A while ago, Modiphius released a “beta version” of some rules entitled Red Alert. This is a rules supplement for the Star Trek Adventures RPG that (probably) is a preview of something they are rolling out in their upcoming Operations Division Supplement. It’s a more tactical version of the combat rules in STA and it doubles as a miniatures wargame. I’ve been interested in dissecting it for a while but haven’t had the chance. Well, today’s the day!
The Command Division Supplement is definitely my favorite sourcebook for Star Trek Adventures so far. It’s a small field but there are a lot of cool ideas and exciting expansions to the main rules in there. One of the coolest, and something I skipped over in my initial review, are the fleet engagement rules in Chapter 5. These are really neat but I wanted a chance to play around with them before voicing an opinion. So, here we are!
Like Starfleet, the characters of Star Trek Adventures are divided into three major divisions: command, operations, and science. To support character development in the game, Modiphius has three supplement books planned, one for each division, and the first one is out now! Like the four quadrant books that are planned (you can read a review of the first one here) there is a lot of setting material and game inspirations in these books. The Quadrant books, however, are full of NPCs and plot hooks while the supplement books are full of new Talents, rules expansions, and crew templates. Ready to see what the command division is all about? Let’s get started!
The first major sourcebooks for Star Trek Adventures are out! The game has seen a core book, adventures, pregenerated characters, and custom dice but not much in the way of official expansions of mechanics and options. There are two books releasing next month but if you have the PDF Collection then you’ve already gotten links to them. The first one (alphabetically) is a sourcebook outlining the Beta Quadrant, home to the Klingons, Romulans, Orions, and other nasties. What is the book like? Well read on and find out.
Star Trek Adventures is designed for starships warping around the galaxy, chasing down adventure on strange new worlds and contacting new life and new civilizations. One of the challenges in creating a campaign centered on a space station is a feeling of being stuck. What do your players do when you can’t head off into the final frontier? Well, here are a few ideas to consider.
Well, I’ve already published some guidelines for expanding Star Trek Adventures to cover Klingon and Romulan crews. Today, I’m going to push the space-horizon a little further with the perennial adversaries of Deep Space Nine, the Cardassians.
In case you haven’t been following the updates on Continuing Mission, you might have missed some of the great updates for Star Trek Adventures. Here’s a quick roundup in case something catches your eye!
Along with the Federation and the Romulans, the Klingon Empire is likely to be one of the factions your players might like to try out in Star Trek Adventures. What might that look like at your table? Well, it’s a tall order to cover in a single post but these resources should get you started!
One of the items I’ve been considering this week for Star Trek Adventures is the lowly runabout. Introduced in Star Trek: Deep Space Nine, the runabout is large for a small personnel-carrier but its adaptability make it a real asset to a ship. Here are some more options for even more adaptability!
I’ve been enjoying Star Trek Adventures a lot and think it’s well-poised to become the sort of sweeping Star Trek RPG that Last Unicorn Game’s Star Trek RPG was. To do this, though, it needs to expand beyond Federation starships and into territory that Star Trek fans are interested in and don’t necessarily have an on-screen model for. To help with that process, I’m starting with a short guide on how to play STA as everyone’s favorite xenophobes: the Romulans.