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Star Trek Adventures - IDW Year Five Tie-In
Star Trek Adventures - IDW Year Five Tie-In
FRED LOVE
TERMINAL MUH052384-PDF
CREDITS
FAM 1670 5670 8132 386
WITH THANKS TO
Gene Roddenberry, John Van Citters,
Marian Cordry, Dayton Ward Rich Handley &
the many fans who have supported this game
22 1370 101 ND
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coincidental and unintentional except for those people and events described in
Published by Modiphius Entertainment Ltd. an historical context. TM & © 2021 CBS Studios Inc. © 2021 Paramount Pictures
2nd Floor, 39 Harwood Road, London, SW6 4QP, U.K. Corp. STAR TREK and related marks and logos are trademarks of CBS Studios
Inc. All Rights Reserved.
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Modiphius Entertainment Product Number: MUH052384-PDF similarity with actual people and events, past or present, is purely coincidental
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historical context.
SW 845 21 3290
STAR TREK03ADVENTURES
CHAPTER
YEAR FIVE TIE-IN
SUPPLEMENT
22
25
43
147
INTRODUCTION
“Its five-year mission: to explore strange new worlds, to seek out new life and new civilizations,
to boldly go where no man has gone before.”
– CAPTAIN JAMES T. KIRK
With those famous words, the 1960s Star Trek TV show This compilation attempts to capture these elements
established its mission statement. Viewers joined Captain as they’re depicted in the Year Five comic book series.
Kirk and his crew for voyages aboard the Starship Many of these elements, such as the Tholians and
Enterprise as they journeyed through space, the final Harry Mudd, will be familiar to Star Trek fans who have
frontier, on a five-year mission of peaceful exploration – been watching reruns of the classic series for decades.
except those voyages ended prematurely when the show However, Year Five sometimes introduces surprising new
was cancelled after only three seasons. takes on many of these classic characters. Thus, some
of the material contained herein may seem unintuitive to
Fans have wondered ever since what thrilling adventures those who have watched the original show but have not
occurred during the final years of the five-year mission, read Year Five. It’s not required to read Year Five to make
what events propelled the main characters from where we use of this material, but some familiarity with the comic
left them at the end of the series to their new status quo at series might be useful to get a full sense of how these
the start of Star Trek: The Motion Picture. Kirk gives up the elements fit together.
captain’s chair for the admiralty. Spock leaves Starfleet to
purge all remaining emotions through Kolinahr. The Enterprise To illustrate this point, consider Gary Seven, the enigmatic
undergoes a major refit. The series’ abrupt end left the details character introduced in the 1968 episode “Assignment:
of those major developments to the imaginations of the fans. Earth.” Gary Seven, along with his shape-changing partner
That is, until 2019, when IDW launched Star Trek: Year Five, a Isis, teamed up with the Enterprise crew to save the day.
sprawling space epic that wrapped up the Enterprise’s five- The Year Five series reintroduces Gary Seven and Isis but
year odyssey and set the crew on a path toward their new casts them as the central antagonists. The comic series
status quo as depicted on the big screen. explores in great depth Gary Seven’s secret origins, and the
central story arc reveals the machinations of Gary Seven’s
The comic series captures the vibrant action and adventure extra-dimensional employer, Aegis. These developments
of the classic television show while also offering new respect the events established on the television show while
insights into its iconic characters. The series revisits taking the story in surprising new directions.
some familiar settings and supporting characters, adding
new twists to familiar story elements. Year Five also Now, gamemasters and players can do the same thing in
embraces the franchise’s tradition of offering pointed social their Star Trek Adventures games. Introduce Aegis as
commentary relevant to today. And it’s Star Trek, of course, a mysterious new faction pulling the strings of galactic
so all these elements are wrapped up in a larger storyline history. Explore the seismic shifts in Federation politics
about alien interference, time travel, and galactic warfare. that awaited Kirk and his crew as they returned from deep
space. Make contact with the I’Qosa far below the waves
This compilation examines some of Year Five’s most of their home planet.
intriguing factions, characters, alien species, and starships,
making its exciting storyline playable for the Star Trek The Enterprise’s mission may have reached its conclusion,
Adventures roleplaying game. This document provides full but yours is just beginning!
non-player character statistics for classic characters who
appear in the comic series, such as Gary Seven, Isis, Harry
Mudd, and the Vulcan philosopher Surak. It also features
lifepath options for Tholians and Iotians, making those
species fully playable. It also includes lifepath options, NPC
statistics and starships for the water-breathing aliens called
the I’Qosa, a wildly imaginative species that first appeared
in the pages of Year Five.
4 CHAPTER
STAR TREK03ADVENTURES
01.20
YEAR FIVE TIE-IN SUPPLEMENT
6 CHAPTER
STAR TREK03ADVENTURES
AEGIS scheme culminates in the construction of a massive Tholian
Aegis is an immensely powerful extra-galactic entity that web that surrounds many of the Federation’s core worlds.
has existed for millennia, subtly shaping the course of the Aegis plans to use the web to freeze the Galaxy in a state
Galaxy according to its plan. Aegis’s ultimate goal appears of permanent stasis, thus stopping the future and ushering
to be to guide entire galaxies to achieve perfection, though in an era of unending peace.
Aegis’s definition of perfection differs greatly from that
of most humanoid species. Although possessing vast USING AEGIS IN YOUR GAME
intelligence, the true nature of Aegis is so far removed Aegis might be an organic life-form, or it might be an
from humanoid life that its motivations are largely artificial intelligence. It may be composed of many
incomprehensible to most member species of the United individuals or it might be a single consciousness. Aegis
Federation of Planets. might be some combination of all these possibilities. Many
important questions about Aegis are left unanswered, so
Aegis gathers specimens from numerous intelligent it’s left to the gamemaster to determine Aegis’s true nature
species throughout the Galaxy and relocates them to and origin. Exploring these many possibilities could form
controlled environments where they are raised to peak the basis for multiple sessions or even an entire campaign.
physical and mental capabilities. Some of these specimens
receive the title of “Supervisor” and are sent on missions Aegis has planted supervisors on many different worlds
throughout time and space. Supervisors are given access across the Galaxy, from Earth to Vulcan to Cardassia
to a range of advanced technology to aid them in their Prime. It’s possible player characters could run into various
missions, which can take them to virtually any place or supervisors throughout their travels. These supervisors
time in the blink of an eye. usually possess servos – pen-like pieces of technology
– with multiple capabilities. To get a sense of the special
Gary Seven is one such supervisor, a Human appointed abilities available to Aegis supervisors, see the NPC
by Aegis to guide the development of humanity at various statistics for Gary Seven on page 13.
critical junctures. Humanity’s role as a founding member
of the United Federation of Planets, and the Federation’s Some supervisors partner with handlers assigned by
resulting expansion, placed Gary Seven at the center of Aegis, as Gary Seven was partnered with Isis. These
Aegis’s machinations during the final year of the U.S.S. handlers are nearly as mysterious as Aegis, and
Enterprise’s exploratory mission under the command of gamemasters should feel free to create unique special
James T. Kirk. abilities and rules for handlers in their games. Just as with
Aegis, the true form and nature of these handlers is left to
Although Gary Seven and the Enterprise crew once worked gamemasters to determine.
together, Aegis appears to have determined that the
United Federation of Planets, guided by figures like Kirk, All supervisors carry out the orders of Aegis, but few of
will continue to expand, leading to conflict and war. Aegis them truly understand Aegis’s full plan. In fact, individual
aims to prevent catastrophes such as the Battle of Wolf supervisors may feel conflicted or confused by the
359 and the Burn by allowing the Tholians to overrun the missions they undertake. It’s possible that a supervisor
Federation before those events can occur. The Tholians might act as an ally to the player characters at one point
cannot conceive of disunity, only peace, according to during a campaign before becoming an antagonist later,
Aegis’s estimation. Continued expansion of the Federation, just as Gary Seven does between his appearance in
on the other hand, can lead only to more suffering and the television show and his appearance in the Year Five
destruction. Gary Seven, under orders from Aegis, plans comic series. This can give supervisors a mysterious,
to “cauterize” the bleeding wound of the future by giving unpredictable quality that can make them compelling
advanced technology and weaponry to the Tholians. This recurring characters.
348 2005
299 1255
8 CHAPTER
STAR TREK03ADVENTURES
I’Qosa and Lo’Kari are the same species. Thus, in game Waters of Renewal
terms, a member of the Lo’Kari faction is an I’Qosa who REQUIREMENT: I’Qosa.
has the calcified trait in perpetuity. Lo’Kari characters The waters of I’Qosa nourish and restore the inhabitants
also gain access to the “Looking for a Fight” talent of the planet. While in the waters of their homeworld, the
described below. character recovers 2 Stress at the start of each round, up
to the character’s normal maximum Stress.
X TALENTS: The character receives access to the
following talents: Zero-G Swimmer
REQUIREMENT: I’Qosa, or gamemaster’s permission.
Looking for a Fight I’Qosa are experts at moving both in underwater and zero-
REQUIREMENT: I’Qosa; must have the Calcified trait. gravity environments due to their natural aquatic habitat.
Many members of the permanently calcified Lo’Kari faction The character receives a bonus d20 on any task related to
will look for any excuse to start a fight with the sea-dwelling swimming or zero-g maneuvering.
I’Qosa. During the first round of any combat against sea
dwellers, the character may ignore the normal cost to NAMES
Retain the Initiative. SAMPLE NAMES: Ayal, Balatera, Bryni, Talaha, Prizah,
Phelina, Urchalar, Vorcani
10 CHAPTER
STAR TREK03ADVENTURES
THOLIANS
All eras of play
Crystalline Telepathy
REQUIREMENT: Tholian, or gamemaster’s permission.
Tholian exoskeletons can emit and detect specific forms
of radiation capable of transmitting messages over short
distances. This ability acts as a form of physical telepathy
among the Tholian species, allowing them to communicate
over limited distances.
NON-PLAYER CHARACTERS
“Because from humanity comes the Federation. An alliance of worlds. Endless movement.
Endless change. Endless war.”
– ISIS
VALUES:
ISIS
MAJOR NPC X Tired of babysitting adolescent species
X You can’t defend against the future
Isis was selected by Aegis to be Gary Seven’s handler, X Sometimes a shadow helps you strive for the light
and the pair have undertaken numerous missions X End the march of history in the Milky Way
together. Isis is a mysterious character who possesses
the ability to shape shift. She sometimes takes on the ATTRIBUTES
appearance of a humanoid woman, and other times she
appears as a black cat. As part of Aegis’s plan to force the CONTROL 10 FITNESS 09 PRESENCE 10
Galaxy into stasis, Isis even took on the form of a Tholian
at various junctures. DARING 12 INSIGHT 07 REASON 11
STRESS: 14 RESISTANCE: 0
ATTACKS:
X Unarmed Strike (Melee, 6A, Knockdown, Size 1H,
Non-lethal)
X Radiation Blast – must be in Tholian War Leader form
(Ranged, 8A, Vicious 1, Size 1H)
SPECIAL RULES:
X Social Camouflage: While in humanoid form, Isis can
change her attire to something appropriate for whatever
setting or era she’s in. This change in clothing occurs
instantaneously and does not require a task.
X Fast Recovery 2: Isis recovers from Stress and injury
quickly. At the start of each of her turns, she regains 2
Stress, up to her normal maximum. If Isis is injured, at
the start of her turn, she can instead spend 2 Threat in
order to remove the injury.
X Shape Shifter: Isis can spend 1 Threat as a minor
action once per turn to assume a different form, gaining
an additional trait to reflect whatever form she has
chosen. These forms often include the appearance
of a cat or a Tholian War Leader. However, at the
gamemaster’s discretion, it’s likely Isis has the ability to
take on many other forms.
12 CHAPTER
STAR TREK03ADVENTURES
X Manipulative: If Isis purchases one or more d20s with SPECIAL RULES:
Threat when attempting a task to deceive or intimidate X Social Camouflage: While in possession of his
another, she can reroll her dice pool. servo, Gary Seven can change his attire to something
appropriate for whatever setting or era he’s in. This
Gamemaster Note: It’s unclear exactly what species change in clothing occurs instantaneously and does not
Isis is or just how extensive her shape shifting abilities require a task.
are. Gamemasters should feel free to make these X Invisibility: While in possession of his servo, Gary
determinations as well as give Isis new abilities according to Seven can spend 1 Momentum to become invisible
the needs of their games. both to the naked eye and to most sensor scans. It
requires a Difficulty 5 task to detect him while invisible.
This effect lasts as long as he likes, though he cannot
attempt tasks while invisible.
GARY SEVEN
MAJOR NPC X Stun suggestion: If Gary Seven successfully stuns a
target with his servo, he can choose to leave the target
The man originally named Caleb Howell became Gary in a trance-like state that leaves them susceptible to
Seven when he was chosen by Aegis to become a suggestion. In these cases, Gary Seven can give short
supervisor, a special agent assigned to influence the and simple suggestions to his target, and the target
development of an entire civilization. Although biologically must try to comply. Example suggestions could be to
human, Gary Seven grew up on a world chosen by Aegis, drop a weapon or divulge sensitive information, but the
and he is the product of thousands of years of evolution suggestions cannot result in direct physical harm to the
orchestrated by Aegis. Alongside his partner Isis, Gary target. This trance-like state ends at the conclusion of
Seven has guided humanity’s development at various the scene.
critical junctures throughout history. He once teamed up X Beta 5 Computer Access: While in possession of his
with James T. Kirk in Earth’s past, but Gary has since servo, Gary Seven can access the voluminous data
learned that Aegis’s plan now calls for Kirk’s death. banks of the Beta 5 Computer. Any time Gary Seven
attempts a task using Reason to ascertain information
TRAITS: Human, Aegis Supervisor related to the workings of the universe, and he has
possession of his servo, he gains one automatic success.
VALUES: X Personal transport: While in possession of his servo,
X Trust the plan Gary Seven can spend 2 Momentum to instantaneously
X Time is a maze, and I’m the minotaur transport anywhere he chooses.
X Together with Isis
X We have a Galaxy to save Gamemaster Note: The servo provided to Gary Seven by
Aegis grants him remarkable abilities as detailed above.
ATTRIBUTES Gary Seven cannot activate these abilities if he does not
have possession of his servo. Characters that do not have
CONTROL 10 FITNESS 09 PRESENCE 12 the Aegis Supervisor trait cannot operate the servo.
700
CONN 01 ENGINEERING 02 MEDICINE 01 600
500
FOCUSES: Charm, Disguise, Galactic History, Genetics,
400
Psychology, Temporal Mechanics
300
STRESS: 14 RESISTANCE: 0 200
100
ATTACKS:
X Unarmed Strike (Melee, 6A, Knockdown, Size 1H, 00 10 20 30 40 50 60 70 80 90 100 110 120
Non-lethal)
X Servo (Ranged, 8A, Charge, Hidden 1, Size 1H) MILLICOCHRANES NANOSECONDS
SPECIAL RULES:
X Recidivist: Mudd has extensive experience with
various law enforcement agencies throughout
the Galaxy. Whenever Mudd is detained by law
enforcement, he can spend 2 Threat to call in a favor
with a contact who arranges for his release.
X Android Proficiency: When attempting a task related
to the mechanical working of androids using Reason,
Mudd can add one bonus d20 to his dice pool.
X Threatening 1: Wherever Harry Mudd goes, chaos is
sure to follow. Mudd begins each scene with 1 Threat,
which can be used only to benefit himself, and which
is not drawn from the general Threat pool.
X Grifter: If Mudd purchases one or more d20s with
Threat when attempting a task to deceive another
or to get himself out of trouble, he can reroll his
dice pool.
204 817
14 CHAPTER
STAR TREK03ADVENTURES
RESERVE UTILITIES DISTRIBUTION NETWORK
X-120
X-100
0 1 2 3 4 5 6 7 8 9 10
DN 305 82 367
CELIA
NOTABLE NPC
TRAIT: Android
ATTRIBUTES
CONTROL 09 FITNESS 09 PRESENCE 08
DISCIPLINES
COMMAND 01 SECURITY 02 SCIENCE 03
16 CHAPTER
STAR TREK03ADVENTURES
SPECIAL RULES:
BRIGHT EYES
X Immune to Vacuum: Tholian war leaders can spend MAJOR NPC
extended periods of time exposed to vacuum without
suffering any ill effects, allowing them to scale the strands Bright Eyes is a young Tholian recovered by the crew of
of Tholian webs without the protection of EV suits. the Enterprise among the ruins of the planet Lloyd Zeta-9.
Thought dead by their people, Bright Eyes found a place
Gamemaster Note: Although some Tholians are immune among the crew and formed a particularly strong bond with
to vacuum, exposure to cold temperatures for extended Lt. Uhura. Bright Eyes took part in several key missions
periods of time will eventually cause their exoskeletons to during the final year of the Enterprise’s five-year exploratory
crack and shatter. Consider imposing Difficulty penalties or mission under the command of James T. Kirk.
injuries to Tholians who spend more than a single scene in
extreme cold. TRAIT: Tholian
VALUES:
TRAIT: Tholian
ATTRIBUTES
CONTROL 08 FITNESS 09 PRESENCE 09
DISCIPLINES
COMMAND 03 SECURITY 01 SCIENCE 02
ATTACKS:
X Unarmed Strike (Melee, 2A, Piercing 1, Size 1H)
X Radiation Blast (Ranged, 4A, Vicious 1, Size 1H)
SPECIAL RULES:
X Immune to Vacuum: Some Tholians can spend
extended periods of time exposed to vacuum without
suffering any ill effects, allowing them, for instance,
to scale the strands of Tholian webs without the
protection of EV suits.
X Crystalline Telepathy: Tholian exoskeletons can emit and
detect specific forms of radiation capable of transmitting
messages over short distances. This ability acts as a
form of physical telepathy among the Tholian species,
allowing them to communicate over limited distances.
SPECIAL RULES:
BRYNI
X Immune to Vacuum: Bright Eyes can spend extended NOTABLE NPC
periods of time exposed to vacuum without suffering
any ill effects. Bryni was the Speaker of the Crest, the heart of the
current, and the guide to all sea-dwelling I’Qosa. Bryni
had hoped to reach a peaceful understanding with
the Lo’Kari before a secret meeting with the Lo’Kari
chancellor turned out disastrously.
TRAIT: I’Qosa
VALUE: Peacemaker
ATTRIBUTES
CONTROL 08 FITNESS 08 PRESENCE 11
DISCIPLINES
COMMAND 03 SECURITY 02 SCIENCE 01
STRESS: 10 RESISTANCE: 0
ATTACK:
X Unarmed Strike (Melee, 3A, Knockdown, Non-lethal,
Size 1H)
18 CHAPTER
STAR TREK03ADVENTURES
SPECIAL RULES:
X Waters of Renewal: The waters of I’Qosa nourish
and restore the inhabitants of the planet. While in
the waters of their homeworld, Bryni gains 2 Stress
at the start of each round, up to their normal
Stress maximum.
X Zero-G Swimmer: I’Qosa are experts at moving
both in underwater and zero-gravity environments
due to their natural aquatic habitat. Bryni receives
a bonus d20 on any task related to swimming and
zero-g maneuvering.
AYAL
MAJOR NPC
TRAIT: I’Qosa
VALUES:
X Why be caged when one can be free?
X I am as I should be.
X From the seas we came, and to the seas we shall return.
X Hikaru Sulu will always have my soul.
ATTRIBUTES
CONTROL 09 FITNESS 09 PRESENCE 09
DISCIPLINES
COMMAND 03 SECURITY 03 SCIENCE 02 X Waters of Renewal: The waters of I’Qosa nourish and
restore the inhabitants of the planet. While in the waters
of their homeworld, Ayal gains 2 Stress at the start of
CONN 04 ENGINEERING 01 MEDICINE 03 each round, up to their normal maximum.
X Zero-G Swimmer: I’Qosa are experts at moving both
FOCUSES: Astrometics, Flight Control, Marine Biology, in underwater and zero-gravity environments due to
Physics, Xenobiology, Zero-Gravity Maneuvering their natural aquatic habitat. Ayal receives a bonus
d20 on any task related to swimming and zero-g
STRESS: 12 RESISTANCE: 0 maneuvering.
ATTACKS:
X Unarmed Strike (Melee, 4A, Knockdown, Non-lethal,
Size 1H)
LO’KARI CHANCELLOR
MINOR NPC
SPECIAL RULES:
X Cooperation is a Way of Life: Whenever Ayal assists The Lo’Kari are I’Qosa who have chosen to become
another character on a task using Fitness, Ayal can permanently calcified and live on dry land. The Lo’Kari
re-roll their d20. believes the the I’Qosa philosophy of fluidity in all things
X Fluidity: Once per scene, Ayal can spend 2 Momentum creates confusion and disorder.
to switch any two of their discipline scores. This effect
lasts until the conclusion of the current scene. TRAITS: I’Qosa, Calcified
VALUES:
X The authors of sedition will reveal themselves.
X Tempestuous emotions impair the mind.
X Logic dictates harsh measures to burn away the
festering residue of emotional attachment.
X Honor is not logical.
ATTRIBUTES
CONTROL 09 FITNESS 09 PRESENCE 11
20 CHAPTER
STAR TREK03ADVENTURES
01.50
YEAR FIVE TIE-IN SUPPLEMENT
STARSHIPS
“This is Admiral Koraxi aboard the Federation flagship Theseus. To the intrepid crew of the Starfleet vessel
NCC-1701, the U.S.S. Enterprise. And of course, to its captain, James T. Kirk. Let me be the very first to
say to you… welcome home.”
– ADMIRAL KORAXI
SYSTEMS
COMMS 08 ENGINES 09 STRUCTURE 09
DEPARTMENTS
COMMAND 02 SECURITY 03 SCIENCE 03
SYSTEMS
COMMS 08 ENGINES 07 STRUCTURE 08
DEPARTMENTS
COMMAND – SECURITY 02 SCIENCE –
POWER: 05 SCALE: 02
SHIELDS: 09 RESISTANCE: 05
CONN 01 ENGINEERING 01 MEDICINE –
ATTACKS:
X Phaser Banks (Energy, Medium, 4A, Versatile 2) POWER: 07 SCALE: 02
X Photon Torpedoes (Torpedo, Long, 4A, High Yield) SHIELDS: 10 RESISTANCE: 01
22 CHAPTER
STAR TREK03ADVENTURES
THOLIAN DREADNAUGHT POWER: 11 SCALE: 05
SHIELDS: 14 RESISTANCE: 7
The Enterprise first encountered a Tholian dreadnaught in
orbit above Lloyd Zeta-9 after rescuing the Tholian child the ATTACKS:
crew would later call Bright Eyes. The dreadnaught’s stasis X Stasis Beam (Energy, Close range, 10A, Dampening,
beam caused heavy casualties in the ensuing engagement High-Yield)
and wreaked havoc on the Enterprise’s systems. The X Tractor Beam (Strength 4)
Enterprise survived the encounter only by clever use of an
Einstein-Rosen Ouroboros, an endlessly looped artificial SPECIAL RULES:
wormhole that absorbs stellar radiation. X Stasis Beam: The dreadnaught is equipped with
stasis weapons supplied by Aegis. These weapons
TRAITS: Tholian, Equipped with Stasis Weapons deal heavy damage while also reducing their target’s
temperatures to absolute zero. This grants the weapon
SYSTEMS the Dampening damage effect and High-Yield quality.
Stasis beams also destroy all organic matter with which
COMMS 06 ENGINES 06 STRUCTURE 11 they come into direct contact.
X Crystalline Armor: The dreadnaught’s hull is
COMPUTERS 08 SENSORS 09 WEAPONS 10 composed of a durable crystalline structure, increasing
its Resistance by 2 (increase included above).
X Secondary Reactors: The dreadnaught has
DEPARTMENTS additional impulse and fusion reactors that allow the
ship to generate far greater quantities of energy. The
COMMAND 02 SECURITY 03 SCIENCE 02
ship’s power capacity is increased by 5 (increase
included above).
CONN 01 ENGINEERING 03 MEDICINE 02
The Tholian assault on the Federation core worlds was COMMS 10 ENGINES 12 STRUCTURE 15
launched from a massive shardship that housed many of
the Tholian elders. The shardship resembled a vast city of COMPUTERS 11 SENSORS 10 WEAPONS 12
red crystal more than a starship, and it made Federation
ships look like toys by comparison. The shardship was
equipped with advanced weapons as part of Aegis’s plot to DEPARTMENTS
plunge the Galaxy into stasis.
COMMAND 02 SECURITY 04 SCIENCE 02
POWER: 12 SCALE: 13
SHIELDS: 19 RESISTANCE: 13
ATTACKS:
X Stasis Beam (Energy, Close range, 19A, Dampening,
High-Yield)
X Tractor Beam (Strength 5)
SPECIAL RULES:
X Colossal: The shardship is huge, and inflicting
meaningful damage against it is difficult. No system
on a shardship can be destroyed without first
locating a vulnerability (normally represented by
creating an advantage, though this advantage should
be especially costly, difficult, or dangerous to create).
X Stasis Beam: The shardship is equipped with stasis
weapons supplied by Aegis. These weapons deal
heavy damage while also reducing their target’s
temperatures to absolute zero. This grants the
weapon the Dampening damage effect and High-
Yield quality. Stasis beams also destroy all organic
matter with which they come into direct contact.
X Communications Vulnerability: The shardship’s
communications systems is vulnerable to tampering
and hacking from external sources, such as an
enemy starship. A Difficulty 2 Task from an enemy
that scrambles the shardship’s communications
system creates confusion and increases most Tasks
attempted by Tholians aboard the shardship by
one step in Difficulty. This effect ends at the end of
the scene, or if the gamemaster spends 2 Threat to
overcome the trait.
RESERVE
SECONDARY
PRIMARY
24 CHAPTER
STAR TREK03ADVENTURES
YEAR FIVE TIE-IN SUPPLEMENT 25
A FULL RANGE OF BOOKS & ACCESSORIES
Starfleet Edition core rulebook These Are The Voyages: Missions Vol.1
The Klingon Empire core rulebook Strange New Worlds: Missions Vol. 2
Starter Set Shackleton Expanse Campaign Guide
Tricorder Collector's Edition Box Set Starfleet Edition Gamemaster Screen
Command Division Supplement The Klingon Empire Gamemaster Toolkit
Operations Division Supplement Command, Operations & Sciences Dice Sets
Sciences Division Supplement The Klingon Empire Dice Set
Alpha Quadrant Sourcebook Range of Miniatures Sets
Beta Quadrant Sourcebook Starfleet Geomorphic Deck Tiles
Gamma Quadrant Sourcebook Klingon Geomorphic Deck Tiles
Delta Quadrant Sourcebook ... and more to come!
INDEX 311