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CREDITS
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2D20 System Designer Modiphius Entertainment Ltd. Graphic Designers Lead Production Operative
Nathan Dowdell Stephanie Toro Gurumendi, Anthony Morris
Chief Creative Officer
Mark Whittington, & Chris Webb
Chris Birch Production Operatives
Star Trek Adventures
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Project Manager Chief Operations Officer Paul Hartle, Jake Pink, Miles
Jonathan La Trobe-Lewis
Rita Birch
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Jim Johnson Turner, Thomas Bull
Senior 3D Designers
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Graphic Designers
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e Luc Woolfenden
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Bryce Johnston
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Studio Coordinator
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Illustration by Tobias Richter, Perry, & Samantha Laydon
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Discovery model by Marc Bell Senior Project Manager Valya Mkrtchyan
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James Barry, Daniel Lade, Ben
Eli Maffei, David Metlesits, Ariel Apinya Ramakomud Special Thanks To
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The 2d20 system and Modiphius Logos are copyright Modiphius Entertainment
Ltd 2022. All 2d20 system text is copyright Modiphius Entertainment Ltd. Any
unauthorised use of copyrighted material is illegal. Any trademarked names are
Published by Modiphius Entertainment Ltd. used in a fictional manner; no infringement is intended. This is a work of fiction.
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Modiphius Entertainment Product Number:
Standard edition: MUH0142201; ISBN 978-1-80281-028-8 Artwork and graphics © and ™ CBS Studios Inc. All Rights Reserved., except
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CONTENTS
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INTRODUCTION 002 CHAPTER 06.00 113
Introduction Starships and Vessels
00.00 .Make the Leap ���������������������������������������������������������������������� 002 06.10 F. ederation Starships �������������������������������������������������������������� 114
06.20 .Klingon Starships ������������������������������������������������������������������� 128
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CHAPTER 01.00 007 06.30 .Other Starships ���������������������������������������������������������������������� 141
CHAPTER 03.00
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02.10 .The Federation- Klingon War ������������������������������������������������� 044
055
Allies and Adversaries
08.10
08.20
08.30
. he Federation and Starfleet ������������������������������������������������� 172
T
.The Klingon Empire ��������������������������������������������������������������� 179
.Other Allies and Adversaries ������������������������������������������������� 183
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08.40 .Creatures................................................................................ 190
Post-War and The Red Angel
03.10 T. he Post-War Federation ������������������������������������������������������� 056
03.20 .The Post-War Klingon Empire ����������������������������������������������� 062
CHAPTER 09.00 193
03.30 .The Red Angel Crisis ������������������������������������������������������������� 064 Mini-Campaign
09.00 “Yet, Wonders in the Jaws of Defeat”.................................... 194
CHAPTER 04.00 079 09.10 “. A Bridge to Everywhere” ������������������������������������������������������ 196
09.20 .“Home and Hearth” ��������������������������������������������������������������� 206
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CONTENTS
INTRODUCTION
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- CAPTAIN GABRIEL LORCA
A NEW ERA BEGINS This guide provides you with a sandbox setting, one that can
Welcome to the Star Trek: Discovery (2256–2258) house nearly any story you wish to present in this era of play.
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Campaign Guide, where you, the gamemaster or player of a Star Trek as an intellectual property can support virtually any
Star Trek Adventures mission or campaign, can learn more genre of story, and this guide carries on that tradition to your
about this era of play and get your fellow players involved roleplaying game experience. No matter what genre of story
in the events depicted in the first two seasons of Star Trek: you want to collaboratively tell with your group, whether it is
Discovery, including the dramatic Federation-Klingon War, wartime drama, political tension, mystery, horror, exploration,
the challenging post-war recovery efforts, and the search for romance, diplomatic intrigue, or some other, they can all fit
the mysterious Red Angel. within this era of play.
Within this guide, you’ll also discover a wealth of information In addition, the 3-part campaign provided in this guide
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that builds on what’s found in the game’s core rulebooks and
supplemental materials, which should help you plan and tell
evocative Star Trek stories with your group.
was designed to give you and your fellow players many
hours of great gaming experiences. The setting information,
mission briefs, and plot hooks woven throughout this guide
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INTRODUCTION
002
should provide you with enough material to play dozens of
adventures or campaigns just within the period of 2256–
THE EVER-EXPANDING
2258, or even the decades prior to that span as well as the
STAR TREK CANON
few years after the first two seasons of Star Trek: Discovery
leading up to the beginning of the original series.
This campaign guide was developed and released
while Star Trek: Discovery was in active production.
As a result, the details contained within this guide
SUPPLEMENT regarding characters, locations, and situations
STRUCTURE may be contradicted or amended based on future
–– – episodes and seasons of the television series.
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This Star Trek: Discovery (2256–2258) Campaign Guide While Star Trek canon consists only of what
provides detailed information you and your fellow players appears on screen, your group’s game canon
can use to tell amazing Star Trek-style stories in the time is what you choose to make it. Feel free to use
period depicted in and around the first two seasons of Star as much or as little of this campaign guide as you see fit, whether it
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Trek: Discovery, specifically the years 2256–2258, though remains adherent to official Star Trek canon or not.
the campaign guide does include information that spans the
larger period of time in between Star Trek: Enterprise and the
original series.
series era, while the starships, weapons, and spaceframes, ready to be adapted for use as your crew’s
technologies detailed herein could be found and “hero” ship in your campaign. This chapter also provides
used in any era of play, from 2151 to 3189 and the insights into Federation and Klingon starship design
years in between. Likewise, the information on the philosophies of this era, as well as a selection of vessels from
Terran Empire parallel universe could find use in other polities.
any era of play.
CHAPTER 7: GAMEMASTERING
If an item of equipment, a technological or Provides you with advice and inspiration for planning and
scientific advance, or piece of information should running adventures and campaigns during the Federation-
be unavailable in a certain era, you’ll find a note Klingon War, the post-war period, and the overall period of
within the text or in a sidebar like this one. time spanning the late 2100s and early to mid-2200s. This
chapter also provides twelve mission briefs (eight Federation
focused and four Klingon focused), spread across the years
CHAPTER 00.00
003
2256–2258, designed as detailed outlines you can customize their characters, in your very own Star Trek-style episode or
and use as missions in your campaigns. ongoing series set during the time period depicted in the first
two seasons of Star Trek: Discovery.
CHAPTER 8: ALLIES AND ADVERSARIES
Presents many non-player characters (NPCs) you can use Gamemasters and players are encouraged to use as much
to support the player characters during missions, or to act or as little of this campaign guide as you desire for the needs
as adversaries during combat encounters and dramatic of your group and campaign. Feel free to use or adjust the
scenes while gaming in this era of play. These NPCs hail from setting details as desired, and use as much as or as
the Federation, the Klingon Empire, and a variety of other little of the 3-part campaign as you see
polities. This chapter closes with statistics and information fit. You could even use the details
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on a pair of creatures that may prove to be interesting provided on the Terran
challenges for your player characters. Empire as a one-time
experience
CHAPTER 9: MINI-CAMPAIGN
Provides a 3-part campaign titled “Yet, Wonders in the Jaws
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of Defeat” that can be used to challenge a crew of player
characters through an amazing adventure that can be woven
through the events depicted in the first two seasons of Star
Trek: Discovery. The three adventures also provide guidance
on adapting them for use in other Star Trek eras of play and
with various types of crews.
While this guide was written with the assumption that the majority of Federation and main characters in their own right. Entire
gaming groups will be playing Starfleet crews, you can use the contents campaigns could be crafted from the Klingon point of
of this guide to run adventures and campaigns featuring non-Starfleet view before, during, and after the war. Select or build your
crews as diverse as the Star Trek setting. Starfleet collectively is a tiny House, follow the unifying call of T’Kuvma, and tlhingan
organization compared to the hundreds of other vessels and starships maH taHjaj (Remain Klingon)!
plying the space lanes of the era, and the Galaxy is big enough for all of
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them to have their stories told around the game table. INDEPENDENT CAMPAIGNS
Using a core rulebook of your choice and the optional
Review the following guidance when using this guide with a non-Starfleet character roles detailed in the Player’s Guide, you and
crew, and be sure to get your group’s consent before running this type your fellow players have the opportunity to create and
of campaign. Additional guidance on planning and running non-Starfleet play virtually any type of non-Starfleet / non-Klingon
campaigns in this era of play can be found in Chapter 7. character depicted in the Star Trek setting. This provides
an opportunity to emulate Harcourt Fenton Mudd and
KLINGON CAMPAIGNS find ways to survive and thrive during this dramatic era
Pair up this campaign guide with The Klingon Empire core rulebook of play, whether you’re an independent merchant crew
and pummel the Federation to its knees! While such a game would be a struggling to make ends meet, a mercenary band willing
significant departure from the tone of a traditional Star Trek series, the first to work for either side for the right price, or something
two seasons of Discovery show the Klingons as significant adversaries to the else entirely unique.
INTRODUCTION
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Unlike most Star Trek series, Star Trek: Discovery presents a serialized
during the course of your adventures, story, where characters, situations, and events build upon each other
or drop your player characters into the alternate episode after episode. Because of this focus on sequential storytelling,
universe and set an entire campaign within it. it is difficult to cherry-pick specific episodes to watch without watching
everything to understand the fuller context in which events occur.
Every character role, from commanding officer to counselor,
can find things to do in this era of play. Commanding officers With that being said, if you are a casual fan curious about the series,
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will find their tactical expertise regularly put to the test during or a gamer pressed for time who wants to get a feel for the overall
the war, and their diplomatic skills challenged during the tone and style of this exciting period of Star Trek lore, consider
post-war recovery. Engineers and scientists will be kept busy watching the episodes detailed below, grouped into two categories
discovering and researching scientific concepts and strange depending on which period of time suits your needs.
anomalies. Security personnel will be regularly engaged
in battle and in providing protection to those in need from THE FEDERATION-KLINGON WAR (2256–2257)
hidden dangers and ruthless adversaries. Conn officers will § “The Vulcan Hello”
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have to keep a steady hand on the helm to maneuver in § “Battle at the Binary Stars”
battle. Medical personnel, meanwhile, will have to endeavor § “Into the Forest I Go”
to keep their crewmates and allies healthy throughout the § “The War Without, The War Within”
war. No matter the composition of your crew of player § “Will You Take My Hand?”
characters, everyone will have plenty to contribute.
POST-WAR / RED ANGEL (2258)
§ “Brother”
It is a period of great danger, but also one of amazing
§ “New Eden”
discoveries. There are heroes and villains on all sides;
§ “An Obol for Charon”
countless souls seek their true calling. Discover adventure.
§ “The Sound of Thunder”
Discover courage. Discover your destiny.
§ “Project Daedalus”
§ “Such Sweet Sorrow”
Now, gather your players, your dice and other gaming gear,
and your favorite snacks. Let’s fly!
CHAPTER 00.00
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