KEMBAR78
STA2e Game Toolkit Booklet v1.0 | PDF | Star Trek
100% found this document useful (1 vote)
2K views40 pages

STA2e Game Toolkit Booklet v1.0

Uploaded by

darioarmendariz8
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (1 vote)
2K views40 pages

STA2e Game Toolkit Booklet v1.0

Uploaded by

darioarmendariz8
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 40

THE ROLEPLAYING GAME

Second Edition Game Toolkit


STAR TREK ADVENTURES
2d20 System Designer Editors booklet Cover Artist For Paramount Global
Nathan Dowdell Jim Johnson, Carlos Cabrera Marian Cordry,
Marieke Cross Stephen Zelin,
Project Manager SCREEN ARTIST Brian Bromberg,
Jim Johnson Proofreaders Paolo Puggioni Aaron Hubberman,
Jim Johnson, Brian Lady,
Writers Marieke Cross Interior Artwork Danwei Lando,
Michael Dismuke, Artists James Salerno,
Nathan Dowdell, Art Director Aurea Freniere, Russell Spina
Jim Johnson, Ariel Orea Thomas Marrone,
With Thanks To
Thomas Marrone, Paolo Puggioni,
Aaron M Pollyea, Graphic Designers Tobias Richter, Gene Roddenberry,
and the rest of the Star Trek Michal E. Cross, Rodrigo Gonzalez Toledo Marian Cordry,
Adventures development team Mark Whittington, BC Holmes,
Stephanie Toro and the many fans who
support this game

MODIPHIUS ENTERTAINMENT
Chief Creative Lead 3D Designer Community & Senior Production Sales Account
Officer Jonny La Trobe-Lewis Design Assistant Operatives Manager
Chris Birch Dom Westerland Drew Cox, Matt Vann-Hinton
Senior 3D
Warwick Voyzey
Chief Operations Designers Scheduling & Marketing
Officer Joana Abbott, Design Assistant Lead Production Coordinator
Rita Birch Domingo Díaz Fermín, Justin Talsma Operative Shaun Hocking
Chris ‘Chrispy’ Peacey Jake Pink,
Managing 2d20 Developer Marketing
Miles Turner
Director Senior 3D Nathan Dowdell Manager
Cameron Dicks Plastics Designer Production Shareef Dahroug
RPG Design
Colin Grayson Operatives
Head of Brand Assistants Marketing
Thomas Bull,
Samantha Webb 3D Designers Andy Douthwaite, Rebecca Cartwright,
Assistant
Ben de Bosdari, Jess Gibbs Louis Hartley-Edwards, Georgie Reeve
Head of Creative
Sean Bullough Jake Skinner-Guy,
Services Project Customer
Jon Webb Studio Painter Management Christopher Leigh Support
Callum France Office Team Lead Assembly Team Representatives
Head of
Błażej Kubacki Wendy Harris, Chris Dann,
Development Studio Terrain
Elaine Elizabeth Jagdeep Thiara
Sophie Williams Designer Senior Project
Julian Jeratsch Manager Hughes, Michelle Operations
Head of Finance
Gavin Dady Richards Assistant
Luc Woolfenden Lead Graphic
Stephanie Catala
Designer Project Tool Makers
Creative
Akha Hulzebos Managers Luke Gill, David Hextall, Webstore
Coordinator
Daniel Lade, Anthony Morris Manager
Kieran Street Senior Graphic
Jamie MacKenzie, Apinya Ramakomud
Designer Customer Service
Logistics & Ben Maunder, & Accounts
Michal E. Cross Haralampos Tsakiris
Financial
Production Manager Analyst
Manager Graphic Designers Project Lloyd Gyan Valya Mkrtchyan
Peter Grochulski Stephanie Toro, Management Community
Chris Webb, Assistant Accounts
Lead Art Manager
Mark Whittington, Robert Hebblethwaite
Payable Manager
Director
Leigh Woosey April Hill Ofelya Mnatsakanyan
Rocío Martín Pérez Operations
Audio & Video Translations Accounts
Art Director Manager & Publishing
Producer Receivable
Ariel Orea John Wilson Manager
Steve Daldry Specialist
Factory Matt Timm & Finance
Studio Editor
Coordinator Manager Distribution & Coordinator
Bryce Johnston Martin Jones Hollie Shepperson
Rocío Martín Pérez Key Accounts
Games Designer Manager
Photographer
James Hewitt Gary Moore
Fátima Martín Pérez

Modiphius Entertainment Product Number: MUH0142405


ISBN: 978-1-80281-325-8

The 2d20 system and Modiphius Logos are copyright Modiphius Entertainment Ltd. 2024. All
TM
2d20 system text is copyright Modiphius Entertainment Ltd. Any unauthorized use of copyrighted
material is illegal. Any trademarked names are used in a fictional manner; no infringement is
intended. This is a work of fiction. Any similarity with actual people and events, past or present, is
Published by Modiphius Entertainment Ltd.
purely coincidental and unintentional except for those people and events described in an historical
39 Harwood Road, London, SW6 4QP, England.
context. TM & © 2024 CBS Studios Inc. © 2024 Paramount Pictures Corp. STAR TREK and related
info@modiphius.com marks and logos are trademarks of CBS Studios Inc. All Rights Reserved.
www.modiphius.net & www.modiphius.us
Artwork and graphics © and ™ CBS Studios Inc. All Rights Reserved., except the Modiphius Logo
which is © and ™ Modiphius Entertainment Ltd.
STAR TREK ADVENTURES

GAME TOOLKIT

1.0 Player Resources 5

1.1 Spaceframes 6

Additional Starship
1.2 26
Rules

2.0 Gamemaster Resources 31

Your Own Continuing


2.1 32
Missions

3
CHAPTER 1

PLAYER RESOURCES

1.1 spaceframes 6

Additional Starship
1.2 26
Rules

PAOLO PUGGIONI

5
. : CHAPTER 1.1

SPACEFRAMES
“ D o n o t c ov e t t h y n e i g h b o r ’ s s ta r s h i p, c o m m a n d e r .”

- Ca p ta i n C h r i s t o p h e r P i k e

PAGES 197-211 OF THE CORE subchapter provides another 17 space-


rulebook presented 15 Federation and frame options for you and your group to
non-Federation spaceframes for you choose from.
to pick from to be your hero ship. This

SPACEFRAME SPECIAL RULES

USE THESE NEW SPACEFRAME SPECIAL . : MISSION POD


LT. COMMANDER rules along with those found on page 196 All vessels of this class are fitted with
BURK VEN JAXA of the core rulebook. a mission pod, which provides two
talents as well as adjustments to the
As an engineer, I
ship’s system and department ratings.
can’t help but build . : FOUR-NACELLE
The mission pod can be changed as
efficiencies into STABILITY
if it were a single talent; replacing it
existing technology The vessel’s configuration of four warp
takes 12–24 hours at a starbase or other
and create entirely new nacelles can be used to produce a
facility. Mission pod options are listed
RODRIGO GONZALEZ TOLEDO

technologies. There stable and long-lasting warp field. The


on page 16.
are lots of engineers Difficulty of any task attempted to go to
like me, all across the warp, or to maintain warp speed despite
Galaxy. The countless hazards, damage, or anomalies, is re-
different spaceframes duced by 1, to a minimum of 1.
and classes of ships
out there? We dreamed
them up and made
them real. For every
ship that launches from
a dock, there are ten
more in development
somewhere. No matter
the mission, we have
a spaceframe for the
job. Or will, once we
imagine, design, and
build it.

6 CHAPTER 1
FREEDOM

LAUNCH YEAR: 2148

OVERVIEW: The Freedom-class was developed in


parallel with the NX class and entered service a few
years earlier due to its less resource-intensive design.
The U.S.S. Franklin was the first vessel able to reach
Warp 4. The Freedom class’s small size,
limited crew requirements, and
high speed meant these ves-
sels were produced in greater
numbers than the NX class,
and many continued in service
once the Federation was founded.
The class was phased out by the end of
the 22nd century.

CAPABILITIES: Freedom-class vessels were well-liked Starship


in the lead-up to the Earth-Romulan War, and they TRAITS: United Earth Starship, Freedom class,
served with distinction as scouts and escorts. It relied Compact Size, No Personnel Transporter
on polarized hull plating for defense and the ship’s trans-
SCALE: 2
porter was intended only for cargo use. The ship’s small
size limited the crew complement and meant it could not
Systems
support small craft. Crew embarked and disembarked by
COMMS 05 ENGINES 05 STRUCTURE 06
docking with another vessel.

Spaceframe Statistics
COMPUTERS 05 SENSORS 06 WEAPONS 06
REFITS AND VARIANTS: Many Freedom-class ships
were given uprated armaments during the Earth- Departments
Romulan War. COMMAND — ENGINEERING +1 MEDICINE —
CONN +2 SECURITY — SCIENCE —
SUGGESTED MISSION PROFILES: Pathfinder and
Reconnaissance Operations, Technical Testbed.
Weapons
§ Phaser Cannons
NAMING CONVENTIONS: Freedom-class vessels uti-
§ Spatial Torpedoes
lized names associated with notable individuals through-
§ Grappler Cable (Strength 1)
out Earth history, often revolutionaries and leaders.

Talent
NOTABLE EXAMPLE: U.S.S. Franklin (NX-326)
None.

Special Rules
§ COMPACT VESSEL: See page 196 of the core
rulebook.
§ POLARIZED HULL PLATING: See page 196 of the
core rulebook.

THOMAS
MARRONE PLAYER RESOURCES 7
WALKER

LAUNCH YEAR: 2195

OVERVIEW: The formation of the Federation after


the Earth-Romulan War and the difficulties in
meshing the founding members’ navies
together meant introducing standard-
ized designs beyond those developed
during the war was put off as late
as possible. The Walker class was
one of the first joint spaceframes
to be developed as a multirole
explorer.

CAPABILITIES: Walker-class vessels


had a large saucer containing the crew’s
quarters, weapon systems, laboratories,
and sickbay. Integrated with the saucer was a secondary
hull containing the vessel’s engineering section, aft-fac-
ing shuttlebay, and cargo area. Warp field enhancements Starship
allowed the class to achieve sustained warp velocities of TRAITS: Federation Starship, Walker class
5.7 and brief sprints of warp 6.9.
SCALE: 3

REFITS AND VARIANTS: Refits focused on improv-

Spaceframe Statistics
Systems
ing sensor platforms and subspace communications
COMMS 06 ENGINES 06 STRUCTURE 06
equipment.
COMPUTERS 07 SENSORS 07 WEAPONS 06
SUGGESTED MISSION PROFILES: Multirole Explorer,
Scientific and Survey Operations, Pathfinder and Departments
Reconnaissance Operations. COMMAND — ENGINEERING +1 MEDICINE +1
CONN — SECURITY — SCIENCE +1
NAMING CONVENTIONS: Walker-class vessels are
named after early aviation heroes of Earth and other
Weapons
founding members of the Federation, and mythical ideas
§ Phase Cannons
of flight. Valkyrie, Thunderbird, and Vimana are all exam-
§ Phaser Banks
ples. Registry numbers of Walker-class vessels range
§ Photon Torpedoes
from 1200 to 1249.
§ Tractor Beam (Strength 2)

NOTABLE EXAMPLE: U.S.S. Shenzhou (NCC-1227)


Talent
§ RUGGED DESIGN: See page 225 of the core rulebook.

THOMAS
8 CHAPTER 1 MARRONE
PIONEER

LAUNCH YEAR: 2241

OVERVIEW: Designed and built as one of the first imple-


mentations of the revolutionary Marvick-style warp drive,
the Pioneer class was intended to be the vanguard
of a new generation of Starfleet starships.
Instead, only a few Pioneers were built
as Starfleet decided to eschew new
construction in favor of maintain-
ing its large reserve of Magee- and
Malachowski-class ships. After most
of the fleet’s light units were destroyed in
the Federation-Klingon War, the Admiralty
revived the Pioneer program, and it eventually
became Starfleet’s de-facto light cruiser until the 2270s.

CAPABILITIES: Small and flexible, the Pioneer class cen-


tered around patrol, surveillance, and logistics. Intended
to supplement and support the larger Constitution class, Starship
the Pioneer has a medium range and modular construc- TRAITS: Federation Starship, Pioneer class
tion. While a fast and flexible light cruiser, the Pioneer did
SCALE: 3
not offer much offensive capability.

Spaceframe Statistics
Systems
REFITS AND VARIANTS: Refits focused on improving
COMMS 08 ENGINES 08 STRUCTURE 07
the class’s computer systems and sensor pallets.
COMPUTERS 07 SENSORS 07 WEAPONS 06
SUGGESTED MISSION PROFILES: Scientific and
Survey Operations, Crisis and Emergency Response, Departments
Multirole Explorer. COMMAND — ENGINEERING +1 MEDICINE +1
CONN — SECURITY — SCIENCE +1
NAMING CONVENTIONS: Pioneer-class vessels are
named using synonyms for pioneers, such as Trailblazer,
Weapons
Wanderer, Pathfinder, and Explorer. NCC numbers range
§ Phaser Banks
from 1500-1599.
§ Photon Torpedoes
§ Tractor Beam (Strength 2)
NOTABLE EXAMPLE: U.S.S. Wayfarer (NCC-1504)

Talent
§ RUGGED DESIGN: See page 225 of the core rulebook.

THOMAS
MARRONE PLAYER RESOURCES 9
CROSSFIELD

LAUNCH YEAR: 2255

OVERVIEW: Designed
and produced in secret,
the Crossfield class was
produced solely to test the
theoretical “displacement-activated
spore hub drive” developed by Doctors
Paul Stamets and Justin Straal. The launch
of U.S.S. Crossfield in 2255 was a success for
starship research and development, but initial tests
of the spore drive were unsuccessful. With the limited
number of spaceframes produced and the loss of both
Glenn and Discovery, only U.S.S. Crossfield was left in
service, and further spaceframes had their production
cancelled. The Crossfield continued in service with the
Starfleet Corps of Engineers until a collision with a sizable Starship
piece of an asteroid rendered the vessel unsalvageable. It TRAITS: Federation Starship,
remained in use as a testbed for new technologies until it Crossfield class, Experimental
was broken up in 2290.
SCALE: 4

CAPABILITIES: Each starship consisted of a large sau-


Systems
cer for a primary hull that included the majority of crew
COMMS 07 ENGINES 08 STRUCTURE 07
quarters, the bridge, and sickbay. An angular secondary
hull contained the engineering areas, including the warp COMPUTERS 08 SENSORS 08 WEAPONS 07
core and two separate impulse reactor rooms. Crossfield

Spaceframe Statistics
had a solid saucer section, but later tests involving the Departments
spore drive indicated a large rotating subspace field was COMMAND — ENGINEERING +1 MEDICINE —
required to “activate” the drive. Glenn and Discovery CONN — SECURITY — SCIENCE +2
were converted by removing the outermost part of the
saucer section and converting it into a rotating ring
Weapons
housing subspace coils; adding fusion reactors to power
§ Phaser Banks
the coils; and installing heavy shield emitters to protect
§ Photon Torpedoes
the crew in the inner ring and command section from
§ Tractor Beam (Strength 3)
the intense subspace field generated by the spore drive.

Talents
REFITS AND VARIANTS: The class was not produced in
§ EXTENSIVE SHUTTLEBAYS: See page 223 of the
quantities to support a refit program.
core rulebook.
§ HIGH-RESOLUTION SENSORS: See page 223 of the
SUGGESTED MISSION PROFILES: Technical Testbed.
core rulebook.
§ MODULAR LABORATORIES: See page 224 of the
NAMING CONVENTIONS: Three known Crossfield-
core rulebook.
class vessels were produced, with no pattern of naming
conventions among them.
Special Rule
§ CLASSIFIED DESIGN: As the Crossfield class is a high-
NOTABLE EXAMPLES: U.S.S. Crossfield (NX/NCC-
ly experimental spaceframe, Starfleet outfitted all ships
1029), U.S.S. Glenn (NCC-1030), U.S.S. Discovery
of this class with the Technical Testbed mission profile.
(NCC-1031)

THOMAS
10 CHAPTER 1 MARRONE
MIRANDA

LAUNCH YEAR: 2264 (re-engineered 2274)

OVERVIEW: Starfleet conceived the Miranda class


as a dual-purpose patrol and combat vessel to
counter the most advanced Klingon D7s.
Upon the signing of the Treaty of
Organia, manufacturing of
the Miranda was halted. A
radical redesign was pro-
posed using the systems and
design philosophy going into the
refit of Constitution-class vessels,
and the Miranda was re-welcomed
into the fleet as a multipurpose cruiser.

CAPABILITIES: The Miranda class included a


photon torpedo launcher mounted on a separate
pod at the apex of a “roll-bar.” This made the launchers
difficult to repair, but also allowed the addition of aft-fac-
ing launch tubes to give the vessel a wider range of fire. Starship
The class also included two large shuttle / cargo bays TRAITS: Federation Starship, Miranda class, Long-serving
at the aft. This class became seen as a jack of all trades,
SCALE: 4
and saw continual use through the late 24th century.

Spaceframe Statistics
Systems
REFITS AND VARIANTS: Miranda-class vessels received
COMMS 07 ENGINES 08 STRUCTURE 08
refit programs that followed along paths determined by
their typical crew. By the outbreak of the Dominion War, COMPUTERS 08 SENSORS 08 WEAPONS 08
most Miranda-class vessels were nearing the limits of
what they could handle, but some received upgrades Departments
to quantum torpedoes and a few tested transwarp and COMMAND +1 ENGINEERING — MEDICINE —
quantum slipstream engines. CONN +1 SECURITY — SCIENCE +1

SUGGESTED MISSION PROFILES: Multirole Explorer,


Weapons
Scientific and Survey Operations, Tactical Operations.
§ Phaser Banks
§ Photon Torpedoes
NAMING CONVENTIONS: Miranda-class vessels take
§ Tractor Beam (Strength 3)
names from nearly every aspect of naval traditions from
across the Federation. Empress Sh’Thia XI, Repulse, and
Talent
Lake Baikal are examples. Registry numbers range as
§ EXTENSIVE SHUTTLEBAYS: See page 223 of the
low as 1850 and continue upward.
core rulebook.

NOTABLE EXAMPLES: U.S.S. Reliant (NCC-1864),


U.S.S. Saratoga (NCC-31911), U.S.S. ShirKahr
(NCC-31905)

THOMAS
MARRONE PLAYER RESOURCES 11
OBERTH

LAUNCH YEAR: 2269

OVERVIEW: Starfleet saw a need for a more dedi-


cated science vessel that could also be deployed on short
duration missions to perform detailed biological surveys,
assist rescue and recovery operations, and test new
technologies. The rapid advancements in technology and
engineering techniques meant the Oberth class became
increasingly difficult to refit. The class was retired from
active deployments in 2310 but continued to be used in a
reserve role and for rescue operations well into the
late 24th century.

CAPABILITIES: The Oberth


class utilized highly efficient
warp coils, allowing the vessel to
only carry small amounts of antimatter and freeing Starship
up more space to be dedicated to sensors and a small TRAITS: Federation Starship, Oberth class
shuttlebay at the far forward of the primary hull. The sec-
SCALE: 3
ondary hull, containing planetary survey and subspace
scanning equipment, was inaccessible except through
Systems

Spaceframe Statistics
access tubes during normal operation.
COMMS 08 ENGINES 07 STRUCTURE 06

REFITS AND VARIANTS: The primary refit program for COMPUTERS 09 SENSORS 09 WEAPONS 06
the Oberth class involved improving or replacing the
vessel’s already advanced warp coils developed from Departments
the Excelsior transwarp project. Refit programs beyond COMMAND — ENGINEERING +1 MEDICINE —
those of the 2280s and 90s saw the Oberth customized CONN — SECURITY — SCIENCE +2
more for their specific university or test program than
any fleet-wide program.
Weapons
§ Phaser Banks
SUGGESTED MISSION PROFILES: Technical Testbed,
§ Tractor Beam (Strength 2)
Scientific and Survey Operations, Crisis and Emergency
Response.
Talents
§ HIGH-RESOLUTION SENSORS: See page 223 of the
NAMING CONVENTIONS: Oberth-class vessels are
core rulebook.
often named after physicists from across the Federation.
§ IMPROVED WARP DRIVE: See page 224 of the core
Newton, Hawking and Von Neumann are examples.
rulebook.

NOTABLE EXAMPLES: U.S.S. Grissom (NCC-638),


U.S.S. Copernicus (NCC-640), U.S.S. Cochrane
(NCC-59318)

THOMAS
12 CHAPTER 1 MARRONE
COLUMBIA

LAUNCH YEAR: 2284

OVERVIEW: Originally pitched as a long-range, ex-


tended endurance class, the Columbia’s initial design
sported more efficient warp engines and heavier phaser
armament than other classes of similar size.
Though relations with the Klingons had
not yet escalated to a “hot” war,
there had been several skirmish-
es to mixed success for the
Federation. The promise of
the Columbia was a ship that
was faster and more capable
than the B’rel, without in-
creased production requirements.
Several Columbia-class starships
saw deployment along the far reaches of
Federation space in the Beta Quadrant.
Starship
TRAITS: Federation Starship, Columbia class
CAPABILITIES: The Columbia class has more phaser
banks and a slightly higher acceleration curve than other SCALE: 3
ships of her size, properties that helped the Columbia
match the notorious Klingon B’rel-class bird-of-prey. Systems
Its warp engines were more efficient too, allowing for a COMMS 08 ENGINES 08 STRUCTURE 07
longer uptime at higher warp factors. COMPUTERS 08 SENSORS 08 WEAPONS 08

Spaceframe Statistics
REFITS AND VARIANTS: As the Columbia’s develop-
Departments
ment proceeded, some in the Admiralty decried the
COMMAND — ENGINEERING — MEDICINE —
tactical focus, and demanded the Columbia be supple-
mented with more scientific equipment. The ship gained CONN +1 SECURITY +1 SCIENCE +1
a small secondary hull with a large deflector dish and
sensitive lateral sensor arrays. Weapons
§ Phaser Banks
SUGGESTED MISSION PROFILES: Pathfinder and § Photon Torpedoes
Reconnaissance Operations, Patrol, Scientific and § Tractor Beam (Strength 2)
Survey Operations, Tactical Operations.
Talent
NAMING CONVENTIONS: Columbia-class starships § IMPROVED WARP DRIVE: See page 224 of the core
are often named after crewed vehicles from the history rulebook.
of space exploration across Federation worlds. NCC
numbers range from 2200-2299. Special Rule
§ PREFERENTIAL TARGETING: Using its sensitive
NOTABLE EXAMPLE: U.S.S. Artemis (NCC-2245) scientific equipment, a Columbia can locate and exploit
weaknesses in an enemy ship’s defenses. When a
Columbia-class ship causes a breach to an enemy ship,
the crew may spend 3 Momentum to immediately attack
again with a different weapon.

THOMAS
MARRONE PLAYER RESOURCES 13
CONSTELLATION

LAUNCH YEAR: 2285

OVERVIEW: The Constellation class was developed as


both a response to increasing tension with the Klingon
Empire and to the difficulties in the development of
the new transwarp system for Excelsior-class
vessels. This class’s intended use never
occurred, as the Khitomer Accords were
signed soon after the class’s deploy-
ment. Instead of being taken out of
service, Constellation-class vessels
were given different assignments, often
acting as first responders to crises across
the Federation.

CAPABILITIES: The use of four warp nacelles on


starships hadn’t been common in Starfleet prior to the
Constellation, but third generation duotronic computer Starship
systems allowed greater response time to changes TRAITS: Federation Starship, Constellation class
in the warp field and a higher degree of control. The
SCALE: 4
Constellation class used two nacelles actively while
utilizing the inactive nacelles’ warp coils to act as field
Systems
repeaters, allowing the vessel to cruise at higher warp
COMMS 08 ENGINES 09 STRUCTURE 08
velocities for far less energy.
COMPUTERS 07 SENSORS 09 WEAPONS 07

Spaceframe Statistics
REFITS AND VARIANTS: Refit programs focused on im-
proving power generation and warp coils and reinforcing Departments
the vessel’s structural integrity. During the Dominion War, COMMAND — ENGINEERING +1 MEDICINE —
Constellation-class vessels also had their hulls reinforced. CONN +1 SECURITY +1 SCIENCE —

SUGGESTED MISSION PROFILES: Crisis and


Weapons
Emergency Response, Multirole Explorer.
§ Phaser Banks
§ Photon Torpedoes
NAMING CONVENTIONS: Constellation-class vessels
§ Tractor Beam (Strength 3)
are named after astronomers, terms associated with
astronomy, constellations, or mythological sky deities.
Talents
Cassiopeia, Nyx, and Ratri are examples.
§ EXTENSIVE SHUTTLEBAYS: See page 223 of the
core rulebook.
NOTABLE EXAMPLES: U.S.S. Constellation (NX-
§ IMPROVED WARP DRIVE: See page 224 of the core
1974), U.S.S. Stargazer (NCC-2893), U.S.S. Hathaway
rulebook.
(NCC-2593)

Special Rule
§ FOUR-NACELLE STABILITY: See page 6.

THOMAS
14 CHAPTER 1 MARRONE
NEBULA

LAUNCH YEAR: 2361

OVERVIEW: During the development of the Galaxy


class, Starfleet felt that it could make the
next evolutionary step of the Miranda
class based on the design elements
of the future flagship class, in
the same way the Miranda had
incorporated elements from the
Constitution class refit. The Nebula
would prove to be even more
adaptable than the Miranda, but
full-scale replacement of the older class
became impossible with the outbreak of the
Dominion War.

CAPABILITIES: Internally, the Nebula had less mis-


sion-adaptable volume than her sister class, but the roll-
Starship
bar mount was much stronger structurally and provided
TRAITS: Federation Starship, Nebula class, Adaptable
more EPS connections. This allowed a far wider selec-
tion of modular pods to be made available for use. SCALE: 5

REFITS AND VARIANTS: Most Nebula-class vessels Systems


went through a single refit cycle before the outbreak of COMMS 09 ENGINES 10 STRUCTURE 09

Spaceframe Statistics
the Dominion War, the standard being improvements in COMPUTERS 10 SENSORS 08 WEAPONS 09
the sensitivity of their sensor platforms.

Departments
SUGGESTED MISSION PROFILES: Any. The Nebula-
COMMAND — ENGINEERING +2 MEDICINE —
class is designed for maximum adaptability to mission
requirements. CONN — SECURITY — SCIENCE —

NAMING CONVENTIONS: Nebula-class vessels take Weapons


their names from across the Federation, based on fa- § Phaser Arrays
mous ships from the past. Bennion, Beagle, and Golden § Photon Torpedoes
Hind are examples. Most Nebula-class vessels have § Tractor Beam (Strength 4)
registry numbers over 60000; a few have much lower
numbers, indicating production at smaller, less-used Talent
shipyards. None.

NOTABLE EXAMPLES: U.S.S. Farragut (NCC-60597), Special Rules


U.S.S. Phoenix (NCC-65420), U.S.S. T’Kumbra § MISSION POD: See page 16.
(NCC-62100) § SAUCER SEPARATION AND RECONNECTION: See
page 196 of the core rulebook.

THOMAS
MARRONE PLAYER RESOURCES 15
 Mission Pods

Certain spaceframes can be fitted with a mission pod, FLEET COMMAND SUPPORT: The spaceframe has +1
chosen from the list below. The talents provided by the Communications, +1 Computers, and +1 Command. The
pod may not be swapped out, but the entire mission pod spaceframe also gains the Command Ship and Fast
(and all of its benefits) may be swapped out as if it were Targeting Systems talents.
a single talent.
MOBILE DRYDOCK: This pod contains a folded dry
ASTROMETRICS AND NAVIGATION: The spaceframe dock that can be unfurled and deployed for assisting in
has +1 Computers, +1 Engines, and +1 Conn. The space- repairing other starships. Inside the remaining pod are
frame gains the Improved Warp Drive and Advanced industrial replicator facilities capable of disassembling
Sensor Suites talents. asteroids and comets to produce replacement parts
and hull for damaged vessels, plus a large workbee
COMMAND AND CONTROL: The spaceframe has +1 bay. The ship gains +1 Structure, +1 Computers, and +1
Communications, +1 Computers, and +1 Command. Engineering. The ship also has the talents Improved
The spaceframe also gains the Command Ship and Damage Control and Rugged Design, which it confers
Electronic Warfare Systems talents. to any vessel docked with the drydock pod.

DEFENSIVE SHIELD ENHANCEMENT: The ship has +1 SENSORS: The ship has +2 Sensors and +1 Science.
Engines, +1 Structure, and +1 Engineering. The space- The ship also has the Advanced Sensor Suites and
frame also gains the Advanced Shields and Improved High-Resolution Sensors talents.
Shield Recharge talents.
WARP PROPULSION POD: The pod contains an ad-
EMERGENCY RECOVERY: The ship has +1 Engines, +1 vanced third warp nacelle with paired coils, along with
Structure, and +1 Conn. The ship also gains the High- extra fusion reactors that can either assist the ship in
Power Tractor Beam and Redundant Systems (of the maintaining a high warp velocity, or maintain a warp field
players’ choice) talents. after saucer separation. The ship has +2 Engines and +1
Conn. The ship also gains the Improved Warp Drive and
FIELD HOSPITAL: The ship has +2 Computers and +1 Secondary Reactors talents.
Medical. The ship also has the Emergency Medical
Hologram and Advanced Sickbay talents. WEAPONS: The ship has +1 Sensors, +1 Weapons,
and +1 Security. The ship also has the Fast-Targeting
FLEET CARRIER: The ship has +1 Communications, Systems and Rapid-Fire Torpedo Launcher talents.
+1 Structure, and +1 Security. The ship also has the
Extensive Shuttlebays and Command Ship talents.

16 CHAPTER 1
AKIRA

LAUNCH YEAR: 2368

OVERVIEW: In the aftermath of the Battle of Wolf 359,


Starfleet saw the need for a heavily armed and
combat-capable starship to perform patrol
assignments and maintain a constant
presence in a sector of space, but
still contribute to exploration and
discovery. When updated with the
latest technologies, U.S.S. Akira was
so successful in its initial patrols that
Starfleet immediately ordered the class into
wide production.
Starship
CAPABILITIES: The vessel is designed to present the TRAITS: Federation Starship, Akira class, Extensive
smallest sensor profile possible to augment the small Tactical Systems
surface area for its defensive shields. The sloped sur-
SCALE: 5
faces of the outer hull were augmented with ablative
duranium armor plating, providing additional protection
Systems
to key systems and power distribution nodes. The ship’s
COMMS 09 ENGINES 09 STRUCTURE 10
weapons pod, located between its large “pontoons” that
were attached to the saucer and also mounted to the COMPUTERS 09 SENSORS 09 WEAPONS 11
vessel’s warp nacelles, contained the same phaser arrays
and forward and aft firing photon torpedo systems. The Departments
vessel was also designed with spacious flight decks and COMMAND +1 ENGINEERING — MEDICINE —

Spaceframe Statistics
maintenance areas, allowing it to deploy runabouts and CONN — SECURITY +2 SCIENCE —
fighters.

Weapons
REFITS AND VARIANTS: The 2378 refit program
§ Phaser Arrays
involved installation of bioneural computer pathways to
§ Photon Torpedoes
augment its isolinear core.
§ Tractor Beam (Strength 4)

SUGGESTED MISSION PROFILES: Tactical Operations,


Talents
Battlecruiser, Crisis and Emergency Response.
§ ABLATIVE ARMOR: See page 218 of the core rulebook.
§ EXTENSIVE SHUTTLEBAYS: See page 223 of the
NAMING CONVENTIONS: Akira-class vessels are
core rulebook.
often named after famed or fictional warriors or fighting
§ RAPID-FIRE TORPEDO LAUNCHER: See page 225 of
vessels, particularly those who stood against impossible
the core rulebook.
odds, or after places where such battles were fought.
Thermopylae, Gawain, and Argo are some examples.
Special Rule
§ SPECIALIZED SHUTTLEBAY: Akira-class vessels are
NOTABLE EXAMPLES: U.S.S. Thunderchild
built with a shuttlebay running the length of the saucer
(NCC-63549), U.S.S. Sentinel (NCC-68455), U.S.S.
section, allowing small craft to depart from the prow and
Wersching (NCC-63328)
return safely via the aft. Any friendly small craft within
Close range may count the ship as providing Cover (+1
Difficulty on attacks targeting them). Any small craft
launching from the bay may take one additional helm
minor action at no additional cost after they launch.

THOMAS
MARRONE PLAYER RESOURCES 17
NOVA

LAUNCH YEAR: 2368

OVERVIEW: Starfleet Command and the Federation


Science Council formed a committee in 2363 to discuss
the state of Starfleet’s aging science and exploration
vessels. The conclusion was Starfleet required a new
easy to maintain science and exploration vessel,
equipped with the latest sensors and scientific
gear. The Nova class went on to be the inspi-
ration for the Intrepid class, and the lessons
learned influenced Starfleet designers for
decades to come.

CAPABILITIES: Two standard isoline-


ar computer cores were included to
help maintain control over the ship’s
small warp field, generated from sub-
space-friendly warp coils but mounted in stand- Starship
ard nacelle housings. These computers had powerful TRAITS: Federation Starship, Nova class, Efficient but
subspace fields, allowing even faster processing time Austere
for the vessel’s integrated sensor networks. The Nova
SCALE: 3
class was a superb scientific research vessel, but at the
expense of creature comforts.

Spaceframe Statistics
Systems
COMMS 10 ENGINES 09 STRUCTURE 08
REFITS AND VARIANTS: Starfleet’s refit plans for the
Nova class included replacement of the vessel’s warp COMPUTERS 10 SENSORS 10 WEAPONS 08
coils with smaller and more efficient systems.
Departments
SUGGESTED MISSION PROFILES: Pathfinder and COMMAND — ENGINEERING +1 MEDICINE —
Reconnaissance Operations, Scientific and Survey CONN — SECURITY — SCIENCE +2
Operations, Crisis and Emergency Response.

Weapons
NAMING CONVENTIONS: Nova-class vessels take
§ Phaser Arrays
names from astronomical and astrological terms from
§ Photon Torpedoes
the many languages of the Federation, and place names
§ Tractor Beam (Strength 2)
from the worlds that manufacture the spaceframes.
Nova-class starships use registry numbers that begin in
Talent
the 72300s.
§ ADVANCED SENSOR SUITES: See page 219 of the
core rulebook.
NOTABLE EXAMPLES: U.S.S. Equinox (NCC-72381),
U.S.S. Mandel (NCC-72210), U.S.S. Rhode Island
(NCC-72701)

THOMAS
18 CHAPTER 1 MARRONE
DEFIANT

LAUNCH YEAR: 2371

OVERVIEW: As Starfleet had little experience in design-


ing a warship from the ground up, the development of
the Defiant class began after the destruction of the fleet
at Wolf 359 by the Borg in 2367 and wouldn’t see the
construction of the first spaceframe until 2371—and
only then after delays and massive redesigns, as new
technology was developed to fight the Borg. Defiant-
class vessels served in Starfleet into the early 25th
century, often as scouts.

CAPABILITIES: The Defiant-class vessel


consisted of a single flattened hull to
provide as small a silhouette as pos-
sible to protect against incoming fire.
Developments from Starfleet Research
and Development meant the phaser arrays,
Starship
pulsed phaser cannons, and rapid-fire torpedo systems
TRAITS: Federation Starship, Defiant class, Warship
operated without losing maneuvering power. In order to
keep the compact silhouette, the vessel’s nacelles were SCALE: 3
integrated into the vessel. These starships required just
50 crew and were cramped, not designed for long-dura- Systems
tion assignments. COMMS 09 ENGINES 08 STRUCTURE 08
COMPUTERS 09 SENSORS 09 WEAPONS 13
REFITS AND VARIANTS: Starfleet continued to improve
reactor output and structural integrity fields through the

Spaceframe Statistics
Departments
last decades of the 24th century, adding to the vessel’s
COMMAND — ENGINEERING — MEDICINE —
survivability in fleet engagements.
CONN +1 SECURITY +2 SCIENCE —
SUGGESTED MISSION PROFILES: Tactical Operations,
Espionage/Intelligence, Patrol, Pathfinder and Weapons
Reconnaissance Operations. § Phaser Arrays
§ Pulse Phaser Cannons
NAMING CONVENTIONS: Defiant-class starships § Photon Torpedoes
are often named for adjectives in the languages of the § Quantum Torpedoes
Federation associated with honorable combat and hero- § Tractor Beam (Strength 2)
ism. Courageous, Dauntless, and Resolute are examples.
Talent
NOTABLE EXAMPLES: U.S.S. Defiant (NX-74205), § ABLATIVE ARMOR: See page 218 of the core rulebook.
U.S.S. Valiant (NCC-74210)
Special Rules
§ PULSE PHASER CANNONS: The armament of
Defiant-class starships is designed to deliver punishing
firepower at Close range, overwhelming the defenses of
most enemies. These function as Phaser Cannons with
the Spread quality.
§ LANDING GEAR: See page 196 of the core rulebook.

THOMAS
MARRONE PLAYER RESOURCES 19
LUNA

LAUNCH YEAR: 2372 / 2375

OVERVIEW: With the design success of the Intrepid class,


Starfleet began the parallel development of an explorer
capable of the same exploratory and scientific
assignments, but with larger research
facilities, more computer processing
power, and longer mission dura-
tion. The Luna class exited its
design phase eight months
after her sister class, and
while there were engineering
delays, U.S.S. Luna slipped her
drydock over Mars in late 2372.
Further delays occurred because of the
outbreak of war between the Klingon Empire, and later,
the Dominion. While the Luna class was approved for
production, further vessels weren’t launched until 2375. Starship
TRAITS: Federation Starship, Luna class
CAPABILITIES: The Luna class is equipped with variable
SCALE: 5
geometry warp nacelles, allowing the starship to maintain
warp field stability in turbulent space-time and to generate
Systems
a subspace field with less power. This allows the Luna
COMMS 10 ENGINES 10 STRUCTURE 08
class a cruising speed of warp 7 and a maximum speed of
warp 9.975. Like the Intrepid class, these vessels are de- COMPUTERS 10 SENSORS 10 WEAPONS 08
signed to incorporate holo-emitters in sickbay to facilitate

Spaceframe Statistics
an Emergency Medical Hologram, but these emitters are Departments
also installed in mission-critical areas of the ship. Unlike its COMMAND — ENGINEERING +1 MEDICINE —
sister class, the Luna class has a modular equipment pod. CONN — SECURITY — SCIENCE +1

REFITS AND VARIANTS: Refits expand the vessel’s phas-


Weapons
er capacitors to improve fire rate and duration. One Luna,
§ Phaser Arrays
the U.S.S. Enceladus, was heavily modified to be staffed
§ Photon Torpedoes
entirely by Cetacean officers and crew and became the
§ Quantum Torpedoes
lead ship of three vessels of the Enceladus subclass.
§ Tractor Beam (Strength 4)

SUGGESTED MISSION PROFILES: Multirole Explorer,


Talents
Technical Testbed, Pathfinder and Reconnaissance
§ ADVANCED RESEARCH FACILITIES: See page 219
Operations.
of the core rulebook.
§ ADVANCED SENSOR SUITES: See page 219 of the
NAMING CONVENTIONS: Luna-class vessels are
core rulebook.
named after moons, with the earliest vessels in the class
§ EMERGENCY MEDICAL HOLOGRAM: See page 222
using the names of moons from the Sol system. Deimos,
of the core rulebook.
Uriel, and Oberon are examples. Registry numbers in the
80100s are commonplace.
Special Rule
§ MISSION POD: See page 16.
NOTABLE EXAMPLES: U.S.S. Europa (NCC-80104),
U.S.S. Galatea (NCC-80112), U.S.S. Titan (NCC-80102)

THOMAS
20 CHAPTER 1 MARRONE
SAGAN

LAUNCH YEAR: 2401

OVERVIEW: The Sagan class served as a testing


ground for new technologies derived from research
into “the Artifact,” a derelict Borg Cube found in the
Beta Quadrant in the 2380s and studied by a joint
Federation and Romulan research project.
Borg technology had been integrated into
Starfleet vessels on a smaller scale be-
fore, but it had taken nearly two dec-
ades of study and testing before
Starfleet was willing to adopt such
advancements on a wider scale.

CAPABILITIES: The spaceframe is


heavily reinforced and integrates ex-
tensive multiphasic shielding to protect the crew from
radiation and other spatial phenomena. Borg technology
Starship
allows the weapons to be more potent and more efficient
TRAITS: Federation Starship, Sagan class, Borg
relative to their size and power draw. The class boasts a
Technology
sustained cruising speed of warp 7.8, and nearly double
the endurance for long-duration warp flight than any SCALE: 5
other class.
Systems
REFITS AND VARIANTS: The technologies involved COMMS 10 ENGINES 11 STRUCTURE 10
in developing the Sagan-class are new and the impact COMPUTERS 10 SENSORS 11 WEAPONS 09

Spaceframe Statistics
of them in the field is still being tested and analyzed.
However, Starfleet committed to the production of this
Departments
class, with over a dozen already in active service as of
COMMAND — ENGINEERING +1 MEDICINE —
2401 and several more under construction.
CONN +1 SECURITY — SCIENCE +1
SUGGESTED MISSION PROFILES: Multirole Explorer,
Pathfinder and Reconnaissance Operations, Scientific Weapons
and Survey Operations. § Phaser Arrays
§ Photon Torpedoes
NAMING CONVENTIONS: Sagan-class vessels are com- § Tractor Beam (Strength 4)
monly named after terms relating to exploration, and after
notable figures in space science and exploration. The first Talents
vessel of the class was the U.S.S. Stargazer (NCC-82893). § ADVANCED SENSOR SUITES: See page 219 of the
Pioneer, Hathaway, and Hubble are other examples. core rulebook.
§ ADVANCED SHIELDS: See page 219 of the core
NOTABLE EXAMPLES: U.S.S. Stargazer (NCC- rulebook.
82893), U.S.S. Chalwa (NCC-82807), U.S.S. Explorer § IMPROVED WARP DRIVE: See page 224 of the core
(NCC-82821) rulebook.

Special Rule
§ FOUR-NACELLE STABILITY: See page 6.

THOMAS
MARRONE PLAYER RESOURCES 21
ODYSSEY

LAUNCH YEAR: 2381 (Verity)/2398 (Odyssey)

OVERVIEW: Following encounters with the massive


starships fielded by the Borg, Dominion, and Remans,
Starfleet planners were concerned Starfleet was falling
behind on defensive and offensive capability. In
response, the Admiralty invested in Starfleet’s
own iteration of a massive star cruiser that
could compete. The project yielded the
U.S.S. Odyssey, the U.S.S. Verity, and
eventually the Starship Enterprise,
NCC-1701-F.

CAPABILITIES: The Odyssey class


represents a significant evolution-
ary advancement in the tradition of
Starfleet multi-role cruisers. Requiring a crew of 1,600 and
Starship
an emergency capacity of over 10,000, the Odyssey was
TRAITS: Federation Starship, Odyssey class,
designed to tackle any mission. Its suite of active and pas-
Mobile Starbase
sive sensor arrays is one of the most advanced in Starfleet,
and it is impressively armed. Its massive Yoyodyne 46A SCALE: 7

Spaceframe Statistics
warp core powers both a standard warp drive and an
experimental quantum slipstream burst drive. Systems
COMMS 10 ENGINES 10 STRUCTURE 11
In addition, the Odyssey has an Aquarius embedded COMPUTERS 11 SENSORS 10 WEAPONS 10
escort. The Aquarius escort is a small ship assigned to
its parent Odyssey and docked in a bay in the aft of its
Departments
mothership. Its crew is part of the Odyssey’s crew, and it
COMMAND +1 ENGINEERING +1 MEDICINE —
operates at the captain’s discretion. The Aquarius offers
additional tactical flexibility, especially when deployed CONN — SECURITY +1 SCIENCE —
during a saucer separation maneuver.
Weapons
REFITS AND VARIANTS: After the Romulan supernova, § Phaser Arrays
Starfleet began a program to modernize and update § Phaser Banks
several Odyssey hulks involved in heavy fighting along § Quantum Torpedoes
the former border with rogue elements of the Romulan § Tractor Beam (Strength 6)
Navy. Starfleet decided on three different sub-classes
for the refits, each specializing in a different mission
profile. The Endeavour subclass’s focus was on tactical
operations. The Sojourner’s focus was on engineering
NAMING CONVENTIONS: The Odyssey is named in
and operational support. The Yorktown was focused on
honor of both Odysseus’s original daring voyage and
exploration and scientific discovery. The Enterprise-F
other Starfleet ships. As Starfleet’s flagship class of the
received the Yorktown refit after taking heavy damage in
25th century, other Odyssey-class ships inherit names
the Battle at Midnight.
from renowned vessels.

SUGGESTED MISSION PROFILES: Strategic and


NOTABLE EXAMPLES: U.S.S. Verity (NCC-97005),
Diplomatic Operations, Crisis and Emergency Response,
U.S.S. Enterprise (NCC-1701-F), U.S.S. Hikaru Sulu
Multirole Explorer, Flagship.
(NCC-92420)

THOMAS
22 CHAPTER 1 MARRONE
Talents
§ COMMAND SHIP: See page 220 of the core rulebook.
§ IMPROVED WARP DRIVE: See page 224 of the core
rulebook.

Spaceframe Statistics
§ REDUNDANT SYSTEMS (ENGINES): See page 225
of the core rulebook.

Special Rules
§ AQUARIUS ESCORT: See below.
§ QUANTUM SLIPSTREAM BURST DRIVE: This exper-
imental drive allows the ship to enter quantum slip-
stream for 30 minutes at a time, moving the ship up to
150 light-years before shutting down. The drive requires
12 hours to reset. As experimental technology, this drive
may require extensive maintenance and be prone to
failure. This is an independent system, so the crew may
operate the warp drive in between slipstream bursts.
§ SAUCE SEPARATION AND RECONNECTION: See
page 196 of the core rulebook.

Aquarius-class Escort Starship


The Aquarius escort is a small starship embedded in a TRAITS: Federation Starship, Aquarius class,
docking slip at the aft of the Odyssey. The Aquarius is an Escort Vessel
independent starship and can travel at warp, though its
SCALE: 2 RESISTANCE: 2
endurance is limited, and it is not designed to go on ex-
tended missions. When deployed, the Aquarius can be an SHIELDS (13):
NPC ally starship or can be commanded by a player at the
gamemaster’s discretion. Deploying the Aquarius class
functions the same way as launching a small craft, though Systems
it does not take up any of the ship’s Small Craft Capacity. COMMS 10 ENGINES 08 STRUCTURE 06
COMPUTERS 10 SENSORS 10 WEAPONS 10
As it exists as part of its parent ship, the Aquarius class
does not have a separate Crew Support rating. It also
Departments
does not have talents, though it can be improved with
COMMAND 01 ENGINEERING 02 MEDICINE 01
character advancement.
CONN 04 SECURITY 04 SCIENCE 02

Weapons
§ Phaser Arrays: Energy, Medium, Damage 5,
Versatile 2, plus Area or Spread
§ Phaser Cannons: Energy, Close, Damage 7,
Versatile 2
§ Photon Torpedoes: Torpedo, Long, Damage 6,
High Yield

Special Rule
§ COMPACT VESSEL: See page 196 of the core rulebook.

THOMAS
MARRONE PLAYER RESOURCES 23
VOR’CHA

LAUNCH YEAR: 2367

OVERVIEW: Peace with the Federation and the static


border with the Romulan Star Empire during the first half
of the 24th century led the KDF to become complacent
with battle cruiser design. With some stunning tactical
defeats with the Gorn Hegemony, the Chancellor
ordered the KDF to design a new vessel, impressive
enough to be a flagship for the Empire.
Rapid advancements in warp
core design, computer
technology, and sensor
systems from the
Empire’s friendship
with the Federation meant the design of the Vor’cha class
kept undergoing revisions.

CAPABILITIES: The Vor’cha continues the tradition of Starship


the KDF having its battle cruisers consist of a command TRAITS: Klingon Cruiser, Vor'cha class,
pod at the end of a long boom and an engineering hull. Formidable Reputation
The Vor’cha could separate just the command pod. The
SCALE: 5
engineering hull also has a ‘flying bridge’ in a triangular
section that can take over command and control func-
Systems
tions from the forward bridge. Other weapon systems in-
COMMS 09 ENGINES 10 STRUCTURE 10
stalled include disruptor cannons on the warp nacelles,
COMPUTERS 09 SENSORS 09 WEAPONS 10

Spaceframe Statistics
two torpedo tubes in the command pod, two tubes in
the engineering hull, and two tubes straddling the shut-
tle bay. Each Vor’cha-class vessel could accommodate Departments
nearly 2,000 warriors. COMMAND +1 ENGINEERING — MEDICINE —
CONN — SECURITY +2 SCIENCE —
REFITS AND VARIANTS: The KDF debated the priority for
the first refit cycle of the Vor’cha class. While some gen-
Weapons
erals felt that additional subspace communication relays
§ Disruptor Cannons
and boosted transmission strength was needed for prop-
§ Disruptor Banks
erly utilizing this class against enemies as advanced as
§ Photon Torpedoes
the Dominion, others felt that all problems can be solved
§ Tractor Beam (Strength 4)
with the installation of additional disruptor cannons.

Talents
SUGGESTED MISSION PROFILES: Battlecruiser,
§ CLOAKING DEVICE: See page 220 of the core rulebook.
Strategic and Diplomatic Operations, Strategic and
§ FAST TARGETING SYSTEMS: See page 223 of the
Diplomatic Operations, Tactical Operations.
core rulebook.

NAMING CONVENTIONS: Klingon vessels have little in


Special Rule
the way of standard naming conventions. Each House
§ ABUNDANT PERSONNEL: See page 196 of the core
has its own traditions, as does the KDF.
rulebook.

NOTABLE EXAMPLES: I.K.S. Bortas, I.K.S. Qu’Vat,


I.K.S. Vor’Nak

THOMAS
24 CHAPTER 1 MARRONE
MOGAI

LAUNCH YEAR: 2374

OVERVIEW: With the D’deridex-


class warbird approaching
two decades old, the
Romulan Empire began
prototyping a new warbird design. The success of
these early vessels in the Shackleton Expanse,
and then as assault ships against the Breen
Confederacy during the Dominion War, led to
large-scale production in 2376. Refit plans were scrapped
as Praetor Shinzon took control of the Empire. After his
defeat, the Imperial Navy wished to focus on rebuilding
its forces but the shipyards capable of producing the new
warbird were destroyed in the Romulan supernova, and it
is uncertain if this class will resume production.

CAPABILITIES: The Mogai was powered by an artifi-


Starship
cial quantum singularity, providing ample power for all
TRAITS: Romulan Starship, Mogai class, Warbird
primary systems and allowing cruising speeds of warp
7.1, and even with the cloaking device active, warp 6.8. SCALE: 5
Enough mass was forced into the singularity to allow

Spaceframe Statistics
normal operations for up to four years, but extra mass Systems
was collected via ramscoops along the leading edges of COMMS 09 ENGINES 10 STRUCTURE 10
the vessel’s wings. COMPUTERS 09 SENSORS 10 WEAPONS 10

REFITS AND VARIANTS: The Imperial Navy had


Departments
planned on improving the class’s subspace communi-
COMMAND — ENGINEERING +1 MEDICINE —
cation gear to range further from the Imperial core, but
these plans were shelved. CONN +1 SECURITY +1 SCIENCE —

SUGGESTED MISSION PROFILES: Battlecruiser, Weapons


Espionage/Intelligence, Pathfinder and Reconnaissance, § Disruptor Banks
Tactical Operations, Technical Testbed. § Plasma Torpedoes
§ Tractor Beam (Strength 4)
NAMING CONVENTIONS: Mogai-class vessels take
their names from sea birds found across the Empire, as Talent
well as influential families who lost children during the § CLOAKING DEVICE: See page 220 of the core rulebook.
Dominion War.

NOTABLE EXAMPLES: Valdore, Aethra, Terrinex

THOMAS
MARRONE PLAYER RESOURCES 25
. : CHAPTER 1.2

ADDITIONAL
STARSHIP RULES
“It’s beautiful. What kind of people could have built it?
To touch even a starship with grace and beauty?”

- Lt. N yo ta U h u r a

THIS SUBCHAPTER PROVIDES you may use to customize your group’s


additional mission profiles and talents starship.

ADDITIONAL MISSION PROFILES

AS NOTED ON PAGE 212 OF THE CORE This section provides five more options
rulebook, all spaceframes, Federation for mission profiles. Gamemasters and
or otherwise, have a mission profile, players are encouraged to amend these
LT. COMMANDER which determines the specialized equip- mission profiles or create their own.
BURK VEN JAXA ment installed before venturing into
the unknown, the priority in personnel
Most spacefaring the ship’s fleet gives the vessel, and its
civilizations develop
RODRIGO GONZALEZ TOLEDO

overall mission goal.


spaceframes capable
of being configured to
tackle a wide variety of Civilian Merchant Marine
missions and duties.
Mission Profile Talents
Selecting the right
mission profile and suite Many decommissioned Starfleet vessels find their way Select one of the
of talents for your crew’s into the Merchant Marines, an active reserve where following talents:
starship help serve to starships and personnel go to continue service to the
§ BACKUP EPS
make her unique. Federation in a less formal and less risky way. Merchant
CONDUITS
Marines may be called upon by Starfleet to serve as
§ EXTENSIVE
logistical vessels in times of need, and many of these
SHUTTLEBAYS
starships act in the place of active service Starfleet ves-
§ IMPROVED
sels when no others are available. Most other spacefar-
POWER
ing civilizations have similar services.
SYSTEMS
§ RUGGED DESIGN
Systems
INCREASE STRUCTURE BY 1

Departments
COMMAND 01 ENGINEERING 03 MEDICINE 02
CONN 02 SECURITY 03 SCIENCE 01

26 CHAPTER 1
Colony Support
Mission Profile Departments
Vessels equipped to assist colonies in their initial stages COMMAND 02 ENGINEERING 02 MEDICINE 03
provide necessary supplies, as well as scientific and CONN 01 SECURITY 02 SCIENCE 02
medical backup to new colony worlds, the kinds of
places that deal with unknowns which may still present
Talents
themselves years after initial settlement.
Select one of the following talents:

Systems § ADVANCED SICKBAY


INCREASE COMMUNICATIONS BY 1 § ADVANCED TRANSPORTERS
§ EXTENSIVE SHUTTLEBAYS
§ HIGH-POWERED TRACTOR BEAM

Logistical / Quartermaster
Mission Profile Departments
These vessels provide the backbone of any fleet, even COMMAND 03 ENGINEERING 03 MEDICINE 01
in the era of the replicator. Whenever vital equipment CONN 02 SECURITY 02 SCIENCE 01
or personnel need to be moved, vessels like this are
often central to ensuring that those tools and people get
Talents
where they’re needed most. In Starfleet in particular,
Select one of the following talents:
these vessels also serve as a second line of operations
following the important business of first contact, provid- § EXTENSIVE SHUTTLEBAYS
ing material and infrastructure support to worlds recent- § IMPROVED WARP DRIVE
ly contacted or who seek membership in the Federation. § RUGGED DESIGN

Systems
INCREASE ENGINES BY 1

Reserve Fleet
Mission Profile Departments
These starships are often older vessels that have COMMAND 01 ENGINEERING 03 MEDICINE 02
been withdrawn from active duty and are equipped as CONN 02 SECURITY 03 SCIENCE 01
standby vessels in case of disasters both natural and
manufactured. Some new ships are also outfitted in this
Talents
manner, but are classified as “fleet support,” assisting
Select one of the following talents:
flotillas in deployments away from the supply lines of
core worlds. § ADVANCED SICKBAY
§ EXTENSIVE SHUTTLEBAYS
Systems § IMPROVED HULL INTEGRITY
INCREASE STRUCTURE BY 1 § SECONDARY REACTORS

PLAYER RESOURCES 27
Technical Testbed
Mission Profile Departments
The ship is equipped with numerous state-of-the-art or COMMAND 01 ENGINEERING 03 MEDICINE 02
even prototype technologies, allowing them to be tested or CONN 02 SECURITY 02 SCIENCE 02
studied in practical conditions so that flaws can be discov-
ered and overcome, and that systems can be refined and
Talents
improved upon. These ships are often deployed on a broad
Select one of the following talents:
range of resource-intensive missions to provide a diverse
range of conditions for equipment and technology testing. § ADVANCED SHIELDS
§ IMPROVED IMPULSE DRIVE
Systems § IMPROVED POWER SYSTEMS
INCREASE ENGINES BY 1 § IMPROVED WARP DRIVE

RODRIGO GONZALEZ TOLEDO

28 CHAPTER 1
 All Hands to Battle Stations!

At the start of a conflict involving a starship, the com-


. : Alert Statuses
manding officer (or next highest-ranking character pres-
ent) may declare an alert status that affects the ship’s ALERT STATUS EFFECT
readiness for danger. This happens before any charac-
The ship’s shields are raised, but
ters take their turns, and allows the ship to enter a fight YELLOW
weapons are not armed.
with shields raised and weapons armed if needed, rather
than requiring separate actions for those actions. The ship’s shields are raised and
weapons are armed. If a ship is
RED
Note that raising shields and arming weapons can be hit by an attack, it immediately
clearly detected by other ships and may be seen as enters red alert status.
signs of aggression or hostility.

ADDITIONAL STARSHIP TALENTS

THE FIVE NEW TALENTS PROVIDED BELOW FOLLOW . : Regenerative Hull


the same guidance as laid out for the other starship REQUIREMENT: 25th century or later
talents listed on pages 218-225 of the core rulebook.
The ship’s hull is infused with reverse-engineered Borg
nanite technology that seeks out and repairs the hull im-
. : Ablative Armor mediately when it is damaged, often preventing a breach
Generator before it can happen. Each time the ship suffers one or
REQUIREMENTS: 25th century or later, Reserve Power more breaches, roll a d20. If you roll equal to or under
your ship’s Structure, ignore one breach inflicted.
The ship is fitted with several external replicators pre-set
to materialize an outer layer of armor plating over the
hull, reinforced with structural integrity fields. . : Tachyon Detection
Field
When the ship raises its shields, it may deploy armor in- REQUIREMENTS: 25th century or later, Science 3+
stead, but this requires using Reserve Power. Deploying
The ship is equipped with a field generator that pro-
the armor increases the ship’s maximum shields
jects a cloud of tachyons around it. When a character at
capacity by 5 and increases the ship’s Resistance by
sensor operations succeeds at a Reveal major action,
3. While armor is deployed, the Modulate Shields and
all cloaked or hidden vessels within Long range are
Regenerate Shields actions cannot be taken—the armor
revealed, rather than only one.
cannot be fine-tuned.

. : Versatile Tractor
. : Ablative Field
Beam
Projector
REQUIREMENT: 25th century or later
REQUIREMENT: 25th century or later
The ship has exotic particle emitters integrated with its
The ship’s shield emitters are combined with an ablative
tractor beam system. When the tractor beam is acti-
field projector, allowing its graviton field to be shared
vated, the operator may inflict a negative trait upon the
with another target in Close range. These projectors
target ship by spending 1 Momentum, rather than the
charge the target’s shields while dissipating its own.
normal cost of 2.

When you attempt the Regenerate Shields action, any


Momentum you spend to increase shields regenerated
may restore shields on an allied vessel within Close range.

PLAYER RESOURCES 29
30 CHAPTER 2
CHAPTER 2

GAMEMASTER RESOURCES

your own continuing


2.1 32
missions

TOBIAS RICHTER

31
. : CHAPTER 2.1

YOUR OWN
CONTINUING MISSIONS
“It’s what you’re going to be writing next that
interests me.”

- O n aya

LET’S TALK ABOUT YOUR STORY. Your mission should ideally have a mix
It’s like the skeleton of your mission. You of scenes and encounters. But if you
need to come up with a concept or story have a mission that’s mostly scenes or
for your adventure. It doesn’t have to be mostly encounters, that’s okay! Just try
complicated—it can be as simple as a to balance it out in your next mission.
list of bullet points. Or, if you like details, This will keep things varied and interest-
you can write paragraphs describing ing for your players.
each scene or encounter. You can base
your plot on your player characters’ Within each scene and encounter is
AMBASSADOR backgrounds or characters they’ve met usually one or more moment of uncer-
RAYMOND before. This can make your mission more
engaging and personal for your players.
tainty, where the players need to make
a choice, attempt a task, or try and solve
MERTON
RODRIGO GONZALEZ TOLEDO

a challenge. Success or failure helps


Imagine your favorite Of course, you can use one of the many inform the next scene, and so on until
Star Trek episode. It Star Trek Adventures missions or mis- the story reaches a conclusion.
probably starts with sion briefs available for download. These
a bang, right? That’s publications offer story beats that act like No matter how much or how little you
the teaser. Then it has an outline. You can tweak them as neces- outline, remember your players might
several acts, where sary to fit your game. Use some or all the do things you don’t expect, which might
the action and story elements contained in the adventures or change your outline. And that’s okay! Be
unfold, and ends with a mission briefs to add details to your game. ready to add or remove scenes as need-
satisfying conclusion. You can even mix and match elements ed. It’s all about creating a story that
You can use the same from multiple sources, combine them with keeps everyone engaged and satisfied.
structure to create your own ideas, and be well on your way
your own Star Trek to an adventure unlike any other. You might be wondering, “How many
Adventures missions! scenes and encounters should I plan?”
But remember, your That depends on how much time you
. : The Story
missions need to be have. Talk to your group and find out how
Unfolds
flexible because your long they want to play. A good rule of
Now it’s time to think about how your story
players and the results thumb is to plan one scene or encounter
will unfold. Do this by dividing your story
of dice rolls can make for every 30 minutes of play. Also, have a
into two parts: scenes and encounters:
things unpredictable. couple of extra scenes prepared, just in
case. But don’t worry if you don’t get this
§ Scenes focus on roleplaying and
right the first time. It’s a learning process!
drama—they’re like the heart of your
story, making it feel real and exciting.
The most important thing is to make
§ Encounters, whether they involve your mission fun and engaging for your
combat or not, bring the action and players. So, be ready to change your
adventure—they’re like the muscles plans to meet their needs.
of your story, keeping things moving.

32 CHAPTER 2
 B-PLOTS, STORY THREADS, AND CHEKHOV’S GUN

The more you play Star Trek Adventures, the more you . : STORY THREADS
are likely to become an amazing storyteller. As such, there These are more common in episodic or campaign-level
are a few common devices you can employ as you play. stories that interweave several different adventures with
a common theme or plot hook. You may find the humble
diplomat you saved from a hovercar accident during
. : B-PLOTS
your first mission becomes a valuable contact several
Star Trek stories are known for having a main plot
missions later when you need a favor while visiting their
(A-plot) while also often nurturing a subplot (B-plot).
homeworld. Still later, the diplomat might show up at
This can be seen as a spotlighted character engaging
a special delegation and you two share a raktajino in
in the main story. However, other characters might be
passing. In a later episode, your character is suffering
tending to business as usual, fraternizing with friends
a moral dilemma. You need a listening ear and decide
and families, pursuing a personal project, or engaging in
to send a subspace message to the diplomat, who is
a routine away mission. Though this might sound boring,
becoming a reliable confidant. Finally, you are on a deep
B-plots are an amazing device for allowing time for char-
space mission when you learn that the diplomat has
acters to breathe and develop. Sometimes a B-plot will
been abducted. Will you abandon your current mission
resolve into a solution to the main plot.
to save your friend?

EXAMPLE: An away mission to an archaeological


site might have taught the character how to read . : CHEKHOV’S GUN
basic cuneiforms. Upon returning to the ship, that No, not the Enterprise’s famous navigator. Chekhov’s
knowledge might save the ship involved in the main gun is a writing mechanism that suggests details laid
plot when they must communicate with aliens who out early in a story must resurface by the end of the
will only negotiate through writing on clay tablets. story, therefore contributing to the overall narrative.
Basically, if you introduce a gun in Act 1, it needs to be
fired by Act 3.

The goal is to encourage writers to exclude random and


meaningless details that do not resolve by the end of Act
3. For example, if Act 1 presents a dinosaur-like creature
glimpsed in the holodeck, the strange beast should ap-
pear in some relevant form or fashion by the conclusion
of the story. Or if a bridge officer has a persistent cold
during the opening scene, their illness should play into
the adventure in some way.

A CRUCIAL PART OF ADJUDICATING A TASK IS CON- Risks, costs, and consequences are different ways to
sidering the effects of failure. If the task is to avoid some express ‘what goes wrong’. They don’t necessarily repre-
dangerous effect or situation, then the effects of failure sent something going irrevocably wrong, but rather help
are obvious: the character didn’t avoid the danger. But to provide you with a sense of nuance about what could
in situations where a character is attempting to achieve go wrong from a task attempt, and in turn convey those
something, it is important to determine what may hap- potential problems to the players. There’s a lot of overlap
pen if they fail to achieve their goal; if there’s no cost or between the three ideas, but in general terms, they can
consequence for their failure, then why didn’t they just be described as follows:
succeed automatically?

GAMEMASTER RESOURCES 33
§ A risk is something that might happen because of a pursuing guards to catch up. Perhaps a delay means
task. It isn’t guaranteed to happen, but it could occur the character can’t join the rest of the group in the
if the character suffers a complication. It doesn’t next scene (maybe they’ll turn up part-way through
change whether the task succeeds, but it might still the scene instead of at the start), or it means they
change the outcome one way or another. can’t be chosen to act first in the next round.

§ A cost is something that must be paid or faced to get § HARM: Suffering damage and risking injury is useful
a desired outcome, but which can be avoided. This as a risk, cost, or consequence. Personal harm comes
turns up with the option to Succeed at Cost, but you in the form of an Injury, with an accompanying severity
may frame a cost for allowing a task to be attempted to determine how much Stress is taken to avoid it.
in the first place. Harm to a ship comes in the form of damage to the
ship’s shields, and the risk of a breach.
§ A consequence is something that will happen because
of action; it might be the result of a failed task, or it might § INEFFECTIVENESS: The effect of the task is less
come automatically if the task is even attempted. than expected in some way, or the character’s suc-
cess is only partial or incomplete. The character gets
When setting the Difficulty of a task, you should consid- the bare minimum of what they wanted to achieve,
er the things that could go wrong. These can naturally but that success is imperfect and may result in other
serve as inspiration for how to handle any complications problems. This might reduce the damage of an attack,
that may occur, but they can also serve as the result or it may mean that a distraction doesn’t occupy an
of a failed task. Similarly, if a player wants to attempt adversary for as long as desired.
something tough or challenging, or which shouldn’t
§ OVERKILL: The character succeeds too well. The
be straightforward to attempt, it may be worthwhile
character becomes a victim of their own success,
considering a cost for that task. These are all powerful
gaining unintended effects from the outcome. A lie
tools that can be interwoven with the other game rules
told to gain access somewhere causes the guard to
to create something thrilling, dynamic, and evocative.
treat you as a VIP and insist on escorting you. A dis-
guise attracts the attention of people other than your
Of course, it’s easy to simply say “think of the things that
intended target. A bomb to blow a hole in a wall also
could go wrong,” but it’s harder to do that in practice, at
makes the ceiling unstable. A phaser beam hits both
least without some guidance or experience. Fortunately,
the intended target and a bystander as well.
fiction provides us with a variety of different problems that
occur frequently, and which can serve as inspiration. § PRICE: A straightforward problem is a price, usually
in the form of lost resources. This might be an item
§ CLOSED PATH: A possible problem is that a specific of equipment, or the ship’s Reserve Power, or some
way of doing something is no longer possible, at least other tangible resource, but it could easily be a loss of
in the short term, and the characters will have to find Momentum, or adding to Threat, or even something
a different approach. A character tries picking a lock like losing a beneficial trait or gaining a negative one.
to find that the door is bolted shut. A character can no
§ REVELATION: The character reveals something they
longer rely on a specific informant or ally. Witnesses
didn’t intend to, such as something they know, or
are too scared to come forward.
even where they are. Alternatively, the character may
§ CONFUSION: The character miscommunicates or learn something they wish wasn’t true which could
otherwise creates uncertainty, leading to upset, poor complicate later actions, such as finding the enemy
timing, offense, or misunderstanding. Only applicable leader has extra guards, that they’re about to leave on
where there’s an audience, confusion can lead to a shuttle in a few minutes, or that they aren’t where
problems with teamwork or make it so that an adver- they were expected to be. Revelations can be useful
sary responds in an unexpected manner. ways to introduce new ways to spend Threat or set up
other problems like time pressure.
§ DELAY: Sometimes, things just take longer than
anticipated. This is already built into the rules for time § WASTE: Like price, but where a price is intentional,
pressure, where a complication can cause the task waste is the misuse or misapplication of resources. This
to take an extra Interval, but it can apply just as well is useful in situations where a character might already
to other situations. Perhaps a delay allows the enemy have the option to use those resources: a character
to prepare for the characters’ arrival, or it allows firing a phaser may find the power cells depleted, for

34 CHAPTER 2
example. Alternatively, waste may represent being The severity of a problem represents how big the prob-
inefficient or reckless in some other way, perhaps with a lem is. This is something independent of how difficult
character leaving themselves out of cover and exposed the task is—a task can be extremely difficult, but with
to reprisals, or putting themselves in a position where only relatively mild consequences; or it could be easy,
they can’t easily follow-up (perhaps unable to Keep the but with a major cost. This notion is already present with
Initiative, or they lose some other defensive benefit). injuries, which have a severity rating already, and with
the potency of traits (which are essentially multiple traits
In practice, many of these may end up having similar out- stacked together to combine their effect).
comes, but are useful starting points to consider when
deciding the outcomes of different tasks. As a basic guide, you can approach this from the per-
spective of complications, as that ties neatly into the ex-
More than that, they can also be used to help structure isting framework of tasks—a risk represents a potential
problematic situations: a situation may be presented as complication effect, and the Success at Cost rule ties
a series of overlapping, interlocking problems, each of into the idea of cost, which covers two of the ways these
which is part of a trait, and each of which can be ‘dis- problems are commonly used.
armed’. This kind of structure is ideal for challenges, and
it’s a great way to design heists and similar situations. In general, there’s no hard-and-fast way to measure or
quantify some problems: you should rely on your judg-
The nature of a problem is only half the story. You should ment and experience, and how the players respond to
also consider how big these problems are as well. This the problems they face.
should be relatively straightforward most of the time, but
it’s worthy of consideration anyway, as it can be a useful
‘lever’ to adjust during play.

OTHER WAYS TO USE EXTENDED TASKS

THE METHODS DETAILED ON PAGES 329-332 OF THE . : Long-Term Projects


core rulebook are suited to an extended task which sits By restricting how often a character can attempt pro-
within a scene as part of the overall action and drama. gress towards an extended task—normally one relating
Detailed below are other ways to use extended tasks to something that character is working on—it becomes
that aren’t so immediate. a long-term project rather than an immediate part of the
scene. A limit of once-per-scene may represent an activity
that defines an entire adventure, particularly if other tasks
. : Narrated
during a scene are used to support the extended task,
Breakthroughs
while one that can only be attempted once per adventure
A useful technique with longer extended tasks or ones
may represent a significant undertaking carried out over
which are more central to the adventure’s plotline,
weeks or months of time in-game. In these cases, the
having a specific description for each breakthrough
immediate consequences from failure may be minimal, or
can ensure players have a sense of progress. You may
they may have a nasty effect on the current adventure, but
even wish to alter the normal benefit for achieving a
the rewards for success should be significant.
breakthrough to represent a specific benefit: maybe the
breakthrough reduces the extended task’s Resistance,
or increases the players’ Impact. This can also be used
to change things up in other ways—perhaps the second
stage of a project needs a different set of skills, requiring
someone else to take the lead.

GAMEMASTER RESOURCES 35
OPPOSITION

IN RELATION TO CHALLENGES AS DETAILED ON PAGE challenge, at which point the group that didn’t complete
332 of the core rulebook, adversaries may be able to it has failed. It could be that you lock off tasks based on
interfere with the player characters’ plans or even to who succeeds first—in which case, the side who cannot
attempt the same challenge. In this case, the gamemas- attempt the key task should take appropriate steps and
ter may wish to consider what kind of opposition they attempt tasks to unlock that key task again. In this situa-
provide and how to use that in the challenge. tion, the groups effectively take control of certain tasks
once complete, and it should only be done if there are
Disruption provides an increase in Difficulty but nothing multiple ways of completion, as in a gated challenge.
more, and this could come in the form of traps or prepa-
rations NPCs have made before the player characters You should be mindful that groups of characters
started the challenge. This is great if the NPCs knew the attempting the same tasks can meet and, if they have
player characters were coming or were clever enough to different goals, may come into conflict. You should be
put contingencies into place. ready for the groups to clash, with the conflict serving as
a backdrop for the challenge.
If NPCs are present and can act at the same time as the
player characters, you may want to turn the key tasks in the EXAMPLE: The Defiant is close to finishing setting a
challenge into opposed tasks. This represents the NPCs minefield, but not close enough. There are spaces left
trying to directly oppose the player characters’ efforts. It on the progress track, but the Defiant has run out of
could also be opposition in the form of sabotaging the play- intervals, and is now under fire from Dominion attack
ers’ actions. As with opposed tasks, new traits may arise ships. The gamemaster allows the Defiant to keep
from Momentum or Threat spends, or failed task attempts. working on the extended task, but now each over-
come task is an opposed task too, with the Dominion
Contested challenges form a race for either the players ships opposing the Defiant’s work. Each time the
or the NPCs to complete the tasks first. In this case, Dominion wins one of these opposed tasks, the gam-
you should resort to a turn order. Both sets of charac- emaster rules the Defiant will take damage as if hit by
ters attempt a task but one after the other, back and one of the Dominion ships’ weapons, and that if the
forth, until every character has been able to act. Take as Defiant becomes shaken or suffers a breach, she’ll be
many rounds as you need for one side to complete the destroyed as the mines still aboard detonate.

AUREA FRENIERE

36 CHAPTER 2
MORE USES FOR THREAT

CONSIDER THE FOLLOWING OPTIONS FOR THREAT show off a bit, or it might change circumstances which
use in addition to those detailed on pages 323-328 of play to a character’s personality or backstory, engaging
the core rulebook. the player by bringing their part of the story to the fore,
often by facing them with a dilemma or a tough choice.
Occasionally, you may wish to play to the weaknesses
. : Using Threat to Shine
of a specific character or put them in a situation where
a Spotlight
their strengths become a liability, but this should be
When you gain or spend Threat, the resulting effects can
done sparingly, as some players can feel picked on, mak-
serve to draw attention to specific themes and ideas,
ing the game feel adversarial rather than collaborative.
or to certain elements of a scene, or to an individual
character. This in turn creates new opportunities for the
players to engage with the situation. In general, using . : Causality
Threat to highlight things can make the game more en- Because Threat is in large part provided by character ac-
gaging for the players, compared to simply using Threat tion, it helps provide balance, ensuring the pressure the
to make things more difficult. player characters apply to a situation is met with equal
force by their opposition.
With a thematic spotlight, you can use Threat to pick
out a specific concept central to the adventure or to the Threat serves as a visible cause-and-effect for players
campaign. Spend Threat to introduce specific types taking risks and facing the problems that come along with
of challenges or problems that encourage a specific it: your use of Threat feeds from circumstances in-game:
approach: large numbers of enemies and frequent the protagonists push their luck and fate pushes back.
reinforcements can encourage a subtle, considered This provides the players with an understanding of how
approach, favoring stealth and guile. Alternatively, you their choices influence the problems they face and gives
may use Threat to dissuade a certain type of action: the you clear license to create those problems on the fly.
game naturally does this with lethal force, so that player
characters attempting to kill enemies add to Threat, The causality of Threat means providing a narrative link
while NPCs attempting to use deadly force must spend between the ways Threat is gained during a scene, and
Threat. This adds an extra level of cost to trying to kill, the effects derived from spending Threat. It doesn’t have
and it helps to create adventures where trying to negoti- to apply to every time you gain or spend Threat, but a
ate with or subdue enemies is more commonplace than few key instances can help create a feel of continuity
simply shooting them. and verisimilitude.

A situation spotlight draws attention to a specific part An example is a character adding to Threat to buy dice
of the current scene. This might be to a specific place when climbing a crumbling cliff, and the gamemaster
within the environment, such as spending Threat to spending some of that Threat later to make the cliff
make a crumbling cavern start to collapse, or it might be begin to subside, or enemies sounding an alarm, which
a specific character, such as a leader or priority target. adds Threat which the gamemaster then spends to bring
It might even be a single objective: you may spend more in reinforcements.
Threat on adversaries trying to reach a specific location
or attack a specific character if that aids their goal. This
. : Proportionate
can be a useful way to add urgency, especially if things
Resistance
have seemed too easy up until that point. Alternately,
Because Threat can often be gained through the actions
you may wish to try adding 1 or 2 Threat periodically to
of the player characters, this means the players have
represent a ticking clock or escalating problem, to urge
considerable control over the amount of Threat you have
the players to action if they’re being overly cautious.
available during a scene. Cautious, reluctant, or careful
players may give little Threat (as may new players who
A character spotlight is a situation where attention is
aren’t comfortable with the idea of empowering the
drawn to a player character. This can resolve itself in a
gamemaster), while aggressive or determined players
few ways: you may present a problem which that char-
can flood you with additional Threat.
acter is ideally suited to solve, allowing that character to

GAMEMASTER RESOURCES 37
Players reluctant to add to Threat may find themselves . : Threat as a Status
Momentum-starved at crucial moments, making high- Gauge
er-Difficulty tasks and other challenging situations more An interesting use of Threat doesn’t rely on how Threat
difficult to overcome, while players more comfortable is gained or spent; instead, it considers simply how
with giving Threat can blast through difficult situations much Threat there is. The overall quantity of Threat can
with relative ease, as they’ll always have the extra dice be used as a gauge for the situation currently playing
and other benefits they need, and can generate extra out. This is a useful trick when handling games focused
Momentum accordingly. on infiltration or subterfuge (though it works in other
situations too), as the amount of Threat can provide a
Thus, you should watch the group’s behavior, and their useful guide for how NPCs will act: higher Threat means
approach to Threat, to help guide decisions made adversaries will be alert, wary, and quick to respond,
during the game, such as numbers of enemies and the while bystanders may withdraw from the area or hide
Difficulty of tasks. Your use of Threat should also be if startled. In a negotiation, high Threat may mean that
adjusted accordingly: if players generate a lot of Threat, tensions and tempers are running high.
that Threat can be used to put pressure on those players
in turn, so the players have a degree of control over how This provides a greater sense of feedback for Threat,
big a challenge they will face. with an effect more visible and pervasive than individ-
ual uses of Threat. It is especially valuable in situations
If the players are wary of Threat, and reluctant to provide where the peril is contained within the local environ-
you with any, then you should use Threat sparingly; Threat ment—such as a single building, a compound, or some
use may need to be rationed anyway, as there isn’t as other restricted area—or where there is some supernat-
much available. Also, using effects that alter the circum- ural phenomenon in play that Threat can represent, or
stances rather than just amp up the Difficulty can be good both, such as a haunted house or similar environment.
for the game in general: players wary of Threat often feel
afraid of it being used to punish them later, so using it in If the situation is one where Threat will fluctuate heavily,
more narrative and less confrontational or adversarial Threat can cue a change in NPC behavior: if high Threat
ways can help. It can also help if Threat is used in small means an enemy is alert and vigilant, then spending
quantities, rather than saving up for a bigger effect: a Threat for that enemy can represent the effort and in-
large pool of Threat can seem ominous, especially for tensity of their search, which will pass in time. As Threat
players expecting some big, catastrophic expenditure. decreases, those enemies will relax their efforts, let their
guard down, and go back to their normal patrols, but an
If the players give Threat freely, you should use Threat increase in Threat will increase their alertness again. This
eagerly and often: using Threat roughly as often as produces a degree of dynamic feedback, where actions
the players generate it is a good benchmark, simply to that feed and draw from Threat influence the situation.
avoid a flood of Threat. Players that give Threat freely
tend to fall into one of two categories: players looking
for a challenge, and players who don’t regard Threat as  No Time to Rest
particularly threatening. In the former case, spending
One option you may use at the end of a scene is to rush the
Threat gives the player what they want. In the latter case,
players. If the next scene is only a short time later, with no
spending Threat regularly means the player doesn’t
opportunity to rest between them—perhaps the characters
come to regard adding to Threat as consequence-free:
haven’t had time to stop, or the next scene begins only
an ever-growing pool of Threat may seem intimidating,
moments later—you may spend 2 Threat to reflect this.
unless you never spend any of it, at which point it may
seem to have no bearing on play at all.
If you do this, the player characters will not have an
opportunity to rest and recover Stress, restore the ship’s
In either case, you can still regulate the flow of Threat—
shields, or regain Reserve Power, and lingering effects
spending it more frequently than it is gained will reduce
from the previous scene won’t end. But, they also won’t
the size of the Threat pool and make the situation less
lose Momentum at the end of the scene. This connects
tense, while spending it less frequently than it is gained
the two scenes in such a way that the short-term effects
allows the pool, and the tension it represents, to grow.
from one carry over into the next.

38 CHAPTER 2
ENVIRONMENTAL HAZARDS

REGARDLESS OF A PLANET’S CLASSIFICATION (SEE survival gear, crew members may be able to endure
pages 65-69 of the core rulebook), planetary surfaces this type of environment indefinitely.
may present multiple types of risks and hazards. These
§ HOSTILE: A hostile environment increases the rate
are divided into three types depending on severity and
of damage to X/minute(s), limited to an hour with the
time of exposure. Examples of these hazards could be
duration determined by the severity. Environmental
high radiation in the atmosphere, unique temperature
suits allow crew members to endure these environ-
variations, or radiation with high radioactive particles.
ments for a few minutes but will decay the suits and
Take care to understand the different classes of planets
possibly cause permanent damage when exposure
as these could also inspire potential dangers your player
lasts longer than an hour.
characters may face.
§ DEADLY: Deadly environments causes damage at a
From least dangerous to most dangerous, these hazards rate of X/round. Space suits (or environmental suits
are classified as hazardous, hostile, and deadly: capable of surviving high radiation and full atmos-
pheric isolation) may allow crew members to survive
§ HAZARDOUS: This type of environmental phenom- for a short duration but the temperatures and radia-
enon causes damage at rates between X/hour and tion increase the likelihood of suit malfunction.
X/day depending on the severity. With appropriate

IMPOSSIBLE BATTLES

SOME OPPONENTS CANNOT BE FOUGHT. SUCH A § RESISTANT FOES: Affecting the opponent with an
foe may have some innate immunity to attacks or weap- attack is impossible, but this immunity can be over-
ons, meaning that a direct confrontation may be useless, come. This is common when facing the Borg, where
which forces the player characters to consider alterna- individual drones can adapt to weapons used against
tive methods for victory. them, or to the likes of Species 8472, who are highly
resistant to conventional weapons but other weak-
These situations may still warrant the use of the conflict nesses can be found. In these situations, coming up
rules for the purposes of action order and the options with a way to adapt weapons, remove an immunity,
available in combat, but attacks themselves may not or locate a vulnerability is the best solution; these are
have any meaningful effect, requiring characters to easily represented by creating traits.
spend their turns coming up with ways to make the
§ SLOWED BUT NOT STOPPED: Affecting the oppo-
target vulnerable, ways to make their attacks effective, or
nent with an attack is possible, but they cannot be
entirely novel approaches to ending the conflict.
defeated that way. Attacks against them have a di-
minished effect, perhaps only halting the adversary’s
There are a few common forms this kind of impossible
advance temporarily: instead of suffering an Injury,
battle might take:
the creature simply cannot take any actions on its
next turn. This is applicable mostly to particularly al-
§ INVULNERABLE FOES: Affecting the opponent with
ien creatures whose nature and physiology aren’t like
an attack is impossible, and this immunity cannot
those of humanoid species, but who aren’t godlike
be overcome. This is most applicable with godlike
in nature, such as the Horta, or certain space-borne
entities such as members of the Q Continuum, who
macro-fauna. Coming up with a way to confront the
cannot be threatened or harmed (though they can
opponent may require using a completely different
still be struck) but who can be reasoned or bargained
approach, or it may require some adaptation (often
with. In these situations, figuring out another way
represented by a trait) to overcome their immunity or
to defeat the adversary is necessary, such as using
devise a method of stopping them.
words instead of weapons in the face of mortal peril,
or devising some scientific or technological method
to thwart the opponent (or both).

GAMEMASTER RESOURCES 39
seek out the
unknown
The Star Trek Adventures Game Toolkit provides you with a wealth of materials to expand your
game beyond the core rulebook. It provides players and gamemasters with additional options and
rules references to aid your group in exploring the final frontier.

This Game Toolkit booklet contains:


§ Seventeen additional spaceframes to choose from as your group’s starship.
§ Five new starship mission profiles and five new starship talents.
§ Advice for the gamemaster on developing Star Trek-style stories.
§ Additional gamemaster options for using extended tasks and Threat.
This booklet requires the Star Trek Adventures second edition core rulebook to use.

ISBN 978-1-80281-325-8

MUH0142405 Printed in Lithuania

Published by Modiphius Entertainment Ltd.


TM & © 2024 CBS Studios, Inc.© 2024 Paramount Pictures Corp. 39 Harwood Road, London, SW6 4QP, England.
STAR TREK and related marks and logos are trademarks of info@modiphius.com | www.modiphius.net
CBS Studios, Inc. All Rights Reserved. www.modiphius.us 9 781802 813258
Phase II Game Toolkit

You might also like