STAR FRONTIERS MISSIONS
INTRODUCTION
Warp Quest Style adventure game.
Based on the 1980’s SF RPG by TSR.
DISCLAIMER
Star Frontiers is a licensed, copyrighted property.
This is merely a fan site.
VICTORY
Be the first player to move your party to the last space and
Win the Final Battle Ally Challenge.
DICE & PIECES
· Six and ten sided dice are needed.
· Each player has a pawn to represent his or her group of Explorers
on the board.
THE BOARD
· The board is a single winding path of connected spaces
with a Start Space and an End Space. The path should be 70 Spaces long.
· The First Space represents the start.
· The End Space is where the Final Battle takes place.
THE DECKS
There are 3 Common Decks:
1. Exploration Challenge Deck
2. Battle Challenge Deck
3. Aid Deck
If a deck ever runs out, shuffle the discard and draw from it.
PARTY COMPOSITION
Your Explorer Party starts with 8 Members.
For each member, roll for their Race and one Skill.
When an Explorer is killed, you lose his Skill bonus.
EXPLORER RACE TABLE
1D6 Race:
1-2 Human
3 Dralasite
4 Vrusk
5 Yazarian
6 Robot
SKILL SPECIALTY TABLE
1D6 Skill:
1 Combat +1
2 Psychosocial +1
3 Medical +1
4 Technical +1
5 Environmental +1
6 Pick One
THE LAST SPACE
Players stop permanently upon reaching the last space.
Each turn while there, they must encounter a Challenge from the
Battle Challenge deck (no more Exploration Challenges).
Once a party has defeated 4 Battle Challenges they must take the
Final Battle Ally Challenge on their next turn.
FINAL BATTLE ALLY CHALLENGE
This is simply an Ally +2 Challenge.
If successful you win the game, otherwise you lose.
SETUP
Each player creates their party of explorers.
Each player starts with 5 Aid cards.
Players roll high on 1D10 to see who goes first.
Play proceeds clockwise.
TURN SEQUENCE
Players take turns.
Each turn consists of 4 phases:
1. Move Phase
2. Aid Phase
3. Challenge Phase
4. End Phase
MOVE PHASE
Roll 1D6. Move your pawn that number of spaces towards the end space.
You automatically stop when you enter the end space.
You may play a Travel card to add to your Move Roll.
AID PHASE
Draw 1 card from the Aid Deck.
Place Aid cards in your hand.
CHALLENGE PHASE
Draw 1 card from the Exploration Challenge Deck.
Challenge cards are encounters your party faces immediately
Each challenge card lists one or more skills.
Your party will have to make a skill check vs each skill listed.
(The same skill may be listed twice or more, requiring that many skill checks)
A Skill check consists of a Skill roll and Challenge Roll:
Roll 1D10. This is the Skill roll.
Add the skill bonuses of your party members to the roll.
You may discard Aid cards for further bonuses to the skill roll.
Next roll 1D10. This is the Challenge roll.
Some Challenges have a DM (Difficulty Modifier).
Add the DM to the Challenge Roll.
If the challenge roll is less than or equal to the
skill roll you win the Skill check.
If the challenge roll is greater than the skill roll you fail the Challenge.
If you win all the Skill Checks, you win the Challenge.
The card may say what happens if you win or lose the Challenge.
If the card does not give directions, then a random one of your
Party members is killed.
END PHASE
Max hand size is 7 cards. Discard excess cards.
If one of your explorers was killed this turn, you may make a
Medical +4 Challenge roll to revive them or if
It was a Robot a Tech +4 Challenge roll.
MOVING ONTO AN OPPONENTS PAWN
If you land on an opponent’s pawn move forward 1D6 Spaces.
AID DECK CARD LIST
Name: Notes:
Elasticity +2 to any Challenge (Requires Dralasite)
Lie Detection +4 to Psych (Req Dralasite)
Education +2 to any Challenge (Req Human)
Adaptable +2 to any Challenge (Req Human)
Ambidextrous +4 to Combat (Req Vrusk)
Comprehension +4 to Psych (Req Vrusk)
Battle Rage +4 to Combat (Req Yazarian)
Gliding +3 to Combat or Environmental (Req Yazarian)
Search & Destroy +4 to Cbt (Req Robot)
Self-Programming +2 to any Challenge (Req Robot)
Demolitions +2 to Cbt or Env
Martial Arts +3 to Cbt
Disarm +2 to Cbt or Tech
Robotics +3 to Tech
Repairs +3 to Tech
Survival Training +3 to Env
First Aid +3 to Med
Surgery +3 to Med
Tracking +3 to Env
Stealth +2 to Env or Cbt
Empathy +3 to Psych
Persuasion +3 to Psych
Electrostunner +2 to Cbt or Med
Gyrojet Pistol +3 to Cbt
Tangler Grenade +2 to Cbt or Env
Laser Rifle +3 to Cbt
Needler Pistol +3 to Cbt
Rocket Launcher +3 to Cbt
Sonic Sword +2 to Cbt or Env
Sonic Disruptor +2 to Cbt or Tech
Shock Gloves +2 to Cbt or Med
Vibroknife +2 to Cbt or Med
Military Skein Suit +2 to Cbt or Med
Inertia Screen +2 to Cbt or Env
Staydose +3 to Med
Biocort +3 to Med
Freeze Field +3 to Med
Stim Dose +2 to Med or Cbt
Medkit +3 to Med
Magna-Goggles +2 to Env or Tech
Paracord +3 to Env
Guide +2 to Env or Travel
Map +2 to Env or Travel
Exoskeleton +2 to Env or Cbt
Ration Packs +2 to Env
Bioscanner +2 to Env or Med
Geoscanner +3 to Env
Vaporscanner +3 to Env
Diplomacy +3 to Psych
Negotiations +3 to Psych
Barter +3 to Psych
Gas Masks +3 to Env
Jetcoptor +3 to Travel
Air Car +3 to Travel
Alien Mounts +2 to Cbt or Travel
Tracked Explorer +2 to Env or Travel
Tool Kit +3 to Tech
EXPLORATION CHALLENGE DECK
Name: Notes:
Strangler Chute Env or Cbt
Army Rats Env or Cbt
Funnel Worm Env or Cbt +1
Megasaur Stampede Env +1
Poisonous Plant Med +1
Disease Med
Virus Med or Env +1
Injury Med
Infected Wound Med
Land Whale Env or Cbt +2
Sand Shark Env or Cbt +2
Winged Rippers Env or Cbt +1
Scorpion Cyclops Env or Cbt
Slavers Cbt +1 or Psych +3
Primitives Psych (Win: Ally +1)
Retrieve Idol Psych and Cbt +2 (Win: Ally +1)
Dehydration Env +1 or Med +1
Lava Flow Env
Breakdown Tech (Fail: Miss Next turn)
Malfunction Tech (Fail: Miss Next turn)
Forest Dwellers Psych (Win: Ally +1)
Fungal Spore Cloud Env or Med
Poison Gas Fissure Env or Med +1
Pirates Cbt +1 and Cbt
Bypass Security Tech
Alien Outpost Tech (Win: Ally +1)
Find Survivor Med (Win: Gain 1 Human Explorer)
Free Captive Cbt (Win: Gain 1 Random Explorer)
Reprogram Robot Tech (Win: Gain 1 Robot Explorer)
Alien Temple Tech +1 (Win: Ally +1)
Fix Alien Artillery Tech (Win: Ally +1)
Repair Vehicle Tech (Fail: Miss Next turn)
Desert Nomads Psych +1 (Win: Ally +1)
Race of Robots Tech +2 or Psych +1 (Win: Ally +1)
Join the Tribe Psych (Win: Ally +1)
Squid Folk Psych +1 (Win: Ally +1)
Trial by Combat Cbt +1 (Win: Ally +1)
Put on Trial Psych +2
BATTLE DECK CARD LIST
Name: Notes:
Sathar Patrol Cbt
Hold Position Cbt
Sathar Slither Cbt +1
Defend Allies Cbt +1 (Fail: Ally -1)
Take out Big Gun Cbt +2
Sathar Warbot Cbt +2
Lead Counterattack Cbt +3
Sathar Cybodragon Cbt +3
LINKS