players are encouraged to discuss their fleet composition and strategize about how to best meet the mission's objectives. The following rules apply:
Factions: In Star Trek Alliance, unless otherwise specified by Campaign Setup or a Mission's Special Rules, players may only use Ships and Upgrades from the same faction as their Captain (player card).
Unique and 1-per-ship Upgrades: A player cannot equip more than one Upgrade that is limited to one per ship (Operations Officer icon). Unique cards (Inspiring icon) are limited to one between players, since all players are on the same team. If one player equips a unique card, no other player may equip a card with the same name.
Upgrade Limitations: Some Upgrades have restrictions. Cards may be restricted to ships of a specific faction, captains of a specific faction, ships of a specific class, specific firing arcs, ships with a particular hull value, and more. In all of these cases, the restrictions for the specific card will be listed along the left side of the card. If there are no icons listed there, the card has no restrictions. Below is a non-exhaustive list of restriction icons and what they mean:
- This card can only be equipped to a ship with a matching ship class icon.
- This card's ability may only be used in one of the corresponding firing arc(s).
- This card can only be equipped to a ship card with a Hull value that matches the value displayed.
Squadron Points: All Upgrade Cards display a number in the lower right corner. This number is the Squadron Point (SP) cost of the Upgrade. The total Squadron Point value of Upgrades a player can equip is based on the boxes shaded on their Player card; players cannot equip Upgrades with a combined cost greater than their experience level for that Upgrade type.
Player Ships: Each player commands one or more ships. The class of ship may be any of those listed as available in the Campaign's Setup section, but it must be a generic Federation Starship. The Squadron Point costs on ship cards (but not Upgrades) are ignored in a Star Trek Alliance campaign.
Player Upgrades: There are different ways to customize a ship, such as adding a crew member, a Secondary Weapon, or an Elite Talent. However, the Upgrade Bar along the bottom of the Ship Card displays icons that represent which Upgrades the ship can equip. For each icon shown in the Upgrade Bar, the ship can equip one Upgrade Card with the matching icon. Upgrade icons that appear in a ship's Upgrade Bar include Crew, Weapon, and Tech Upgrades.
Elite Talent icons do not appear on a ship's Upgrade Bar. To equip an Elite Talent Upgrade, you must have unlocked an icon on your player card by shading all the boxes to the left of it. A ship can field a number of Elite Talent Upgrades equal to the total number of icons unlocked on the player card, though the combined Squadron Point cost of Elite Talents cannot exceed the player's current Captain Skill.
When Finished, Deploy! Players verify that the ships of their fleet are built correctly, within the limitations of their Upgrade bars and Squadron Point totals allowed by their player cards. Then, each player places their ship anywhere within the Mission's Player Deployment Area, as marked on the Map Setup diagram.
4. Play Mission
During this phase, players attempt to complete the Mission cooperatively over a series of game rounds, until the Mission's end conditions are met.
The Game Round:
- Reinforcements Phase — If the Mission's Enemy Ships table lists any formations for this Round, they are set up and placed where indicated.
- Planning Phase — Each player chooses one maneuver for each of their ships by using that ship's Maneuver Dial. Enemy AI ships do not plan dials, so they skip this phase.
- Activation Phase — Each ship moves and performs one Action. In ascending order of Captain Skill, reveal each ship's Maneuver Dial or resolve its Enemy Logic card and execute its chosen maneuver. Immediately after performing its chosen maneuver, each ship may perform one Action.
- Combat Phase — Each ship may perform one attack. In descending order of Captain Skill, each ship can attack one opposing ship that is inside its primary firing arc and within range. Some ships include a secondary firing arc marked with a dashed line. When making attacks, this firing arc can only be used for Weapon Upgrades or abilities that specifically say they can be firing through a secondary firing arc. Note: Enemy AI ships use the Combat Phase logic on their cards to determine weapon and target selection.
- End Phase — Players perform end of round activities (see "End Phase" below).
After resolving the End Phase, a new round begins starting with the Planning Phase. This continues until players complete their mission objectives, have all retreated, or are all destroyed.
Reinforcement Phase
If any formations in the Enemy Ships table list the current round for their Arrival, they must be assembled and placed on the table, following the same procedure as described during setup.
In the unlikely event that all Enemy ship models are in play, remove one or more enemy ships currently on the board, then reuse those models to place a new Enemy ship or Formation where indicated by the Enemy Ships table. Always remove the Enemy ship with the fewest total shields and hull remaining, or if tied, the Enemy ship that is furthest from any player ship.
Planning Phase
During this phase, each player uses their Maneuver Dial to choose one maneuver for their ship. Players may plan their dials and leave them faceup beside their ship models, so that they can better coordinate their maneuvers. Each player has the final say in the maneuver choice for their own ship.
Note: Enemy AI ships do not plan dials, and therefore skip this phase.
The selection on the dial dictates how ships move during the next Activation Phase. In order of ascending Captain Skill, players must assign a dial to their ship. If two ships have the same Captain Skill, players choose who will assign their Maneuver Dial first. After all ships have been assigned Maneuver Dials, continue to the Activation Phase.
Note: Players should consult their ships' Maneuver Cards for a full list of the maneuvers that their ships are capable of performing.
Choosing a Maneuver: To choose a maneuver, the player rotates the faceplate of the ship's Maneuver Dial until the window shows only the desired maneuver. They then assign the maneuver to their ship by placing the dial near the ship inside the play area.
Each selection on the Maneuver Dial has a corresponding Maneuver Template that measures the ship's movement during the Activation Phase. During the Planning Phase, the players cannot use Maneuver Templates in order to "test" where ships will end up. Instead, they must plan their maneuvers by estimating their ships' movement in their heads.
Note: Since different types of ships in the Star Trek universe vary in their maximum speed and maneuverability, the dial for each type of ship is unique. Thus, not all ships are capable of using every Maneuver Template included in the game, and some ships can execute maneuvers that others cannot.
Types of Maneuvers: Each maneuver consists of three elements: the bearing (arrow), the speed (number), and the difficulty (arrow color).
- Bearing is indicated by the arrows on the Maneuver Dial. Ships can travel in several possible bearings, depending on the options available on their dials:
- Straight: Advances the ship straight ahead, without changing its facing.
- Bank: Allows the ship to execute a shallow curve that advances the ship ahead, slightly to one side, and changes its facing by 45º.
- Turn: Allows the ship to execute a tight curve that advances the ship ahead, sharply to one side, and changes its facing by 90º.
- Come About: Advances the ship straight ahead, changing its facing by 180º.
- Full Astern: Moves the ship straight backward, without changing its facing.
- Speed is indicated by the numbers on the Maneuver Dial and varies between "1" and "6," depending on the options available on the dial. The higher the speed, the farther the ship travels during its maneuver.
- Difficulty: Some maneuvers are more difficult to execute than others. The color of the bearing arrow indicates each maneuver's difficulty. Most arrows are white, which represents a standard maneuver. Some arrows are red or green, which represent that the maneuver is either difficult for the ship to handle (red) or extremely simple (green). During the Activation Phase, ships may receive or remove Auxiliary Power Tokens based on the color of the maneuver executed. See "Auxiliary Power Tokens."
Note: Some maneuvers may be modified or restricted by other factors, such as an Auxiliary Power Token or the text on a face up Damage Card.
Planning Phase Example: The players controlling the Federation starships are both Captain Skill 2, and decide which order to plan their dials (this order only matters if players have abilities that affect the placement of ship dials). After discussing strategy, the Excelsior-Class player rotates their dial to a Bank 2 and places it faceup beside their ship. The Akira-Class player rotates their dial to a Bank 3 and places it faceup beside their ship.
Activation Phase
During this phase, each ship is activated one at a time. Starting with the ship with the lowest Captain Skill, each ship performs a Maneuver, followed by an Action. The Activation Phase works slightly differently for Player ships and Enemy AI ships. Refer to the matching section for the appropriate set of steps: Activation Phase: Player Ships, or Activation Phase: Enemy AI ships.
Breaking Ties in Captain Skill:
- If multiple players have the same Captain Skill, they may choose which order to activate.
- If multiple Enemy AI ships have the same Captain Skill, they must activate following the numbers on their assigned ID Tokens, in ascending order.
- If players and one or more Enemy AI ships have the same Captain Skill, resolve all the Enemy AI ships first in ID Token order, then all of the player ships in any order the players choose. Enemy ships are always considered to have Initiative. See "Initiative."
Activation Phase: Player Ships
Set Template — Take the Maneuver Template that matches the chosen maneuver on the dial and place that template snugly against the front of the ship's base between the front guides. Insert the template fully into the guides so that it is flush against the base.
Execute Maneuver — Holding the template firmly in place, grip the side walls of the ship base and lift the ship off the play surface. Then place the ship at the opposite end of the template, sliding the rear guides of the ship into the opposite end of the template.
Exceptions: To execute a Come About Maneuver, see "Come About" below. To execute a Full Astern Maneuver, see "Full Astern" below. If the ship has any Tokens assigned to it (such as Action Tokens or Auxiliary Power Tokens), move the Tokens along with the ship.
Note: If a ship executes a maneuver that causes either its base or the Maneuver Template in use to physically overlap another ship base, see "Moving Through a Ship" and "Overlapping Other Ships."
Check for Power Strain — If the ship just executed a Red Maneuver, place 1 Auxiliary Power Token beside the ship. If the ship just executed a Green Maneuver, remove 1 Auxiliary Power Token from the ship (if any) and return the Token to the miscellaneous Token supply. See "Auxiliary Power."
Clean Up — Return the used template to the pile of Maneuver Templates. Place the revealed dial outside the play area, near the ship's corresponding Ship Card.
Perform Action — The ship may perform one Action. Actions provide a wide range of benefits and are described below. A player ship with one or more Auxiliary Power Tokens cannot perform Actions. See "Auxiliary Power."
The ship currently resolving a phase is known as the active ship. After the active ship resolves the final step, the ship with the next lowest Captain Skill becomes the active ship and resolves these same steps. Continue activating ships in order of ascending Captain Skill until each ship has activated.
Maneuver Templates — Maneuver Templates precisely measure distance and angle to ensure that all ship movements are consistent. Each end of a Maneuver Template displays one arrow (the bearing) and one number (the speed).
After a player reveals their dial during the Activation Phase, they find the template matching the bearing and speed of the revealed maneuver and use that template to move their ship.
Note: Ships must bank or turn using the exact same maneuver chosen on their dial. In other words, if a player reveals a Bank 3, they cannot rotate the template to execute the mirrored Bank 3.
Come About — The Come About Maneuver uses the same movement template as a Straight Maneuver. The only difference between these maneuvers is that after executing a Come About Maneuver, the player rotates their ship 180° (so that the guides on the front of the ship's base fit securely with the Maneuver Template).
Movement Example: 1. The Player takes the Maneuver Template that matches their ship's dial and sets it between their ship's front guides. 2. Holding the template in place, the Player moves the ship to the opposite end of the template, and slides the rear guides of the ship into the template.
Full Astern — The Full Astern Maneuver uses the same movement template as a Straight Maneuver. To execute this move, place the appropriate template on the back of the ship's base and then move the ship so that the front of the ship is placed on the other end of the Maneuver Template.
Actions
During the Activation Phase, each ship may perform one Action immediately after moving. A ship may perform any Action shown in the Action Bar of its Ship Card. Additionally, certain cards may allow ships to perform other Actions. Each of the possible Actions is described in detail below. If an ability allows a ship to perform a "Free Action," this Action does not count as the one Action allowed during the "Perform Action" step.
Evasive Maneuvers — Ships with the Evasive Maneuvers icon in their Action Bar may perform the Evasive Maneuvers Action. To perform this Action, place one Evasive Maneuvers Token near the ship. The player can spend the Evasive Maneuvers Token later during the Combat Phase to cancel 1 damage rolled by the attacker. See "Spending an Evade Token." Unspent Evasive Maneuvers Tokens are removed from all ships during the End Phase.
Scan — Ships with the Scan icon in their Action Bar may perform the Scan Action. To perform this Action, place one Scan Token near the ship. A ship with a Scan Token beside it during the Combat Phase reduces the number of defense dice rolled by its opponent. See "5. Roll Defense Dice." All Scan Tokens are removed from all ships during the End Phase.
Battle Stations — Ships with the Battle Stations icon in their Action Bar may perform the Battle Stations Action. To perform this Action, place one Battle Stations Token near the ship. The player can spend the Battle Stations Token later during the Combat Phase to increase their chance of hitting when attacking or decrease their chances of getting hit when defending. See "Spending a Battle Stations Token." Unspent Battle Stations Tokens are removed from all ships during the End Phase.
Cloak — Ships with the Cloak icon in their Action Bar may perform the Cloak Action. A ship must have at least 1 Active Shield in order to perform a Cloak Action. When performing a Cloak Action, disable all of the ship's remaining Shields by flipping them over to their red sides. See "Disabling Shields." Place a Cloak Token on the ship with its green side face up. The Cloak Token is placed right on top of the ship base to signify that the ship has just Cloaked and can still be Target Locked for the remainder of the round. See "Acquire a Target Lock."
While Cloaked, replace the ship's printed Agility Value with its printed Agility Value +4. Additionally, a Cloaked ship gains the ability to perform the Sensor Echo Action. If a Cloaked ship fires, its owner must flip the Cloak Token over to its red side, which signifies that the ship is still considered Cloaked for the remainder of the round. The Cloak Token must be removed during the End Phase.
During the End Phase, if a ship still has a green Cloak Token (signifying that it did not attack), that ship's owner may choose to keep its Shields disabled in order to retain the Cloak Token. In this case, the player moves the Cloak Token off the ship base to signify that the ship has been Cloaked for more than one round. A player may keep their ship Cloaked in this manner for an indefinite number of turns. If the player instead chooses to raise the ship's Shields during the End Phase, then the player must remove the Cloak Token.
Sensor Echo — Ships with the Sensor Echo icon in their Action Bar may perform the Sensor Echo Action. A ship can only perform a Sensor Echo Action if it is currently Cloaked. Performing a Sensor Echo Action signifies that the Cloaked ship is actually in a different position than the opposing ship's sensors were able to detect. To perform a Sensor Echo, follow these steps:
- Choose either the Bank 1 or Bank 2 Maneuver Template.
- Place one end of the template against either the left or right side of the ship's base. The template may be placed anywhere along the side of the ship's base as long as no part of the template goes beyond the front or back edge of the base.
- Holding the template firmly in place, lift the ship off the play surface. Then place the ship at the opposite end of the template, making sure no part of the template goes beyond the front or back edge of the base. The front of the ship must face the same direction it was facing when it started the Sensor Echo.
A ship cannot perform a Sensor Echo if this would cause its base to overlap another ship or another obstruction upon which it cannot end its movement. The player may measure to see if their ship can perform a Sensor Echo before committing to this Action; they may even test both the Bank 1 and Bank 2 Maneuver Templates when making this determination. However, once they physically pick up their ship off the playing surface, they must commit to the Sensor Echo Action unless doing so proves to be impossible without overlapping another ship or obstruction.
If the Sensor Echo Action is impossible, place the ship back in its original position. This ship may not perform a non-free Action this game round.
Sensor Echo Example: The Defiant-Class is Cloaked and performs a Sensor Echo Action, hoping to move outside the primary firing arc of the Attack Ship. 1. The Federation Player takes the Bank 1 Maneuver Template and sets it along the right wall of the ship's base, attempting to avoid the Attack ship's firing arc. 2. Then they take the Defiant-Class and move it to the other side of the template so that the template touches the left wall of the ship's base.
Acquire a Target Lock — Ships with the Acquire a Target Lock icon in their Action Bar may perform the Acquire a Target Lock Action to place a pair of Target Lock Tokens. The player can choose to spend the Target Lock Tokens later, during combat, to increase their chances of hitting the targeted ship. See "Spending Target Lock Tokens." To acquire a Target Lock, follow these steps:
- Determine if the opposing ship is within range by taking the Range Ruler and measuring the distance from any point on the active ship's base to any point on the opposing ship's base.
- If the opposing ship is at Range 1, 2, or 3, the active ship may acquire a Target Lock on that ship.
- Place one red Target Lock Token near the opposing ship to indicate that it is targeted.
- Place the corresponding blue Target Lock Token (the one that matches the red Token's letter) near the active ship to indicate that it is locking.
When measuring the range for a Target Lock, the player may measure 360º from the active ship. The active player may measure to see if an opposing ship is within range before committing to this Action.
Each ship capable of performing this Action can maintain only 1 Target Lock (i.e. each ship can have only 1 blue Target Lock Token assigned to it). However, multiple ships can target the same ship, so it is possible for a ship to have several red Target Lock Tokens assigned to it.
While it is possible to Target Lock an opposing ship the turn that it Cloaks (i.e. if its Cloak Token is still resting on its ship base), a ship cannot acquire a Target Lock on a ship that has been Cloaked since the previous turn (i.e., if its Cloak Token is now beside the ship base). However, a ship that has acquired a Target Lock on an opposing ship can keep its Target Lock Token beside that ship even if the opposing ship later Cloaks, and Target Lock Tokens are only removed if the locking ship either acquires a Target Lock on a different ship or spends the Target Lock during combat. Target Lock Tokens are not removed automatically during the End Phase like many other Tokens. Certain abilities may also allow a targeted ship to remove a Target Lock. In any case, whenever a Target Lock Token of any color is spent or otherwise removed, always remove the corresponding Target Lock Token of the opposite color.
Some Secondary Weapons, such as Photon Torpedoes, can only be used if the ship spends a Target Lock on the targeted ship. See "Secondary Weapons."
Target Lock Example: After the Akira-Class ship moves, it performs an Acquire a Target Lock Action. The Player measures 360° around the ship to see which opposing ships are at Range 1-3: Attack Ship #1 is out of range, so the Akira-Class cannot acquire a Target Lock on it, but Attack Ship #2 is at Range 2, so the Akira-Class locks onto it. The Player places one red Target Lock Token next to the Attack Ship, and the blue Target Lock Token with the matching letter next to the Akira-Class.
Regenerate — Ships with the Regenerate icon on their Action Bar may perform the Regenerate Action. A ship that performs the Regenerate Action immediately repairs 1 damage of its choice to its Hull (critical or normal). A ship cannot attack during the round that it performs the Regenerate Action.
Pass — A ship may pass, choosing not to perform any Action.
Other Actions — Some card abilities include the "Action:" header. A ship may resolve this ability during its "Perform Action" step. This counts as that ship's Action for the round. Card abilities without the "Action:" header may be resolved when specified on the card and do not count as the ship's Action. However, a ship cannot perform the same Action more than once during a single game round (not even when the Action is a "free Action").
Activation Phase: Enemy AI Ships
Note: Enemy AI ships do not set maneuver dials, so their maneuvers are determined when they activate. This means that AI ships with higher Captain Skill than the players will know where the player ships are when they determine their maneuvers, making them very dangerous.
Choose Maneuver: Perform all of the steps in this section of the ship's Enemy Logic card:
- Identify Target based on Mission Orders.
- Find Target's Range and Direction, then Roll on the matching maneuver table, right.
- Perform the Maneuver rolled. If Red, skip Action instead of gaining a Battle Stations Token.
1. Identify Target based on Mission Orders — The default Enemy Order type is "Attack". Under this order, the nearest player ship is selected as the target. For other types of Orders, see the Mission's Special Rules. The following rules apply for all types of Orders.
- Determining Nearest: The target that is physically closest in the shortest range band is considered nearest. If there are several possible targets that are at similar distances, choose the one that is closest to being directly ahead of the Enemy AI ship.
- Touching: Enemy AI ships ignore targets they are touching unless there are no other targets within Range 1-3.
- Formations: During the Activation Phase, all ships in an unbroken Formation make the same choices during their Choose Maneuver steps. See "Broken Formations." When the ship with the lowest-numbered ID Token in a formation activates, use its position and facing to determine the target. All other ships in the formation will select the same target and perform the same maneuver, although they may adjust that maneuver independently if required.
- Additional Steps: Some Enemy Logic cards have additional steps here, which may include gaining free Tokens or other effects.
Determining Target Example: An Attack Ship has 3 possible Federation ships to use as targets when Choosing a Maneuver. By default, the nearest Federation ship will be its target. Federation ship #1 would be the target, except that it is touching the Attack Ship, and is ignored because there are other targets within Range. Federation ships #2 and #3 are both at Range 2, but since the Akira-Class #2 is physically closest to the Attack ship, it is selected as the target.
2. Find Target's Range and Direction, then roll on the matching maneuver table:
- Direction: Relative to the facing of the AI ship, determine the direction in which the target lies.
- Direction Tiebreakers: The AI's maneuver tables are divided into 8 directions, but sometimes the nearest target is on a dividing line. In this case, use the table that the target is facing towards. If the target ship is pointing directly toward or away from the AI ship, randomly choose which table to use.
- Range: Measure Range to the target ship to determine which of the 2 maneuver tables (inner blue ring, or outer black ring) to use. Each Enemy Logic card has a reminder in the bottom right corner.
- Range 1: Use the inner table.
- Range 2: If the target is facing toward the AI ship, use the inner table, otherwise use the outer table.
- Range 3+: Use the outer table.
- Roll the six-sided die: Compare the result to the maneuver table you selected in the above steps. This selects the maneuver the Enemy AI ship will perform. For left maneuvers, use the corresponding right table but flip the maneuver direction.
Target Direction Examples: If the Akira-Class is the target, the Attack Ship will use its forward Maneuver Table because the Akira-Class points toward that section. If the Excelsior-Class is the target, randomly determine one of the sections to use that it overlaps.
3. Perform the Maneuver — This is resolved the same way as for a player ship. Follow the Set Template and Execute Maneuver steps above.
Check for Power Strain (Enemy AI): Important: If the AI ship just executed a Red Maneuver, do not place an Auxiliary Power Token beside the ship. Instead, the ship skips its Choose Actions step. Effectively, Red Maneuvers only prevent the AI ship from performing Actions that turn.
Auxiliary Power Tokens (Enemy AI): While AI ships do not gain Auxiliary Power Tokens from their red maneuvers, they can still gain Auxiliary Power Tokens from other sources such as Damage Cards. An AI ship with an Auxiliary Power Token will still perform an Action, but the first Action of every AI ship's logic is to remove this Token.
Formations (movement): If the enemy ships are still in Formation, they all perform the same maneuver. They may still swerve to avoid obstacles, or resolve overlapping a board edge individually. If any ship ends up facing a different direction from the majority of others in its formation, it is considered to have left the formation and now selects its own target and maneuver individually.
Formation Movement Example: Attack Ship #1 is the lowest-numbered Enemy AI ship in the formation, so its target and maneuver choices also apply to Attack Ships #2 and #3. Attack Ship #1 performs a 3-bank Maneuver, followed by Attack Ship #2, and then Attack Ship #3.
Swerving to Avoid Obstacles — If a single Enemy AI's maneuver template crosses any obstacle that could deal it damage, check to see if it can Swerve. Change the maneuver template and speed as described below, and if the maneuver now avoids the obstacle, perform the new maneuver instead. If this new maneuver would still overlap the obstacle, perform the original maneuver and resolve the obstacle's overlap effects.
Note: Enemy AI ships only Swerve to attempt to avoid obstacles that can deal damage. AI ships do not Swerve to avoid overlapping other ships, and do not Swerve to avoid obstacles that cannot deal them damage.
- If performing a Bank or Turn maneuver, use a Bank or Turn template of the same speed (or highest available speed) in a direction that will cause it not to overlap. Players may choose which template to use for the AI ship if either direction does not result in the AI ship overlapping the Obstacle.
- If performing a Bank maneuver, use a Turn maneuver in the same direction (or vice versa) at the same speed.
- If performing a Straight maneuver, perform a Straight 1 instead.
Swerve Example: This Attack Ship attempts to perform a Bank 3 maneuver, but the template overlaps an obstacle. Players then test the Turn 3 template and determine that the Attack Ship will not overlap the obstacle if it performs this maneuver instead.
Planet Tokens (Enemy AI): Enemy AI ships ignore Planet Tokens while moving, and can overlap them; they do not swerve to avoid them. While an Enemy AI ship overlaps a Planet Token, it can attack and be attacked as normal. See "Attacking Through Planets."
Swerving to Avoid Board Edges — If an enemy ship's maneuver ends with its base overlapping or off a board edge:
- If the Mission's special rules allow it to retreat from this edge, the ship is removed from play and is considered to have retreated.
- Otherwise, the ship is placed off the map where it left, but with the front edge of its plastic base aligned to the outside edge of the map. Regardless of which maneuver the ship performed, this is now considered to be a red maneuver. Even though the ship model is outside the play area, it is considered to be in play, and will attack as normal.
Board Edge Example: This Attack Ship attempts to perform a Bank 3 maneuver while moving toward the Akira-Class as its target, but the maneuver causes the Attack Ship to overlap the edge of the play area. Instead of completing the maneuver as normal, the Attack Ship is placed against the outside edge of the play area and rotated to face the play area. Then, it skips its Choose Action step.
Actions: Enemy AI Ships
If the Enemy AI ship did not perform a Red Maneuver, it will perform an Action. Check the conditions for each Action listed on its Enemy Logic card and perform the first one with conditions that apply:
Choose Action (first entry that applies)
- Remove 1 Battle Stations Token if you have any.
- Battle Stations, if you have a shot.
- Evasive Maneuvers, if any Enemies are within Range 3.
- Fix Critical Damage.
- Scan, if none of the above apply.
Combat Phase (first entry that applies)
- Fire Primary Weapon at nearest Target.
Most Actions that Enemy AI ships can perform are the same as those performed by Player-controlled ships. For each of these, refer to the Player Actions descriptions above. There are several Actions listed on Enemy Logic cards that are unique to Enemy AI ships:
Remove Auxiliary Power Token — Enemy AI ships do not acquire Auxiliary Power Tokens from performing red maneuvers. However, an Enemy AI ship can still get an Auxiliary Power Token through other effects such as critical hits. If the ship has somehow acquired an Auxiliary Power Token, it will use an Action to remove it. Note: This Action is the exception to the rules for Player ships, which must remove an Auxiliary Power Token by performing a green maneuver, and cannot perform Actions while under Auxiliary Power.
Fix Critical Damage — If an Enemy AI ship suffers from the effects of a critical hit card that can be removed with an Action, such as Damaged Sensor Array or Console Fire, it will attempt to fix the damage by following the procedure on the damage card.
Pre-measuring Actions and Range — When deciding which Action to perform, you may need to measure range, check arcs, or see if the Enemy AI ship will satisfy the requirements on its card by performing that Action.
Choose Action Example: Three Attack Ships pursue an Excelsior-Class. Players move Attack Ship #1 first and refer to the "Choose Action" section on its Enemy Logic card: 1. It does not have any Auxiliary Power Tokens to remove, so it does not perform this Action. 2. It does not have a target in its firing arc, so it will not take a Battle Stations Token. 3. There is a Federation ship within Range 3, so Attack Ship #1 will perform an Evasive Maneuvers action, placing an Evade Token beside the ship. Players then move Attack Ship #2 and perform an Action for that ship as well: 1. It does not have any Auxiliary Power Tokens to remove, so it does not perform this Action. 2. It does have a target in its firing arc (the Akira-Class), so it will take a Battle Stations Token. Finally, players move Attack Ship #3. Since it collides with the Excelsior-Class, it does not perform an Action.
Combat Phase
During this phase, each ship may perform one attack against one opposing ship that is inside its primary firing arc and within range. Some Secondary Weapons can be fired from the primary or secondary firing arcs, as indicated on the respective Weapon Upgrades. See "Secondary Weapons."
Starting with the ship with the highest Captain Skill, players resolve the following combat steps in order:
- Choose Method of Attack
- Declare Target
- Roll Attack Dice
- Modify Attack Dice
- Roll Defense Dice
- Modify Defense Dice
- Compare Results
- Deal Damage
After resolving the final step, the ship with the next highest Captain Skill resolves these same steps. Players continue resolving combat for ships in order of Captain Skill, from highest to lowest, until all ships have had the opportunity to perform one attack.
Breaking Ties in Captain Skill:
- If multiple players have the same Captain Skill, they may choose which order to attack.
- If multiple Enemy AI ships have the same Captain Skill, they must attack following the numbers on their assigned ID Tokens, in ascending order.
- If players and one or more Enemy AI ships have the same Captain Skill, resolve all the Enemy AI ships first in ascending order of ID Tokens, then all of the player ships in any order the players choose. Enemy AI ships are always considered to have Initiative. See "Initiative."
Note: Unless specifically allowed by an Upgrade, a ship may attack only once per round.
These seven steps of combat are described in detail below for player ships. See "Combat Phase: Enemy AI ships" for how they are modified for Enemy AI ships.
Combat Phase: Player Ships
1. Choose Method of Attack — The attacker chooses if they're going to attack with the ship's Primary Weapon or a Weapon Upgrade.
2. Declare Target — During this step, the attacker (the active ship) must declare its target (the ship they wish to attack). The target ship must be inside the attacker's firing arc and within range. Players should measure to verify that these conditions are met before declaring a target. Once declared, the target ship is now the defender and players proceed to the "Roll Attack Dice" step.
Firing Arc — Each ship Token has a colored wedge shape (colored differently for each Faction) called the primary firing arc. This area shows the angle from which the ship's weapons can fire. An opposing ship is inside the active ship's firing arc if any part of the opposing ship's base falls inside the angle defined by the wedge shape.
Some ships also have a secondary firing arc marked by dashed lines on the Ship Token. The ship can use that arc to activate effects or make attacks that indicate that they can be activated or fired through a secondary firing arc. A ship cannot fire its Primary Weapon through its secondary firing arc unless otherwise noted.
Other ships do not obstruct firing arcs. For example, if a ship has multiple opposing ships inside its primary firing arc, it can target any one of them. Thematically, this represents that ships can attack above or below the other ships in 3D space.
Range and Firing Arc Examples: A ship can be within the attacker's firing arc at Range 3. A ship can be at Range 2 of the attacker, but outside its firing arc. A ship may be within range, but still fall outside the attacker's firing arc.
Range — Range is measured using the Range Ruler. The Range Ruler is divided into three sections: Range 1 (close), Range 2 (medium), and Range 3 (far). Some weapons and abilities provide bonuses or are restricted based on the range (distance) from another ship. See "Upgrade Cards."
Each ship's Primary Weapon can target ships at Range 1–3 (i.e., at Range 1, 2, or 3).
To measure range, place the Range 1 end of the range ruler so that it touches the closest part of the attacker's base. Then point the ruler toward the closest part of the target ship's base that is inside the attacker's firing arc. The lowest section (1, 2, or 3) of the ruler that overlaps the target ship's base is considered the range between the ships. If the ruler is not long enough to reach the target ship, the ship is considered out of range and cannot be targeted.
When the rules refer to a ship being "at Range 2," it means that the closest part of the intended target's base must fall under the "Range 2" section of the Range Ruler. When the rules refer to a ship being "at Range 1–3," it means that the target's base must fall under any section of the Range Ruler.
Range Combat Bonuses — Depending on the range between the ships, the attacker or defender may roll additional dice during this attack. See "3. Roll Attack Dice" and "5. Roll Defense Dice" below. Range combat bonuses only occur when a ship is attacking with its primary weapon.
Firing While Cloaked — If a Cloaked ship fires, flip its Cloak Token over to the red side. The ship is still considered Cloaked until the End Phase, at which time its Cloak Token must be removed. See "End Phase."
3. Roll Attack Dice — During this step, the attacker calculates how many attack dice to use and then rolls the dice.
The Primary Weapon for each ship represents either its phaser or disruptor banks. The player rolls a number of attack dice equal to the ship's Primary Weapon Value (the red number shown on its Ship Card and Ship Token).
Instead of attacking with its Primary Weapon, the attacker may choose to use a Secondary Weapon that their ship has equipped. See "Secondary Weapons."
The attacker resolves any card abilities that allow them to roll additional (or fewer) dice. Also, if they are targeting a ship at Range 1 with their Primary Weapon, they roll +1 attack die.
After calculating the number of attack dice, the attacker takes that number of red attack dice and rolls them.
Combat Bonuses — There are several factors that may modify a ship's attack or defense, including the range modifier just described. All dice modifiers are cumulative. If modifiers would reduce the attacker's dice to zero or less, then the attack causes no damage. If modifiers would reduce the defender's dice to zero or less, then the defender rolls zero defense dice.
4. Modify Attack Dice — During this step, players may resolve abilities and spend Tokens that allow them to modify attack dice. This includes adding die results, converting die results, and re-rolling dice (see "Modifying Dice Results" below).
If a player wants to resolve multiple modifying abilities, they resolve them in the order of their choosing. If the attacker and defender both have abilities that modify the attack dice, the defender resolves all of their abilities before the attacker resolves any.
Spending Target Lock Tokens — If the attacker has a Target Lock on the defender (i.e. the red Target Lock Token near the targeted ship and the blue Target Lock Token near the attacker), they may return their pair of assigned Target Lock Tokens to the Action Token supply to choose any number of attack dice and re-roll them once (see "Combat Phase Example" below).
Spending a Battle Stations Token — If the attacker has a Battle Stations Token, they may return it to the Action Token supply to convert all Battle Stations results on the attack dice to Hit results.
Modifying Dice Results — When players roll dice during combat, these dice are rolled into a common area. The face up side of each die is considered the result. Dice in this common area may be modified in several ways, and the final results determine how much damage the target ship suffers (if any).
- Add: Some effects add a specific result to the combat. To resolve this, the player places a Token or unused die displaying this result into the common area.
- Convert: Some effects convert one die result to a different result. To resolve this, the player physically picks up the die from the common area and rotates the die so that its face up side displays the new result.
- Re-roll: Some effects allow players to re-roll certain dice. To resolve this, the player picks up the appropriate number of dice from the common area and rolls those dice again.
Important: When a die is converted or re-rolled, ignore its original result and apply only the new result. This new result may be modified by other effects; however, a die that has already been re-rolled cannot be re-rolled again during this attack unless a card effect specifically says that the die can be re-rolled more than once.
5. Roll Defense Dice — During this step, the defender calculates how many defense dice to use and then rolls the dice.
The defender rolls a number of defense dice equal to the ship's Agility Value (the green number shown on the Ship Card and Ship Token).
If the defender has a Cloak Token beside their ship (green or red), they replace their Agility Value with their printed Agility Value +4.
If the defender is at Range 3 by the attacker's Primary Weapon, they roll +1 defense die.
If the attacker has a Scan Token beside their ship, the defender rolls -1 defense die.
The defender also resolves any card abilities that allow them to roll additional (or fewer) dice. After calculating the number of defense dice, the defender takes that number of green defense dice and rolls them.
6. Modify Defense Dice — During this step, players may resolve abilities and spend Tokens that allow them to modify defense dice. This includes adding and converting die results, and re-rolling dice (see "Modifying Dice Results").
If a player wants to resolve multiple modifying abilities, they resolve them in the order of their choosing. If the attacker and defender both have abilities that can modify defense dice, the attacker resolves all of their abilities before the defender.
Spending a Battle Stations Token (defending) — If the defender has a Battle Stations Token, they may return it to the Action Token supply during this step to change all Battle Stations results to Evade results.
Spending an Evade Token — If the defender has an Evasive Maneuvers Token, they may return it to the Action Token supply to add one additional Evade result to their defense roll.
7. Compare Results — During this step, players compare their dice results to determine whether the defender was hit.
Compare the number of Evade, Hit, and Critical Hit results in the common area. For each Evade result, cancel (remove) 1 Hit or Critical Hit result from the attack roll. All Hit results must be canceled before any Critical Hit results may be canceled.
If there is at least one uncanceled Hit or Critical Hit result remaining, the defender is considered hit (see "Deal Damage" below). If all Hit and Critical Hit results are canceled, the attack misses and the defender does not suffer any damage.
Canceling Dice — Each time a die result is canceled, a player takes 1 die displaying the canceled result and physically removes the die from the common area. Players ignore all canceled results during this attack. All abilities that allow players to cancel dice must be resolved at the start of the "Compare Results" step.
8. Deal Damage — During this step, ships that have been hit suffer 1 damage for each uncanceled Hit result, and then suffer 1 critical damage for each uncanceled Critical Hit result. For each damage or critical damage suffered, the ship must lose one Active Shield Token (blue). If it has no Active Shield Tokens, it must receive 1 Damage Card instead. See "Suffering Damage." When the number of Damage Cards dealt to a ship equals or exceeds its Hull Value (yellow number), that ship is destroyed. See "Destroying Ships."
Note: A Disabled Shield Token (red) cannot be damaged but does not protect the ship from receiving Damage Cards.
After resolving the final step, the ship with the next highest Captain Skill takes its turn resolving the combat steps. After each ship has had the opportunity to attack, the Combat Phase ends and the players proceed to the End Phase.
Combat Phase: Enemy AI Ships
When an Enemy AI becomes the Active Ship during the combat phase, follow the same 1-8 combat steps as for player ships. When the Enemy AI ship is required to make a decision, refer to the instructions on the Combat Phase section of its Enemy Logic card, its Loadout card, and below:
1. Choose Method of Attack — Follow the weapon choices listed on the Logic card to determine whether the Enemy AI ship attacks with the ship's Primary Weapon or a Weapon Upgrade on its Loadout Card.
2. Declare a Target — Refer to the Orders for the Enemy AI ship. Enemy AI ships with the Attack Order will select the player ship in the nearest range band as their attack target. For other Orders, refer to the Mission's Special Rules to determine which ship or object to target. If there are several possible targets in the shortest range band, choose the one that will roll the fewest total defense dice including any bonuses from Upgrades and obstructions, if applicable. If still tied, players may choose which of them is fired upon.
3. Roll Attack Dice — When attacking, Enemy AI ships always use their abilities to maximize the number of Attack dice rolled.
4. Modify Attack Dice — When attacking, Enemy AI ships always use their abilities and Tokens at the first opportunity to attempt to maximize the number of Hit and Critical Hit results:
- A. If the Enemy AI ship has a red Target Lock Token on the target, return their pair of assigned Target Lock Tokens to the Action Token supply to reroll any blank results on the attack dice.
- B. Use any abilities to reroll any attack dice that are still blank.
- C. If the Enemy AI ship has a Battle Stations Token, return it to the Action Token supply to convert all Battle Stations results on the attack dice to Hit results. Note: If the Enemy AI ship does not have a Battle Stations Token or an ability that modifies Battle Stations results when performing the steps above, its Battle Stations results are also considered blank and will be rerolled if possible.
5. Roll Defense Dice — When defending, Enemy AI ships always use their abilities to maximize the number of Defense dice rolled.
6. Modify Defense Dice — When defending, Enemy AI ships use their abilities and Tokens at the first opportunity to attempt to match the number of Hit and Critical Hit results they will be dealt. Enemy AI ships only spend Tokens if doing so produces more Evade results to reduce the damage it will take.
- A. Use any abilities to re-roll defense dice that are still blank. If the Enemy AI ship does not have a Battle Stations Token or an ability that modifies Battle Stations results when performing these steps, its Battle Stations results are also considered blank and will be rerolled if possible.
- B. If there are still uncancelled Hit or Critical Hit results, and the Enemy AI ship rolled at least 1 Battle Stations result, return a Battle Stations Token to the Action Token supply to convert all Battle Stations results into Evade results.
- C. If there are still uncancelled Hit or Critical Hit results, return an Evasive Maneuvers Token to the Action Token supply to add 1 Evade result.
7. Compare Results and 8. Deal Damage — These steps are the same as for player ships. See "Suffering Damage."
Combat Phase Example
The ships end the Activation Phase in this position, and the Combat Phase begins. Of all the remaining ships in the mission, the Akira-Class has the highest Captain Skill so it resolves its combat steps first.
The Jem'Hadar Attack Ship is within the forward firing arc of Akira-Class and at Range 1, and has been Target Locked by the Akira-Class, so the player controlling the Akira-Class chooses to attack the Attack Ship.
The Akira-Class rolls 5 attack dice (4 dice from the ship's Primary Weapon Value of 4, +1 for firing at Range 1). The Akira-Class obtains the following results: Hit, Hit, Hit, Blank, Blank.
The Akira-Class chooses to return its Target Lock to the supply to re-roll the 2 blank results, getting: Critical Hit, Battle Stations. Without a Battle Stations Token to spend, the Battle Stations result will have no effect for this attack.
The Jem'Hadar Attack Ship rolls 2 defense dice since it has an Agility Value of 2, and obtains the following results: Blank, Evade.
The Jem'Hadar Attack Ship will return its Evasive Maneuvers Token to the supply to add 1 Evade result to its defense roll.
The 2 Evade results cancel two Hit results, but 1 Hit result and one Critical Hit result remain. The Jem'Hadar Attack Ship is hit!
The Jem'Hadar Attack Ship has one Active Shield left, so 1 Hit result destroys that Shield. Players remove the Shield Token from beside the loadout card of the matching Attack Ship and return it to the supply.
The Attack Ship then suffers 1 critical damage from the uncancelled Critical Hit result. The players deal 1 Damage Card face up beside the Attack Ship's loadout card. This face up Damage Card's text has an ongoing effect that applies during each Activation Phase (in this case, "Engine Room Fire": this ship treats all Bank and Turn Maneuvers as Red Maneuvers). The Players place one Critical Hit Token near the Attack Ship model to remind them of this Damage Card's effect.
The Attack Ship is not destroyed by this attack because its Hull Value (3) is greater than the total number of Damage Cards it has (1).
The ship with the next highest Captain Skill is the Attack Ship, so it resolves combat next. Following the Combat Phase instructions on its Logic card, the Attack Ship fires its primary weapon at the nearest enemy ship (the Akira-Class at Range 1, in this case).
One Player rolls 4 attack dice for the Attack Ship (3 dice from the ship's Primary Weapon Value of 3, +1 for firing at Range 1), and obtains the following results: Hit, Hit, Hit, Blank.
The Captain of the Akira-Class rolls 2 defense dice since it has an Agility Value of 2, and obtains the following results: Evade, Evade.
The 2 Evade results cancel 2 of the Hit results. The Akira-Class is hit, since 1 Hit result remains!
The Akira-Class has already taken some hits this mission and has no remaining shields. The remaining Hit result causes the Akira-Class to receive one face down Damage Card. Since the Akira-Class has a Hull Value of 5, it can suffer 4 more damage before it is destroyed.
End Phase
During this phase, the players perform the following steps. Although these steps can usually be performed at the same time for both player and Enemy AI ships, players should resolve them one by one in ascending order of Captain Skill if there are any abilities that may affect other ships. Enemy AI ships perform these activities in descending order of Captain Skill, and if tied, in descending order of their ID Tokens.
If two or more player ships have the same Captain Skill, they choose which of them will perform these steps first. If Players and Enemy AI ships have the same Captain Skill, Enemy AI ships must perform these activities last.
- Some card abilities have the "END PHASE:" header. Unless there are additional timing instructions after this header, all "END PHASE:" effects must happen at the start of the phase before anything else.
- Cloak Tokens that were flipped to their red sides must be removed. Cloak Tokens still on their green sides may stay in play if their owners elect to keep their ship's Shields disabled. If the Cloak Token was currently positioned on top of the ship's base, place it beside the ship to indicate that the ship has been Cloaked for more than one turn and can no longer be Target Locked. If a Cloak Token is removed from a ship (regardless if it was on its green or red side) immediately enable all disabled Shields on that ship.
- Each player and Enemy AI ship flips all of their Disabled Shield Tokens (red) back to their Active sides (blue). This is free and does not count as an Action. This has no effect on Damaged Shield Tokens (i.e. Shield Tokens removed by damage).
- Remove unused Scan, Evade, and Battle Stations Tokens from beside all ships; unused Target Lock Tokens remain on the table.
- Some card abilities or Missions may instruct players to resolve certain effects during the End Phase. These are often described as "at the end of Round 5". If there are any such effects, resolve them now.
- Check the win/loss and end conditions for the Mission. If none of these conditions are met, continue playing.
Ending a Mission
After performing the End Phase, players check to confirm if any of the Mission's End conditions have been met. If none of these conditions are met, a new round begins, starting with the Planning Phase. Otherwise, the Mission ends and players proceed to Record Campaign Progress.
5. Record Campaign Progress
1. Check Objectives — Players check which objectives they completed to determine whether the Mission was a success or failure. Choose a player to read aloud the corresponding section of the Mission page.
2. Record Progress — Players record their progress in the Campaign Log on the back cover of the Campaign book. If the success or failure of the mission has any other persistent effects, record them here.
3. Spend Experience — For each Experience Point a player earned from the mission, they must choose and shade one box on their Player card. See "Shading Numbered Boxes (Skill, Reputation)." Players must spend all of their Experience Points during this step; they cannot be saved for later.
Next Campaign Round — After completing a Mission and recording their progress, players can begin a new Campaign Round by choosing another Mission.
Suffering Damage
Ships can suffer damage from different sources, such as being hit during combat or by an effect or card ability. Damage cards track how much damage each ship has suffered and are used to determine if the ship has been destroyed (see "Destroying Ships" below).
When a ship suffers damage or critical damage, it suffers them one at a time following these steps. The ship must suffer all normal damage before suffering any critical damage.
1. Damage Active Shields — If there are any Active Shield Tokens (blue) remaining beside the ship's card, remove one of the Tokens from play and skip Step 2. If there are no Active Shield Tokens, proceed to Step 2 below. Note that Disabled Shield Tokens (red) cannot be destroyed, but they do not protect the ship's Hull.
2. Damage Hull — Deal one Damage Card to the ship based on the type of damage it suffered. If the ship suffered damage (such as from a Hit result), place the Damage Card face down beside the ship's card. If the ship suffered critical damage (such as from a Critical Hit result), place the Damage Card face up next to the ship's card (see "Critical Damage" below).
Note: If the Damage Deck runs out, shuffle the discard pile to form a new deck.
Critical Damage — When a ship suffers damage, players deal the Damage Card face down and ignore the card's text. However, when a ship suffers critical damage, players deal the Damage Card face up. The text on face up Damage Cards is resolved as instructed on the card. When a ship is dealt a Damage Card face up, place a Critical Hit Token near the ship. This Token reminds players that this ship is affected by an ongoing effect. If a ship somehow manages to remove the ongoing effect (e.g. by flipping that card face down, by discarding that card, etc.), return the Critical Hit Token to the supply.
Broken Formations
When an Enemy AI ship in a formation takes hull damage, the formation it is a part of is considered broken. Once a formation is broken, it remains broken for the remainder of the mission, and all ships in that broken formation now choose their targets and determine their maneuvers individually.
Destroying Ships
When the number of Damage Cards dealt beside a Ship Card is equal to or greater than the ship's Hull Value (yellow number), the ship is immediately destroyed (face up and face down cards count toward this total). Immediately remove the destroyed ship from the play area, unless there is another ship of equal Captain Skill that hasn't fired yet (see Simultaneous Attack Rule below), discard all of its Damage Cards to a face up discard pile next to the Damage Deck, and return all of its Tokens to their respective supplies.
Note: Because ships are destroyed immediately after receiving Damage Cards, ships with low Captain Skill may be destroyed before having an opportunity to attack.
Simultaneous Attack Rule — Ships with a Captain Skill equal to the active ship's Captain Skill have the opportunity to attack before being destroyed. If such a ship would be destroyed, it simply retains its Damage Cards without being removed from the play area. It may perform an attack as normal during the Combat Phase, although any face up Damage Cards just dealt to it may affect this attack. After the ship has had its opportunity to attack this round, it is removed from the play area.
Simultaneous Attack Example: Both the Captain of an Akira-Class ship and an Elite Jem'Hadar Attack Ship have a Captain Skill of 4. Since Enemy AI ships always have Initiative, it attacks first. From this attack, the Akira-Class suffers damage equal to its Hull Value and will be destroyed, but since it has the same Captain Skill, it can resolve its combat steps. After the Akira-Class resolves its combat steps, it is destroyed and removed from the play area.
Movement Exceptions
Fleeing the Battlefield — If a ship executes a maneuver that causes any part of its base to go outside the play area (beyond the edge), then that ship has fled the battlefield. Unless specified by the Mission Overview, ships that flee the battlefield are immediately destroyed.
Note: Enemy AI ships have special rules for resolving maneuvers that leave the play area. See "Swerving to Avoid Board Edges."
Moving Through a Ship — Ships can move through space occupied by other ships without penalty; it is assumed the ships have sufficient time and room to maneuver around them in 3D space. To execute a maneuver through another ship, the player should hold the Maneuver Template above the ships and make their best estimation of where the ship should end its movement. Then they pick up their ship and move it to its final location. Both players must agree on the ship's final position and facing.
Overlapping Other Ships — There are a few situations that may arise where ships overlap other ships, and they are explained below.
Plastic Bases Overlapping — If a ship executes a maneuver that would cause the final position of its base to physically overlap another ship's base (even partially), follow these steps:
- From the opposite end of the template, move the active ship backward along the top of the template until it no longer overlaps another ship. While moving the ship, adjust it so that the template remains centered between both the sets of guides on the ship's base. Place the ship so that the bases of both ships are touching.
- Skip this ship's "Perform Action" step.
Ships whose bases are touching can target each other as long as they're within the appropriate firing arc(s).
Important: If the active ship is executing a Come About Maneuver that causes it to overlap another ship, instead treat its maneuver as a Full Astern Maneuver with the same speed and color revealed on the dial.
If the ship is executing a Full Astern Maneuver that causes it to overlap another ship, then from the opposite end of the template, move the active ship forward along the top of the template until it no longer overlaps another ship.
Plastic Figures Overlapping — Some ship figures extend beyond the edge of their base. If this part of the figure would touch another figure or obstruct its movement, simply add or remove one peg from the base to prevent this situation and continue moving as normal.
Overlapping Ships Example: 1. While trying to execute a Bank 3 maneuver, the Excelsior-Class will overlap Attack Ship #2. 2. The Player moves the Excelsior-Class backwards along the template, but it will overlap Attack Ship #1. 3. The Player moves the Excelsior-Class backwards along the template, and places it touching Attack Ship #1.
Obstacles
Space contains many hazards including asteroids and floating debris. Most Missions use various Obstacles, which are shown in their Map Setup diagrams. Each Obstacle has special rules that can affect Movement and Combat. Additionally, some Missions use the large Planet Token, which has its own special rules.
Moving Into and Through Obstacles — When a ship executes a Maneuver in which either the Maneuver Template or the ship's base physically overlaps an Obstacle (other than the Planet Token, see below), follow these steps:
- Execute the Maneuver as normal, but skip the "Perform Action" step.
- The player rolls one attack die. The ship then suffers any damage or critical damage rolled. See "Suffering Damage."
Important: When overlapping an Obstacle, the ship stays where it lands (on top of the Token). When the ship moves next turn, it may separate from the Obstacle without a penalty. A ship that is overlapping an Obstacle during the Combat Phase suffers the same penalties that other ships do when attacking through Obstacles (see below).
Note: Enemy AI ships have a chance to change Maneuvers when they would hit an Obstacle. See "Swerving to Avoid Obstacles."
Attacking Through Obstacles — When measuring range during combat, if any part of the Range Ruler between the two ships overlaps an Obstacle, the attack is considered obstructed. Because of this obstruction, the defender rolls one additional defense die during the "Roll Defense Dice" step of this attack.
Remember that range is always measured as the shortest distance between the two ships' bases.
Asteroid Fields are the most common type of Obstacle. They have no additional special rules. The reverse of the Asteroid Field Tokens include a variety of other objects that appear in various Star Trek Alliance missions. Each has its own mission-specific special rules. Unless otherwise specified, these do not count as obstacles.
Planets
Any Player-controlled ship that overlaps a Planet Token at the end of its movement must move backward along its chosen Maneuver Template until it no longer overlaps the Planet Token. Skip the ship's "Perform Action" step during that round. A ship may, however, move completely through the Planet Token the same way that it would another ship without suffering any penalty.
Important: Enemy AI ships ignore Planet Tokens while moving and can overlap them. See "Planet Tokens" above.
Attacking Through Planets — The Planet Token is considered a complete obstruction for firing purposes, but only if neither the attacking or defending ship overlap the planet. When measuring range during combat, if any part of the Range Ruler between the two ships overlaps the Planet Token, the attack is considered completely obstructed and the attacker cannot roll any attack dice.
Important: While an Enemy AI ship overlaps a Planet Token, it can attack and be attacked as normal.
Initiative
Initiative is a term used to resolve timing conflicts between ships with the same Captain Skill.
Initiative comes into play at any point where both player ships and Enemy AI ships want to activate or resolve anything at the same time. Unless otherwise specified, Enemy AI ships have Initiative and must resolve all their abilities, effects, etc. before their players resolve any. Anything that is reactionary, such as an attack-canceling effect, may supersede this rule.
- If multiple players have the same Captain Skill, they may choose which order to activate.
- If multiple Enemy AI ships have the same Captain Skill, they must activate following the numbers on their assigned ID Tokens, in ascending order.
- If players and one or more Enemy AI ships have the same Captain Skill, resolve all the Enemy AI ships first in ascending order of their ID Tokens, then all of the player ships in any order the players choose.
Breaking the Rules
Some abilities on cards conflict with the general rules. In case of a conflict, card text overrides the general rules. If one card ability forbids an effect, while another ability allows it, the effect is forbidden.
Resolving Rules Disputes
Situations may arise that are too close to call, such as a ship being within a certain range, or whether a ship can successfully complete a maneuver without colliding with an obstacle or ship.
In these cases, players should always resolve the situation in the manner that is most favorable to the Enemy AI.
Ship Systems
Actions and Cloaking — Some Actions begin with the following text: "ACTION: If your ship is not Cloaked, disable all of your remaining Shields." These Actions cannot be used if you are Cloaked. Furthermore, a player wishing to use that ability must first disable all of their remaining Active Shields.
Auxiliary Power — There are several factors that can force a ship to switch to Auxiliary Power, such as executing difficult Red Maneuvers. See "Check for Power Strain." When this occurs, place an Auxiliary Power Token beside the ship. While a ship has at least 1 Auxiliary Power Token, it cannot execute Red Maneuvers or perform any Actions (even free Actions). If a ship with an Auxiliary Power Token reveals a Red Maneuver during the Activation Phase, that ship must instead draw 1 faceup damage card, then perform a white maneuver of the same speed and direction instead (even if that maneuver would normally be green for that ship).
After a ship executes a Green Maneuver, remove one Auxiliary Power Token from it. See "Check for Power Strain."
Note: Enemy AI ships have different rules for handling Auxiliary Power. See "Remove Auxiliary Power Token."
Disabling Shields — Some abilities require a player to disable Shield Tokens. All Shield Tokens begin the game with their active (blue) sides face up. When instructed to disable a Shield Token, the player flips it over to its disabled (red) side. A Disabled Shield Token cannot be damaged but does not protect the Hull.
During the End Phase, a player can activate all of their disabled Shield Tokens by flipping them back to their blue sides for free.
If a special ability requires a player to disable a specified number of Active Shields, then the ship must possess at least that many Active Shields. However, if a special ability requires a player to disable all remaining Shields, then it may be used even with no Shield Tokens remaining.
Exception: In order to perform a Cloak Action, a ship must have at least 1 Active Shield in play. When performing the Cloak Action, the ship must then disable all of its remaining Shields. See "Cloak."
Note: A Disabled Shield is not the same thing as a Damaged Shield. If a Shield is damaged during combat, it is removed from play and does not come back during the End Phase. The only way to restore a Damaged Shield Token is to use a card's special ability.
Upgrade Cards
Card Ability Anatomy — All card text consists of three main parts: timing, costs & conditions, and effect. The timing is always listed in bold capital letters followed by a colon (ex. ACTIVATION PHASE:). The costs and conditions immediately follow the timing (ex. "When this ship's maneuver is revealed, disable this card"). Finally, the effect of the text is listed below the timing, costs and conditions (ex. "Increase or decrease the maneuver's speed by 1"). The timing, costs and conditions all must be met before an effect can be activated and resolved.
Secondary Weapons — Some Weapon Upgrade Cards provide their ships with Secondary Weapons such as Photon Torpedoes. This section explains a few rules related to Secondary Weapons.
Ships may perform only one attack during the Combat Phase. Secondary Weapons show the header "ATTACK:" as a reminder that a ship attacks with either its Primary Weapon or one of its Secondary Weapons.
In addition to being inside the attacker's firing arc, the closest point of the target ship's base must fall within the Weapon Range shown on the card. See "Upgrade Cards" above. If both of these conditions are met, then the player rolls the number of attack dice equal to this card's Attack Value (instead of the ship's Primary Weapon Value).
For example, Photon Torpedoes can only be used to attack an opposing ship that is at Range 2-3. They cannot be used to target ships at Range 1 or beyond Range 3.
Some Secondary Weapons specify they can be fired either from a ship's primary firing arc or its secondary firing arc. These are the only types of weapons that can be fired from a secondary firing arc. Of course, a ship must actually have a secondary firing arc on its Ship Token (marked by dashed lines) in order to fire a Secondary Weapon that is restricted to only a secondary arc.
Secondary Weapon attacks are not affected by the extra dice provided by the Range Ruler at Range 1 (+1 attack die) or Range 3 (+1 defense die). When firing a Secondary Weapon, use the side of the Range Ruler that does not show the bonus dice (to avoid confusion). Only Primary Weapons make use of these extra dice.
Timing — Unless otherwise specified, effects, abilities, etc. that specify a phase, step, or time to activate in can only activate at the beginning of the specified phase, step, or time. Effects, abilities, etc. that can be activated at any time can only activate between phases or at the start of a phase, step, or time when any other effect could be activated.
Combat vs. Non-combat Effects — All effects are divided into one of two types: Combat Effects and Non-Combat Effects. Combat Effects come in three types:
- Any effect that occurs within the Combat Phase. For example, an effect that would activate during the Modify Attack Dice step.
- Any effect that would cause an attack to be made outside of the normal Combat Phase or damage to be dealt. For example, an Action that would allow for an attack to be made during the Activation Phase.
- Any effect that would affect the attack dice or defense dice being rolled during an attack. This includes anything that would add, subtract, replace, modify, re-roll, or otherwise affect the dice. For example, the Cloak Action provides a Cloak Token which replaces the ship's Agility Value with its Agility Value +4. Since this affects the Agility Value (which affects the amount of defense dice being rolled), this is considered a Combat Effect.
Note: If an ability allows a ship to make an attack outside of the normal Combat Phase, carry out the normal combat steps of the Combat Phase for that attack. For the purposes of all rules, the attack counts as being in the Combat Phase and going through each of the combat steps. This means that effects, such as those granted by a Cloak Token, would be in effect.
Non-Combat Effects include any effect that does not fit into one of the above categories. For example, an Action that would allow a ship to repair a shield or discard an Upgrade Card from an opposing ship.
Combat Effects do not affect Non-Combat Effects and vice versa. For example, a Combat Effect that would disallow a ship from rolling defense dice would not prevent that ship from activating a Non-Combat Effect that would require that ship to roll defense dice.
Rule of 3 — Whenever the sum of all modifiers applied to any value (Primary Weapon Value, Agility Value, Hull Value, Shield Value, Attack Value, Maneuver Speed, Range, Captain Skill, Squadron Points, etc.) is greater than +3 or less than -3, the sum of all modifiers is instead +3 or -3, respectively. All modifiers continue to apply to the value; only their sum is changed.
This rule only applies to modifiers, not to replacement values. Replacement values can alter the printed value by more than 3 before any modifiers apply, with modifiers still limited to a net modification of +3 or -3 on the replaced value. As a rule of thumb, replacement values take place before modifiers.
The range bonuses (+1 attack die at Range 1 and +1 defense die at Range 3) do not count as a modifier for the purposes of the rule of 3.
Replace Then Modify — To calculate a value, start with the printed value and then apply any replacements, first numbers and then those that multiply or divide, and then the sum of all modifiers. The order in which replacements, modifiers, and range bonuses take place is irrelevant.
Modification Example: A ship has a printed Agility Value of 1. During the Activation Phase, that ship's Agility Value is modified by +5 (reduced to +3) by Upgrades and it uses the Cloak Action. The Cloak Action replaces its Agility Value with 1 + 4 = 5 which is then modified by +3 to 8. Later during the Activation Phase, an opposing ship reduces its Agility by -1 with an Upgrade. Because all modifiers continue to apply to the value, the Agility Value is now modified by +5 – 1 = +4 and is still reduced to +3. Thus, the ship still has an Agility Value of 8. During the Combat Phase, an opposing ship has 2 Scan Tokens and attacks the ship at Range 3. The 2 Scan Tokens reduce the Agility Value of the ship by -2, now reduced to +5 – 3 = +2 by the Scan Tokens which makes the ship's Agility Value 7 (replace to 5 then +2 = 7). The Range 3 bonus also takes effect increasing the Agility Value to 8. However, because the Range 3 bonus is external to the rule of 3, there is still only a +2 Modifier to the Agility Value. Finally, during the step, the ship has an ability that modifies its Agility Value by another +2, increasing the total modifier to +7 – 3 = +4 which is again reduced to +3. The final Agility Value of the ship is a replacement of 5 from Cloak + 3 from modifiers + 1 from the Range 3 bonus = 9.
Optional and Mandatory Card Abilities — Many card abilities use the word "you" to specifically reference that Ship Card. Abilities on Ship Cards cannot affect other ships unless explicitly specified by the ability. Likewise, Upgrade Cards and Damage Cards only affect the ship to which they are equipped, unless otherwise specified. Unless a card ability uses the word "may", has "Action:" or "Attack:" headers, or has costs associated with activating the card, then the ability is mandatory and must be followed.
Card Abilities and Action Tokens — Some cards provide special abilities when a particular Token is beside the corresponding ship. Only one card on each ship can trigger its ability from the same Token during the same round.
Disabling Upgrade Cards — Some abilities may instruct you to "disable" a Card. Disabling a Card works differently than disabling a Shield Token. When instructed to disable a Card, place a Disabled Token on that Card. While a Card is disabled, a player cannot use its text during the Activation Phase. A ship can spend its Action to remove a Disabled Token from one of its Upgrade Cards. That Upgrade is no longer disabled.
Discarding Upgrade Cards — Some abilities may require the player to "discard" an Upgrade Card. Return discarded Upgrade Cards to the game box; they cannot be used for the remainder of the current Mission.
Time Tokens — Many Upgrades instruct a player to place a certain number of Time Tokens on them. The player places that many Time Tokens on the Upgrade and cannot activate that Upgrade again until all the Time Tokens are removed. During the End Phase, players remove 1 Time Token from each Upgrade.
For example, an Excelsior-Class uses its Impulse Efficiency Upgrade, and places 2 Time Tokens on it. This means that the ship will not be able to use that Upgrade again until all the Time Tokens have been removed.
Enemy AI: Gameplay Example
Two Jem'Hadar Attack Ships (J1, J2) have Captain Skill 1, while the third (J3) is an Elite Attack Ship with Captain Skill 4. Two players control Akira and Excelsior-Class ships (A1, E1), both Captain Skill 2.
Turn 1. After players set their maneuver dials, they activate Attack Ships J1 and J2. These ships have deployed in Formation, so they will choose the same target and perform the same maneuver. Their target, the nearest Federation ship, is the Akira-Class. It is out of range at a 45º angle from the Attack Ships. One of the players rolls for the maneuver and gets a 4: both Attack Ships perform a Turn 3 maneuver. Then, both ships take Scan actions because they have no shot and there are no enemies within Range 3.
Both player ships activate in either order, performing maneuvers and actions, and then J3 activates. Its nearest target is ahead and beyond Range 3: Rolling a 2, it performs a Straight 4. Since it has a shot against A1, it performs a Battle Stations Action.
Turn 1 Combat Phase. J3 attacks first. Following the Combat Phase instructions on its Logic card it targets A1 at Range 2 with its primary weapon, rolling Blank, Battle Stations, Battle Stations. Since Enemy AI ships spend their Tokens at the first opportunity to add results, it spends its Battle Stations Token to modify its attack roll into Blank, Hit, Hit. After rolling to defend, getting Evade, Blank, Battle Stations, Battle Stations, A1 loses 1 shield.
A1 then returns fire, getting Critical Hit, Hit, Battle Stations, Battle Stations, spending its Battle Stations Token to modify its attack roll into Critical Hit, Hit, Hit, Hit. The other player rolls for J3's defense, getting Evade, Blank. J3 loses 2 shields and takes 1 critical hull damage: Structural Damage. E1 is out of range of all Dominion ships and does not attack. Finally, the Captain Skill 1 Dominion ships fire. J1 attacks A1 at Range 3, getting Blank, Blank, Blank. J2 is out of range.
Turn 2. Players set their maneuvers again, then activate J1 and J2. Neither has hull damage, so their formation is not broken and they will continue to maneuver together. The nearest target for J1 is still A1: it is now straight ahead at Range 2 and closing. Rolling a 5, both J1 and J2 perform a Straight 2. However, a Straight 2 would carry J1 over an Obstacle. Instead, it swerves to a Turn 2 to avoid it. Both ships then take Battle Stations Actions because they will be able to attack from their current position. Then, both player ships activate in either order, performing maneuvers and actions, and finally J3 activates. Its nearest target is still A1, but now A1 is at 45º to the left, at Range 2 and closing. Rolling a 6 on the matching table, J3 performs a Bank 3. Since this is a red maneuver, J3 skips its Choose Action step on its Logic card but does not gain an Auxiliary Power Token.
Turn 2 Combat Phase. J3 fires first again, since it has a shot on A1 at Range 1. It rolls 4 dice and gets Critical Hit, Hit, Hit, Blank. A1 rolls Evade, Evade and loses 1 more shield.
A1 does not have a shot on J1, so that player decides to attack J2 through the obstacle at Range 2, rolling Hit, Battle Stations, Blank, Blank. The other player rolls 3 dice to defend, getting Battle Stations, Battle Stations, Blank. Since Enemy AI ships spend Tokens at the first opportunity, the players spend its Battle Stations Token to modify its roll to Evade, Evade, Blank, taking no damage.
E1 then attacks J1, rolling Hit, Hit, Hit. The other player rolls to defend for J1, getting Blank, Blank. J1 loses its shields and takes 1 hull damage. Now that J1 has hull damage, that formation is broken and both J1 and J2 will choose their own targets and maneuvers starting next turn. After J1 and J2 attack, it will be Turn 3.
Quick Reference
The Campaign Round: Choose a Mission → Mission Setup → Fleet Setup → Play Mission → Record Campaign Progress.
Play Mission:
- Reinforcements Phase — Place all Enemy AI ships listed by the Mission.
- Planning Phase — Players discuss strategy and plan their maneuver dials.
- Activation Phase — In ascending order of Captain Skill, each ship executes its chosen Maneuver, and then immediately performs one Action.
- Combat Phase — In descending order of Captain Skill, each ship can attack one target in its firing arc and within range.
- End Phase — Check Mission End conditions & "End Phase" effects. Recover Disabled Shield Tokens. Remove all Evade, Battle Stations, Scan, and Cloak Tokens (unless kept). Ships may keep their Shields disabled to keep their Cloak Token.
Performing an Attack:
- Declare Target (follow Orders for Enemy AI ships)
- Roll Attack Dice — At Range 1, gain +1 Attack Die with Primary Weapons.
- Modify Attack Dice — a. Attacker modifies Attack Dice. b. Defender modifies Attack Dice.
- Roll Defense Dice — At Range 3, gain +1 Defense die vs. Primary Weapons. Cloaked Ships roll +4 Defense dice.
- Modify Defense Dice — a. Attacker modifies Defense Dice. b. Defender modifies Defense Dice.
- Compare Results — Each Evade cancels 1 Hit. Each Evade cancels 1 Critical Hit.
- Deal Damage — Defending ship suffers any Hit and Critical Hit. Damage is dealt to Active Shields first; remaining damage is dealt as cards. See "Suffering Damage."
Actions:
- Evasive Maneuvers: Gain 1 Evade Token. During the Combat Phase, spend it to add 1 Evade result to the defense roll.
- Scan: Gain 1 Scan Token. During the Combat Phase, any ship attacked by the scanning ship rolls 1 less defense die.
- Battle Stations: Gain 1 Battle Stations Token. During the Combat Phase, spend it to change all Battle Stations results to Hit results (when attacking) or all Battle Stations results to Evade results (when defending).
- Cloak: Must have at least 1 Active Shield. Disable all remaining Shields and place a Cloak Token (green side) on top of its ship base. While Cloaked, replace the ship's Agility Value with its printed Agility Value +4. If the ship fires, flip the Cloak Token over to its red side; the ship is still considered Cloaked for the remainder of the round. During the End Phase, remove red Cloak Tokens. Ships with green Cloak Tokens may leave their Shields disabled to keep it: move the Token off the ship base to signify that it's been Cloaked for more than one round.
- Sensor Echo: Must be Cloaked. Move sideways with the Bank 1 or Bank 2 template.
- Acquire a Target Lock: Gain 1 Target Lock Token. Place the corresponding Target Lock Token (with same letter) on any opposing ship at Range 1–3. Ships that have been Cloaked for more than one round cannot be Target Locked. When attacking a targeted ship, the locking ship may spend its Target Lock Tokens to re-roll as many of their attack dice as they choose.
Auxiliary Power: When a player-controlled ship executes a Red Maneuver, it gains 1 Auxiliary Power Token. Ships under Auxiliary Power cannot execute Red Maneuvers or perform any Actions (not even free Actions). When a ship executes a Green Maneuver, remove 1 Auxiliary Power Token from it, and perform an Action this round if it no longer has an Auxiliary Power Token. When an Enemy AI ship executes a Red Maneuver, it skips its Perform Actions step. It does not gain an Auxiliary Power Token.
Dominion War Campaign: Component List
This campaign box includes all of the components necessary for 1-2 players to play the Dominion War campaign. If you have multiple copies of this game, you can increase the maximum player count by 2, to a maximum of 6. Using multiple boxes also gives each player more ship and Upgrade options.
| Number of Boxes | Player Count |
|---|---|
| This box | 1-2 |
| 2 copies of this box | 3-4 |
| 3 copies of this box | 5-6 |
Component list: This Campaign Book; 1 Full Rulebook; 5 Painted Plastic Ships (1 Excelsior-Class and 1 Akira-Class Federation ship, and 3 Dominion Attack Ships); 5 Transparent Plastic Bases with 10 Pegs; 5 Ship Tokens (double-sided); 24 ID Tokens; 13 Maneuver Templates (3 Turns, 4 Banks, 6 Straights); 2 HeroClix™ Maneuver Dials; 32 Action Tokens (6 Evade, 6 Battle Stations, 6 Scan, 2 Cloak, 6 Red Target Lock, 6 Blue Target Lock); 14 Shield Tokens (double-sided); 6 Critical Hit Tokens; 8 Disabled Tokens; 8 Time Tokens; 12 Mission Tokens; 6 Asteroid/Obstacle Tokens; 1 Planet Token; 2 Ship Cards; 2 Maneuver Cards; 2 Player Cards; 6 Enemy Loadout Cards; 1 Enemy Logic Large Card; 33 Damage Mini Cards; 5 Red Attack Dice; 5 Green Defense Dice; 1 Blue Six-sided Die; 1 Blue Twelve-sided Die; 1 Range Ruler.
Dominion War Campaign: Campaign Setup
The Dominion War Campaign is divided into three Acts, which must be played in sequence. In Act II, the Missions may be played in any order.
During the campaign, the outcome of each mission may have an affect on the Dominion's influence in this sector of the Gamma Quadrant. You will use the Campaign Log on the back cover of this book to track the outcome of your missions, as well as the Dominion's Influence.
Players win the Campaign if they win the Mission in Act III. However, if the Dominion accumulates too much influence during the Campaign, all players lose.
Act I — Begin your Campaign by playing this mission: A Simple Patrol.
Act II — Next, play these 4 missions in any order. Each failure increases the Dominion's Influence in this sector by 1. If it reaches 3 Influence, the campaign is lost. Otherwise, proceed to Act III. Missions: Evacuation, Search for Survivors, Escort Runabouts, Listening Posts.
Act III — In the Final Act of this Campaign, lead one last battle against the Dominion for control of the sector: Preemptive Strike.
Non-Campaign Play
It is possible to play any Mission of this Campaign as a standalone mission without tracking Experience or using a Captain Card.
Each player is a Federation Captain and chooses either an Excelsior-Class or Akira-Class ship. The total value of Upgrades that can be equipped to a ship depends on the Act of the Mission chosen: Act I: 6 XP. Act II: 8 XP. Act III: 12 XP.
Player Setup (Campaign)
For this campaign, each 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.
Initially, each player commands an Excelsior-Class or Akira-Class vessel (those included in this campaign box). However, as players spend Experience Points to increase their Captain Skill, they may choose to command other classes of Federation ships (see "Using Other Federation Ships" below).
Solo Play: It is possible to play this Campaign with only one player. In this case, you will control one Excelsior-Class and one Akira-Class ship and follow all setup instructions for a 2-player game.
Using Other Federation Ships
You may supplement the components of this Campaign with additional Attack Wing ships (sold separately). These classes of ships may be used in this Campaign:
| Federation Ship Classes | Required Captain Skill |
|---|---|
| Miranda, Oberth, Nova | 2+ |
| Defiant, Saber | 4+ |
| Intrepid, Galaxy, Nebula | 5+ |
| Prometheus, Sovereign | 8+ |
When using any of these other ships, the following two rules apply:
- Players must use the ship card and ship 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.
Missions
Act I: A Simple Patrol (Introduction)
Mission Briefing: Stardate 49427.7. Congratulations on your promotion Captain. With the discovery of the Wormhole into the Gamma Quadrant and the results of our first contact with the Dominion last year, Starfleet Command has decided to form a special task force. You and several other Captains have been chosen for this assignment. Your objective today is to patrol the far side of the Wormhole and learn what you can of the Gamma Quadrant. If you encounter Dominion ships, your orders are to stand your ground, but avoid escalating the situation into a major confrontation. Good Luck.
Map Setup: A) Player Deployment Area. B) Asteroids x6 (Random Layout). Each Asteroid must be Range ≥2 from the board edge and Range ≥1 apart. C) Mission Token (odd numbers). D) Mission Token (even numbers).
Mission Parameters:
| Objective | Collect Sensor Data: Collect at least 1 odd-numbered and 1 even-numbered Mission Token from locations C and D respectively. Then, the ships carrying them must retreat from the Federation edge of the map, to return with their findings. |
| XP Reward | For each type of Mission Token returned (odd and even), each player receives 1XP. |
| Retreat Options | Captains may retreat from any Federation Edge. |
| Mission End | At the end of Round 10, all remaining players automatically retreat. |
| Destroyed Players | These players gain 1 fewer XP (minimum 0). |
Success: The fact that your patrol escalated into a minor skirmish with the Dominion is regrettable but at least you came out on top and now we have a clearer picture of our enemy's capabilities. Begin the Campaign - proceed to Act II.
Failure: Your orders were to avoid a battle with the Dominion, and now the task force has taken severe damage as a result of your reckless Actions. Retreat to Deep Space 9 to repair and regroup. Replay this Mission, or begin the Campaign and proceed to Act II.
Enemy Ships:
| Formation | Round | Bearing | Orders | 2p | 3p | 4p | 5p | 6p |
|---|---|---|---|---|---|---|---|---|
| Dominion 1st Wing | Setup | 3 | Attack | 1 Attack Ship | 1 Attack Ship | — | — | — |
| Dominion 2nd Wing | Setup | 4 | Attack | 1 Attack Ship | 1 Attack Ship | 1 Attack Ship | 1 Attack Ship | — |
| Dominion 3rd Wing | 2 | Roll | Attack | — | — | — | 1 Attack Ship | 1 Attack Ship |
| Dominion Alpha | 3 | Roll | Attack | 1 Attack Ship (Elite) | — | 1 Attack Ship (Elite) | — | — |
| Dominion 4th Wing | 6 | Roll | Attack | 1 Attack Ship | 1 Attack Ship | — | 1 Attack Ship | — |
Special Rules:
Introductory Mission: To play this mission as an introduction to Star Trek Alliance, players may choose to skip the initial Campaign Setup and Player Setup steps and use the following pre-generated ships instead. Each player chooses one of the ships below and takes one of the sets of Upgrade cards along with its ship card, assembled miniature, and maneuver dial.
- Excelsior: Dorsal Phaser Array, Helmsman.
- Excelsior: Detection Grid, Science Officer.
- Excelsior: Overcharged Phasers, Reinforced Shields.
- Akira: Enhanced Targeting, Operations Officer.
- Akira: Photon Torpedoes, Tactical Officer.
- Akira: Commander.
Sensor Data Tokens: Place 1 Mission Token in each of the indicated locations: place an odd-numbered mission Token at location C, and an even-numbered Mission Token at location D. These represent locations where Sensor Data must be collected by the players. Enemy ships ignore these Tokens.
Collecting Sensor Data: At the end of the Activation Phase, if you are within Range 1 of a Mission Token, you may spend a Scan Token assigned to your ship to take a matching Mission Token (even or odd number) from the supply and place it on your ship card. Each ship can only collect and carry 1 even and 1 odd Mission Token.
Lost Sensor Data: If a player ship carrying one or more Mission Tokens is destroyed, return its Mission Tokens to the supply.
Act II: Evacuation
Mission Briefing: Stardate 49428.3. Two weeks ago, our long range scouts discovered a planetary system in the Gamma Quadrant with unusual energy emissions. Initially we suspected it might be related to Dominion activity, but when a more detailed scan revealed no Dominion presence in the system, we quietly sent several survey teams to investigate. Their last transmission indicated our activity has been noticed by the Dominion. Reach them as soon as you can and get them out. An encounter with Dominion ships is probable. Be prepared to defend the planet until you can rescue our people and retreat. Godspeed, Captains
Map Setup: A) Player Deployment Area. B) Planet (place where shown). C) Asteroids x6 (Random Layout). Each Asteroid must be Range ≥2 from the board edge and Range ≥1 away from any other obstacle Token.
Mission Parameters:
| Objective | Rescue the Survey Team: Collect at least half (round up) of the Mission Tokens (see Survey Team setup). Then, the ships carrying those Tokens must retreat from the Federation edge of the board, to return the survey teams to Federation space. |
| XP Reward | If at least half (rounded up) of the Mission Tokens are collected, each player receives 1XP. If all Mission Tokens are collected from the planet, each player receives an additional 1XP. |
| Retreat Options | Captains may retreat from any Federation Edge. |
| Mission End | At the end of Round 10, all remaining players automatically retreat. |
| Destroyed Players | These players gain 1 fewer XP (minimum 0). |
Success: The survey team is back in Federation space, safe and sound. We've gained a greater understanding of some of the unique setting of the Gamma Quadrant.
Failure: Starfleet Command cannot afford the loss of skilled personnel, notwithstanding the valuable scientific information on the Dominion that was lost today. Increase Dominion Influence by 1.
Enemy Ships:
| Formation | Round | Bearing | Orders | 2p | 3p | 4p | 5p | 6p |
|---|---|---|---|---|---|---|---|---|
| Dominion 1st Wing | Setup | 3 | Attack | 1 Attack Ship | 1 Attack Ship | — | — | — |
| Dominion Alpha | Setup | Roll | Attack | 1 Attack Ship (Elite) | — | 1 Attack Ship (Elite) | — | — |
| Dominion 2nd Wing | Setup | Roll | Attack | — | — | — | 1 Attack Ship | 1 Attack Ship |
| Dominion 3rd Wing | 4 | Roll | Attack | 1 Attack Ship | — | 1 Attack Ship | — | — |
| Dominion Beta | 6 | Roll | Attack | 1 Attack Ship (Elite) | — | — | 1 Attack Ship (Elite) | — |
Special Rules:
Survey Team setup: Place Mission Tokens on the planet equal to the number of players +1. These represent the Survey Team.
Beaming up the Survey Team: At the end of the Activation phase, a ship within Range 1 of the planet may spend one or more Scan Tokens: Disable that ship's shields. For each Scan Token spent, take a Mission Token from the planet, and place it on your ship card.
Rescuing the Survey Team: Ships carrying Mission Tokens must retreat from the Federation edge of the map. If a ship carrying one or more Mission Tokens is destroyed, those Tokens are lost.
Planetary Bombardment: During the Combat phase, a Dominion ship will attempt to bombard the planet and kill a survey team if all of the following conditions are true:
- There are Mission Tokens on the planet
- The Dominion ship is within Range 1 of the planet, and the planet Token is within its Firing Arc.
- The Dominion ship does not have a Federation ship it can attack.
Roll 1 Attack die. On a hit or critical hit result, remove 1 Mission Token from the planet and return it to the box.
Act II: Search for Survivors
Mission Briefing: Stardate 49429.2. With all the Dominion activity on the Gamma Quadrant side of the wormhole, we have increased our patrols to match. One of our Miranda-Class ships, the U.S.S. Trellisk, has gone silent. Her last contact was four days ago. Given the frequency of skirmishes with Dominion forces in this area, she has likely been destroyed. We need to know what she was up to. Your orders are to head through the Wormhole to conduct a search. Find out what happened to the Trellisk. Good Luck.
Map Setup: A) Player Deployment Area. B) Asteroids x6 (Random Layout). Each Asteroid must be with the area shown and Range ≥1 away from any other obstacle Token or mission Token. 1-9) Mission Tokens (see Search Token Setup).
Mission Parameters:
| Objective | Find the U.S.S. Trellisk & Recover the Logs: You must complete both objectives in order, or the Mission is considered a Failure (see Special Rules). |
| XP Reward | If the Trellisk is found, each player receives 1XP. If the Trellisk logs are recovered, each player receives an additional 1XP. |
| Retreat Options | Captains may retreat from any Federation Edge. |
| Mission End | At the end of Round 10, all remaining players automatically retreat. |
| Destroyed Players | These players gain 1 fewer XP (minimum 0). |
Success: The loss of another ship is unfortunate, but the logs indicate the Dominion are using a new type of weapon that our shields cannot repel.
Failure: The Trellisk was well armed and capable, but we don't know how the Dominion managed to get the better of her. Until we better understand our enemy, we are at a disadvantage. Increase Dominion Influence by 1.
Enemy Ships:
| Formation | Round | Bearing | Orders | 2p | 3p | 4p | 5p | 6p |
|---|---|---|---|---|---|---|---|---|
| Dominion 1st Wing | 2 | Roll | Search | 1 Attack Ship | 1 Attack Ship | — | — | — |
| Dominion 2nd Wing | 2 | Roll | Attack | 1 Attack Ship | — | 1 Attack Ship | — | — |
| Dominion 3rd Wing | 2 | Roll | Attack | — | — | — | 1 Attack Ship | 1 Attack Ship |
| Dominion Alpha | 5 | Roll | Attack | 1 Attack Ship (Elite) | 1 Attack Ship (Elite) | — | 1 Attack Ship (Elite) | — |
Special Rules:
Search Token Setup: Form a pile of Mission Tokens using #1, 2, 3, +1 random Token per player. Flip the Mission Tokens number-side down, shuffle them, and place one Token in each numbered location indicated on the map diagram in ascending order (place a facedown Token at 1, then at 2, etc), until you have placed all the Tokens from the pile.
Searching for the Trellisk: At the end of the Activation Phase, for each Scan Token you spend from beside your ship, choose a Mission Token at Range 1. Flip that Token up and apply the following effects:
- Tokens 1, 2, or 3: Trellisk Ion Trail. Set this Token aside. When Tokens 1, 2 and 3 are all found, the Trellisk has been found: replace the last Token revealed with the Ship Wreckage Token and stack Mission Tokens 1, 2, and 3 on top of it.
- Token 4: Dominion Ship. If there are any unplaced Dominion ships, replace this Token with an Elite Dominion ship (with Attack Orders), facing the ship that revealed the Mission Token. Note: Token #4 is not guaranteed to be among those used.
- Other Mission Token: No Effect. Return the Token to the box with no effect.
Dominion Search Orders: The ships in the Dominion 1st Wing have Search Orders. These ships use the closest facedown Mission Token as their target when choosing a maneuver. At the start of the Combat Phase, each Searching Dominion ship flips one facedown Mission Token within Range 1, and resolves the effect listed above. Once the Ship Wreckage Token has been placed, these ships change to Attack Orders.
The Ship Wreckage Token: Treat the ship Token as a ship model with a plastic base (overlapping rules apply); it is the remains of the Trellisk! The ship is battered but the hull is intact. The crew is dead but the ship's logs must be downloaded; see below.
Finishing the Job: Once the Ship Wreckage has been found and placed, all Dominion ships treat it as a Federation ship for target selection: if it is the nearest ship, they will move toward and fire upon it. Each Critical hit the Wreckage Token suffers counts as 2 hits instead. If the Ship Wreckage is destroyed before the logs are downloaded, or if any of the Federation ships carrying downloaded logs are destroyed, the logs are lost.
Downloading the Logs: At the End of the Combat Phase, each Federation ship within Range 1 of the Ship Wreckage Token may take a Mission Token from the Ship Wreckage and place it on that ship's card. When there are no Mission Tokens left on the Ship Wreckage Token, the logs have been downloaded.
Recovering the Logs: If the ships carrying Mission Tokens retreat or survive until the end of the Mission, or if all Dominion ships have been placed and destroyed, the logs have been recovered.
Act II: Escort the Runabouts
Mission Briefing: Stardate 49431.6. We've just received an urgent distress call from one of our patrols in the Gamma Quadrant. A wing of runabouts from Deep Space 9 are homeward bound with unstable mineral samples onboard, and the Dominion is hot on their tails. The sensitive nature of these materials will prevent you from using the transporter, so you will have to protect these vessels from their pursuers. Intercept the survivors immediately, and provide escort back to the wormhole.
Map Setup: A) Player Deployment Area. B) Planet x1 (where shown), Asteroids x4 (Random Layout). Each Asteroid must be with the area shown and Range ≥1 away from any other obstacle Token or mission Token. C) Runabouts (see Runabout Token Setup).
Mission Parameters:
| Objective | Escort the Runabouts: Protect the Runabouts from Dominion Ships and ensure they reach the Wormhole with their findings and samples. At least 1 Runabout must escape or the Mission is considered a Failure. |
| XP Reward | All players gain 1XP for each Runabout that retreats from the Federation Edge. |
| Retreat Options | Captains may retreat from any Federation Edge. |
| Mission End | At the end of Round 10, all remaining players automatically retreat. |
| Destroyed Players | These players gain 1 fewer XP (minimum 0). |
Success: The runabouts have returned to Deep Space 9, only a little worse for wear. We are very fortunate that we managed to slip through a gap in the Dominion patrols.
Failure: The steady loss of good vessels and crews in the Gamma Quadrant is taking a toll on the Federation. Increase Dominion Influence by 1.
Enemy Ships:
| Formation | Round | Bearing | Orders | 2p | 3p | 4p | 5p | 6p |
|---|---|---|---|---|---|---|---|---|
| Dominion 1st Wing | Setup | 3 | Hunt | 1 Attack Ship | — | 1 Attack Ship | — | — |
| Dominion 2nd Wing | Setup | 5 | Hunt | 1 Attack Ship | 1 Attack Ship | — | — | — |
| Dominion 3rd Wing | 2 | Roll | Hunt | — | — | — | 1 Attack Ship | 1 Attack Ship |
| Dominion Alpha | 4 | Roll | Hunt | 1 Attack Ship (Elite) | 1 Attack Ship (Elite) | — | 1 Attack Ship (Elite) | — |
Special Rules:
Runabout Setup: Use 1 Runabout Token for every 2 players, and place them in different C areas, facing Edge A. Note that the number of C areas available changes with the number of players.
These Tokens are treated like ship models with plastic bases, and each Runabout has the following stats: Primary Weapon: none (—), Agility 2, Hull 2, Shields 2.
Since they have diverted their power to engines and shields, they cannot attack. When a Runabout is Attacked, convert each critical hit result into 2 hits. You can track the remaining hull of each Runabout using Mission Tokens.
Moving the Runabouts: At the start of the Activation Phase, before any ships move, players perform any speed 1 or 2 maneuver (Straight, Bank, or Turn bearings) with each Runabout. After successfully completing a maneuver, each Runabout gains an Evade Token; they do not otherwise perform Actions and cannot perform Attacks.
Escaping with the Runabouts: Each Runabout that flies off the Federation Edge of the map escapes. If all Runabouts have escaped or have been destroyed, the mission immediately ends.
Dominion Hunt Orders: These Dominion Ships are only interested in pursuing and destroying the Runabouts, to the near-exclusion of all other targets. When choosing a maneuver, ships with Hunt Orders use the closest Runabout Token as their target. During the Combat Phase, they will attack the closest Runabout Token they can, unless the nearest Runabout is further than Range 1 and there is another target they can attack at Range 1 instead.
Act II: Listening Posts
Mission Briefing: Stardate 49432.9. From everything we've seen in the Gamma Quadrant, the Dominion is massing its forces to move on the wormhole and enter the Alpha Quadrant. In response to this recent aggression, Starfleet Command has decided to establish remote listening posts to monitor the Dominion. We've begun construction on these listening posts, but their defenses aren't ready yet. We need you to defend them while they come online. Good luck.
Map Setup: A) Player Deployment Area. B) Listening Post (obstacle Token). C) Asteroids x4 (Random Layout). Each Asteroid must be with the area shown and Range ≥1 away from any other obstacle Token.
Mission Parameters:
| Objective | Defend the Listening Posts: Ensure the Listening Posts remain intact until the end of Round 10. At least 1 Listening Post must survive or the Mission is considered a Failure. |
| XP Reward | If both Listening Posts are intact, all players gain 1XP. For each Listening Post that has 5 or more hull, all players gain an additional 1XP. |
| Retreat Options | Captains may retreat from any Federation Edge. |
| Mission End | When all Dominion ships (all Formations) have been placed and destroyed, OR at the end of Round 12, all remaining enemy ships automatically retreat. |
| Destroyed Players | These players gain 1 fewer XP (minimum 0). |
Success: The listening posts have been successfully set up, and we're receiving telemetry from the Gamma Quadrant. When the Dominion makes their move, we'll know.
Failure: Without these listening posts, we're operating in the dark, and must continue risking our ships of the line to patrol the far side of the wormhole. Increase Dominion Influence by 1.
Enemy Ships:
| Formation | Round | Bearing | Orders | 2p | 3p | 4p | 5p | 6p |
|---|---|---|---|---|---|---|---|---|
| Dominion Alpha | Setup | Roll | Attack | 1 Attack Ship (Elite) | — | 1 Attack Ship (Elite) | — | — |
| Dominion 1st Wing | 2 | Roll | Hunt | 1 Attack Ship | 1 Attack Ship | — | — | — |
| Dominion 2nd Wing | 3 | Roll | Hunt | — | — | — | 1 Attack Ship | 1 Attack Ship |
| Dominion Beta | 4 | Roll | Attack | 1 Attack Ship (Elite) | — | 1 Attack Ship (Elite) | — | — |
| Dominion 3rd Wing | 5 | Roll | Hunt | — | 1 Attack Ship | — | — | 1 Attack Ship |
| Dominion 4th Wing | 7 | Roll | Hunt | 1 Attack Ship | — | — | 1 Attack Ship | — |
Special Rules:
Listening Posts: These Tokens are treated like ship models with plastic bases (overlap rules apply), and each Listening Post has the following stats: Primary Weapon: none (—), Agility 0, Hull 8, Shields 0.
They are not armed, and cannot attack. When a Listening Post is Attacked, convert each critical hit result into 2 hits. You can track the remaining hull of each Listening Post using Mission Tokens.
All Dominion ships treat Listening Posts as Federation ships for target selection: if a Listening Post is the nearest target, they will move toward and fire upon it.
Dominion Hunt Orders: These Dominion Ships are only interested in pursuing and destroying the Listening Posts, to the near-exclusion of all other targets. When choosing a maneuver, ships with Hunt Orders use the closest Listening Post Token as their target. During the Combat Phase, they will attack the closest Listening Post Token they can, unless the nearest Listening Post is further than Range 1, and there is another target they can attack at Range 1 instead.
Act III: Preemptive Strike (Finale)
Mission Briefing: Stardate 49434.4. This is it. All of the reconnaissance data we've collected in the Gamma Quadrant points to this planetary system as a strategic control point for the Dominion. All of our attempts to negotiate have failed, and at this stage a pre-emptive strike against this facility is our only option to gain the upper hand in this conflict and bring them to heel. Your orders are to destroy this Dominion installation. Good luck.
— Upon dropping out of Warp, you immediately realize something is not right. There is no installation on the planet, and there's a Dominion fleet waiting for you. It's a trap!
Map Setup: A) Player Deployment Area. All player ships must begin facing the top edge of the Map (toward the Planet). B) Planet. 1-4) Dominion Weapons Platforms (see Special Rules).
Mission Parameters:
| Objective | Escape the Trap! Do what damage you can to the Dominion installation, then retreat from the Federation Edge (once it is revealed). |
| XP Reward | For each Dominion Weapon Platform that has been destroyed, all players gain 1XP. If all Federation ships survive and escape, all players gain an additional 1XP. |
| Retreat Options | Captains may retreat from any Federation Edge, after Round 5. See the Escape Route Special Rule. |
| Mission End | At the end of Round 11, all remaining players are destroyed. |
| Destroyed Players | These players gain 1 fewer XP (minimum 0). |
Success: Despite tremendous odds, your task force has done the impossible and overcome the Dominion's carefully-laid trap. Thanks to your efforts, we can continue to hold off the Dominion in the Gamma Quadrant for now. You win the Campaign!
Failure: With our task force obliterated, the Dominion's grip on the Gamma Quadrant is complete; we've lost our only foothold to defend the wormhole and now war in the Alpha Quadrant is only a matter of time. You lose the Campaign.
Enemy Ships:
| Formation | Round | Bearing | Orders | 2p | 3p | 4p | 5p | 6p |
|---|---|---|---|---|---|---|---|---|
| Dominion 1st Wing | 1 | Roll* | Search | 1 Attack Ship | 1 Attack Ship | — | 1 Attack Ship | — |
| Dominion 2nd Wing | 1 | Roll* | Attack | 1 Attack Ship | — | 1 Attack Ship | — | 1 Attack Ship |
| Dominion Alpha | 1 | Roll* | Attack | 1 Attack Ship (Elite) | 1 Attack Ship (Elite) | — | 1 Attack Ship (Elite) | — |
| Dominion Beta | 5 | Roll | Attack | 1 Attack Ship (Elite) | 1 Attack Ship (Elite) | — | 1 Attack Ship (Elite) | — |
*Each of these Formations must begin at a different Bearing.
Special Rules:
Weapon Platform Setup: Check the Dominion Influence you accumulated from Act II of the Campaign, and place the following Weapon Platform Tokens: 2 Influence: place Tokens at location 1 and 2. 1 Influence: place Tokens at location 1, 2, and 3. 0 Influence: place Tokens at 1, 2, 3, and 4.
These Tokens are treated like ship models with plastic bases (overlap rules apply), and each Weapon Platform has the following stats: Primary Weapon 3, Agility 0, Hull 8, Shields 0.
The Weapon Platforms can be target locked and attacked as if they were ships. When Attacking a Weapon Platform, convert each critical hit result into 2 hits. You can track the remaining hull of each Weapon Platform using Mission Tokens.
At the end of the Combat Phase, each Weapon platform attacks the nearest Federation ship within Range 3, as if it has a 360º Firing Arc. During this Attack, convert all Battle Stations results to Hit results.
First Round Setup (Dominion Ships): The Dominion 1st, 2nd, and 3rd Wing formations arrive at the beginning of Round 1. This means that players perform setup and place their ships (but not program dials), before placing these formations.
Escape Route: With the Dominion fleet surrounding your task force, escape is initially impossible: Any Federation ship that leaves a board edge is destroyed.
When the Dominion Beta formation is deployed at the start of Round 5, they open a hole in the ambushing fleet's perimeter. The board edge with the vector the Dominion Beta formation deploys from becomes a Federation Edge. Once this happens, players may retreat from this edge for the remainder of the Mission.
Any Federation ship that does not retreat from this Federation edge by the end of Round 11 is considered destroyed by the Dominion fleet's ambush.
Campaign Log: Progress Tracker
The back cover of the Campaign Book includes a photocopiable Progress Tracker recording, for each Mission: the Act, Mission name, Date Played, Objective XP Earned (checkboxes), and Dominion Influence accrued (checkboxes for the Act II missions). Missions tracked: Act I – A Simple Patrol (2 XP boxes); Act II – Evacuation, Search for Survivors, Escort Runabouts (tracked per 2p/4p/6p), and Listening Posts (each with XP boxes and 1 Influence box); Act III – Preemptive Strike (5 XP boxes).