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STAR TREK: DISCOVERY (2256-2258)


CAMPAIGN GUIDE
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TERMINAL MUH0142201[2]

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
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Chris Birch Production Operatives
Star Trek Adventures
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Rita Birch

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Bryce Johnston
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Gary Moore
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Studio Coordinator
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Eli Maffei, David Metlesits, Ariel Apinya Ramakomud Special Thanks To
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Maunder, & Chris Shepperson


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Sadovski, Martin Sobr, Rodrigo Assistant Project Manager John Wilson Star Trek Online team at
Toledo, Rhys Yorke, Cryptic Haralampos Tsakiris Cryptic Studios
Studios, & CBS Studios Factory Manager
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Keith Garrett & Jim Johnson Senior Production Operative
Lead Graphic Designer Drew Cox , Warwick Voyzey Citters, Marian Cordry, Dayton
Michal E. Cross Ward, Nathan Dowdell, Bryce
Tool Makers Johnston, & the many fans who
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Alex Taylor-Morrell, Luke Gill, support this game


David Hextall

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.
39 Harwood Road, London, SW6 4QP, U.K. Any similarity with actual people and events, past or present, is purely
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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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STAR TREK: DISCOVERY (2256-2258)


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TECHNICAL SPECIFICATIONS MUH0142201[2]

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

State of the Galaxy


01.10 . he 23rd Century ������������������������������������������������������������������� 008
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CHAPTER 07.00 147
01.20 .The United Federation of Planets ������������������������������������������ 014 Gamemastering
01.30 .The Klingon Empire ��������������������������������������������������������������� 022 07.10 P. lanning Missions and Campaigns ��������������������������������������� 148
01.40 .The Romulan Star Empire ������������������������������������������������������ 031 07.20 .Planning Story Arcs and Milestones �������������������������������������� 154
01.50 .Other 23rd Century Factions ������������������������������������������������� 034 07.30 .Mission Briefs ������������������������������������������������������������������������ 157

CHAPTER 02.00 043 CHAPTER 08.00 171


The Federation-Klingon War

CHAPTER 03.00
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02.10 .The Federation- Klingon War ������������������������������������������������� 044

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Allies and Adversaries
08.10
08.20
08.30
. he Federation and Starfleet ������������������������������������������������� 172
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.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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The Terran Empire 09.30 .“One Step Beyond” ��������������������������������������������������������������� 214


04.10 A. Dark Reflection ������������������������������������������������������������������� 080
04.20 .Terran Weapons and Technology ������������������������������������������� 086
Index�������������������������������������������������������������������������������������������������� 224

CHAPTER 05.00 089


Player Options
05.10 N. ew Lifepath Options ������������������������������������������������������������ 090
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05.20 .Science and Technology �������������������������������������������������������� 098


05.30 .Gear and Weapons ���������������������������������������������������������������� 107

CONTENTS
INTRODUCTION

MAKE THE LEAP


“Welcome to Discovery.”

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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.

CHAPTER 3: POST-WAR AND RED ANGEL


CHAPTER 1: STATE OF THE GALAXY
Lays out the events of 2258, where the Federation was
Provides a primer on the setting during the early and mid-
recovering and rebuilding from the war and also deeply
2200s, and provides detailed information on the status of the
involved in the hunt for the cause of seven strange red bursts
Federation, Klingon Empire, and other polities of this time
created by the Red Angel.

events from 2256–2258.

CHAPTER 2: THE FEDERATION-KLINGON WAR


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period. This chapter also includes a short timeline of key

Describes the events leading up to the war with the Klingons


CHAPTER 4: THE TERRAN EMPIRE
Briefly details the Terran Empire residing in the so-called
Mirror universe and how a game group might fold the
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alternate setting into their ongoing game. The chapter also
that sparked in 2256 and details the progress of the war
describes an array of weapons and technology found only in
through 2256 and 2257. Suggestions are provided throughout
the Terran Empire’s parallel universe.
the chapter on how to get your crew involved in the war and
how the war may impact your crew of player characters.
CHAPTER 5: PLAYER OPTIONS
Presents new lifepath options, including five playable
YESTERDAY’S alien species (including Kelpiens and Saurians) as well as

ENTERPRISE several other player character options. This chapter also


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provides information on the science and technology of this


While this campaign guide is rooted in the early era of play, along with a selection of new options for gear
to mid-2200s, and specifically oriented toward and weapons.
the years 2256–2258, much of its contents can
be ported to other Star Trek eras of play with little CHAPTER 6: STARSHIPS AND VESSELS
difficulty. The setting information can be used in Arms gamemasters and players with detailed information
games set in the Star Trek: Enterprise or original and statistics for 10 new Starfleet and 11 new Klingon
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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.

USING THIS GUIDE


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With this campaign guide and a Star Trek Adventures
core rulebook of your choice, you can plan unique Star
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Trek stories and situations, create interesting and cunning
allies and adversaries for your group, and collaboratively
tell dramatic and engaging stories with your players and

USING THIS GUIDE FOR


NON-STARFLEET CAMPAIGNS
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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
004
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e ESSENTIAL VIEWING
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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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STATE OF THE GALAXY


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