Fallen Frontiers is a miniature game, set in a futuristic sci-fi society where humans have colonized much of the galaxy and have found powerful energy sources and intelligent life forms with advanced technology.
In the universe of Fallen Frontiers different factions fight for control over planets and their strategic resources in order to expand in a galaxy that holds lots of secrets. The players take control of a faction that can be shaped by choosing troops, characters and cards that best adapt to their game style.
Fallen Frontiers is a miniatures wargame game based on combat squads. The squads offer protection and firepower for the force's heroes. Heroes are the ones that define the game style because their attributes change the characteristics of their squads. Because of this each squad performs differently depending on the hero that leads them. However in Fallen Frontiers heroes are not invincible, but instead are easy to eliminate when they are not with their squad.
Besides the miniatures that represent their army, players will also have a deck of cards assembled by them. Since this deck of cards is prepared secretly, players don't know their opponent's strategy, allowing them to change their play style in such a way that opponents will not be able to guess their strategy at first sight.
The factions and the cards use up resources to carry out certain actions. The main resources are Command and Krithium. Players gain Command by holding objectives and maintaining a strong leadership in their army. Using Command points will make an army more powerful and allow players to use their cards. Krithium is a resource that must be collected during the game. It is the source of energy that enhances an army's equipment and cards. The player will have an armory, a separate deck where he purchases equipment, that can be used during the game and consumes Krithium. The contents of the armory is also set up by the player just like the deck of cards.
After global communications failure the Ares and Riff forces are at the Hextrom VI planet with the same orders, take the Krithium mines at all costs.
Battles occur around the main industrial centers of the planet. Both sides suffer heavy casualties but the balance does not end up tipping to none. However the Riff command has developed a plan that can turn the tide. In the industrial complex of Tarkaard there are factories of Sayx weapons and equipment that were never dismantled when they were forced to leave the planet. If they could control those factories the tide of battle could be decided by the Riff side. The Tarkaard industrial complex is inside Ares occupied area although it seems that they still don’t know what these factories hide. A direct assault could draw attention and could end up destroying the facilities so the Riff command has decided to send two of their best men to lead a small assault force to secure the industrial complex.
Will the Riffs be able to perform their plan or will the Ares realize that they have the key to control the planet in their own territory? Let’s find out!
How to play this scenario?
The battle for Hextrom VI presents a initiation skirmish to get you familiarized with the Fallen Frontiers game system where the Riff must eliminate the Ares resistance to capture an important strategic point. From here you can extend your armies and play games with a greater number of miniatures.
The goal of the scenario is to eliminate the enemy teams to control the area. Unlike the standard Fallen Frontiers scenario based on capturing and extracting Krithium to get victory points, this time Krithium can only serve to buy equipment for your units and as a tiebreaker.
The game consists of 5 rounds, but may end earlier if one side is completely eliminated. If both players have miniatures on the board at the end of the fifth round the winner is the one who controls the main point of Krithium.
- 25 35mm Miniatures (10 Ares miniatures and 15 Riffs miniatures)
- Scenery parts (1 Container, 3 Craters and 6 Krithium sources)
- 63 Cards
- 60 Markers
- 1 Rulebook
- 6 Dice
- 1 Measuring tape
ARES COMBAT FORCE
- 12 35mm Miniatures (1 Officer, 1 Heavy weapon and 10 Ares troopers)
- 9 Cards
RIFFS COMBAT FORCE
- 12 35mm Miniatures (1 Officer, 1 Heavy weapon, 5 Riffs Assault troopers and 5 Riffs Troopers)
- 9 Cards
SAYX COMBAT FORCE
- 12 35mm Miniatures (1 Officer, 1 Heavy weapon, 5 Sayx Assault troopers and 5 Sayx Troopers)
- 9 Cards
HARVESTERS COMBAT FORCE
- 12 35mm Miniatures (1 Cybermaster, 1 Heavy weapon, 5 Slave warriors and 5 Necroslaves)
- 11 Cards