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The borg Campaign

Star Trek Alliance: The Borg Invasion

Contents

3. Campaign Rules
9. Playing the Federation
10. Playing the Klingons
11. Playing the Romulans
12 Playing the Ferengi
13. Playing the Dominion

Act 1
14. First Contact

Act 2
16. A Threat to Earth - Roll of 1
22. The Glorious War - Roll of 2
28. An End for Latinum - Roll of 3
34. All Roads Lead to Romulus - Roll of 4
40. Founders Flounder - Roll of 5
46. Logic Uprooted - Roll of 6
52. Independence - Roll of 7
58. Homeless Twice - Roll of 8

Act 3
64. A Queen Unthroned

70 Further reading, AI cards, map

Design and Creation - Paul Bode


Federation Story Text - Matthew Dempsey
Borg AI Cards - Romain Verlaeten
Tabletop Simulator Grid map - Matt
Klingon and Romulan Factions - Ella Snow

Star Trek Alliance and Star Trek Attack Wing is the product of Wizkids
Star Trek was created by Gene Roddenberry.

There is no financial gain for making this, it is made purely for the enjoyment of the
players and the success of the game.
THE BORG INVASION: CAMPAIGN RULES

Player Count

The game can be played with 1-6 players, you would need either Tabletop Simulator or physical
copies of Star Trek Attack Wing and Star Trek Alliance. You will need the Star Trek Alliance rule
-set and ideally experience of playing Alliance prior to play . If playing physically you will need a se-
lection of Borg ships (3 Borg Scouts for every 2 players, a maximum of 2 Borg Tactical Cube and
an Borg Octahedron).

Campaign Setup

The Borg Invasion is divided into three Acts, which are played in sequence

Act 1: Begin your campaign by playing ‘First Contact’

Act 2: Play a faction invasion, a series of scenarios which leads to the defense of a home world un-
til you have successfully defended 3 home worlds then you can move to act 3, or the Borg have as-
similated 2 of the home worlds which ends the campaign with a Borg victory. You can choose a
home world mission to play based on a faction that is being played, or use a D8 roll. Each of the
planets are numbered. Play them in sequence and do not replay missions if you lose them. Do not
replay a home world invasion once played in the same campaign.

Act 3: In the Final act of the campaign, the factions take the battle to the Borg in an attempt to de-
stroy the Queen by using a Transwarp Conduit.

Player Setup

For this campaign, each player plays a Captain of one of the selected factions and begins the cam-
paign with 6 XP to spend. You must spend all your starting XP, and may not spend it on Captain
skill before your first mission. Players should have a discussion on what factions they want to play.
If players play the same faction they are all allied and it is a fully co-operative game. If one of more
players choose a different faction then it becomes a semi co-operative game. Players are allied to all
players who share their faction and they become a team. The Faction that has the player with the
most XP at the end is the ‘greatest’ faction. Your experience when spent is locked and cant be
changed, however we recommend you read the mission brief beforehand and then choose the up-
grade cards to add to your ship for that mission.

Solo play

It is possible to play this campaign with only one player. In this case set up two captains and 2 ships
and follow the set-up instructions for a 2 player game.
THE BORG INVASION: CAMPAIGN

Battlestations instead of Target Lock

Some of you might have noticed that the AI Borg have Battle stations instead of a Target Lock, this
is for ease of play and the reduction of tokens. Borg may only spend their Battlestations on an at-
tack and never on defence. Players wishing to use Target locks instead substitute them on the AI
action board with a Target Lock action and follow standard rules for this.

Borg Ships on Missions: On missions the symbols below denote which ship to use.

〔〕 denotes a Borg Scout


〖〗Denotes a Borg Tactical Cube
〈〉Denotes a Borg Octahedron

Borg ships have a 360 firing arc at range 1 and 2. Their movement is actioned by move and then
turn (tournament rules), not the original ruleset on their STAW introduction.
Borg ships treat mines as obstacles and will try to avoid them. Borg Captain skills are 1. Borg Al-
pha ships have Captain skill 4. The Queen has a Captain Skill of 8.

Increasing Difficulty

The game is expected to be hard but if you wish to greatly increase the difficulty add the Adaption
rule to Borg ships. Players may also increase the Borg reinforcements by playing on a higher play
count than their number of players. Borg firing range can also be increased to range 3 and the origi-
nal movement of turn then move in their original rules at introduction to Star Trek Attack Wing. if
they all play different factions the game is harder.

Decreasing Difficulty

If players want an easier ride they can decrease the Borg reinforcements by playing on a lower play-
er count than their number of players. Players all share the same faction. Some Factions are
stronger in certain game strategies and builds and we encourage you to play to their strengths.

Adaption: Each time the Borg defend they remove one of their successful evades and place an
Adaption token next to that players ship card. In future turns when attacking the Borg a player will
lower their primary weapon attack pool of that ship by the number of adaption tokens next to their
board (Rule of 3). Secondary weapons are not effected by this. Remove all adaption tokens at the
end of the mission as Factions readjust their phaser frequencies. If you play this rule I would rec-
ommend playing the Borg on a lower player count than the number of your players. Less Borg—but
a greater threat.

Mission Actions: All ships may take a mission action as if it was on their action bar. If a mission
requires a specific action that their ship does not have (Scan is a common example) they may take
this action as a Mission action. They may only take it for the purpose of completing the mission and
may not use that action or related token for any other of its non-mission effects. When a ship takes
a mission action, the ship takes a –1 agility (-2 agility if cloaked).
THE BORG INVASION: CAMPAIGN

Beaming Rules

Several missions require beaming up or down to a planet or ship. You will need a scan token to do
this. At the end of an activation phase, a ship within range 1 of the target may discard one or more
scan tokens. Disable that ship’s shields. If the target has shields and must be willing to disable
their shields as well. If the target has no shields—there is no choice. The player may then either
beam from their ship to the target or the target to their ship. One beam per scan discarded. A
cloaked ship can beam up and down, but other ships can’t beam from a cloaked ship. Things can
only be beamed once per turn.

Planetary Assaults

Every 3rd mission will include a planetary assault by the Borg. Planets can be attacked by the Borg
as if they are a ship. The population can take a total of 12 hits before they are destroyed/assimilated,
you can record their damage with damage cards or tokens. Any critical damage to a planet converts
into 2 normal damage. There are several ways that players can defend a planet by being closer to
the Borg than the planet (Borg target the closest ship) or becoming guard ships (if the mission al-
lows). Attacks redirected to a Guard ship cannot be prevented. Some planets have planetary de-
fense tokens or shields and they must be destroyed before the planet is itself attacked. If the Borg
can trace a line to the planet they can shoot the planetary defense tokens, even if they are technically
out of range of the token. If all the population is destroyed or assimilated, this is a major victory for
the Borg. If all players are destroyed or retreat then the Borg automatically assimilate the world. Do
not replay this mission. The Borg may use the Elite cards once they have secured a planet. Once
they have secured two planetary wins the campaign is lost and the Borg win.

Away Teams

Some missions will require Away Teams. Follow the beaming rules and place an Away Team to-
ken on the crew or your captain card to show they have beamed down. While they are not on the
ship you may not use their any of their abilities and if the Captain is away the ship defaults to Cap-
tain skill 0. If you do not have any crew cards, you are forced to use your Captain for away teams
missions. You can use a token to represent where they have beamed to. When they are beamed
back on to the ship you can remove the Away Team token and they become usable again. Any
number of crew and/or Captain can beam down in a single action.

Gold Pressed Latinum tokens

Fernegi specifically get these tokens at the start of a mission equal to half of their Captain skill
rounded up (to a minimum of 1), but in this campaign it is possible for all factions to acquire them.

Once per game round, a ship may spend their Gold Pressed Latinum tokens to activate one of the
following abilities. Planning Phase: Remove an Auxiliary token. Activation Phase: Spend the cost
of the card to equip an upgrade a card that was discarded from this ship. Combat Phase: Spend 1
GPLT to add a Battlestations, Evade or Scan token to the ship. Any GPL tokens not spent carry
over to the next mission.
THE BORG INVASION: CAMPAIGN

Tribbles

Ferengi can use Tribbles. Follow normal rules for them. They can only be beamed to other ships.
They maybe beamed to other factions ships. They maybe beamed to Borg ships. Borg tribbles -
imagine that! The requirement though is that neither ship has their shields up. You need at least
one token to create more of them and to get their benefits. Some missions may introduce them as
well for all other factions.

Ship Model Counts

Like Alliance there is a limit to the amount of Borg ships in the game at any time. If they would ever
be exceeded then remove the most damaged Borg ship and replace it with the new one as instruct-
ed. The number of Borg ships is for every 2 players add 3 to the Borg Scout supply. 2-4 players
can have 1 Borg Tactical Cube and 5-6 players can have 2 Borg Tactical Cubes in play. There will
only ever be 1 Borg Octahedron.

Borg Reinforcements

On several missions Borg have reinforcements. If there is ever no Borg on the board immediately
place some according to the mission on a random bearing. Keeping a weak one alive to prevent a
full strength one spawning might be important. This can be a key strategy.

Retreating

Most games will end at Turn 10 when players can automatically retreat by going to warp. In some
games players can also retreat by leaving at the board edge labelled A. If any part of their ship over-
laps the edge they may choose to retreat at the end of that round. When completing a move if over
half of their base is over the board edge they must retreat at the end of that turn.

Tokens

Games often include one or more types of tokens. Ensure you have enough before the start of the
mission or find suitable replacements. I’d recommend glass beads or dice if you don’t have suitable
tokens. Avid collectors of Star Trek Attack Wing will probably have all the tokens they need and
will recognize the rules for using them.

Naming Ships

Not by any means essential, but in play throughs of Alliance, we have always found more attach-
ment and theme by adding this simple rule. Choose a new name if your ship is destroyed.

Other Rules
Its best to be familiar with all rules from STAW and Alliance, but some rules are reinforced in mis-
sions were they are very relevant. These are often standard game rules and would apply in all sce-
narios.
THE BORG INVASION: CAMPAIGN

Borg Alpha Upgrade cards

When the Borg capture a planet all Borg ships deployed on odd turns (2,4,6,8) will be alpha ships.
Use the alpha loadout cards. Scouts will have a Captain skill of 4, Tactical Cube Captain skill of 6
and the Queen’s Octahedron Captain Skill of 8. Either draw a card randomly if you have printed
them, or roll a D8 to assign them.

Many of the cards have a requirement which must be met before the Borg get the given benefit such
as ‘When there is only one enemy ship in range’, or ‘If this ship cannot attack this round’.

Others will have a static effect ‘When attacking’ or ‘When defending’. This will trigger whenever the
ship attacks or defends respectively. If you don’t want to print the cards, roll a D8 and consult
Loadout sheet. Apply that power to that ship or that group deploys in a formation give each ship in
that formation that power.

Scout Cube

1. Adaptive. 2. Consistent. 3. Evasive. 4. Focused. 5. Mechanical. 6. Resistant. 7. Speedy. 8.


Tough

Tactical Cube/Octahedron

1.Ablative Armour, 2. Cutting Beam. 3, Feedback Pulse. 4. Full Assault. 5. Integrated Tech. 6
Subspace Beacon. 7. Technological Analysis 8. Power Drain

Flagship

The flagship resource is available this campaign. The 4 main factions are only allowed their specific
faction card and may choose from either side, while Ferengi can choose from one of the 4 inde-
pendent sides. Only one ship in a faction may have it and the each of the 4 cards counts as unique.
To turn a ship into the flag ship, you must have a Legendary Captain (Captain Skill 9) and spend 2
experience points. Once you have a flagship you must follow these rules’

1/ Name your ship if you haven’t already.

2/ Once you become the flagship you may not change your allocated ship or your allocated cards
from mission to mission. You may add new cards by spending XP, but once done this you also
cannot change them.

3/ If your ship is destroyed you lose your flagship card but may purchase it again for 2 XP.

You may change your ship and card selection before purchasing the flagship card. As in Alliance
you cannot change your allocated XP, just your choice of cards. The flagship resource will give you
an improvement to ship stats, a potential free action and a power that buffs other ships of your fac-
tion if in range of the flagship.
THE BORG INVASION: CAMPAIGN

Factions

This campaign is designed for you to play different factions. Alliance comes with the Federation,
however, included are several other factions. Players should discuss with each other before the
campaign starts which faction they would like to play. Any players who play the same faction are on
the same team and count as allies. If a Faction has completed the mission, all of that faction has
completed the mission. All players of that faction will score the XP of the highest scoring player in
that faction (Apply the penalty for a destroyed ship afterwards though). All players who share a Fac-
tion count as Allies for game mechanics. I’d recommend 2 factions teams of 2-3 players for a start-
ing game.

Players who have different factions are not Allies/friendly and count as opponents/enemies for
game or card effects. This may cause negative issues and unwanted effects (e.g. Romulan mines
will trigger on other factions). Factions may even attack each other to incur XP penalties, but this
will increase game difficulty. The Faction at the game end with the player with the most XP is con-
sidered the strongest faction. All players will beat the campaign, but we all know who came out on
top.

Some factions play very differently and use different strategies. One faction may even be better than
another but we will leave you to explore that.

Federation— Good all-rounders. Use the Alliance cards and a few extras below.

Klingon—Provided by Ella. A strong attack based faction, with cloak but with weaker hulls/shields.

Romulan—Provided by Ella. Weaker attack ships with cloak, higher evasion and strong hulls.

Dominion—High attack and diversity of ships at the cost of maneuverability. Several factions with
variety but cards are often limited to certain ships.

Ferengi—Weaker, small choice of ships but with powerful abilities and Gold pressed Latinum and
Tribbles to boost them.

Cards in bold are unique (or classed by this game as unique), there may only be one of these cards
in the entire fleet. Players should discuss roles within their faction (attack, support, tank) to in-
crease their effective strategies. Some cards will give benefits to allies/friendly ships - this only in-
cludes ships that share a faction. A ship can only carry only 1 mine upgrade.

It is recommended you play the Act 2 Planetary attacks of Homeworlds for the factions you are
playing. You may roll a dice though to randomize planetary attacks instead though.

Factions are listed below. Cards in black are ones that are balanced for basic alliance, but this game
goes beyond that and we all want to use our STAW cards. Cards in faction colour are recommend-
ed for this campaign. Playing all of them increases build variety/complexity, power and strategies
open to the player. Any discarded cards are returned at the end of the mission. Ella Snowe built the
Romulan and Klingon factions—I suggested the coloured extra cards for this campaign. If you want
to play the physical cards the faction packs are in brackets to get them.
THE BORG INVASION: CAMPAIGN

Playing the Federation

In order to add the Federation faction as a playable faction to your game you will need to buy Star
Trek Alliance: The Dominion War.

Player Card: Use the one provided in the box.

Starting Ships: A Federation player may begin with a Excelsior Class or Akira Class.

Using Other Federation Ships: A Federation player with a skill higher than 0 may use other feder-
ation ships from their collection, as described on the table below.

Skill 2: Miranda, Oberth, Nova


Skill 4: Defiant, Saber
Skill 5: Intrepid, Galaxy, Nebula
Skill 8: Prometheus, Sovereign

Available Upgrades: The following upgrades (and the Attack Wing expansions in which they can
be found) are available to Federation players. Most of these come in Alliance. Cards in bold are
unique cards that can have only one copy in the faction.

Tech Crew
Subspace Field (Alliance) Science Officer (Alliance)
Impulse Upgrade (Alliance) Commander (Alliance)
Impulse Efficiency (Alliance) Operations Officer (Alliance)
Deflection Grid (Alliance) Tactical Officer (Alliance)
Reinforced Shielding (Alliance) Helmsman (Alliance)
EMH (Alliance) Redshirt (Red shirt crew)
Improved Hull Plating (Alliance) Vulcan Engineer (USS Intrepid)
Comm Station (USS Grissom) Ilia (USS Enterprise)
High Energy Sensor Sweep (USS Phoenix) Riley Aldrin Shepard (USS Valiant)
Subspace Transmitter (USS Montgolfier) Dmitri Valtane (USS Excelsior)
Tunneling Neutrino Beam (IKS Pagh) Damage Control Party (USS Constellation)
Full Reverse (USS Enterprise B) Terry (USS Phoenix)
Parametallic Hull Plating (Delta Flyer) Reginald Barclay (USS Yeager)
Rapid Reload (USS Thunderchild) Karen Ferris (USS Valiant)
Secondary Weapons Talents
Photon Torpedoes (Alliance) Wing Leader (Alliance)
Dorsal Phaser Array (Alliance) Battle Hardened (Alliance)
Overcharging Phasers (Alliance) Calculating (Alliance)
Full Spread (Alliance) Evasive Pattern Delta (Alliance)
Enhanced Targeting (Alliance) Inspiring (Alliance)
Quantum Torpedoes (Alliance) Federation Task Force (USS Thunderchild)
Antimatter Mines (starter set) Flag Officer (USS Intrepid)
Additional Phaser Array (USS Venture) Quick Thinking (Delta Flyer)
Heavy Graviton Beam (USS Montglfier) Full Alert (Full Alert Talent)
Tactical Station (Starter set) Feint (USS Excelsior)
Type 8 Phaser Array (USS Hood) Captain’s Discretion (USS Grissom)
Dorsal Phaser Array (USS Enterprise E) Attack Pattern Delta (USS Defiant)
THE BORG INVASION: CAMPAIGN

Playing the Klingons by Ella Snowe

In order to add the Klingon faction as a playable faction to your game, make the following adjust-
ments:

Player Card: Replace the Federation faction with the Klingon faction.

Starting Ships: A Klingon player may begin with a K'T'Inga, B'Rel, or Bird-of-Prey class ship as
long as it does not also have the Borg faction.

Using Other Klingon Ships: A Klingon player with a skill higher than 0 may use other Klingon
ships from their collection, as described on the table below.

Skill 2: D7, Raptor


Skill 3: Klingon Warbird
Skill 5: K'Vort
Skill 8: Vor'cha, Negh'Var

Available Upgrades: The following upgrades (and the Attack Wing expansions in which they can
be found) are available to Klingon players.

Defense Condition One (IKS Ch'tang)


In'cha (I.K.S. Negh'var, I.K.S. Negh'Var (Repaint))

The ships were selected by stat line to be roughly equivalent to the Federation options. Cards in
bold are unique cards that can have only one copy in the faction.
Tech Crew
Advanced Weapon System (Starter Set, I.K.S. Klingon Bekk (2017 Starter Set)
Koraga) Klingon Helmsman (2017 Starter Set)
Reactor Pit (I.K.S. Ves Batlh) Klingon Patrol (Kelvin Timeline)
Reinforced Bulkheads (2017 Starter Set) Tactical Officer (I.K.S. T'Ong)
Tractor Beam (Starter Set, I.K.S. Negh'var, Tavana (IKS Rotarran)
I.K.S. Negh'Var (Repaint) Darok (IKS Ning’tan)
Tunneling Neutrino Beam (IKS Pagh) Synon (IKS Ch’tang)
Projected Stasis Field (IKS Gr’oth) Konmel (Starter Set)
Security Sensors (IKS Drovana) T’Greth (Kohlar’s Battle Cruiser)
Tritium Intermix (IKS B’Moth) Leskit (IKS Rotarran)
EM Pulse (IKS Koraga) Kali (Animated Series)
Cloaked Mines (IKS Drovana) Kunivas (IKS B’Moth)
Secondary Shield Emitters (IKS Ch’Tang) Kerla (IKS Kronos One)
Klingon Navigator (IKS Amar)
Secondary Weapons Talents
Barrage of Fire (IKS Ch'tang) Barrage of Fire (IKS Ch'tang)
Disruptor Cannon (2017 Starter Set) Disruptor Cannon (2017 Starter Set)
Phaser Array Retrofit (I.K.S. Pagh) Phaser Array Retrofit (I.K.S. Pagh)
Photon Torpedoes (I.K.S. Ves Batlh) Photon Torpedoes (I.K.S. Ves Batlh)
Photon Torpedoes (I.K.S. Kronos One, I.K.S. Photon Torpedoes (I.K.S. Kronos One, I.K.S.
Koraga, Chang's Bird of Prey, Assimilated Ves- Koraga, Chang's Bird of Prey, Assimilated
sel 80279, IKS Ning'tao) Vessel 80279, IKS Ning'tao)
Stand By Torpedoes (I.K.S. Amar) Stand By Torpedoes (I.K.S. Amar)
Ambush Attack (IKS Korinar) Supreme Commander (IKS Rotarran)
Phaser Array Retrofit (IKS Pagh) Long Live the Empire (IKS Ning’tao)
Magnetic Pulse (Animated Series) Klingon Honor (IKS Somraw)
THE BORG INVASION: CAMPAIGN

Playing the Romulans by Ella Snowe

In order to add the Romulan faction as a playable faction to your campaign make the following ad-
justments:

Player Card: Replace the Federation faction with the Romulan faction.

Starting Ship: A Romulan player begins play with a Valdore-class ship.

Using Other Romulan Ships: A Romulan player with a skill higher than 0 may use other Romulan
ships from their collection, as described on the table below.

Skill 2: Romulan Bird-of-Prey, D7 Class, Romulan Scout Vessel, Romulan Science Vessel
Skill 4: Romulan Drone Ship
Skill 5: D'deridex Class
Skill 8: Reman Warbird

Available Upgrades: The following upgrades (and the Attack Wing expansions in which they can
be found) are available to Romulan players. Cards in bold are unique cards that can have only one
copy in the faction.

Tech Crew
Advanced Cloaking (I.R.W. Vorta Vor Bridge Officer (I.R.W. Vrax)
Polarized Hull Plating (I.R.W. Praetus) Romulan Helmsman (I.R.W. Haakona)
Propulsion Matrix (Prototype 02) Romulan Spy (Romulan Faction Pack)
Reinforced Hull Plating (Prototype 01) Romulan Technical Officer (I.R.W. Algeron)
Cloaked Mines (IRW Praetus) Tactical Officer (I.R.W. Valdore)
Advanced Scanning (RIS Talvath) Tal Shiar Sub-Commander (Romulan 2017)
Propulsion Matrix (Prototype 01) Romulan Officer (IRW Gal’Gath’thang)
Self Repair Technology (IRW T’Met) Paradek (RIS Po)
Control Central (IRW Rateg) Nanclus (IRW Patag)
Nullifier Core (PWB Aj’Rmr) Romulan Sub Lieutenant (IRW Haakona)
Interphase Generator (RIS Appnex) Romulan Security Officer (Bird of Prey)
Polarized Hull Plating (IRW Praetus) Romulan Pilot (PWB Aj’Rmr)
N’Vek (Starter set)
Romulan Spy (Romulan 2017)
Secondary Weapons Talents
Charging Weapons (I.R.W. T'Met) Counter Attack (Original Starter Set)
Disruptor Beams (Romulan Faction Pack) Strike From The Shadows (Romulan Faction
Disruptor Banks (I.R.W. Jazkal) Pack)
Plasma Torpedoes (I.R.W. Vrax) Double Back (IRW Gal’Gath’thong)
Forward Disruptor Banks (Romulan Faction Invasion Plans (PWB Aj’’Rmr)
Pack) Covert Mission (RIS Pi)
Photon Torpedoes (Scimitar) Decoy (IRW Gal Gath’thong)
Disrupter Pulse (IRW Haakona) All Forward Disrupter Banks (IRW Valdore)
Additional Weapons Array (PWB Aj’Rmr) Full Stop (Scimitar)
Additional Weapons Array (Romulan 2017) Direct Command (IRW Vorta Vor)
THE BORG INVASION: CAMPAIGN

Playing the Ferengi

In order to add the Ferengi faction as a playable faction to your campaign make the following adjust-
ments:

Player Card: Replace the Federation faction with the Ferengi faction.

Starting Ship: A Ferengi player begins play with a D’Kora-class ship.

Using Other Ships: A Ferengi player with a skill higher than 0 may use other Ferengi ships from
their collection, as described on the table below.

Skill 2: Ferengi Shuttle


Skill 4: B’Rel Class

Each mission place a number of Gold Pressed Latinum tokens on your card equal to your Captain
skill halved (to a minimum of 1). Any unspent tokens pass to the next mission.

Available Upgrades: The following upgrades (and the Attack Wing expansions in which they can
be found) are available to Ferengi players. Cards in bold are unique cards that can have only one
copy in the faction.

Tech Crew
Geodesic Pulse (Nunk’s Marauder) Tactical Officer (Kreechta)
Ferengi Probe (Kreechta) Rom (Quark’s Treasure)
Maximum Shields (Kreechta) Doctor Reyga (D’Kora)
EM Pulse (Krayton) Kazago (Bok’s Marauder)
Thought Maker (Bok’s Marauder) - choose a Letek (Ferengi)
Borg move rather than roll for it. Nog (Quark’s Treasure)
Kemocite (Fernegi) Quark (Gencon Promo DS9) - cards in this
Cargo Hold (Quarks' Treasure) - effects cards game only
in this games lists only. Kol (D’kora)
Inversion Wave (Quark’s Treasure) Nava (Ferengi)
Metaphasic Shields (D’Kora) Cyrano Jones (IKS Gr’oth)
Secondary Weapons Talents
Photon Torpedoes (Kreechta) The Rules of Acquisition (Ferengi)
Weapon Ports (Nunk’s Marauder) Conditional Surrender (Krayton)
Missile Launchers (Nunk’s Marauder) Marauder (Kreechta)
All Power to Phasers (USS Reliant) Vengeance (Bok’s Marauder)
Hidden Explosives (Gorn Raider) Diversion (Kumari)
Extra Torperdos— The Lone Hunt (Hirogen Hunting Vessel)
THE BORG INVASION: CAMPAIGN

Playing the Dominion

In order to add the Dominion faction as a playable faction to your campaign make the following ad-
justments:

Player Card: Replace the Federation faction with the Dominion faction.

Starting Ship: A Dominion player begins play with a Cardassian Galor class ship or Jem’Hadar
Attack Ship.

Using Other Ships: A Dominion player with a skill higher than 0 may use other Dominion ships
from their collection, as described on the table below.

Skill 2: Breen Battle Cruiser


Skill 5: Cardassian Keldon Class
Skill 8: Jem’Hadar Battlership, Jem’Hadar Battle Cruiser

Available Upgrades: The following upgrades (and the Attack Wing expansions in which they can
be found) are available to Dominion players. Cards in bold are unique cards that can have only one
copy in the faction.

Dominion have more card choices, but quite a few can only be placed on certain ships. Please
check card restrictions.

Tech Crew
Type-3 Galor Class (Cardassian Union) Omet’Iklan (5th Wing Patrol Ship)
Suicide Attack (5th Wing Patrol Ship) Remata’Klan (2nd Division Cruiser)
Antiproton Scan (Kraxon) Seskal (3rd Wing Attack Ship)
EM Pulse (Kraxon) Glinn Lasaran (Aldara)
Cloning Facility (Jem’Hadar Attack Ship) Glinn Daro (Assimilated Vessel 64758)
Sensor Array (2nd Division Cruiser) Duran’Adar (Dominion 2017)
Tetryon Emissions (Kornak) Jem’Hadar Elder (Dominion 2017)
Secondary Matter System (Dominion 2017) Jem’Hadar First (Dominion 2917)
Ion Thrusters (3rd Wing Attack Ship) Corak (Reklar)
Long Range Tachyon Scan (5th Wing) IXtana’Rax (4th Division Battleship)
Legion Crew Module (Cardassian Union) Breen Aide (Gor Portas)
Shroud (4th Division Battleship) Talak’Talan (Dominion 2017)
Gul Broca (Cardassian Union)
Secondary Weapons Talents
Photon Torpedoes (4th Division Battleship) Victory is Life (Jem’Hadar Attack Ship)
Enhanced Weaponry (Koranak) Concentrated Firepower (Aldara)
Phased Polaron Beam (Dominion 2017) Coded Messages (Reklar)
Energy Dissipator (Gor Portas) Captured Intelligence (Koranak)
Photon Torpedoes (Dominion 2017) First Strike (3rd Wing Attack Ship)
Aft Weapons Array (Reklar) Invaluable Advice (Rav Laerst)
Dorsal Weapons Array (Koranak)
Plasma Pulse (Dreadnought)
Tactical Command Reticle (Attack Ship)
Campaign Introduction

Stardate 43942.2 ACT 1: FIRST CONTACT

Mission Briefing
Starfleet Command has received reports
of unusual activity at the edge of Federa-
tion space. We are sending several star-
ships to investigate.
As you approach at warp speed you pick
up a weak signal.

...INCOMING TRANSMISSON...

...is the freighter Kaldorna. We


are...attack...need...immed...assistance.
We are escorting...and civilians...please,
help us!
Your science officer informs you that the
freighter Kaldorna is carrying your races
ambassadors, as well as other civilian
staff, to a diplomatic conference located
near the border of Federation and Romu-
lan space. Command has requested you,
as well as the rest of your taskforce, to
provide assistant. As your fleet ap-
proaches the system, scans indicate the
presence of cube-shaped ships firing up- A Player deployment area
on the Kaldorna, its shields failing. B the Kaldorna—passenger freighter. Use a model ship
or the mission Derelict token.
INCOMING TRANSMISSION

We are the Borg. Lower your shields and


prepare to be boarded.

Mission Parameters

Objective: Rescue your factions civilians and ambassadors. The ship carrying them must then re-
treat from the board edge A
XP Reward: 1 XP for each of your factions tokens rescued to a maximum of 2.
Retreat Options: Players may retreat from Board edge A
Mission End: Players will automatically retreat at the end of Turn 10. Factions may rescue over
several ships.
Destroyed players: These players gain 1 fewer XP (to a minimum of 0)

Success Failure
While instructing your chief engineer to begin
repairs immediately, you head to sickbay to As you desperately try to save the Kaldorna, you
check on the status of the rescued diplomats. witness a Borg cutting beam carve the hull of the
Ambassador Ketal informs you that some of the freighter up like a roast. Your science officer in-
diplomatic staff were captured by the Borg, and forms you no life signs register on the freighter.
likely assimilated. Fearing this attack may be pre- Disheartened by your fleet's failure, but con-
cursor to a Borg invasion, you contact your Ad- cerned about further Borg incursions, you con-
miral for further instructions... tact your Admiral for further instructions...
Campaign Introduction

Stardate 43942.2 ACT 1: FIRST CONTACT

Formation Round Bearing Orders 2P 3P 4P 5P 6P


Scouts 101 Setup 3 Attack/Beam 〔〕 〔〕
Scouts 201 Setup 4 Attack/Beam 〔〕 〔〕
Scouts 301 3 roll Attack/Beam 〔〕 〔〕
Scouts 401 6 roll Attack/Beam 〔〕 〔〕
Scouts 501 7 roll Attack/Beam 〔〕 〔〕

Special Rules

Place tokens for each faction equal to the number of ships of that faction doubled and plus 1 on
board the Kaldorna. These represent the Ambassadors and Civilians.

Beaming up the Ambassadors: At the end of the activation step any ship within range 1 or 2 of the
Kaldorna and not cloaked may discard a scan. For each scan discarded they may take 1 token of
their faction from the Kaldorna on to their ship. Disable this ships shields and the Kaldornas if they
have any active. They may beam tokens from a Borg ship, if its shields are down. Individual To-
kens can only be beamed once in a turn.

Rescuing the Ambassadors: Ships carrying mission tokens must retreat off the deployment edge
and if they are destroyed all tokens they carry are killed.

Borg with Beam orders will attack and move towards the Kaldorna if it has active shields. If shields
are down they will move into range and as a priority action will beam a random token aboard using
the beaming rules. While they have a token their orders change to Attack only. If the Kaldorna has
no tokens, the Borg will attempt to take them from the nearest players ships with no shields. They
will always attack the nearest target that is a threat.

The Kaldorna - The Kaldorna does not move as its adrift in space and has the stats below. It will
lower its shields that turn if a player beams from it. If its shields are up the Borg will shoot at it the
Kaldorna if its the closest target. If it is destroyed all tokens aboard are killed. It counts as an obsta-
cle. Any collisions automatically do a damage to it.

Borg Reinforcements - On any turn there are no Borg ships immediately deploy a Scout ship on a
random bearing (if 4-6 players add 2 Borg Scouts instead of 1).
1: A Threat to Earth: Mission 1

Stardate 43989.7 ACT 2: A CLOSER LOOK

Mission Briefing

Admiral Hanson hails you on a secure


channel on subspace. Captain, we've re-
ceived reports that a strange subspace
anomaly has opened up at the edge of
Federation space. Given your previous
skirmishes with the Borg, Starfleet Com-
mand is concerned that this may be the
result of the Borg's transwarp capabilities
and may be warning signs of a potential
invasion. You and your fleet are requested
to investigate. Good luck, Starfleet Com-
mand out.

After the short journey your ships drop


out of warp, your helm officer informs you
that sensors have detected Borg signa-
tures on your starboard side and they
have been alerted to your presence.

You decide that you must gather as much


data as possible and return it to Starfleet
so that better preparations may be made
to protect the entirety of Federation space. A Player deployment area
B Asteroid deployment area. One asteroid per player
must be >1 apart and >2 from the board edge
C and D Place a mission token, this is the edges of the
Transwarp conduit

Mission Parameters

Objective: Each faction must collect their own Sensor Data from each of the two edges of the
Transwarp Hub. Then ships carrying them must retreat to the edge of deployment edge A to return
their findings.
XP Reward: 1 XP for each of the two Sensor data information safely collected for all players of that
faction.
Retreat Options: Captains may retreat leaving the board from edge A.
Mission End: At the end of Round 10, all remaining players will automatically retreat.

Success Failure

Starfleet Command began studying the sensor The Borg were successful at preventing your fleet
logs you transmitted immediately. While pleased from gathering the appropriate information to assist
with your ability to gather useful data, it unfortu- Starfleet Command in preparing fully for the inevita-
nately indicates a Borg cube has been travelling ble Borg invasion. The Federation News Network
through the transwarp hub, on a course for Sec- reports that the Ross System has fallen, and a cube-
like ship was reportedly seen. Starfleet is hastily try-
tor 001. You have been ordered to set a course ing to assemble a fleet at Wolf 359 to hold the line
for Wolf 359 to intercept them with the rest of the and you've been ordered to proceed at best possible
fleet. speed
1: A Threat to Earth: Mission 1

Stardate 43989.7 ACT 2: A CLOSER LOOK

Formation Round Bearing Orders 2P 3P 4P 5P 6P


Scouts 101 Setup 4 Attack 〔〕 〔〕
Scouts 201 2 2 Attack 〔〕 〔〕
Scouts 301 3 roll Attack 〔〕 〔〕
Scouts 401 5 roll Attack 〔〕 〔〕
Scouts 501 6 roll Attack 〔〕 〔〕

Special Rules

Sensor Data Tokens: Each ship can collect data from each point only once from each side of the
anomaly. Use a different token to tell them apart.

Collecting Sensor Data: At the end of the activation phase, if you are within Range 1 of a
Transwarp token, you may spend a Scan token assigned to your ship to take a matching Mission
token (C or D) from the supply and place it on your ship card. Each ship can only collect 1 of each
of the tokens.

Lost Sensor Data: If a player ship carrying one or more mission tokens is destroyed, return its
Mission tokens to the Supply.

Asteroid Collisions: As per the rules any ship whose movement goes through, or base overlaps
an asteroid counts as colliding with it. Roll a single dice of damage, with no evasion possible.
1: A Threat to Earth: Mission 2

ACT 1: FIRST CONTACT

Stardate 44002.3 ACT 2: WOLF 359

Mission Briefing
Formation Round Bearing Orders 2P 3P 4P 5P 6P
En route
Scouts 101to Wolf 359, communication
Setup 3 Attack/Beam 〔〕 〔〕
between your ship and Admiral Hansen's
Scouts 201
flagship Setup down,
has broken 4 having
Attack/Beam
been 〔〕 〔〕
jammed at
Scouts 301 the source.
3 roll Attack/Beam 〔〕 〔〕
Scouts
You 401
call for red 5alert and roll Attack/Beam
the crew swiftly 〔〕 〔〕
take their
Scouts 501 battle stations.
7 As
roll your ship
Attack/Beam 〔〕 〔〕
drops out of warp, you find that the battle
against the Borg is already underway.
Sensors report many Starfleet vessels
have been destroyed by the Borg. You
steel yourself for battle and hope your
fleet will be enough to turn the tide of bat-
tle as your tactical officer begins modulat-
ing your weapon frequencies.

As you turn to order a command, your


communications officer reports your ship
is being hailed, you order it on screen:

We are the Borg. Existence, as you know


it, is over. We will add your biological and
technological distinctiveness to our own. A Player deployment area
Deploy 2 debris tokens per player within the boxed area
Resistance is futile. but not within 1” of each other.

Mission Parameters

Objective: individually deliver 17 points of damage to the Borg Tactical Cube.


XP Reward: 1 XP for inflicting 17 damage to the Tactical Cube. 2 XP if you can do 25 damage to it.
You will gain a bonus XP if your ship survives to the end of Turn 10. (Max 3XP for this scenario)
Retreat Options: The fleet will automatically withdraw on Turn 10.
Mission End: The game ends when there is no players left, or the end of Turn 10. If any player has
1 or more Victory points they and their faction achieve success, else the mission is a failure.
Destroyed players: The game will end when all players are destroyed. There is no penalty for los-
ing your ship in this game.

Success Failure

While the Borg cube has not been destroyed, the The Federation fleet lies broken and destroyed,
fleet at Wolf 359 was successful in buying time unable to withstand the power of the cube. De-
for Starfleet to assemble a fleet in Sector 001 to spite the damage inflicted, the cube is still on
protect Earth. You performed admirably in the course to Sector 001. You've been ordered to
battle and have been ordered to proceed to Sec- gather what ships are left and make haste to
tor 001 to join with the rest of the fleet. Billions of Earth. Starfleet Command hopes that your ships
lives are at stake. You are now Earth's last best will be enough.
hope.
1: A Threat to Earth: Mission 2

Stardate 44002.3 ACT 2: WOLF 359

Formation Round Bearing Orders 2P 3P 4P 5P 6P


Borg Cube Setup 3 Attack 〖〗
Scouts 201 3 roll Attack 〔〕
Scouts 301 6 roll Attack 〔〕
Scouts 401 7 roll Attack 〔〕

Special Rules

The Borg Cube: It can be attacked but cannot be destroyed. It has a range 1-2, 360 degree firing arc
and will attack all ships in range with its primary weapon. Follow the usual AI for its movement.
Record all damage your ships inflicts on the Borg cube, with each critical damage doing 2 damage
instead of drawing cards for the Cube. It will always fire at the closest ship first, its attacks cannot
be prevented. As it is a big base ship, it does not lose its action for flying into smaller ships.

Debris tokens: They count as obstacles. If the Borg cubes attack to a player goes through a Debris
token, then remove the Debris token from the play area and that players ship takes no damage from
that attack. Debris tokens do not block line of fire for players. If the Borg cube base overlaps a de-
bris token, remove it from the game.

Damage to the Borg Cube: You can use damage cards to represent these, or mission tokens as
long as you have enough of them, or keep a record on a piece of paper.
1: A Threat to Earth: Mission 3

ACT 1: FIRST CONTACT

Stardate 44024.5 ACT 2: BATTLE FOR SECTOR 001

Mission Briefing
Formation Round Bearing Orders 2P 3P 4P 5P 6P
You rejoin
Scouts 101 theSetup
Earth Defence
3 fleet and
Attack/Beam 〔〕 〔〕
wait for incoming news. The Borg cube
Scouts 201
makes Setup of the Mars
short work 4 Attack/Beam
Defense 〔〕 〔〕
Perimeter
Scouts 301 and continues
3 unabated
roll to
Attack/Beam 〔〕 〔〕
Earth.
Scouts 401 5 roll Attack/Beam 〔〕 〔〕
Meanwhile,
Scouts 501 you7tour yourroll
ship, Attack/Beam
oversee- 〔〕 〔〕
ing repairs to the main systems, and re-
turn to the bridge. As your ship ap-
proaches Earth, you open a ship-wide
channel to address the crew, eloquently
motivating the crew to prepare for what
lies ahead. Some are clearly nervous, all
with a brave face and are prepared to
fight, sterling examples of the warriors of
your race,

As you enter the sector, the heavily dam-


aged, but regenerating, Borg cube ap-
pears on screen, it’s unyielding image is
now familiar as it heads unabated to
Earth.

Shields up, red alert, all hands to battle A Player deployment area
stations! B Earth token (place as shown)
C Place 3 planetary defense tokens as shown.

Mission Parameters

Objective: Defend Earth until Turn 10 when the Borg is forced to withdraw.
XP Reward: 2 XP to all players for preventing Earth being assimilated.
Retreat Options: The fleet cannot retreat.
Mission End: The game ends at the end of Turn 10, if the players destroyed or when Earth is as-
similated whichever is sooner.
Destroyed players: These players gain 1 fewer XP (to a minimum of 0)

Success You have failed.

You've done it, captain! The heavily damaged The Borg cube has broken through your defenses and
Borg fleet is forced to withdraw and the threat to made it to Earth. Billions of souls have been turned into
Earth and the Federation appears to be over. drones, in service of the Borg Queen, allowing The
Starfleet Command is pleased with your perfor- Collective to establish a foothold in the Alpha Quadrant.
mance and orders you and your crew to take a
much-needed shore leave, while repairs com- If this is the second Borg win of a Planetary System, you
mence on your ship at space dock. have lost the campaign. Otherwise, choose or roll anoth-
er system to defend. Re-roll any result of 1.
1: A Threat to Earth: mission 3

Stardate 44024.5 ACT 2: THE BATTLE FOR SECTOR 001

Formation Round Bearing Orders 2P 3P 4P 5P 6P


Borg Cube Setup 4 Attack 〖〗
Scouts 201 Setup 2 Attack 〔〕
Scouts 301 3 roll Attack 〔〕 〔〕
Scouts 401 5 roll Attack 〔〕
Scouts 501 6 roll Attack 〔〕 〔〕

Special Rules

Borg Reinforcements: On any turn there are no Borg ships immediately deploy a Scout ship on a
random bearing (if 4-6 players add 2 Borg Scouts instead of 1).

Borg Cube: Plays like a normal ship. It can be destroyed but does not lose its action if it collides
with another ship. It will attack the 2 closest ships a turn with its primary weapon. If there is only
one ship in range it will attack that same ship with both attacks.

Earth: Earth cannot be attacked if there is a planetary defense within 1 of the planet and within range
of the Borgs attacks. Otherwise Earth is treated like a ship that has no evade and no shields and its
population can take a total of 12 hits before it is assimilated. If all players are destroyed Earth gets
assimilated.

Planetary Defense: The tokens do not move, have a 360 degree firing arc at range 1 or 2, but may
not fire through the planet. For purposes of shooting they count as a ship belonging to the Federa-
tion. They do not get an action and will attack the closest Borg ship every round until they are de-
stroyed. They count as an obstacle. The Defence tokens stats are below.
ACT 2: PENAL COLONY
ACT 2: PENAL COLONY

Formation Round Bearing Orders 2P 3P 4P 5P 6P


Scouts 101 Setup 2 Attack 〔〕 〔〕
Scouts 201 Setup 3 Attack 〔〕 〔〕 〔〕
Scouts 301 Setup 4 Attack 〔〕 〔〕 〔〕
Scouts 401 5 roll Attack 〔〕
Scouts 501 6 roll Attack 〔〕
ACT 2: NO RETREAT, NO SURRENDER
ACT 2: NO RETREAT, NO SURRENDER

Formation Round Bearing Orders 2P 3P 4P 5P 6P


Scouts 101 Setup 2 Attack 〔〕 〔〕
Scouts 201 Setup 3 Attack 〔〕 〔〕 〔〕
Scouts 301 Setup 4 Attack 〔〕 〔〕 〔〕
Scouts 401 5 roll Attack 〔〕
Scouts 501 6 roll Attack 〔〕
ACT 2: AN END TO BLOOD WINE
ACT 2: AN END TO BLOOD WINE

Formation Round Bearing Orders 2P 3P 4P 5P 6P


Scouts 101 Setup 1 Attack 〔〕 〔〕 〔〕
Scouts 201 Setup 6 Attack 〔〕 〔〕
Borg Cube 3 3 Attack 〖〗
Scouts 401 5 1 Attack 〔〕
Scouts 501 6 6 Attack 〔〕
ACT 2:FREE MONEY!


ACT 2:FREE MONEY!

Formation Round Bearing Orders 2P 3P 4P 5P 6P


Scouts 101 Setup 4 Attack 〔〕 〔〕 〔〕
Scouts 201 2 roll Attack 〔〕
Scouts 301 3 roll Attack 〔〕
Scouts 401 6 roll Attack 〔〕 〔〕
Scouts 501 7 roll Attack 〔〕
ACT 2:GRAND NAGUS

Mission Briefing


ACT 2:GRAND NAGUS

Formation Round Bearing Orders 2P 3P 4P 5P 6P


Scouts 101 Setup 2 Attack 〔〕 〔〕 〔〕
Scouts 201 Setup 6 Attack 〔〕 〔〕 〔〕
Borg Cube 4 roll Attack 〖〗
Scouts 401 4 roll Attack 〔〕 〔〕

-
ACT 2:ECONOMIC COLLAPSE

Mission Briefing


-
ACT 2: ECONOMIC COLLAPSE

Formation Round Bearing Orders 2P 3P 4P 5P 6P


Borg Cube Setup 3 Attack 〖〗 〖〗
Scouts 201 Setup 6 Attack 〔〕
Scouts 301 3 3 Attack 〔〕 〔〕
Scouts 401 4 1 Attack 〔〕
Scouts 501 5 6 Attack 〔〕 〔〕 〔〕

-
ACT 2: PROBE CENTRAL


ACT 2:SURPRISE RESEARCH

Formation Round Bearing Orders 2P 3P 4P 5P 6P


Scouts 101 Setup Center Dorm/Attack 〔〕 〔〕 〔〕
Scouts 201 Setup Center Dorm/Attack 〔〕 〔〕 〔〕
Scouts 301 3 Roll Attack 〔〕 〔〕
Scouts 401 6 Roll Attack 〔〕 〔〕

Scouts 501 7 roll Attack 〔〕 〔〕

-
-

-
ACT 2: THE YAN NEBULA
ACT 2:PROBE CENTRAL

Formation Round Bearing Orders 2P 3P 4P 5P 6P


Borg Cube Setup Roll Attack 〖〗
Scouts 201 Setup Roll Attack 〔〕 〔〕
Scouts 301 3 Roll Attack 〔〕 〔〕
Scouts 401 6 Roll Attack 〔〕
Scouts 501 7 Roll Attack 〔〕

-
-

-
-
- -
- -

-
ACT 2: LET THEM SEE US!


-
ACT 2: LET THEM SEE US!

Formation Round Bearing Orders 2P 3P 4P 5P 6P


Borg Cube Setup Roll Attack 〖〗 〖〗
Scouts 201 Setup Roll Attack 〔〕
Scouts 301 4 Roll Attack 〔〕 〔〕
Scouts 401 5 Roll Attack 〔〕
Scouts 501 8 Roll Attack 〔〕 〔〕 〔〕

-
ACT 2: A THOUSAND EYES

-
ACT 2: A THOUSAND EYES

Formation Round Bearing Orders 2P 3P 4P 5P 6P


Scouts 101 Setup Roll Attack 〔〕 〔〕 〔〕
Scouts 201 Setup Roll Attack 〔〕 〔〕
Scouts 301 3 Roll Attack 〔〕
Scouts 401 6 Roll Attack 〔〕 〔〕
Scouts 501 7 Roll Attack 〔〕

Deploying Dendric Sensor Probes: Before a player ship makes its move, it may deploy a probe
(use mission tokens) in its rear firing arc (or where that would be, if it does not have one). No
probe maybe within 1”of any other probe or a Borg ship. Players will need to deploy 6 x player
ships of probes and withdraw to win. Once all players have withdrawn, the probes can be turned
on. At the end of Turn 10, all ships withdraw automatically.

Borg Ships: Borg will always move towards player ships. If a Borg ship is not in range to attack a
player ship, but is in range of a Dendric Sensor Probe they will attack that instead. Roll its attack
pool as usual and a single hit is enough to destroy the probe. Remove the mission token and
reduce the number of deployed probes.
ACT 2: PROTECT THE FLAGSHIP


ACT 2: PROTECT THE FLAGSHIP

Formation Round Bearing Orders 2P 3P 4P 5P 6P


Scouts 101 Setup Roll Attack 〔〕 〔〕
Scouts 201 Setup Roll Attack 〔〕 〔〕
Scouts 301 3 Roll Attack 〔〕 〔〕
Scouts 401 6 Roll Attack 〔〕 〔〕
Scouts 501 7 Roll Attack 〔〕 〔〕

-
ACT 2: THE GREAT LINK


-
ACT 2: THE GREAT LINK

Formation Round Bearing Orders 2P 3P 4P 5P 6P


Scouts 101 Setup Roll 2-5 Attack 〔〕 〔〕 〔〕
Scouts 201 Setup Roll 2-5 Attack 〔〕 〔〕

Scouts 301 3 Roll 2-5 Attack 〔〕


Borg Cube 6 Roll 2-5 Attack 〖〗
Scouts 501 7 Roll 2-5 Attack 〔〕

Omarion Nebula: Due to the particle matter and the ionizing radiation all ships (and the planet)
gain an extra evade in the Nebula. Other than that, there are no other effects.

The Rogue Planet: It is treated like a ship that has 1 evade (from the Nebula) and no shields
and can take a total of 12 hits before it is destroyed. The Borg are not allowed to use battle sta-
tions or a target lock when shooting at the planet, but will still target the planet with them as
normal rules. If a guard ship protects the planet instead, they may spend battle stations or a tar-
get lock on the planet to gain benefit against the guard ship. The Borg are not assimilating this
planet - they are wiping the surface of life.

Guard ship: Any ship within 1 of The Rogue Planet may opt to take the shot instead of the plan-
et. They will role defence dice as normal, and may use abilities and tokens but if cloaked they
will lose 2 agility acting as a guard ship.

Borg Reinforcements: On any turn there are no Borg ships immediately deploy a Scout ship on
a random bearing (if 4-6 players add 2 Borg Scouts instead of 1).
ACT 2: EMERGENCY BAILOUT

Mission Briefing

Greetings Captain. I am Captain Vanik, for-


mally of the Ti’Mur—our ships have been
attacked and Ambassador Sarek has become
trapped on one of our ships. It’s hull
smashed and power systems down. They
have screened their life signs using an ion-
sied hull, so we believe the Borg have not
detected them. It would be logical to assume
that they are still alive on the bridge and
unable to turn their life support on in case
the Borg zone in on their location. So, if still
alive, they have limited time.

We need you to go behind the enemies line,


beam the Ambassador and his retinue onto
your ships and get him out of there. If at all
possible rescue the other surviving crew. A Player deployment area
B Place a model Vulcan ship or the derelict token.
You would do the galaxy a great service by If 1-3 players place 2 asteroids per player and 1 asteroid
rescuing the Ambassador, keeping in mind each for 4-6 players in the box. Asteroids must be 1’ away
all he has done for us all previously. from a spawn point other asteroids and the Vulcan ship.
They may not cover a solid grid line, wholly or partially.
Mission Parameters

Objective: Rescue Ambassador Sarek from the stranded Vulcan ship


XP Reward: 1 XP for rescuing the ambassador. 1 XP for the faction of the ship carrying him to safety. 1
XP for the faction of the ship carrying the crew to safety.
Retreat Options: Players may retreat from Board edge A
Mission End: The game ends at the end of Turn 10 or the end of the turn when all player ships are de-
stroyed or retreated or if Sarek is killed
Destroyed players: These players gain 1 fewer XP (to a minimum of 0)

Success Failure

I show gratefulness Captain and it is a great thing Sarek is gone. This is a great tragedy for our people,
that you have done for me and my people. It allows we must withdraw to reflect on this and discuss
me to carry on my work and bring peace and unity who must take his place.
throughout the local systems. My respect to you.
Your attempt was valiant, but in the end fruitless
Itaren nash-veh odu na. (fingers held apart) and with little worth.
ACT 2: EMERGENCY BAILOUT

Formation Round Bearing Orders 2P 3P 4P 5P 6P


Scouts 101 Setup Roll Attack 〔〕 〔〕 〔〕
Scouts 201 Setup Roll Attack 〔〕 〔〕
Scouts 301 3 Roll Attack 〔〕
Scouts 401 6 Roll Attack 〔〕 〔〕
Scouts 501 7 Roll Attack 〔〕

Sarek’s ship: This does not move and counts as an obstacle. Once a ship has beamed from it the Borg will
consider it a ship and attack it as normal rules if it is the closest target. It has 3 remaining hull. It contains
two tokens which can be beamed aboard player ships, differentiate these by colour. One is Sarek and his
retinue, the other is the surviving crew. A player may discard a scan token at range 1 to beam one of the
tokens aboard their ship as normal beaming rules. A single ship can hold both tokens. Once a ship has a
token it has to retreat from board edge A to secure victory. If the ship carrying Sarek is destroyed the
game is lost at the end of that turn.

Asteroids: Asteroids are obstacles. Follow normal rules for them as in the Alliance rulebook.

Borg Reinforcements: On any turn there are no Borg ships immediately deploy a Scout ship on a random
bearing (if 4-6 players add 2 Borg Scouts instead of 1).
ACT 2: DIFFICULT ALLIES

Mission Briefing

Greetings Captains I am Vorik of Vulcan. It


has become essential that we prevent the
hostilities that have escalated in the Car-
dassian de-militarized zone. The faction
called the Maquis is causing infighting be-
tween our Cardassian allies forcing them to
pull resources away from the conflict. This
is illogical and counter-productive. We must
get them to see reason and work together
until this crisis is averted.

If you assist me, we can make short work of


this situation and bring and end to hostilities
between the two factions. Take me to Seltek
V where I will meet with the leaders of the
Cardassian and the Maquis to make amica-
ble and reasonable terms for both. A Player deployment area
B Place Seltek V. Place 2 colour tokens. One for the Car-
dassian party, one for the Maquis party on the planet.

Mission Parameters

Objective: Complete negotiations on Seltek V and get Vorik to safety, alternatively, a Cardassian ship
may Sabotage
XP Reward: 1 XP for completing Negotiations and 1XP for escorting Vorik to safety. 2XP for Sabotage
Retreat Options: Players may retreat from Board edge A
Mission End: The game ends at the end of Turn 10 or the end of the turn when all player ships are de-
stroyed or retreated or Vorek dies.
Destroyed players: These players gain 1 fewer XP (to a minimum of 0)

Success Failure

Captains we have done a great thing today and I The communication it taken in your briefing room.
could not have done this without your support. You High Command is very disappointed with you. This
have gone a long way to bringing peace and reason is not how it was meant to have gone and will likely
to this sector of space and provides us with some remain a mark on your record. If you wish to re-
solidarity against the Borg. main Captain, you need to start showing results.
ACT 2: DIFFICULT ALLIES

Formation Round Bearing Orders 2P 3P 4P 5P 6P


Scouts 101 Setup Roll Attack 〔〕 〔〕
Scouts 201 Setup Roll Attack 〔〕 〔〕
Scouts 301 3 Roll Attack 〔〕
Scouts 401 6 Roll Attack 〔〕 〔〕
Scouts 501 7 Roll Attack 〔〕 〔〕

Negotiations: Choose one ship of the fleet to carry Vorik. Place a token to represent him on the ship card.
Vorik can be beamed down to the planet as normal rules, additionally for each scan token discarded a ship
can beam down Captain or a crew to the surface at range 1. Place away team tokens on the chosen cards.
At the end of each round add 2 for Vorik and an additional 1 for each Away Team Crew or Captain on the
planet’s surface to the Negotiation score. Once the score is 12 or higher the discussions are successful and
the crew and Vorik may be beamed back to the ships as normal rules. If Vorik is not on a ship at the end
of turn 10 when ships withdraw he will be killed by the Borg. If the ship he is on is destroyed he is also
killed.

Seltek V: is a storm covered, low tech, agricultural world and has little interest to the Borg. This game
they only attack ships and leave the planet alone.

Sabotage; A player with a Cardassian ship has other options. At range 1, they may beam the Cardassian
party aboard as normal rules (they may include Vorik in this beam at no extra cost). This ends any negoti-
ations. During the attack phase they may then attack the Maquis Leadership with weapons 2 hits or a sin-
gle critical hit will kill them—remove their token. Any away teams will remain on the planet. If the Do-
minion player is successful in rescuing and retreating with the Cardasssian Party and the Maquis are
killed they score 2 XP regardless if Vorik survives or not. Read the following:

I am Gul Dukat of the Cardassian Union and I speak to you who would attack our ships and bases. Quite
clearly we have made a statemen. The Cardassian union will not make agreements with terrorists and we
will not tolerate attacks on our people any longer. Consider this an end to our disagreements or more of
your people will suffer the fate of Seltek V.
ACT 2: AN END TO LOGIC

Mission Briefing

Greetings Captains I am Vorik of Vulcan.


We have an urgent calamity...a Borg inva-
sion has already begun. We have managed
to raise the planetary shield but there are
incoming reports of Borg warriors on the
surface who have already begun assimilat-
ing the population. We cannot repel them
for much longer…kik...lia...do...

The communication is jammed off at the


source and your helmsman brings you into
range. You can see the planet Vulcan is un-
der attack. It appears the Borg have adopted
a new strategy for capturing worlds. Maybe
there is something special they want from
this one? You issue the order to raise shields
and start modulating frequencies of the A Player deployment area
weapons as you are hailed. B Place Vulcan. Place a single Borg token on the planet.
Place 10 shields on the planet.
We are the Borg. Your civilization will ser-
vice us. Resistance is futile.
Mission Parameters

Objective: Prevent Vulcan from being assimilated.


XP Reward: 1XP for saving Vulcan. An additional 1 XP if more than half of the population is left.
Mission End: The game ends at the end of Turn 10 or Vulcan is assimilated or if all players are destroyed.
Destroyed players: These players gain 1 fewer XP, in addition if a Captain is left behind gain 1 fewer XP
(to a minimum of 0).

Success Failure

Together we have prevailed, although there are still The wisest of people are now Borg. The Borg have
disruptions on the surface, we will have it under gained a foothold in the Alpha Quadrant.
control in the next couple of days.
If this is the second Borg win of a Planetary System
You have done a great deed Captains, I commend you have lost the campaign—the Borg win. Else,
your actions today. The history books will be kind. choose or roll another system to defend. Re-roll any
rolls of 6
ACT 2: AN END TO LOGIC

Formation Round Bearing Orders 2P 3P 4P 5P 6P


Scouts 101 Setup 4 Attack/Beam 〔〕 〔〕
Scouts 201 Setup 1 Attack/Beam 〔〕 〔〕
Borg Cube 3 Roll Attack/Beam 〖〗
Scouts 401 6 Roll Attack/Beam 〔〕 〔〕
Scouts 501 7 Roll Attack/Beam 〔〕 〔〕

Vulcan: The planet has 10 shields and can take 12 hits to its population. Players can repair a lost shield by
discarding a scan token within range 1 or 2 of the planet to repair a single shield. This can be done multi-
ple times in a round. The planets population gives them a single dice in a ground forces attack.

Borg: Borg will only attack the planet when its shields are up and only if it is the closest target. Any
‘additional’ hits on the attack that destroys the last shield will go into the population. When the shields are
down, the Borg will prioritize their movement to the planet and their action as a scan. They will discard it
to lower their shields and beam 3 Borg tokens to the surface (Borg assimilators, Captain Skill 1). They
can do this at range 1 only. If not at range 1, they will continue to act normally for the AI but still focus-
ing movement on the planet. They will keep doing this until the planet is assimilated. They will attack the
nearest ships with their primary weapons.

Beaming Troops down: Anytime within range 1 a players ship can discard a scan token to beam 3 troops
to the surface as defender tokens. They may also beam down their captain and or crew in this action.
Place Away Team tokens if needed.

Planetary assault: Anytime a Faction or a Borg beams down add 3 tokens to either the Borg or the De-
fenders. The faction with the highest Captain on the planet will roll a number of attack dice equal to the
number of defender tokens plus one dice for a Captain or a crew Away Team on the surface (to a maxi-
mum of 5 dice attack dice). The Borg will defend with the number of Borg tokens (to a maximum of 5
defence dice). Critical count as a normal hit. Remove tokens for each unprevented hit. If there are no de-
fenders or away teams skip this step. Then at Captain skill 1 do the same for the Borg attacking. The de-
fenders get a defence pool for the number of tokens (Max of 5 and a minimum of 1– The Vulcans). Each
unprevented hit causes the defender to discard a defender token or Away team crew. If there are no de-
fender tokens or away team the hits take away from the planets population. At Captain skill 0, roll a sin-
gle dice for the Vulcan population to attack the Borg tokens using these same rules, with the Borg defend-
ing with 1 dice per Borg token (to a max of 5). If there is no Captain beamed to the planet as an Away
Team the defender tokens will also attack now at Captain Skill 0. Repeat each turn while there are tokens
on the planet, or until the game ends. Klingon Away Team cards may reroll a single dice for each card on
their defence or attack rolls. Crew cards cannot use their abilities while on the surface.
ACT 2: NAUSICAANT

Mission Briefing

Zipping alongside the Nausicaan pirates at-


tack vessel threatens with shields and weapons
still up. They hail you.

Feeble creatures. You want the Nausicaan to


help you with the war with the Borg. We won’t
meet you on our world, no risk we will bring to
our world. However, if you can prove yourself
great Guramba then we will send troops to help
you. Show us your strength, that you are real
warriors. Show us you are Undari though and we
will just give you a beating.

To make this a real threat for you, we choose


Borg occupied space for the meet. Let’s see how
you can either sneak in, or fight you way through.

We have spoken.
A Player deployment area
Your communications officer informs you B Place an asteroid at B. Each player places an additional
have received cordinate details and then the asteroid, but not within 1 of a deployment point or another
pirates jump to warp. You tell them to lay in a asteroid. You may not have any part of an asteroid on a sol-
id line.
course.

Mission Parameters

Objective: Meet and convince the Nausicaans to join your war effort.
XP Reward: 1 XP for a faction for the agreement. 1 XP additional for the Faction that does it first.
Retreat Options: Players may retreat from Board edge A
Mission End: The game ends at the end of Turn 10 or the end of the turn when all player ships are de-
stroyed or retreated
Destroyed players: These players gain 1 fewer XP (to a minimum of 0). If a Captain is also marooned at
the end of turn 10 gain 1 fewer XP (to a minimum of 0)

Success Failure

You fight well. We will join you and send you raid- Pathetic.
ers.
Just like a Ferengi.
For the rest of the game, factions that have suc-
cess may reroll a single dice once per mission. You All you prove is that you can only walk in the shad-
cannot re-roll a re-rolled dice. This is the Nau- ow of our warriors.
sicaan crew helping.
ACT 2: NAUSICAANT

Formation Round Bearing Orders 2P 3P 4P 5P 6P


Scouts 101 Setup 1 Attack 〔〕 〔〕
Scouts 201 Setup 6 Attack 〔〕 〔〕
Scouts 301 3 Roll Attack 〔〕
Scouts 401 6 Roll Attack 〔〕
Scouts 501 7 Roll Attack 〔〕 〔〕

The Large Asteroid: Players may beam down using standard rules (placing Away Tokens on either the
Captain or Crew) to the large asteroid to meet the Nausicaan war party. Here they will have to fight
them. Borg ignore the asteroid and will attack the ships as normal. Do not place Mission tokens the
turn they beam down. Any ship with an Away Team Captain has a Captain skill of 0.

Fighting the Nausicaans: In Captain Order, at the beginning of the shooting phase place a Mission to-
ken on any Captain or Crew (Crew are Captain Skill 0) who are on the asteroid. When a ship has col-
lected 3 collective tokens they beat the Nausicaans in the fight. Regardless if they get away or not,
they may claim victory. However Captain’s marooned on the asteroid due to destroyed ships, or
forced withdrawal cost the player an XP point. Players of the same faction may beam other ships
crew or Captain’s aboard their ships to prevent this. This may exceed the ships limits. The game ends
at the end of turn 10 or when all player ships are destroyed or withdrawn whatever is sooner.
ACT 2: A SEARCH FOR SURVIVORS

Mission Briefing

Command has told you there has been a


Borg conflict in this sector and you have
been sent to go and investigate the area.
As you come out of warp in the tenuous
nebula, your science officer reports several
derelict ships with potential life signs de-
tected. It was the Andorians. Apparently
they had a fleet here...not any more.

Although against your better judgement


you are ordered by Command to check for
survivors. These people could be a valua-
ble ally if you can find any survivors.

Your science officer explains that the neb-


ula though makes it hard to scan and visu-
al is not even clear. We will need to get A Player deployment area
close to the wreckage to do a detailed scan. Place 16 damaged ship tokens (or mission tokens) between
1 and 2’ away from each other across the board.
You order the ship forward cautiously.

Mission Parameters

Objective: Scan and collect as many survivors as you can.


XP Reward: 1 XP for rescuing 1 or more survivor tokens. 1XP for the faction that rescues the most survi-
vor tokens. 1XP for searching all of the derelicts.
Retreat Options: Players may retreat from Board edge A
Mission End: The game ends at the end of Turn 10 or when all players retreat or are destroyed.
Destroyed players: These players gain 1 fewer XP (to a minimum of 0).

Success Failure

Captain. Well met. Our people value your assis- What a noble people. A shame that we couldn’t find
tance. Let us help retrofit your ships as a thank you. any survivors. I will make a full report to command
in regards to this in my ready room.
For the rest of the game, factions that have suc-
cess may purchase secondary weapon upgrade Back to your stations crew.
cards at one less cost (to a minimum of 1)
ACT 2: A SEARCH FOR SURVIVORS

Formation Round Bearing Orders 2P 3P 4P 5P 6P

The tenuous Nebula: For all of this mission, all ships will roll an additional defence dice. This is the
nebula making it hard for sensors. Sensor actions will only work at range 1 and 2.

Scanning a wreck: Players may discard a scan token at range 1 or 2 to target a derelict ship. Roll an
attack dice.

If you roll a blank. Place a Borg Scout ship. This was waiting to ambush ships by pretending to be a
wreck. It raises shields immediately and activates on Captain Skill 1. If you are already at the Borg
ship cap - do not place another Borg ship.

If you roll a hit. Place a mission token. This is Andorian survivors. If you are within range 1 you may
lower your shields and beam it aboard as part of the scan discard. If it is at range 2, it may be target-
ed by other ships by using normal beaming rules.

If you roll a crit. Place a Tribble token. This is annoying but very cute! If you are within range 1 you
may lower your shields and beam it aboard as part of the scan discard. If it is at range 2, it may be
targeted by other ships by using normal beaming rules.

Andorian survivors are only rescued when a ships retreats with them onboard. If a ship is destroyed,
all of its tokens it was carrying are killed too.

Borg: There are no Borg reinforcements in this game. Only the ones hidden among the wreckage.
ACT 2: A GOD FALLS!

Mission Briefing

A pleasure planet. A warm and free spirit-


ed, peaceful people and a great place for
relaxation and shore leave. Was it the
ships in orbit that attracted the Borg, or
the billions of souls that were easy to turn
into drones. As the cubes entered the sys-
tem, ships left orbit, so few keen to help
defend.

Having fought them before, you gather


your fellow Captains and the few ships
that stayed to try and prevent a massacre.
Little did you know that the Edo have a
trick up their own sleeves, their unseen
weapon.

Some of your crew have caught glimpses A. Player deployment area


of it as the Borgs closed - maybe the very B. Place the Planet Edo
C. The area the Edo Guardian can appear.
God that the Edo had been talking about.

Mission Parameters

Objective: Save Planet Edo from the Borg


XP Reward: 1 XP for Saving the Planet. 1XP for saving the Edo Guardian,
Retreat Options: Players may retreat from Board edge A
Mission End: The game ends at the end of Turn 10 or the end of the turn when all player ships are de-
stroyed or the planet is destroyed.
Destroyed players: These players gain 1 fewer XP (to a minimum of 0).

Success

The pleasure planet remains and now for some


well deserved shore leave for you and the crew
while repairs are underway - all expenses paid.

A research scientist on shore leave highlights to —


you the Borg attack patterns—showing a single -
pattern and not a hive mind. Someone is deciding.
ACT 2: A GOD FALLS!

Formation Round Bearing Orders 2P 3P 4P 5P 6P


Scouts 101 Setup 3 Attack 〔〕 〔〕 〔〕
Borg Cube Setup 4 Attack 〖〗
Scouts 301 3 Roll Attack 〔〕 〔〕
Scouts 401 4 Roll Attack 〔〕 〔〕
Scouts 501 7 Roll Attack 〔〕 〔〕

Edo: The planet can take 12 hits to its population and counts as a ship for Borg targeting. Anytime the
planet is attacked, place the Edo Guardian nearby or between the planet and the attacker and still in the
area marked B. The Guardian takes the hit. Once the Edo Guardian is destroyed all hits go into the planet.

The Edo Guardian: Use a large token for the Edo Guardian. The Guardian can not be directly attacked
and is counted as an obstacle not as a ship. Any attack to the planet is redirected to the Guardian. It only
changes location when the planet is attacked to place itself between the target and the planet. It will roll 4
defense dice (its cloaked bonus). On Captain Skill 0, it will attack all ships that have attacked it. It has a
360 firing arc at ranges 1-3. Calculate the attack from its current position. For its action it will take a
‘cloak’ action. Remove the token from the board. Only return it to the board when the planet is attacked.

Borg Reinforcements: On any turn there are no Borg ships immediately deploy a Scout ship on a random
bearing (if 4-6 players add 2 Borg Scouts instead of 1).
ACT 2: THE BAD LANDS

Mission Briefing

A myriad of stella storms and plasma bursts,


the Badlands causes limited visibility and is
known as a place where ships go missing
and to hide.

You are in desperate need to get to Clovis


IV and evacuate it due to the threat from the
Borg, these people are sitting ducks and
your Communications officer informs you
of Borg signatures in the vicinity. Checking
the long range scans, its clear that the Borg
have had a pretty hardtime navigating the
storms. Expect the same.

You order the Science Officer to record as


much data as you can, if you can find a way
in, then you can find a way out at a later
A Player deployment area
date. Place 3 scan points.
In the boxed area place six large base or minefield tokens.
You address the helmsman. Take us in
They must be no closer than 1 to each other. These are the
Mister! storms.

Mission Parameters

Objective: Scan a path through the Badlands.


XP Reward: 1 XP for a faction for scanning all 3 points. 1 XP additional for retreating with all 3 scans
and 1 XP additional if it is completed on or before turn 10.
Retreat Options: Players may retreat from Board edge A
Mission End: The game will only end when all players are destroyed or a faction has retreated by board
edge A with all 3 tokens. The game ends at the end of that turn.
Destroyed players: These players gain 1 fewer XP (to a minimum of 0)

Success Failure

You congratulate your crew on a job well done, The storms and the Borg have taken its toll on your
they have operated to your expectations and you ships, heavily damaged you are forced to withdraw.
are now confident that you can get in and out
safely. If all ships fail this mission. You automatically lose
the next two missions in this planet invasion. Read
the failures.
ACT 2: THE BAD LANDS

ACT 2: THE BAD LANDS

Formation Round Bearing Orders 2P 3P 4P 5P 6P


Scouts 101 Setup 1 Attack 〔〕 〔〕
Scouts 201 2 6 Attack 〔〕 〔〕
Scouts 301 4
3 Roll Attack 〔〕
Scouts 401 6 Roll Attack 〔〕 〔〕
Scouts 501 8
7 Roll Attack 〔〕 〔〕

The Badlands: The entire play area is considered the badlands. All ships in the Badlands gain an addition-
al evade dice and may only fire primary weapons at range 1 and 2. Secondary weapons remain unaffect-
ed. Scans only function at range 1 or 2. Shields remain unaffected. Borg cannot regenerate in the
Badlands.

Path Finding: A ship may discard a scan token when in range 1 or 2 of a numbered scan point to collect
that data. Take a mission token to signify this. Factions do not need to collect them in any order—but they
do need to collect all 3. When a faction has all 3 tokens retreated off the board (across 1 or multiple ships)
they achieve success. The game ends at the end of that turn.

The storms: Whenever any ships base overlaps a token or its movement template passes over one of the
tokens in the central region immediately roll 1 attack dice. If it’s a hit it does 1 damage to that ship. A
critical scores 2 damage. You may pass over multiple tokens in a single move and will roll for each token.

Borg Reinforcements: On any turn there are no Borg ships immediately deploy a Scout ship on a random
bearing (if 4-6 players add 2 Borg Scouts instead of 1).
ACT 2: EVACUATION

Mission Briefing

It’s a long perilous maze to get your ships to


Clovis IV which circles a hyper red giant.
The storms here are particular strong and
you need to rely on your shields. Knowing
this is only part of the job and that you still
need to convince these refugees who have
settled here to move on. These people had
already been forced to be relocated and it
was likely they would be resistant to another
move.

As you approach the planet you call all the


senior officer into the board room to discuss
the best strategies both the diplomatic and
the a more extreme route. Time of course
was always the enemy, but a decision need-
ed to be made. If these people didn’t get out A Player deployment area
of here soon—then they would fall to the B. Place a planet with 12 population on it.
Borg.

Mission Parameters

Objective: Reduce the population on the planet to 0.


XP Reward: 1 XP for reducing the population to 0 on the planet. 1XP for the faction with the most mis-
sion tokens. 1 additional XP if a faction scores 5 or more mission tokens.
Retreat Options: Players may retreat from Board edge A
Mission End: On the end of the turn after the planet’s population is turned to 0. All ships will retreat auto-
matically.
Destroyed players: These players gain 1 fewer XP (to a minimum of 0)

Success Failure

You congratulate your crew on a job well done, The storms and the Borg have taken its toll on your
they have operated to your expectations and you ships, heavily damaged you are forced to withdraw.
are now confident that you can get in and out
safely. If all ships fail this mission. You automatically lose
the next mission in this planet invasion. Read the
failures.
ACT 2: THE BAD LANDS

ACT 2: EVACUATION

Formation Round Bearing Orders 2P 3P 4P 5P 6P


Scouts 101 Setup 1 Attack 〔〕 〔〕
Scouts 201 2 6 Attack 〔〕 〔〕
Scouts 301 4
3 Roll Attack 〔〕
Scouts 401 6 Roll Attack 〔〕 〔〕
Scouts 501 8
7 Roll Attack 〔〕 〔〕

The Badlands: The entire play area is considered the badlands. All ships in the Badlands gain an addition-
al evade dice and may only fire primary weapons at range 1 and 2. Secondary weapons remain unaffect-
ed. Scans only function at range 1 or 2. Shields remain unaffected. Borg cannot regenerate in the
Badlands. Only Romulan cloaking devices are good enough to work in this area.

AwayFinding:
Path Teams: A Use
shipaway
mayteam
discard
rules
a scan
in this
token
scenario.
when Captain
in rangeand/or
1 or 2 Crew
of a numbered
can beamscandown point
usingto normal
collect
that data.
rules. EachTake
crewa mission
or captain
token
on the
to signify
surface this.
can choose
Factionstodo
either
not need
Cajoletoorcollect
Forcethem
evictinthe
any
colonists.
order—but they
do need to collect all 3. When a faction has all 3 tokens retreated off the board (across 1 or multiple ships)
Cajole them: On their ships activation, once per round, each crew or Captain with an Away Team token
they achieve success. The game ends at the end of that turn.
may attempt to cajole settlers to leave. Roll defence dice for each one. If you evade immediately take a
The storms:
mission token Whenever
as the colonists
any ships
leave
baseonoverlaps
their owna token
ships.orReduce
its movement
the population
templatebypasses
1. Theover
Federation
one of the
may
tokens
turn a battle
in thestation
centralinto
region
an evade
immediately
once per roll
turn
1 attack
on a Cajole.
dice. If it’s a hit it does 1 damage to that ship. A
critical scores 2 damage. You may pass over multiple tokens in a single move and will roll for each token.
Force evict them: On their ships activation, once per turn, each Crew or Captain with an Away Team to-
Borgmay
ken Reinforcements:
attempt to evictOnsettlers.
any turnThey
therewill
are roll
no Borg
a single
ships
attack
immediately
dice eachdeploy
and if athey
Scout
hit ship
(a critcal
on a random
count as
bearing
2) you may(if 4-6
place
players
a colonist
add 2token
Borg onScouts
the crew
instead
or captain
of 1). card with the away token. Reduce the population
accordingly. These can be beamed to your ship or a ship of the same faction following normal rules.
When you beam them move the colonist tokens to your ship. When your ship retreats turn all colonists
tokens on your ship into objective tokens. Klingons may roll a single attack dice once per round on a
forced evict.

Pay them: On their ships activation, once per turn, an Away Team may discard one Gold Pressed Latinum
token to immediately pay a settler to leave on their ships. Take a mission token. Reduce the population by
1. You may still attempt to cajole or force evict this turn with your Captain or crew this turn.

Reduce their Number: Dominion players may never Cajole, only force evict. After they have finished try-
ing to evict, they may roll the attack dice again. Each crit or hit reduces the population by 1. Do not take
tokens for these - they just ‘disappear’.

Destroyed ships: If a ship is destroyed discard all of its colonist tokens—they are killed.

Borg: Borg ignore the planet and focus for now in attacking the ships.
ACT 2: A MAQUIS’ LAST STAND

Mission Briefing

Seskis IX, a small Earth-like planet orbit-


ing a red dwarf star provides the last hold-
ing point in the residential planet in the
Badlands. It’s also the most colonized sys-
tem and the one which the Borg now head.
The Maquis fighters and the local pirates
offer almost no resistance to the Borg as a
cube slices it way through the residential
heart of the system. Command has ordered
you to get the people out of there and save
as many lives as you possibly can. With
only limited visibility and short range
scans you soon realise that as you ap-
proach Seskis IX you aren't the only ones
to do so. The Borg is between you and the
planet. The cube ships slide into view as A Player deployment area
you raise shields and crew dash to their B. Place a planet this is Seskis IX.
battle stations. This is going to be hard to
save those people.

Mission Parameters

Objective: Save as many people as you can.


XP Reward: 1 XP for saving anyone from the planet. 1 additional XP for having 3 or more mission tokens
on your ship at game end.
Retreat Options: Players may retreat from Board edge A, any mission tokens they are carrying are saved.
Mission End: At the end of the turn 10, when there is no people on the planet or all player ships are de-
stroyed.
Destroyed players: These players gain 1 fewer XP (to a minimum of 0)

Success Failure

Leaving the war torn husk of Seskis IX behind you, In space no one can hear you scream...but you
the weary and battered people on your ship eye you can hear the screams on Seskis IX...
nervously, a child wails. Twice they have now been
made homeless and while they are still alive, the mis-
If this is the second Borg win of a Planetary Sys-
ery and horror is apparent in their faces. They maybe
pitiful, but they are physical proof of the horrors and
tem you have lost the campaign—the Borg win.
misery of wars and wayward politics. Else, choose or roll another system to defend. Re-
roll any rolls of 8
ACT 2: THE BAD LANDS

ACT 2: A MAQUIS’ LAST STAND

Formation Round Bearing Orders 2P 3P 4P 5P 6P


Scouts 101 Setup 1 Attack 〔〕 〔〕
Scouts 201 Setup 6 Attack 〔〕 〔〕
Borg cube 2 4 Attack 〖〗
Scouts 401 3 Roll Attack 〔〕 〔〕
Scouts 501 5 Roll Attack 〔〕 〔〕

The Badlands: The entire play area is considered the badlands. All ships in the Badlands gain an addition-
al evade dice and may only fire primary weapons at range 1 and 2. Secondary weapons remain unaffect-
ed. Scans only function at range 1 or 2. Shields remain unaffected. Borg cannot regenerate in the
Badlands.

Seskis
Path Finding:
IX: TheAplanet
ship may
is considered
discard a scan
a shiptoken
for targeting
when in andrangealthough
1 or 2 of
Borg
a numbered
can fly through
scan point
it via
to the
collect
nor-
that rules,
mal data. Take
they treat
a mission
the planet
tokenastoansignify
obstacle
this.and
Factions
will trydoand
notavoid
need it.
to collect
Seskis them
IX canintake
any 12
order—but
hits to itsthey
do need to collect
population before they
all 3.are
Whenall killed.
a factionPeople
has all
can3 be
tokens
beamed retreated
from off
the the
planet
board
as the
(across
normal
1 orrules.
multiple
When ships)
you
they achieve
beam take a mission
success.token
The game
and putends
it on
at the
yourendship
of and
that reduce
turn. the population by 1.

Borgstorms:
The Targeting:
Whenever
Borg will
anyalways
ships base
moveoverlaps
towardsa the
token
closest
or itsship.
movement
When there
template
is nopasses
peopleover
leftone
on the
of the
plan-
tokens
et, theyinwill
thefocus
centralmove
region
on the
immediately
ship with roll
the most
1 attack
mission
dice. If
tokens.
it’s a They
hit it does
will always
1 damageattack
to that
the ship.
closest
A tar-
critical
get, evenscores
if it is2 the
damage.
planet.You may pass over multiple tokens in a single move and will roll for each token.

Borg Reinforcements: On any turn there are no Borg ships immediately deploy a Scout ship on a random
bearing (if 4-6 players add 2 Borg Scouts instead of 1).

Mission Tokens: In this game, they are the population. A ship retreating saves all the mission tokens they
are carrying. When there are no people on the planet (from death or beaming) this is the last round, the
players retreat at the end of this round.
ACT 3: A SKELETON KEY

Mission Parameters
ACT 2: THE BAD LANDS

ACT 3: A SKELETON KEY

Formation Round Bearing Orders 2P 3P 4P 5P 6P


Scouts 101 Setup 1 Attack 〔〕 〔〕
Scouts 201 3 3 Attack 〔〕
Scouts 301 4 Roll Attack 〔〕 〔〕
Scouts 401 6 6 Attack 〔〕
Scouts 501 9 1 Attack 〔〕

The Badlands: The entire play area is considered the badlands. All ships in the Badlands gain an addition-
al evade dice and may only fire primary weapons at range 1 and 2. Secondary weapons remain unaffect-
ed. Scans only function at range 1 or 2. Shields remain unaffected. Borg cannot regenerate in the
Badlands.

Path Finding: A ship may discard a scan token when in range 1 or 2 of a numbered scan point to collect
that data. Take a mission token to signify this. Factions do not need to collect them in any order—but they
do need to collect all 3. When a faction has all 3 tokens retreated off the board (across 1 or multiple ships)
they achieve success. The game ends at the end of that turn.

The storms: Whenever any ships base overlaps a token or its movement template passes over one of the
tokens in the central region immediately roll 1 attack dice. If it’s a hit it does 1 damage to that ship. A
critical scores 2 damage. You may pass over multiple tokens in a single move and will roll for each token.

Borg Reinforcements: On any turn there are no Borg ships immediately deploy a Scout ship on a random
bearing (if 4-6 players add 2 Borg Scouts instead of 1).

-
ACT 3: THE TRANSWARP
CONDUIT

Mission Parameters
ACT 2: THE BAD LANDS

ACT 3: THE TRANSWARP CONDUIT

Formation Round Bearing Orders 2P 3P 4P 5P 6P


Borg Cube Setup Roll Attack 〖〗 〔〕
Scouts 201 3 Roll Attack 〔〕 〔〕
Scouts 301 6 Roll Attack 〔〕 〔〕
Scouts 401 7 Roll Attack 〔〕
Scouts 501 9 Roll Attack 〔〕 〔〕

The Badlands: The entire play area is considered the badlands. All ships in the Badlands gain an addition-
al evade dice and may only fire primary weapons at range 1 and 2. Secondary weapons remain unaffect-
ed. Scans only function at range 1 or 2. Shields remain unaffected. Borg cannot regenerate in the
Badlands.

Path Finding: A ship may discard a scan token when in range 1 or 2 of a numbered scan point to collect
that data. Take a mission token to signify this. Factions do not need to collect them in any order—but they
do need to collect all 3. When a faction has all 3 tokens retreated off the board (across 1 or multiple ships)
they achieve success. The game ends at the end of that turn.
-
The storms: Whenever any ships base overlaps a token or its movement template passes over one of the
tokens in the central region immediately roll 1 attack dice. If it’s a hit it does 1 damage to that ship. A
critical scores 2 damage. You may pass over multiple tokens in a single move and will roll for each token.

Borg Reinforcements: On any turn there are no Borg ships immediately deploy a Scout ship on a random
bearing (if 4-6 players add 2 Borg Scouts instead of 1).
ACT 3: THE QUEENS GAMBIT!

A Player deployment area


Place 3 scan points.
In the boxed area place six large base or minefield tokens.
They must be no closer than 1 to each other. These are the
storms.
Mission Parameters

Objective: Destroy the Queen Borg.


XP Reward: 1 XP for destroying the Queen. 1 XP for the faction that gets the kill shot. 1XP for the fac-
tion(s) that destroys the most Borg ships.
Retreat Options: Players may not retreat.
Mission End: The game will end on Turn 10 or when the Borg Queen is destroyed.
Destroyed players: These players gain 1 fewer XP (to a minimum of 0)
ACT 2: THE BAD LANDS

ACT 3: THE QUEENS GAMBIT

Formation Round Bearing Orders 2P 3P 4P 5P 6P


Octahe- Setup 1 Attack 〈〉
dron
Scouts 201 3 6 Attack 〔〕 〔〕
Scouts 301 5 Roll Attack 〔〕 〔〕
Borg Cube 6 Roll Attack 〖〗
Scouts 501 9 Roll Attack 〔〕 〔〕

-
-
FURTHER VIEWING AND READING

Youtube

Starmadas - has a selection of videos which can help with strategies and a much needed buyers
guide.

The Ship Yard - Talks about key faction cards and card ratings. Deeper Dives into Factions for
specific strengths

Tabletop Simulator

Star Trek Attack Wing (Set up automated) - made by CrazyVulcan - This is the definitive way to
play during lockdown. Nothing beats playing in real-life with real people, but this mod blows all oth-
ers away. Hands of for the team that made it.

Wizkids website - keep an eye out for the latest releases. If you are playing this in real life, I’d rec-
ommend the Borg faction pack and all the scouts you can get.

Utopia: A Fleet Builder - website - Utopia is a great place to build your fleets online and port into
Tabletop Simulator. You can use it to see what packs you will need to actual get physical copies of
that cards and will probably get you buying a full Star Trek Attack Wing collection.

Facebook Groups—there are several good ones but you can’t go wrong with Star Trek Attack
Wing Community
Boardgamegeek - website. An excellent resource, you can see all the expansions and see the hi-
res images of the cards that come with each set, as well as possibly trading, buying those hard to
get expansions. You probably got this off Boardgamegeek, as its where I posted it.

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