![]() ![]() Guidelines for Gamemasters old and new, on how to run an adventure of exploration and discovery for the crew of a Federation starship. An extensive exploration of the United Federation of Planets and its galactic neighbours in the Alpha, Beta and Gamma Quadrants. Complete 2d20 game system from Modiphius Entertainment adapted for Star Trek Adventures, used in Mutant Chronicles, Conan: Adventures in an Age Undreamed Of, John Carter of Mars and the Infinity RPG. Full colour hardback, features a matt laminate cover with reading ribbon. ![]() Create your own Star Trek stories of discovery and adventure on the Final Frontier with 368 pages of content (check out the sample spreads in the images). It is a volatile time for the Federation and new crews have never been in higher demand. Voyager preparing for their mission in the Badlands. Tension is already high in the region of Bajor and Deep Space 9, as the Maquis continue to act against the Cardassian-Federation peace treaty, with Captain Janeway and the crew of the U.S.S. Your ship and your crew epitomise the best Starfleet and the United Federation of Planets has to offer, and you are needed more than ever.Ī new threat looms from across the Gamma Quadrant, as it is confirmed by Commander Sisko and his crew that the Dominion, led by the Founders, represent a significant threat to the Alpha Quadrant. Your duties may take you to the edges of known space, or to Federation colonies in need, to the borders of neighbouring galactic powers or into the eye of interstellar phenomena. Star Trek Adventures takes you to the Final Frontier of the Galaxy, where new discoveries await keen explorers of Starfleet. Your continuing mission, to explore strange new worlds, seek out new life and new civilizations, to bodly go where no one has gone before. Like this book here, it is only the beginning.īlurb from the publisher: 'Starfleet needs a new crew. If you’re only interested in playing the Federation, then the Beta Quadrant manual is not a necessary purchase unless you are the GM.Review Summary: A, E, G, B, all half notes. If you’re interested in playing a Klingon in the Modiphus’ Star Trek universe, then you should get the Beta Quadrant manual. There are additional aliens to play but all from the Next Generation era. The information on the Orions and Gorns is very light, so that leaves lots of room for customization. In addition to the Klingons, there is information on the Romulans, Orions, and Gorns. You have rules to address the use of the Klingon use of cloaking devices. ![]() Like the other starships in the core rule book, the stats of a ship are specified by the systems group and department groups. It’s like the persons who wrote this book never saw the original series. It’s curious that the D7 Klingon battlecruiser was missing, but its predecessor the D5 was there and successor the K’T’inga cruiser was there. But it’s nice to have the details spelled out.Īnother nice detail is the addition of ships, including Klingon ships. None of the Klingon history is going to be a surprise if you’re a fan and if you have seen all the shows and movies. You are presented with a history of the Klingon empire. I wanted to play as a Klingon augment, but there were no rules to address this aspect of the Klingon backstory. That’s fine and good if you just want to play in the TNG era. The Klingons you are allowed to create appear to be the Next Generation Klingons. The Beta Quandrant fills this gaps with Klingon character creations rules, details on the operations of the Klingon Empire, and Klingon starship statistics. One of the biggest disappointments of the core rule book was the omission of the Klingons. In addition, there are more information on settings such as the Neutral Zone and Briar Patch. Now, we have rules and information so we can play Klingons. The Beta Quadrant rule book contains additional species and ships missing from the core rulebook. Modiphus has a new supplement to their ever growing Star Trek Adventures rules. ![]()
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