Memory Alpha

Star Trek Adventures (Modiphius)

  • View history

Star Trek Adventures

Star Trek Adventures is a tabletop role playing game that is published by Modiphius Entertainment of London, England.

First released in August 2017 , the RPG uses Modiphius' 2d20 system and features a storyline partially developed by Star Trek authors Dayton Ward and Scott Pearson . It covers the various live-action series from Star Trek: The Original Series to Star Trek: Enterprise and the Star Trek films , with the exception of those set in the alternate reality . Since 2022 , the game has expanded to Star Trek: Discovery , Star Trek: Picard , and Star Trek: Lower Decks content.

A series of character miniatures were released alongside the core rulebook, in combination with map tiles to provide environments in which to use them.

The game was first announced on 21 June 2016 and registration for the "living campaign" play-test opened in August. The play-test, which commenced in December 2016, featured both 23rd century and 24th century settings. Pre-orders for the initial wave of releases began on 7 June 2017 . [1]

  • 1.1 Rulebooks
  • 1.2 Gamemaster Toolkits
  • 1.3 Supplements
  • 1.4 Campaigns and adventures
  • 1.5 Player characters
  • 1.6 Box sets
  • 1.7 Dice sets
  • 1.8 Tile sets
  • 1.9 Miniatures
  • 1.10 Magazines
  • 2 International translations
  • 3 External links

Releases [ ]

Rulebooks [ ].

  • Core Rulebook (Standard or Collector's Edition, 2017)
  • Quickstart Guide (PDF, 2017)
  • Starter Rules (Starter Set, 2018)
  • The Klingon Empire - Core Rulebook (Standard or Collector's Edition, 2020)
  • The Klingon Empire - Quickstart Rules (PDF, 2021)
  • Rules Digest (2022)
  • Captain's Log - Solo Roleplaying Game (TOS, TNG, DS9/VOY, or DIS edition, 2023)
  • Second Edition - Quickstart Guide (PDF, 2024)

Gamemaster Toolkits [ ]

  • Gamemaster Screen and Reference Sheets (2017)
  • The Klingon Empire - Gamemaster Toolkit (2020)

Supplements [ ]

  • The Command Division Supplemental Rulebook (2018)
  • The Operations Division Supplemental Rulebook (2018)
  • The Sciences Division Supplemental Rulebook (2019)
  • Beta Quadrant Sourcebook (2018)
  • Alpha Quadrant Sourcebook (2019)
  • Gamma Quadrant Sourcebook (2020)
  • Delta Quadrant Sourcebook (2020)
  • The Shackleton Expanse Campaign Guide (2021)
  • Discovery (2256-2258) Campaign Guide (Standard or Collector's Edition, 2022)
  • Lower Decks Campaign Guide (2023)
  • The Federation-Klingon War Tactical Campaign (2024)
  • Red Alert Skirmish Rules (PDF, 2018)
  • IDW Year Five Tie-in Supplement (PDF, 2021)
  • Player's Guide (2022)
  • Gamemaster's Guide (2022)
  • Utopia Planitia Starfleet Sourcebook (Standard or TOS/TNG Collector's Edition, 2022)
  • Star Trek: The Animated Series Supplemental Guide (PDF, 2023)
  • Tribble (playable race) (PDF, 2019)
  • Alternate Starfleet Reputation (PDF, 2020)

Campaigns and adventures [ ]

  • These Are The Voyages Mission Compendium Vol. 1 (2017)
  • Strange New Worlds Mission Compendium Vol. 2 (2019)
  • A Star Beyond the Stars Starter Campaign (Starter Set, 2018)
  • The Sleeping Beast ( The Klingon Empire Gamemaster Toolkit , 2020)
  • The Keyhole of Eternity ( Tricorder Collector's Box Set , 2022)
  • Ends and Means (PDF, 2018)
  • Remnants (PDF, 2018)
  • Call Back Yesterday (PDF, 2018)
  • The Gravity of the Crime (PDF, 2019)
  • Trouble on Omned III (PDF, 2019)
  • Nest In the Dark (PDF, 2019)
  • A Forest Apart (PDF, 2019)
  • Hard Rock Catastrophe (PDF, 2019)
  • Stolen Liberty (PDF, 2019)
  • Kobayashi Maru (PDF, 2020)
  • Back to Reality (PDF, 2020)
  • The Prize (PDF, 2020)
  • Another Roll of the Dice (PDF, 2021)
  • The Burning (PDF, 2021)
  • Upsetting the Balance (PDF, 2022)
  • Storms of Kiselia 7 (PDF, 2022)
  • Unforeseen Consequences (PDF, 2022)
  • Better Days (PDF, 2022)
  • Native Soil (PDF, 2022)
  • Incident at Kraav III (PDF, 2022)
  • Eight Layers Deep (PDF, 2023)
  • Lurkers (PDF, 2023)
  • A Piece of Qo'noS (PDF, 2023)
  • Children of the Wolf (PDF, 2023)
  • A House by Any Other Name (PDF, 2023)
  • Ghosts in the Machine (PDF, 2024)
  • Alternative Truths (PDF, 2024)
  • Synthetic Diplomacy (PDF, 2024)
  • Conflict of Values (PDF, 2024)
  • #001. Growing Pains : Tales from the Early Days of the Federation (PDF, 2021)
  • #002. Disasters : Tales from The Next Generation Era (PDF, 2021)
  • #003. Anomalies : Tales from The Next Generation Era (PDF, 2021)
  • #004. Trade Ledgers : Tales from The Next Generation Era (PDF, 2022)
  • #005. Starbase Adventures : Tales from The Next Generation Era (PDF, 2022)
  • #006. Psychic Incursions : Tales from The Next Generation Era (PDF, 2022)
  • #007. First Contacts : Tales from the 23rd Century (PDF, 2022)
  • #008. Spacewrecks : Tales from the 2260s (PDF, 2022)
  • #009. Mysteries : Tales from the 23rd Century (PDF, 2022)
  • #010. Ancient Civilizations : Tales from the 23rd Century (PDF, 2023)
  • #011. Lower Decks (PDF, 2023)
  • #012. Starfleet Academy : Tales from The Next Generation Era (PDF, 2023)
  • #013. Dangers in Space : Tales from Across the Star Trek Timeline (PDF, 2023)
  • #014. Cold War : Tales from the 23rd Century (PDF, 2023)
  • #015. Khitomer Accords : Tales from the Klingon Empire (PDF, 2024)
  • #016. The Alpha Quadrant : Late 23rd Century Adventures (PDF, 2024)

Player characters [ ]

  • Starfleet Character Sheet (PDF, 2017)
  • Klingon Character Sheet (PDF, 2020)
  • The Original Series Player Characters (PDF, 2018)
  • The Next Generation Player Characters (PDF, 2018)
  • Deep Space Nine Player Characters (PDF, 2018)
  • Voyager Player Characters (PDF, 2019)
  • Enterprise Player Characters (PDF, 2020)
  • Iconic Villains: Non-Player Characters (PDF, 2020)
  • Discovery Season 1 Player Characters (PDF, 2022)
  • Discovery Season 2 Player Characters (PDF, 2022)
  • Discovery Season 3 Player Characters (PDF, 2022)
  • Picard Season 1 Player Characters (PDF, 2022)
  • Lower Decks Season 1 Player Characters (PDF, 2023)
  • Lower Decks Season 2 Player Characters (PDF, 2023)

Box sets [ ]

  • Borg Cube Collector's Edition Box Set (2017)
  • Starter Set (2018)
  • Borg Cube Box Set (2019)
  • Tricorder Collector's Box Set (2022)

Dice sets [ ]

  • Command Division Dice Set (3d20 red + 4d6 special, 2017)
  • Operations Division Dice Set (3d20 yellow + 4d6 special, 2017)
  • Sciences Division Dice Set (3d20 blue + 4d6 special, 2017)
  • Command Division Dice Set (2d20 red + 4d6 special, 2021)
  • Operations Division Dice Set (2d20 yellow + 4d6 special, 2021)
  • Sciences Division Dice Set (2d20 blue + 4d6 special, 2021)
  • Klingon Dice Set (2d20 red + 4d6 special with Klingon markings, 2021)
  • Kirk's Tunic Dice Set (2d20 green + 4d6 special with Starfleet markings, 2022)

Tile sets [ ]

  • The Next Generation Starfleet Deck Tiles (2020)
  • The Next Generation Klingon Tile Set (2020)

Miniatures [ ]

  • The Original Series Bridge Crew (8 figurines: Kirk , Spock , McCoy , Uhura , Sulu , Chekov , Scott , and Chapel )
  • The Original Series Landing Party (10 figurines: Andorian , Denobulan , Tellarite , Vulcan , and Human – male and female)
  • Iconic Villains (8 figurines: Khan , Borg Queen , Q , Locutus of Borg , Gul Dukat , Lore , General Chang , and Gorn Captain )
  • The Next Generation (8 figurines: Picard , Riker , Data , Troi , Beverly Crusher , La Forge , Worf , and Yar )
  • The Next Generation Away Team (10 figurines: Andorian , Denobulan , Tellarite , Vulcan , and Human – male and female)
  • Klingon Warband (10 Klingon figurines: 1 captain, 3 lieutenants, and 6 warriors)
  • Romulan Strike Team (10 Romulan figurines: 1 commander, 4 centurions, and 5 uhlans)
  • Borg Collective (10 Borg drone figurines – male and female)
  • Cardassian Soldier
  • Jem'Hadar soldier
  • TOS Klingon Warrior
  • Iconic Villains: Lore (Alternate Pose)
  • Iconic Villains: Borg Queen (Alternate Pose)
  • Iconic Villains: Locutus of Borg (Alternate Pose)
  • Iconic Villains: Khan Noonien Singh (Alternate Pose)

Magazines [ ]

  • Getting There, Boldly ( Narendra Station & the Shacketon Expanse, 2371 – Dayton Ward)
  • Dayton Ward on Board for Star Trek Adventures (Dayton Ward)
  • A Vulture Among the Stars (adventure)
  • Designer on Deck ( Rick Sternbach interview)
  • The Ghost Writer (adventure)
  • Modiphia #4 (PDF, Winter 2020)
  • Modiphia #5 (PDF, Spring 2021)

International translations [ ]

  • Jeu de rôle – Guide d'initiation (PDF, 2018)
  • STA-01. Le jeu de rôle – Livre de règles (2018)
  • STA-02. Kit du maître de jeu – Ecran et fiches de référence (2018)
  • STA-03. Le dernier voyage – Recueil de missions - Vol. 1 (2018)
  • STA-04. Le quadrant Bêta (2019)
  • STA-05. La division du commandement – Supplément de règles (2020)
  • STA-06. La division des opérations – Supplément de règles (2022)
  • Personnages : Tribule (PDF, 2022)
  • La fin et les moyens (PDF, 2022)
  • Rappele-moi hier (PDF, 2022)
  • Vestiges (PDF, 2022)
  • La gravité du crime (PDF, 2023)

External links [ ]

  • Star Trek Adventures – official website
  • Star Trek Adventures at Memory Beta , the wiki for licensed Star Trek works
  • Star Trek Adventures – Arkhane Asylum official website
  • 2 ISS Enterprise (NCC-1701)

'Star Trek Adventures' Is the Franchise's Best RPG Yet

A game book sits on a wooden, tree-trunk-like table next to a galaxy-patterned dice bag.

On Feb.11, 2018, the last episode of the excellent "Star Trek: Discovery" first season aired on CBS All Access. For 45 glorious minutes, I could enjoy a brand-new "Star Trek" adventure, full of action, drama, intrigue and classic, big-idea sci-fi. And then, just like that, it was all over. After 15 episodes, CBS wouldn't be providing any more "Star Trek" until 2019 .

And if CBS wouldn't make a "Star Trek" series for me, I had no choice but to make my own.

Last June, British publisher Modiphius released "Star Trek Adventures:" a tabletop pencil-and-paper role-playing game that lets enterprising players bring their own futuristic voyages to life. I hadn't played a tabletop RPG since 2012, and I hadn't played a "Star Trek" tabletop RPG since 2005. But in the past few years, I've fallen in love with the franchise all over again. After 741 episodes and 13 movies, wasn't it time to try making one of my own? [ 6 'Star Trek' Captains, Ranked from Worst to Best ]

The developers at Modiphius were generous enough to send Space.com a PDF copy of the rules. I realized quickly that I had a lot of work ahead of me if I wanted to make an adventure worthy of Gene Roddenberry's world — just working through the rule book and organizing my first session took about three months. But if you're patient, imaginative and have a fair amount of disposable income on your hands, you may find that the most memorable "Star Trek" adventure is the one you create with your friends.

What is "Star Trek Adventures"?

The Venn diagram of "people who like 'Star Trek'" and "people who play tabletop RPGs" probably has a pretty large intersection, but big, licensed games almost always draw in a new crowd. As such, it's possible that some Trekkies reading this piece have never played a tabletop RPG before. Here's how it works:

You and your friends gather together around a table, armed with some paper, pencils and dice. (Pizza and beer are optional, but highly recommended.) Three to five players take the roles of characters on a Federation starship. Perhaps one of them is an inquisitive Vulcan science officer, or a hardened Bajoran freedom fighter, or an even-tempered human captain; the rules allow for almost any kind of character you've seen on the shows, and then some.

The final player is called the Game Master. It's his or her responsibility to narrate the story, adjudicate actions, act out nonplayer characters and structure the overall adventure. In other words, the players are like the star actors, while the GM is like the writer, producer, director and supporting cast, all in one.

Get the Space.com Newsletter

Breaking space news, the latest updates on rocket launches, skywatching events and more!

In short, tabletop RPGs are half board game, half improvisational theater. The rules dictate the general actions you can take, like firing a phaser or piloting a starship, but how you tackle challenges and interact with your fellow crewmembers is up to you. RPGs are a form of collaborative storytelling, with game systems in place to keep things fun, unpredictable and fair.

Typically, players roll two dice and combine with their stats to determine whether an action succeeds, but a

While "Star Trek Adventures" is the newest "Star Trek" RPG, it's not the first by any means. Companies have been giving players the opportunity to sit in the captain's chair ever since 1978, with everyone from Heritage Models to the RPG publisher FASA trying their hand at game design.

I can't speak to the entire history of "Star Trek" RPGs, but I did play two of them back in high school: the 1998 Next Generation ruleset from Last Unicorn Games, and the 2002 "Star Trek" Roleplaying Game from Decipher. Without going into exhaustive detail about either one, I can say that "Star Trek Adventures" is — for the most part — a cleaner, simpler and more balanced experience than the games that preceded it.

"Star Trek Adventures" runs on Modiphius' signature 2d20 system. All you need to play, as either a player or a GM, is the core rule book ($59). As in most RPGs, any time you take an action whose outcome is uncertain (whacking a Gorn warrior over the head, flying a shuttlecraft through a stellar flare, persuading a hostile Romulan ship to stand down — standard Starfleet stuff), you'll roll dice to determine whether you succeed or fail.

To help determine success or failure, each character has six attributes: Control, Fitness, Presence, Daring, Insight and Reason. These represent a character's physical and mental traits. In addition, each character has six disciplines: Command, Security, Science, Conn (computers and piloting), Engineering and Medicine. These represent a character's Starfleet training. These stats, combined with rolling two twenty-sided dice, determine whether an action succeeds or fails. Characters can also "purchase" extra dice to improve their odds with a resource called "momentum," which they’ll gain and spend constantly throughout an adventure.

Now, here's the fascinating thing about "Star Trek Adventures" as opposed to, say, "Dungeons & Dragons": your Disciplines are not inherently linked to any Attribute. You can't "min-max" your stats, assuming that your tactical officer will need high Daring, high Security, and nothing else.

Instead, Attributes and Disciplines are both situational. For example, let's return to our hypothetical security officer. Daring + Security is indeed very useful for grappling with enemies in close combat. But to fire a phaser requires Control + Security instead. Interrogating a prisoner might require Presence + Security; investigating a crime scene could be Reason + Security; chasing down a fleeing Cardassian could be Fitness + Security. Both specialized and generalized characters are viable in "Star Trek Adventures," and that's a refreshing change of pace.

Between its approachability and its versatility, "Star Trek Adventures" won me over in a big way. Adjudicating actions is simple and clear, while just about every character will have a time to shine. Whether it's a doctor making a breakthrough cure for an alien plague or an engineer patching up a shuttlecraft just in time to outrun the deadly ion storm (both of these things actually happened in my game — in the very first session!), players will be able to do the same incredible things that their favorite characters do on-screen, right out of the gate. [ The Evolution of 'Star Trek' (Infographic) ]

Starfleet's finest

"Star Trek" isn't about making a character who can do exactly one thing impeccably; it's about making a character who's versatile and adaptable, like any good Starfleet officer. It's a good thing, then, that character creation is just as fun and approachable as the core game.

If you've ever made a character in D&D, or "Pathfinder," "Star Wars," or any other mainstream RPG, character creation for "Star Trek" will feel familiar, but with a few smart twists. The default setting for "Star Trek Adventures" is that a group of players act as the senior staff of a starship or starbase, just like one of the TV shows. As such, every character is either a Starfleet officer or a petty officer — anything between a yeoman and a captain.

You have two choices to make a character: Lifepath or creation-in-play. The latter lets you distribute some stats to start, then fill in the blanks as you play, and it's easily the less interesting of the two. Lifepath lets you build a character that's uniquely yours, through either purposeful construction or randomized rolls. While it might be tempting to craft the perfect Starfleet officer, my players and I actually had much more fun randomizing our Lifepaths. There are even period-appropriate randomized tables for choosing a race, since a Voyager-era game will have more playable races than an Enterprise-era one. It's that sort of attention to canonical detail that gives the book — and the game — a lot of its flavor.

From there, you'll choose your race (Andorian, Bajoran, Betazoid, Denobulan, Human, Tellarite, Trill or Vulcan), your upbringing, your Starfleet specialization and even two career-defining events, such as a transporter accident or a first contact procedure. As you go, you'll also develop Focuses, which help you get more successes on good dice rolls, as well as Values, which determine what's most important to your character. A Focus could be something like hand-to-hand combat or astronavigation, while a Value could be "Meticulous Pride in My Work" or "The Price of Peace Is Vigilance." Players are encouraged to make up their own Focuses and Values, which adds to the free-form and personalized nature of the game.

What's fantastic about the character creation system is that it's almost impossible to make a "bad character." Having moderately good attributes and disciplines across the board rather than a handful of specializations can actually be a good thing, since you never know which combinations will be useful in any given situation.

Another thing I absolutely adore about "Star Trek Adventures" is that the characters are balanced. In the "Last Unicorn" and "Decipher" worlds, a team of players representing a bridge crew would have wildly divergent skill sets. A captain would be a much higher level than an ensign and have a whole bevy of high-level skills, whereas an ensign might have only one or two useful abilities. It made it much harder for a GM to balance a game and for each player to take the spotlight.

Instead, "Star Trek Adventures" does away with extensive skill trees and "levels." All Starfleet officers are extremely proficient, and have a chance to shine in their chosen field, regardless of experience level. Young officers get a talent that lets them reroll failed dice; veteran officers get a talent that lets them create advantageous situations more easily.

Granted, this means that there are situations in which an ensign could have nearly the same skill level as a captain, but this didn't cause any issues in my game. After all, all RPGs are an abstraction, and in theory, a player who creates an ensign character didn't do so with the intention of staging an in-game coup.

Fire phasers!

While "Star Trek" as a series is very much about getting along, it's impossible to go more than an episode or so without the characters firing a phaser or throwing a punch. Besides, combat in RPGs is usually one of the most fun parts, where dramatic tension comes to a head and characters get to save the day through tactical thinking and strategic maneuvers.

The first thing to keep in mind about combat in "Star Trek Adventures" is that it isn't "Dungeons & Dragons." Your characters are not fantastical adventurers squaring off against impossible beasts. As such, combat is usually fast and furious. A standard phaser blast can tear away half of your character's hit points in a single shot, and an unlucky stroke of a bat'leth could put him in sick bay (if he's lucky) in even less time.

Still, I much prefer the combat in "Star Trek Adventures" to the "blink and you're dead" approach of Last Unicorn, or the "player characters pretty much can't die" approach of Decipher. Players have a pool of "stress" that represents how much abstract damage they can take in combat. Drain that (or deal a ton of damage in one go), and they sustain injuries. If a character sustains three nonlethal injuries, or two lethal injuries, he or she is dead. One injury will usually knock a character out, but there are ways to mitigate this, too.

In keeping with the free-form nature of the game, you won't have to worry about battle grids and turn orders and minutiae like that. There are rules for ducking behind cover, firing wide-range phaser beams and moving around the battlefield, but they're easy to keep track of with a piece of paper and some glass beads — or even just some colored pencils.

(I tried "theater of the mind"-style combat, without beads or paper, at first, but it's a little too hard to keep track of distances that way. "Star Trek Adventures" is not as demanding as combat-heavy fantasy RPGs, but it's still important to know whether you're in melee range of an enemy, or how far away you stand when you shoot.)

Combat itself is delightfully simple, with a couple clearly defined rolls for different types of attacks. Characters can actually take a whole lot more actions during combat, from aiming their weapons to setting up elaborate traps, but the rules for those additional actions tend to get a little complex and esoteric, particularly for players who may not have a copy of the rule book handy. This is something of a recurring theme with "Star Trek Adventures.” The basics are simple, but the specifics can get complicated — sometimes unnecessarily so.

A look at the ships of

The final frontier

You can't have a "Star Trek" game without starships, and "Star Trek Adventures" provides plenty of these. Just as the players create their own characters, they will also collaborate to create their very own starship, complete with a name and NCC number designation.

Creating a starship is, for the most part, just as smooth and interesting as creating a character. I was worried that my players might each have wildly conflicting ideas about their home in the stars, but within half an hour, they'd ironed out everything from its mission profile (border patrol), to its special abilities (versatile onboard laboratories), to its name and registry number (USS Kumari, NCC-1066.)

Like characters, there are plenty of ways to make your ship unique, from its space frame to its profile. You could have a Galaxy-class vessel like the Enterprise-D on a deep-space exploration mission or a Defiant-class vessel defending the Federation from the Jem'Hadar. When you take an action aboard a starship, the ship itself gets an extra die roll to help players out. Easy enough. [ The 15 Best Ships on Star Trek, from V-ger to the USS Vengeance ]

But things get complicated in starship combat. Honestly, what the rule book needed was an example of starship combat in play, from the beginning of the encounter to the end. What we got instead is about 20 pages of complicated rules, procedures and strategies. After reading through the whole section about three times, it still took an hour to run our first two rounds of starship combat (the Kumari against a Klingon battlecruiser), and my players weren't at all clear about which actions required them to take a turn (recharging shields), and which were passive (certain sensor sweeps).

In all fairness, after those two clunky rounds, we all had a much better understanding of how things worked. And battles in space feel exciting, dangerous and impactful; two rounds were enough for the players to disable the battlecruiser's engines, and for the Kumari to sustain threatening hull damage. Like ground combat, you can decide epic confrontations in just a few rounds — but space combat rounds take much, much longer.

It's also worth pointing out that while the core rule book has a generous amount of "Star Trek: The Next Generation"-era ships, it has only one original-series-era ship (Constitution class), and absolutely nothing for "Star Trek: Enterprise"-era games. The Command Division sourcebook fills in the gaps, but it's a bit disappointing that the rules claim you can play in any "Trek" time period, then all but require you to buy another book to make the most of some of them.

Structural deficiencies

I'm comfortable saying that "Star Trek Adventures" is the best of the three "Trek" RPGs that I've played. That doesn't mean it's flawless, however. The core rule book has two major flaws: its layout and its overwhelming focus on TNG-era games.

While most RPG core rule books start out with mechanical information and discuss lore later on, the "Star Trek Adventures" core rulebook front-loads background information, even though it's the sort of background information that most people who want to play a "Star Trek" RPG will already know.

After a brief example of play (and, again, more of these would be helpful), the book launches into 70 pages of extensive backstory about the United Federation of Planets and Starfleet . This doesn't really explain how to play, and while I understand that you need to present this information somewhere in a core rule book, front-loading it keeps players from getting to the meaty stuff right away.

Furthermore, the chapter on combat is separated from the chapter on performing basic tasks by character creation and a long, strange digression about exploring alien worlds. The whole book is a little like this; all of the information you need is in there, but facts that need to go together are often dozens of pages apart. At least the index is pretty comprehensive.

As stated above, there's also a ton of focus on the TNG era, without much consideration for what it'd be like to run a game in the time of Archer or Kirk. A few sidebars clarify how to deal with earlier eras, but a full section or chapter dedicated to it might have been helpful. Some of the sourcebooks delve into this information further, but they're expensive (about $40 per book) and prioritize lore information over mechanical additions.

Bottom line

In spite of a confusing layout and some unnecessarily crunchy rules, "Star Trek Adventures" is the most accessible, balanced and imaginative "Star Trek" game to date. Everything from creating characters to buying momentum incorporates a bit of unpredictability, resulting in adventures where the characters can succeed and fail in spectacular ways. Both the players and the GM have to play fair, and it's clear from the book's gorgeous design and informative sidebars how much the developers love the source material.

If you can find a few like-minded galactic explorers, you should at least try the free quick-start rules for "Star Trek Adventures." It'll take about 3 hours to pick up and play, and by the end of it, you'll know for sure whether you want to continue your explorations. My players sure did; we've been going strong since June fighting Romulans, solving murder mysteries, rescuing Federation scientists, rooting out spies, confronting moral dilemmas and more. I even wrote some theme music for the group.

Once you get comfortable with the rules, there are only two directives to follow: engage, and boldly go.

Follow us @Spacedotcom , Facebook and Google+ . Original article on Space.com .

Join our Space Forums to keep talking space on the latest missions, night sky and more! And if you have a news tip, correction or comment, let us know at: [email protected].

Marshall Honorof

Marshall Honorof is a senior editor for Tom's Guide, overseeing the site's coverage of gaming hardware and software. He comes from a science writing background, having studied paleomammalogy, biological anthropology, and the history of science and technology. After hours, you can find him practicing taekwondo or doing deep dives on classic sci-fi. 

The history of the Jedi Order in 'Star Wars'

Star Wars Day 2024: 'Star Wars: Tales of the Empire' premieres today on Disney+

X-ray spacecraft reveals odd 'Cloverleaf' radio circle in new light (image)

Most Popular

  • 2 Where will the annular solar eclipse on Oct. 2, 2024 be visible?
  • 3 Boeing Starliner rolls out to launch pad for 1st astronaut flight on May 6 (photos)
  • 4 The history of the Jedi Order in 'Star Wars'
  • 5 Star Wars Day 2024: 'Star Wars: Tales of the Empire' premieres today on Disney+

star trek adventure game

Cannibal Halfling Gaming

star trek adventure game

Star Trek Adventures In-Depth Review

Gamemaster’s Log, Stardate 57252.7. It has been several months since the launch of the New Orleans -class starship U.S.S. Verrazzano , NCC-07302, from the Foggy Peak system. Since that time, I have seen her crew serve with distinction in accordance with the finest traditions of Starfleet. I have also seen them called before a board of Admirals to review their actions and directive violations, and while impressive the fact that no fewer than three starbases have had to be commissioned to deal with the discoveries from their missions is beginning to put a notable dent in the power requirements for the local sector’s industrial replicators. As the Verrazzano is currently away, responding to a distress call from a Vulcan Expeditionary Group, I have decided that this is a fine opportunity to review their so-called ‘ Star Trek Adventures ’ in-depth, to better understand how they have and will continue to boldly go where no one, not even the rest of Starfleet, has gone before.

Characters and Core Mechanics

The most basic mechanic for Star Trek Adventures is this: you’re rolling 2d20, and you’re trying to get results on the individual die that are equal to or lower than a target number. The more results that are equal or lower, the more successes you get, and different actions will require a different number of successes. A task requiring 1 or 2 successes is quite possible, but obviously if you need any more than that you’ll need something special. Enter the crew of your Starfleet vessel. Characters have six Disciplines that represent their specialties in Starfleet (Command, Engineering, Science, etc.) and six Attributes (Fitness, Daring, Insight, etc.) which represent their personal abilities. When you’re facing a task, your target number is determined by a combination of a Discipline and an Attribute: Security+Control to fire a phaser, Conn+Daring to fly a runabout through exploding asteroids, Medicine+Reason to diagnose an alien virus.

Characters are built through a series of stages that gradually build these stats up: species, background (plus whether you accept or reject your upbringing), what branch of Starfleet you go into, and a series of career events like being forced to call out a superior, making scientific breakthroughs, or a conflict with a hostile culture. Along the way they’ll pick up Talents that enhance or grant extra abilities, and Focuses that can (if they can roll underneath their Discipline rank as well as the target number) grant a second success on a check. Characters also define Values, things that they care about and believe. All of the other stuff is about what your character can do; Values are about who your character is . All of this leads to characters that just . . . they just click very easily. Values provide a challenge, as while there is advice on how to create some, they are entirely unique to every character, not picked from a list. But overall creation is simple, and you immediately have a lot to work with mechanically and narratively.

Aboard the Verrazzano , that gets us the Vulcan Captain Salok, forced to take command, who focuses on Diplomacy with a firm belief that Diversity Is Strength. His first officer, the Gnalish Commander Korg, strives to Defend and Aid Those In Danger or Need and is a known friend to the Klingons. Lt. Commander Flint Northrock’s file is mostly redacted, but he is a particularly Bold helmsman: “ My answer to any distress call is “’I’m Coming’”. Lt. Commander Be’zur is the ship’s Chief Engineer, a Liberated Caitian Borg with a knack for Improvised Technology, a talent for pushing things Past the Redline, and a conviction that There’s No Such Thing as The Unknown, Only the Temporarily Hidden. Lieutenant, later Lt. Commander, Ava is a sliver of an extra-dimensional being; naturally, he serves as the Science Officer with A Mind for Design and Insatiable Curiosity about the universe he finds himself in. The Bajoran Lieutenant (j.g.) Edon Reil might be a relatively young officer but he has Untapped Potential, and serves as a fine Chief of Security: “Beware invaders calling themselves ‘friend’”.

Here’s something to consider, especially if you’ve been playing games that are more hardscrabble: STA characters can be extremely competent in their particular area of expertise. It’s certainly possible to build something akin to a generalist, but given that characters are naturally going to gravitate towards certain roles (the Captain, the Chief Engineer, the Science Officer) it’s very easy for them to have a target of 17 or so for their primary focus (5 in Science and 12 in Reason for the Science Officer, for example). Speaking of Focuses, if chosen well there are plenty of opportunities for them to come into play, offering multiple successes on a die. As I’ll address shortly, there are multiple ways to roll 3 or even 4d20 just on your own, as well as a way to automatically get at least two successes. Other characters can assist you, and if you’re on your starship it usually contributes another d20 to the pile as well. 

Some actions are going to be impossible, and you’ll need to create an advantage to make them something you can actually achieve. I’ve read the number of successes called out as being impossible as five, though, and that’s . . . not really the case. Seeing six, seven, and even eight successes hit the table isn’t common, but it’s not all that rare either. So, a minor but important point, while needing 4 successes is probably still a good high-water mark, I would keep the reason for a task being impossible as purely narrative. 

So, in short, this is not a game with an awful lot of failure, further reinforced by the fact that you can Succeed At A Cost, with ‘failing forward’ actually being built into the mechanics outright. STA is more about characters figuring out what needs to be done and how they want to do it than whether or not they’re going to succeed, followed by the consequences of their actions (even if they succeed) as further enabled by the aforementioned costs and Complications. On the one hand, GMs shouldn’t be too concerned if things seem ‘too easy’ for their players at first blush. On the other, well, a few things: don’t be afraid to ask for three or four successes on really difficult and important stuff, you can get a little extra challenge by throwing things slightly out of a character’s area of expertise at them, and when failures do come up they need to matter. When Northrock (who includes among his Values ‘The Best Way to Defeat An Enemy Is To Make A Friend”’) failed to resist the impassioned plea of an oppressed species convincing him that patience and diplomacy would not work, that he would have to violate the Prime Directive, that needed to have an impact. It actually kicked off a small not-mutiny, actually, along with a few other consequences that I’ll get to use as examples later.

Meta Latinum

There are three types of metacurrencies in Star Trek Adventures: Momentum, Threat, and Determination.

Momentum is a player resource, gained via extra successes – 3 successes on a Difficulty 2 check, you get 1 Momentum. Momentum has a lot of uses. When used immediately it can be used to boost attacks by doing more damage, ignoring Resistance, or activating weapon traits. It can be used to create Advantages that can make future tasks easier or impossible tasks possible. In my experience it is most commonly used immediately to Gain More Information , a key use that often sees characters diving past their basic observations to really discover what’s going on or what they’re dealing with. If not spent immediately, however, points of Momentum go into a pool; they can be used in several ways once there, but by far their most common use is buying more dice to roll for a check. A 3rd d20 costs one Momentum, a 4th one costs two.

Threat is primarily a GM resource, and in several ways it mirrors Momentum. It can be used for adversaries rolling extra dice, it can make attacks lethal (by default they are not), it can make tasks more difficult or increase the chance of a Complication (something Bad that usually only happens if a character rolls a 20 on a die). With enough Threat in their pool GMs can even end scenes entirely and take narrative control, which strongly reminds me of the Doom Pool from Cortex games.

GMs begin every mission with twice as many points of threat as there are players, which is good, because in my experience you’re not likely going to get too many more. There are a couple ways to add more Threat, but the only one that doesn’t require a specific circumstance is that player characters can also use Threat by choosing to give it to the GM instead of spending Momentum at the same rates. That’s great, because it gives the GM more to play with and gives the players options if they run out of Momentum. Honestly, though, it doesn’t seem to happen very often. A large part of this is certainly biased in this specific campaign by the luck of the dice and the characters themselves. The Verrazzano crew have often been able to generate more than enough Momentum for their needs, rarely running completely out. Also, the entire line of Bold Talents, which let you re-roll dice if you have used Threat to enhance the roll, are designed to be a big motivator for Threat use – but only Northrock and Reil have any of them, and they both have only the Conn variety. So, you might find yourself with players giving you oodles of Threat . . . just be prepared to use what you get at the start of a mission carefully, if you don’t.

The final metacurrency is Determination, and it’s the big one. Every character starts a mission with at least one, and it is deeply tied to the character’s Values: if they are acting in accordance with a Value, a character can spend a point of Determination to add a die to their roll that is automatically set to a result of 1, meaning an automatic two successes towards the roll. Note that this still counts as adding a die a la Momentum/Threat, in that if you want a 4th die you’ll need two points of those other resources, but still! Alternate uses of Determination still require you to be acting in accordance with a Value, but include: re-rolling all your dice, immediately taking another action on the same turn, and automatically creating an advantage.

You can get more points of Determination if you challenge a Value, meaning your character is having a big think about whether or not they actually believe that any more. You can also be offered Determination by the GM to compel you to act in line with a Value when it would make things more difficult for you, which reads an awful lot like Fate points. Determination isn’t just a big deal because of the mechanical impact, although that can’t be undervalued either. But since Determination, whether spending it or gaining it, plugs into your Values it is often a very important factor in your characters ‘leveling up’.

Advancement

‘Milestones’ are the method of advancement in STA, and there are only three ways to get them: suffering (and surviving, obviously) a lethal injury, challenging a Value (thus getting a point of Determination), and using a Value either positively or negatively (meaning you either spent or received a point of Determination while acting upon it). You get a ‘Normal’ Milestone for just doing one of the above during a mission. The GM can award a ‘Spotlight’ milestone if a character or characters would earn a Normal Milestone and also made a particularly big impact in a mission, and the players decide who among them receive it. Eventually, you acquire enough Spotlight Milestones that your next one is an ‘Arc’ Milestone instead (or, if the GM feels it appropriate given the character’s actual narrative arc, they can award one out of hand). Here’s the thing, though: the Arc Milestone is the only one that actually adds anything to a character.

With a Normal Milestone, first of all, if a Value was challenged it gets rewritten or replaced to reflect how the character’s perspective was changed. After being forced to realize that “The Best Way to Defeat An Enemy Is To Make A Friend” would not always be the case, and subsequently getting in a fair bit of trouble for acting as such, Northrock reaffirmed his commitment to the crew and to following Salok’s lead instead of going off on his own: “When The Way Is Unclear, I Follow My Captain.” Aside from that very cool and dramatic and character-growth-driven aspect, though, Normal Milestones are very light: you can move a point from one Discipline to another, or replace one Focus with another. Spotlight Milestones let you pick one of the options from the short list of the Normal Milestone’s, as well as one of several others: moving points between Attributes, replacing a Talent, moving points between the ship’s Departments or Systems (Discipline and Attribute counterparts, really), or replacing the ship’s Talents. Arc Milestones grant the benefits of a Normal and a Spotlight Milestone, but are the advancement that finally lets you increase a Discipline or Attribute, gain an additional Talent, Focus, or Value, increase one of the ship’s Departments/Systems, or add another Talent to the ship.

As mentioned above, STA player characters are probably starting off as very competent just based on stats, never mind what their Talents can bring to the table, so they don’t really need to be growing mechanically all that much. What’s really important to this system is how their Values, what they care about and who they really are, are highlighted, are challenged, are grown and changed. Changing up Attributes, Disciplines, Talents, and Focuses also reflects this choice of priority – a Captain who starts to take more of an interest in what’s going on down in the warp core while leaving the navigation of the ship up to their hot-shot helmsman might shift a point from Conn to Engineering. 

So far, they seem to be working just fine. Captain Salok and Lt. Commanders Northrock and Ava are both on the cusp of their first Arc Milestone as of this writing, and given how competent the characters are nobody seems to be minding that they haven’t been ‘gaining’ anything, and there have been comments that they like the idea of switching things around to better match the character – it’s true that you’ll certainly never have a dead-end Talent or Focus for very long. 

I’ll admit that awarding the Spotlights has felt . . . a little anemic on the GM’s side of things. The book recommends giving out a single one every two or three sessions, but these are players and characters who have really taken the ‘Go Boldly’ thing to heart. Salok ‘crushed’ a mutiny with little more than an iron will and by convincing the mutineers that a starship takes many to succeed but only one to fail. Northrock took command of an absolute disaster involving a wormhole, a shapeshifter, friendly fire, and a dying ship and somehow got everyone out alive. Ava solved an astrogation and physics problem that had confounded Starfleet for decades , and then went on to help establish a stable wormhole to another universe . Be’zur’s technological monstrosities have caused me to throw out more notes and plans than any two other characters combined. Korg and Reil have both been responsible for saving the lives of their crewmates from certain death or worse, whether it was a rampaging tentacular plant unleashed from the Verrazzano’s labs, Orion raiders trying to steal an artifact powered by time , or a desperate and murderous Starfleet doctor gone rogue.

So, in short, I’m probably awarding Spotlights a little more frequently than the book would like me to, every other session at least, and I’m often throwing two out at once. Since Normal and Spotlight Milestone benefits can be banked for later, the system certainly doesn’t seem to be breaking as a result. If it were a longer, slower-burn campaign I might stick closer to the book’s recommendations but to be honest I think that, as with determining if a task is impossible, you’re best served by ignoring hard numbers and focusing on the narrative.

Support Characters

If there is any one mechanic that has been a runaway hit during the campaign, this has been the one. Supporting characters are the ‘extras’ on set, the people in the background of the show that only get speaking roles every few episodes, if ever. Star Trek Adventures lets you bring those characters into the spotlight by spending points of Crew Support – every ship gets an amount that is determined by how big the ship is, and then player characters can each take a talent to get more, which two Verrazzano crew members did. Broadly speaking there are two reasons to play a Supporting character. First, because they cover a skillset that the main player characters lack. This was the case of Lt. Gunther von Doomstone, the Chief Medical Officer, and Lt. Khumail Jaosh, the transport chief. The second is when it doesn’t make sense for a player character to be present, such as on away missions, but the player still wants to be a part of the scene. This was the case for Lt. Joran Mal, a Joined Trill diplomat, when Captain Salok had to remain behind on the ship. Sometimes it’s both. Cadet Groorin, part of the second wave of Ferengi following in Nog’s footsteps, appeared when the players decided Joran needed an assistant to deal with an upcoming legal tribunal, but really got played when Lt. Commander Northrock was stuck at the helm and there was a Ferengi away team to negotiate with.

I suppose there’s also a third reason, which is because you have a cool character idea you wanted to include. Lt. Jurling , Klingon Ship’s Counselor ( “It is a good day for conflict resolution!” ), was added to the crew to cover that role, yes, but mostly because I wanted him to be there. Consider it my payment for running the game.

Supporting characters start off comparatively light – their highest Attribute will be a 10, their best Discipline a 4, with three Focuses but no Talents or Values. Supporting characters don’t gain milestones themselves, although a player character can choose to use the benefit of one of their own milestones to switch things around for a supporting character. Instead, Supporting characters improve by the number of missions they appear in through the use of Crew Support – every time they show up they gain something, and while they still have lower caps (they can only ever improve a Discipline once, for example), they can still end up fleshed out quite a bit. Funnily enough, Supporting characters are thus going to ‘advance’ at a much faster rate than player characters will, which can help scratch the itch a little for those players who enjoy getting mechanical rewards.

Supporting characters are . . . kind of strange, in terms of gameplay and narrative. First of all, for groups with a lot of players they’ll end up taking up most of the NPC slots left on the ship – that hasn’t stopped me from making more NPCs, but it has felt a little odd to jump into a Supporting Character now and then as the GM. 

They’re also supposed to be supporting characters but in many cases they’ve been in the spotlight just as much, if not more than, the ‘main’ characters, and some of them are quite beloved. Like any character, you end up wanting to make them interesting, and together we have. Doctor von Doomstone is from a planet that would have featured in a TOS Planet of Hats episode, a Frankenstein setting, and he’s trying to avoid going down the mad science path of his ancestors. Jurling has a reputation for unconventional ‘team building exercises’, a love of Klingon opera that’s shared with Commander Korg, and a genuine care for his patients. Joran quickly gained a reputation for being in over his head and soldiering on anyway, surrounded by literal piles of PADDS and joining the Captain in his coffee habit while reviewing First Contact protocols. 

I wonder at what point you might just give up the charade and make them main characters in their own right with storylines of their own, capable of gaining milestones for themselves and surpassing the limitations of a supporting character. Perhaps a player could have multiple full characters (while many are shared, I’ve noticed some support characters functionally ‘belonging’ to a single player), or perhaps the ‘upgraded’ characters could remain in a pool for troupe play, which would keep the pool of Crew Support fully functional.

Supporting characters as a concept have also highlighted for me the need to have time spent back on the ship and in the ready room, for the simple reason that the Captain just doesn’t leave the ship very often. In terms of ‘screen time’, Aaron has spent more time portraying Lieutenants Joran and Jurling than he has Captain Salok, and yet the Captain has still managed to net himself some Spotlight Milestones, primarily on the bridge and in the aforementioned ready room. 

Material to Work With

Star Trek Adventures is extremely well-supported. Since release there has been a unique book for all of the galaxy’s quadrants, another one each for Command, Operations, and Science, two full mission anthologies, character profiles for a bunch of the shows so you can play as/interact with them, and a whole bunch of standalone missions. This is on top of the free Quickstart, the free character sheets, and the free character builder (which incorporates player character creation, supporting character creation, and starship creation material from pretty much everything I’ve already mentioned, it’s a fantastic resource). There’s also a Klingon core book which I haven’t even touched yet. You’re not exactly going to run out of reading material very quickly, is what I’m saying. 

I want to particularly focus on the pre-made missions, however, for the simple reason that – with a single exception – my campaign has consisted entirely of them. This is a symptom of the fact that the U.S.S. Verrazzano was sort of rushed into service, as it were – I put Star Trek Adventures up as an option to run for a short campaign because I owned it and thought it might be interesting, but I didn’t picture it as a front runner and I didn’t expect it to catch quite as well as it has. It’s still going to be short, as campaigns in this group are reckoned lately, but still: suddenly I was running a game and had exactly zero material prepped or even ideas solidifying. So, I turned to the mission files.

So far I’ve run Nest In The Dark , Stolen Liberty , The Prize , and A World With A Bluer Sun . I’ve got two more queued up at the moment, but I won’t say which because there are players lurking about. Through these missions the crew of the Verrazzano have struggled through time dilation, radiation bursts, disruptor fire, crushing gravity, and interdimensional phenomena. They’ve been forced to face intelligences vastly superior to their own, weigh the oppression of an entire species against the Prime Directive, race against archeological poachers, and navigate the factions of a Starfleet crew turned on itself. So there’s the first thing I’ll say about the pre-made missions Modiphius has put out: oh my goodness there is a lot of variety. Not every mission will fit every crew, but many will, and aside from a certain predilection towards First Contact scenarios (come on, it’s Trek, duh ) the Verrazzano has never really faced the same problem twice.

One additional good thing is that many of these missions could be used as a launching point for further adventures. Every one ends with a ‘Continuing Voyages’ section that highlights how a crew could follow up on the events of the mission or how said events could otherwise impact the campaign. I haven’t been able to take advantage of many of these yet, but there have been a few new crewmembers of a sort added to the ship’s roster as a result. More dramatically the events of Stolen Liberty saw Salok, Korg, Northrock, and Be’zur having a chat with some Admirals about the Prime Directive and their viability as a command team while Ava took command of the ship to chart a cataclysmic nebula (and blow some Jem’Hadar holdouts out of space, although they didn’t know that going in), the only non-pre-made mission so far.

A nebulous thing is that the missions are always written with a specific era (ENT, TOS, or TNG) in mind. They also always have advice for running the mission in a different era, which usually involves switching out who the bad guy is – if the Borg are the threat for a TNG mission then it’s probably the Klingons for a TOS crew or the Andorians for the ENT crowd. I’ve been able to put that advice to good use for several of the missions, but . . . there are also a few that don’t quite fit right, for me. A TOS mission that’s a little too Those Old Scientists, a little over the top with giant rock monsters for a TNG feel, or the TNG tech is just too necessary to solve the problems facing an ENT crew. In the anthologies, that’s not so big a deal since there’s something for everyone, but you might want to read up on a one-off mission carefully before purchase to see if it’ll work for you.

Some of that actually falls to layout – there are some TOS missions that are done up in a completely different style from the core book and the other missions, and maybe it’s silly but that just makes it harder for me to think about transplanting those specific missions over for the Verrazzano . That leads into another thing: sometimes there are some editing flubs. Missions are sometimes written out with a very specific series of events in mind, or don’t quite explain why certain events happen the way they do, and neither is the kind of thing that can survive contact with players. This is old advice, but if you’re running one of these pre-made adventures, you’re going to want to have read the whole thing, and you’ll want to be ready to throw the rails out the torpedo tubes. 

One final thing about the actual material: thank the stars for whoever created the index in the core rulebook. It’s comprehensive and well-organized, making it easy to find whatever you need . . . and without it the book may have just been unreadable. It is crowded in there, there is practically no negative space of any kind, every spare inch has been packed with art or console designs or words and words and more words. There is a lot here, and reading it straight cover to cover would take forever. Remember that this campaign went from an option in a poll to an active game very, very quickly, we’ve all been learning the system as we go (partially why I think writing about it has some value, to be honest), and without the index allowing us to flip to where we need to I know I at least would’ve been completely lost.

Everything Else, And Final Thoughts

So what are all those words about? We’ve covered the basic mechanics, advancement, supporting characters, none of which are particularly thorny, what else is there? Well, of course there’s a fair bit of space spent on listing individual talents and such, ships the crew can serve on, planets they could visit, GMing advice . . . but there are also a lot of other actual mechanics that are way more situational. There’s an entire reputation system, tied to rank, privilege, and responsibility. There are mechanics for extended tasks that might be the focus of an entire mission, and slightly different ones for when a crew is applying the scientific method (which is how Ava solved the nebula charting problem). Then there’s the ship, with its many different stations, it’s Power resource that needs to be managed, the various systems and the myriad, unique, and advancing things that happen to each and every single one of them if they happen to be the one hit when the shields get breached. 

The core mechanics? Pretty straightforward! All these other bits? A fair degree more fiddly, and they might not show up every session. Every other mechanic adds more complexity, triggers more page-flipping (there’s the index saving the day, again). By no means does it jam up the works like, say, Shadowrun’s many many subsystems. But we got the knack of the basics very very quickly; going into our eighth session, there’s still a fair bit of rust on the others. Given more time that would probably go away, but only if we spend the time to focus on those systems, and in some cases I don’t see it happening.

In checking in with the players about how they felt about the system, Aaron managed to sum it up the best way, which I’ll use here. The group has dealt with games where the system got in the way for us, like Exalted Second Edition. When we tapped into the Powered by the Apocalypse ruleset, we found that the system actively helped us. Star Trek Adventures is in the middle. 

It handed us the basic toolset and then has mostly stayed out of our way, piping up from the back of the crowd when it’s needed. It demands very little in terms of mechanical understanding on a task to task basis, but wants you to pay more attention when certain situations crop up. What it really wants is for you to have good, strong Values that your characters can believe in and challenge and change; everything else (you might note that the Gnalish species isn’t RPG-official, and Ava’s existence as an extra-dimensional avatar is original to us as well) can be tweaked, but that one is non-negotiable. That being the case, it’s really the players who are going to bring what’s truly necessary for Star Trek Adventures to function the way it wants to. 

Star Trek is, primarily, a television series. It can do novels and comics, it can do big movies and long-running arcs, but it’s always eventually returned to a weekly format, and the heaping majority of that is episodic in nature. Look, I’ve tried the episodic thing in a bunch of different games, every time it gets a bare handful of ‘episodes’ in before one plot or another gets too complex and grabs the controls and takes off. Star Trek Adventures , like Star Trek at large, certainly could manage a blockbuster event, or a Dominion or Burn-style long arc, but it sings as an episodic game, and I think that’s because the game trusts its players to bring what they know and love of Trek to the table and fly “second star to the right — and straight on ’til morning.”

Like what Cannibal Halfling Gaming is doing and want to help us bring games and gamers together? First, you can tell your friends about us!  You can also find our  Discord channel  and drop in to chat with our authors and get every new post as it comes out. You can travel to  DriveThruRPG  through one of our fine and elegantly-crafted links, which generates credit that lets us get more games to work with! Finally, you can support us directly on  Patreon , which lets us cover costs, pay our contributors, and save up for projects. Thanks for reading!

Share this:

25 thoughts on “star trek adventures in-depth review”.

  • Pingback: REZI-Watch #119 mit Rolemaster und Possible Worlds - PnPnews.de
  • Pingback: Dune: Adventures in the Imperium Review | Cannibal Halfling Gaming
  • Pingback: Cannibal Halfling Radio Episode 14: Setting A Dispute | Cannibal Halfling Gaming
  • Pingback: What Does The Game Bring To The Table? | Cannibal Halfling Gaming
  • Pingback: Cuticorium Review – Microcosmic Insect Adventures | Cannibal Halfling Gaming
  • Pingback: Cannibal Halfling Radio Episode 15: Beginning Basics | Cannibal Halfling Gaming
  • Pingback: Fallout: The Roleplaying Game Review | Cannibal Halfling Gaming
  • Pingback: Weekend Update: 9/18/2021 | Cannibal Halfling Gaming
  • Pingback: Five Years of Cannibal Halflings | Cannibal Halfling Gaming
  • Pingback: Pacing Problems | Cannibal Halfling Gaming
  • Pingback: On Being an RPG Collector | Cannibal Halfling Gaming
  • Pingback: On Being An RPG Reader | Cannibal Halfling Gaming
  • Pingback: The Push and Pull of Backstories | Cannibal Halfling Gaming
  • Pingback: Cannibal Halfling Radio Episode 18: Master Rules | Cannibal Halfling Gaming
  • Pingback: Power Rangers RPG Review | Cannibal Halfling Gaming
  • Pingback: Avatar Legends Review | Cannibal Halfling Gaming
  • Pingback: Cannibal Halfling Radio Episode 19: In-game Incentives | Cannibal Halfling Gaming
  • Pingback: What are RPGs made of? | Cannibal Halfling Gaming
  • Pingback: Weekend Update: 8/5/2023 | Cannibal Halfling Gaming
  • Pingback: Weekend Update: 9/9/2023 | Cannibal Halfling Gaming
  • Pingback: Weekend Update: 9/17/23 | Cannibal Halfling Gaming
  • Pingback: On Modules | Cannibal Halfling Gaming
  • Pingback: The Trouble With Reviewing RPGs | Cannibal Halfling Gaming
  • Pingback: Weekend Update: 3/2/2024 | Cannibal Halfling Gaming
  • Pingback: Daggerheart Preview | Cannibal Halfling Gaming

Leave a comment Cancel reply

This site uses Akismet to reduce spam. Learn how your comment data is processed .

Bringing Games and Gamers Together!

' src=

  • Already have a WordPress.com account? Log in now.
  • Subscribe Subscribed
  • Copy shortlink
  • Report this content
  • View post in Reader
  • Manage subscriptions
  • Collapse this bar

The best Star Trek games

The best Star Trek games you can find in this universe. Set phasers to fun.

star trek adventure game

Welcome to our list of the best Star Trek games on PC. The dream of exploring space, meeting strange new life and new civilisations; cresting the Final Frontier in the next chapter of humanity’s story; kissing green aliens. All of that. 

Star Trek’s relation to games has always been… shaky. Unlike Star Wars, which had Lucasarts’ hand on the tiller for at least the 1990s, it’s always been a licensed property and not often a successful one. Some studios tried to squeeze Trek into a genre it's not suited for. Others were just cash-grabs, like Star Trek: The Game Show, which relied on the comedic stylings of Q and his lovely female assistant Q to cover a truly soulless trivia contest. Still, companies keep trying, from early test adventures like The Kobayashi Alternative to the crappy game version of the JJ Abrams reboot.

But we’re not interested in those. What are the Trek games that do Gene Roddenberry’s vision proud? Here are our favourites, a collection of games which at least do enough to capture the Star Trek magic, even sometimes despite themselves. 

Star Trek: Judgment Rites

star trek adventure game

Judgement Rites isn’t the greatest game on this list, but it's arguably the best at putting you into the show. There's an authentic mix of bridge banter and combat and you're doing classic Star Trek tasks, like flying to new worlds and beaming down away teams to sort out their problems. Like its predecessor, 25th Anniversary, it followed the show’s episodic model, pitting Kirk and co against scenarios like Trelane recreating World War I on a distant planet, and a rift in time that promises the end of the Federation within eight days. Unlike 25th, there was also something of a running story involving a mysterious race watching the crew and seeing how they solved these problems, adding a little extra drama to the mix.

Neither the combat nor the adventuring is exactly top-tier, but they made a delicious pairing that was totally in keeping with The Original Series. It’s no wonder that even decades later, many still hold it up as the high point of any crew’s PC adventures. 

Star Trek: Voyager, Elite Force 1 and 2

star trek adventure game

Elite Force is an rare case where it makes sense to turn Star Trek into a shooter. Voyager is lost in the depths of space, surrounded by enemies, and while risking the senior staff for every casual mission works for television, in reality it’s a pretty dreadful idea. Cue the creation of the Hazard Team, just in time for Voyager to get trapped in a spaceship graveyard full of particularly troublesome trapped alien types.

The first level, set aboard a simulated Borg ship, set a great tone, right down to the Borg not reacting to your presence until triggered. Little expense was spared. The whole crew (including, retroactively, Jeri Ryan) voice their characters, and a real effort made to make the Hazard Team feel like a unit. For a while, it was even suggested that the concept might be added to the show. It wasn’t, though something similar would show up in Enterprise in the form of the MACO assault unit. Best of all, as well as fitting the show surprisingly well, it was a very solid shooter and by far the best action game spin-off. 

Comic deals, prizes and latest news

Sign up to get the best content of the week, and great gaming deals, as picked by the editors.

Star Trek: Starfleet Command

star trek adventure game

There are two basic ways to make a Star Trek game. Either you try and do everything, or you phaser-focus on one particular aspect. Starfleet Command goes all-in on space battles. Forget simply locking phasers and firing photon torpedoes, Starfleet Command is based on the table-top war-game Star Fleet Battles, and a brutal demonstration of just how hard it would be to lead a ship like the Enterprise into battle. Everything your ship has its at your disposal, from weapons to shields to special equipment, in full 3D.

It’s brutally hard, but satisfying with it. Three Starfleet Command games were released, adding proper campaigns and additional races. Later games would offer somewhat similar looking combat, though vastly stripped down to avoid the Command learning curve. Still, if you have what it takes, it’s a challenge that you won’t find elsewhere.   

star trek adventure game

Okay, this is cheating. EGATrek isn’t an official Star Trek game. However, if you’re of a certain age, it is likely the Trek game that you remember playing first. It’s based on a game called Nettrek, originally the preserve of university servers and the like, and originally simulated the adventures of the Enterprise versus the Klingons and Romulans. After a raised eyebrow and a cough from Paramount, that became the adventures of the Lexington against an invading race called the Mongols. So, totally different!

It’s Star Trek though, right down to the ship design and use of Stardates, and your goal is to travel around and blow up all the Mongols in the system. While not much to look at now, it was definitely fun for the time—and felt a good deal more tactical than it was. It hasn’t aged well, but its place in history means it earns a place here, albeit quietly. 

Star Trek: Borg

star trek adventure game

Borg is one of the most unusual Star Trek games. It’s an interactive movie, and that’s definitely a knock against it. It’s an interactive movie with style though, and some genuinely smart design. You play a cadet whose father was killed by the Borg. As you flee from another attack from the cyborg singularity, the all-powerful force of smugness Q appears and offers you a deal: go back in time with him, and see if you can save your father from his fate.

The result is genuinely surprising. Unlike the other big Star Trek interactive movie, Klingon, this one benefits from Q capering around and not taking anything even slightly seriously. You even get to kick him in the balls at one point. Star Trek games don’t get much more satisfying than that! It’s so good, the Wiki even lists ‘it is possible to punch Q in the face’ as a gameplay feature.

The true cleverness though is how it handles its time-travel premise. Screw up and Q resets time for you to try again, and quite often that’s required for a puzzle—one in particular involves getting some codes from the Borg Collective. How do you do that? Let yourself be caught, read them while you’re a Borg, and make use of them when Q rewinds time. That’s far too clever for an interactive movie, even if the rest of it—the pace, the acting, the depth—is what you’d expect. 

Star Trek: Bridge Crew

star trek adventure game

More than any other game, Bridge Crew attempted to create The Dream. It uses VR headsets to put you and your friends on the bridge of a Star Trek vessel. Largely inspired by Artemis Spaceship Bridge Simulator, it works by giving each of you a console and thus controls/information that the other players don’t have, which forces everyone to work together. The captain is in charge, but will only know the engines are about to explode if told. The captain order the phasers fired, but it’s the weapons officer who actually pulls the trigger. Success depends on how well the crew integrates and does their individual jobs.

The main problem with it is that once you’ve done this a couple of times, the lack of depth becomes very apparent. There’s not all that much to actually do, and doing it quickly becomes rote. It doesn’t help that for full effect, you need a whole cadre of friends with expensive VR equipment, which is about as likely as the Enterprise crew not using the holodecks for sex. Still, it’s the game that many fans have been waiting for, and certainly a trip while it lasts. 

Star Trek: Bridge Commander

star trek adventure game

Bridge Commander is the best of the ‘command chair’ games. It is less brutal than Starfleet Command, but has more depth than the relatively simple shooter action of the adventure games or the Starfleet Academy game, which almost made the list.

The big clever feature is that you don’t control the ship so much as give orders to your individual crew members, making you feel more like a captain than a glorified pilot. You can jump in if necessary, but you’re mostly intended to sit back and trust your navigator to fly and your weapons officer to handle the combat. On top of that, it’s not just a series of quick battles; there is a full narrative campaign to work through. It is even possible to play with voice control, though not advised. When it works, it offers the full Captain experience. Far more often though, you just get blown up while swearing loudly. 

Star Trek The Next Generation: A Final Unity

star trek adventure game

A Final Unity is a fondly remembered game, though honestly one that’s better fondly remembered than replayed. Creators Spectrum Holobyte clearly set out to make the greatest Star Trek game ever. The game modelled space combat, away team adventure, diplomacy, freeform exploration of the galaxy, and its cleverer features let you you call the entire TNG crew for advice and handpick away teams. In practice, the developers bit off rather more than they could chew, and in trying to replicate TNG’s more serious tone, most of the adventure is honestly sluggish, humourless and slow.

So why’s it here? Primarily because in the moments that it does work, it really captures the TNG spirit, and aesthetically and in terms of story, it’s bang on. It’s just hard not to notice how, for instance, the backgrounds get cheaper and cheaper as the story goes on, or how much of the adventure consists of interminable conversations. Still, it’s easily the best of the TNG-era games, as much as that counts when the competition is the likes of super-primitive shooter Star Trek: Generations or Insurrection tie-in The Hidden Evil. At worst, it’s a game to be admired for what it tried, even if it wasn’t all it could have been. 

Star Trek: Birth of the Federation

star trek adventure game

That’s right, it’s the almost inevitable Master of Orion game in the Star Trek universe, and honestly I'm being a little generous including it here. Played casually, it’s absolutely fine—a fun game of expansion and discovery and scooping up minor races to be part of your growing empire. Over time though the length of turns renders it almost unplayable. Its main hook was definitely the familiar races, and being able to play with the likes of Klingons instead of just some random warlike species. The effectiveness of this shouldn’t be underestimated, and it’s easily one of the better attempts to paste the Trek universe over an existing game. If not for that though, it’s a pale shadow of not just later games like GalCiv, but prior strategy games from its own developer Microprose. 

Star Trek: Online

star trek adventure game

The first time I fired up Star Trek Online, I finished the tutorial, got the freedom of the universe, and immediately flew my ship to Deep Space Nine to see what, if anything, the team had done there. I was expecting to be told to come back in an expansion or two, or maybe to see the 3D model. Instead, I arrived, and was able to beam across and run around the set of the best Star Trek show of all time in pretty much all of its glory.

At its best, Star Trek Online is those moments. It continues stories from the TV shows, and even brings actors back to voice their characters. The game mixes space combot with away team action and gives you plenty of freedom to explore and chart your own path through the game. Unfortunately, since going free-to-play, much of the game pivoted around less enjoyable stuff—grinding, the push for new ships, and levelling up. Between those bits there’s still much to enjoy, including building up your crew and engaging in fun action against other players. It’s worth at least trying out, and playing for a while to enjoy the atmosphere and the satisfaction of commanding a ship in MMO space.   

Cybersecurity researchers find that fake USPS phishing sites account for at least as much internet traffic as the Postal Service itself

Nintendo keeps playing DMCA whack-a-mole with Yuzu Switch emulator copies on Github, but it'll never be able to fully stamp them out

Hades 2 is absolutely worth playing in early access right now

Most Popular

  • 2 Best ultrawide monitor for gaming in 2024: the expansive panels I recommend for PC gamers
  • 3 Best wireless gaming keyboard in 2024
  • 4 Best gaming laptops in 2024: I've had my pick of portable powerhouses and these are the best
  • 5 Best gaming chairs in 2024: the seats I'd suggest for any gamer
  • 2 Gigabyte G6X (2024) review
  • 3 Flexispot E7L adjustable standing desk review
  • 4 Starforge Systems Navigator Pro review
  • 5 Indika review

star trek adventure game

star trek adventure game

Star Trek: Resurgence is a narrative-driven adventure game created by former members of Telltale Games that delivers all the excitement and wonder of the Star Trek universe. Join the crew of the U.S.S. Resolute as first officer Jara Rydek and enlisted engineer Carter Diaz on a mission to prevent an eons-old and powerful force from engulfing everything in its wake!

star trek adventure game

You’ll be challenged by tough choices in Star Trek: Resurgence and through those choices, it becomes YOUR story. After playing, see how some of your decisions compare with those of other Star Fleet officers around the world HERE .

star trek adventure game

Read the comic book series and graphic novel - available from your favorite retailer.

On a windswept planet on the edge of Talarian space, a scientist working on groundbreaking warp technology has gone missing. Captain Solano, First Officer Sutherland, and the crew of the U.S.S. Resolute are sent on a top-secret mission to find Doctor Leah Brahms and retrieve her research before it falls into the wrong hands.

star trek adventure game

Star Trek: Resurgence was created by Dramatic Labs , a new studio comprised of former members of Telltale Games who have worked on genre-defining and award-winning titles including Telltale’s The Walking Dead, Game of Thrones, and Batman.

Get updates, including release dates, exclusive first looks, and more by signing up for the Star Trek Resurgence mailing list .

We won't pass your details. This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Continuing Mission

A Fan Site for the Star Trek Adventures RPG by Modiphius

star trek adventure game

Adventures Index

This is a living index of all  playable adventures  in official  Modiphius   Star Trek Adventures  releases, as well as homebrew adventures here on  Continuing Mission , as well as other online sources (where known).

This list will be updated when new materials are released or found, so check back from time to time for new materials. We welcome other adventures that we may have missed. Just  let us know .

Note : There may be spoilers in some podcasts/streams, either in shows you haven’t watched or adventures you haven’t played.

Complete Adventures

Modiphius compendiums.

  • The Alcubierre
  • We Are Not Ourselves
  • The Pierced Veil
  • The Oracle of Bar’koth Reach {TNG}
  • Abyss Station
  • Fury of the Hive
  • Bacchus’ Irresistible Call
  • We Came Forth To Contemplate The Stars
  • Punishment And Crime
  • Decision Point
  • Doomed to Repeat the Past
  • Fading Suns
  • Convoy SE-119
  • We Are The Stars That Sing With Our Life
  • Assessor’s Gambit
  • The Displaced
  • Bacchus’s Irresistable Call {TOS}
  • Punishment and Crime {TOS}
  • The Assessor’s Gambit {TNG}
  • The Displaced {TNG}
  • As Many as Six Impossible Things {TNG}
  • Joy’s Soul Lies in the Doing {TNG}
  • The Needs of the Few {TNG}
  • Prism {TNG}
  • Envoy {TNG}
  • Deliverance {TNG}
  • A Cure Worse Than The Disease {ENT}
  • Plato’s Cave {TOS}
  • Drawing Deeply From The Well {TOS}
  • No Good Deed {TOS}
  • The Whole of the Law {TOS}
  • Footfall {TNG}
  • A Cry From The Void {TNG}
  • Darkness {TNG}
  • The Angstrom Operation {TNG}
  • A World With A Bluer Sun {TOS}
  • Border Dispute {TNG}
  • Entropy’s Demise {TNG}
  • Forests of the Night {TNG}
  • Biological Clock {TNG}
  • Plague of Arias {TNG}
  • That Which Is Unknown {TNG}
  • The Shepherd {TNG}
  • Shadows and Whispers {TOS}
  • The Way Out is In {TOS}
  • Breaking the Lock {TOS}
  • A Bridge to Everywhere {TOS}
  • Home and Hearth {TOS}
  • One Step Beyond {TOS}

Modiphius Standalones

  • A Forest Apart  [ Modiphius ] {TOS}
  • A Vulture Among The Stars [ Modiphia #2 ] {TNG}, free
  • Call Back Yesterday  [ Modiphius ] {TNG}
  • Ends And Means  [ Modiphius ] {TNG}
  • Hard Rock Catastrophe  [ Modiphius ] {TOS}
  • Kobayashi Maru [ Modiphius ] {TOS}, free
  • Nest In The Dark  [ Modiphius ] {TNG}
  • Remnants  [ Modiphius ] {TOS}
  • Signals [ Quickstart Guide ] {TNG}
  • Stolen Liberty  [ Modiphius ] {TNG}
  • The Ghost Writer [ Modiphia #3 ] {TNG}, free
  • The Gravity of the Crime [ Modiphius ] {TNG}
  • The Rescue At Xerxes IV  [ Core ] {TNG}
  • Trouble On Omned III [ Modiphius ] {TNG}
  • The Prize [ Modiphius ] {TNG}
  • Back to Reality [ Modiphius ] {TNG}
  • The Burning [ Modiphius ] {TOS}
  • Another Roll of the Dice [ Modiphius ] {TNG}
  • Upsetting the Balance [ Modiphius ] {TNG}
  • Better Days [ Modiphius ] {TNG}
  • Storms of Kiselia 7 [ Modiphius ] {TNG}

Other Mission Compendiums

  • Pieces of Eight
  • Enigmas and Variations
  • Twilight Season
  • To Face The Darkness Your Heart Must Be Pure
  • What Shadows Obscure
  • Have Bait Will Travel
  • The Fathomless
  • Hidden Secrets
  • The Weight of Decision
  • Dish Served Cold
  • Heart of Steel
  • New Neighborhood
  • Polished Mirror
  • Mirror of Steel
  • Crystal Mirror
  • Broken Mirror
  • If the Shoe Fits
  • Shattered Time
  • Caught in the Web
  • Pandora’s Gate
  • Planet of the Ebon Pearl
  • Prayers of Suppression
  • Latinum Ocean
  • First Contact: K’Si
  • ADV010: Catch and Release [ CM ]
  • ADV017: Dark Secrets [ CM ]

Other Standalones

  • A Visit To Armageddon [ Other ] {TOS}
  • Absent Friends [ Other ] {TOS}
  • Banned From Argo [ Other ] {TOS}
  • Dail Colony  [ CM ] {TNG}
  • Decay [ Other ] {TNG}
  • Demon World  [ CM ] {TOS}
  • Do Mudd-Droids Dream of Electric Sheep?  [ Other ] {TOS}
  • Dormant Life [ CM ] {TNG}
  • Enigma [ Other ] {TNG}
  • Flora & Fauna  [ Other ] {TNG}
  • Ghost In The Shuttlebay [ Other ] {ENT}
  • Life Itself [ CM ] {TNG}
  • Most Wanted Klingon  [ Other ] {TNG}
  • Pilleurs d’Epave  [ French ] {DIS}
  • Poseidonis [ CM ] {TNG}
  • Psi-Shift [ CM ] {All Eras}
  • Qilling Time [ CM ] {TNG}
  • Rig For Red  [ CM ] {TNG}
  • Risa [ CM ] {TNG}
  • Solomon’s Dilemma  [ Other ] {TNG}
  • Shadows Fly On The Wind [Currently unavailable] {TNG}
  • Shadows of the Past [ Other ] {STO}
  • Sovereignty [ Other ] {TNG}
  • Symbiosis Failure [ Other ] {TNG}
  • The Best Crew in the Galaxy [ CM ] {TNG}
  • The Flying Dutchman [ Other ] {TOS}
  • The Gene Genie  [ Other ] {TOS}
  • The Listening Post [ Other ] {All}
  • The More Things Change, the More They Stay the Same [ CM ] {TNG}
  • The Negative Paradox [ Other ] {TOS}
  • The Quadrupole Quandary  [ Other ] {TNG}
  • The Rescuers [ Other ] {TOS}
  • The Roord [ CM ] {TNG}
  • The Ruin of Maxanor [ Other ] {TOS}
  • The Wedding of S’zera [ Other ] {TNG}
  • There Ain’t No Such Thing as a Free Lunch [ CM ] {TNG}
  • Through A Forest Wilderness [ CM ] {DIS}
  • Time And Time Again  [ Other ] {TNG}
  • Time Skips [ CM ] {ENT}

Supplementals

  • Lower Decks Adaptation [ CM ] {TNG}
  • Beyond the 2371 Finale [ CM ] {TNG}

Misson Briefs

Most of these can be adapted to different eras or non-Federation settings with some work.

  • Strength of Belief {ENT}
  • The Honored Undead {ENT}
  • Disruptors At Dawn {ENT}
  • Move and Counter-Move {TOS}
  • The Great Gorn Gaffe {TOS}
  • Dinner For Two {TOS}
  • Gale Force {TOS}
  • Subversion {TNG}
  • My Ally Or My Enemy {TNG}
  • Broken Promises {TNG}
  • Who Holds Dominion Here? {TNG}
  • Where’s The Gagh? {TNG}
  • False Readings
  • Uzaveh the Infinite
  • Targ-et Practice
  • Revenge of the Illyrians
  • Solkar, Captain of the T’Plana-Hath
  • Hunting Lemurs
  • Tell Tales to the Tellarites
  • General Order One
  • The Rush of the Belt
  • Going Viral
  • In the Dark
  • Uninvited Guests
  • Rude Awakening
  • The Order Beyond
  • The Other End
  • Fluid Mechanics
  • Follow the Leader
  • The Space Between
  • Anachronism
  • Dilithium Dirge
  • The Funeral of Captain Mandolini
  • The Gemulon Run
  • Bedlam on Baham
  • Squirk’s Scheme
  • S.S. Tranquil
  • Daddy’s Little Girl
  • Life’s Gamble
  • Bandits of Zanthica
  • Dead Men Close No Deals
  • Imminent Collision
  • Imperatives
  • Holographic Will
  • Surgical Strike
  • Examinations
  • Repair Time
  • A Majestic Matter
  • Burden of Guilt
  • Everlasting
  • Freedom of the Mind
  • Forget Me Not
  • Two for One
  • Side Effects
  • Inner Workings
  • One Small Step
  • Deadly Cirrus
  • Guilty Till Proven
  • Dinner and a Show
  • Primum Non Nocere
  • Echoes of the Past
  • The Planet Next Door
  • Jaded Scorpion
  • Wreck of the Stardust Ascendant
  • Treasure of the Spindrift
  • Cat’s Meow
  • The Ark of Caledon
  • Stitches in Time and Space
  • The Mighty Gorgon
  • Vent Qui Rend Fou
  • Origin Unknown
  • Suffer the Little Children
  • The Maelstrom Imperative
  • Cloaks and Daggers
  • First, Do No Harm
  • Can I Play With Madness?
  • Dangerous Liaisons
  • Tooth and Claw
  • A Wolf in Sheep’s Clothing
  • Frontier Diplomacy Blues
  • Bid Time Return
  • Adrift {TOS}
  • Splinters of Fire {TOS}
  • Abyss Station {TOS}
  • Fury of the Hive {TOS}
  • We Came Forth to Contemplate the Stars {TOS}
  • Simplicity {TOS}
  • Into the Heart of Murasaki 312 {TOS}
  • Return to Beta Niobe {TOS}
  • Emergency on Ceti Alpha V {TOS}
  • Piece of the Puzzle {TOS}
  • Decision Point {TNG}
  • Doomed to Repeat the Past {TNG}
  • Fading Suns {TNG}
  • Convoy SE-119 {TNG}
  • Tug of War {TNG}
  • Signals {TNG}
  • We are the Stars that Sing with Our Lives {TNG}
  • The Orion Heist {TNG}
  • Second Contact {TNG}
  • Disunification {TNG}
  • Cleft of the Rock {TNG}
  • Time Machine {TNG}
  • Defending Narendra Station {TNG}
  • The Fallen {TNG}
  • The Qofuari Conundrum {TNG}
  • A Picture’s Worth {TNG}
  • Strategic Location {TNG}
  • The Chimes at Midnight {TNG}
  • Unintended Consequences {TNG}
  • Safe Passage {TNG}
  • War Torn {TNG}
  • Early Warning {TNG}
  • The Fight for Betazed {TNG}
  • Viral Battlefield {TNG}
  • Strange Bedfellows {TNG}
  • The Expanse Initiative {TNG}
  • Hidden in the Depths
  • The Orion Trap
  • The Shadows Have Eyes
  • Forming Glory
  • What Follows
  • Gormagander Migration
  • Mirrored Aspirations
  • Triumvirate Games
  • Contaminant
  • Tardigrade Trip
  • Muddied Waters
  • Arena of Relics
  • Starbase Naught
  • The Basest Bones
  • Worthy Prey
  • Peer Pressure
  • Jefferies Tube Jam
  • Playing Along
  • It Takes a Village
  • Retrofit Gone Wrong
  • Bilitrium Blues
  • The Handler
  • Surface Issues
  • ADV001: Order of the Amber Pendant [ CM ] {TNG}
  • ADV002: A Surplus of Problems [ CM ] {TNG}
  • ADV003: Prix and Proxy [ CM ] {TNG}
  • ADV004: NX Squared [ CM ] {TNG}
  • ADV005: Hyperspace Blues [ CM ] {TNG}
  • ADV006: The Orb of the Exile [ CM ] {TNG}
  • ADV007: Deepen [ CM ] {TNG}
  • ADV008: Planetoids [ CM ] {TNG}
  • ADV009: I, Hologram [ CM ] {TNG}
  • ADV010: Supreme Mandate: Catch and Release [ CM ] {TNG}
  • ADV011: The Hur’q [ CM ] {TNG Klingon}
  • ADV012: Family Matters [ CM ] {TNG}
  • ADV013: A New Warp Signal [ CM ] {TNG}
  • ADV014: Find [ CM ] {TNG}
  • ADV015: Blueberry Trill [ CM ] {ENT}
  • ADV016: Waste of Time [ CM ] {ENT}
  • ADV017: Supreme Mandate: Dark Secrets [ CM ] {TNG}
  • TNG502: Darmok [ CM ] {TNG}
  • The Roord, Part II [ CM ] {TNG}
  • The Path of Distress [ CM ] {TNG}
  • The Cure [ CM ] {TNG}
  • Deadlock [ CM ] {Any}
  • Extraction [ CM ] {TNG}
  • Pocket Planet [ CM ] {TNG}

Partial Adventures

  • Ackworm  [ CM ] {TNG}
  • One Dam Problem  [ CM ] {TNG}
  • Ping Pong [ CM ] {TNG}
  • Sentient Seed  [ CM ] {TNG}
  • Tsunkatse [ CM ] {VOY}
  • The Best Pilot In The Galaxy  [ CM ] {TNG}

In Progress

  • Transplant (Act I) [ Other ] {TNG}

Settings and Inspirations

  • Sargon & Beyond  [ CM ] {TNG}
  • Star Trek: Explorations [ Other ] {2200s}
  • The Tekli Campaign [ Other ] {TNG}
  • The Gathering [ Other ] {TNG}
  • Three New Worlds [ Other ]
  • 20 Side Plots [ Other ]
  • A Setting Overview for 2380 [ Other ] {2380}
  • Home Ground [ Other ]
  • Where No One Would Ever Want To Go [ Other ]

Share this:

Shipping to the UK now available!

Modiphius US

Login to my account

Enter your e-mail and password:

New customer? Create your account

Lost password? Reset password

Recover password

Enter your email:

Remembered your password? Back to login

Create my account

Please fill in the information below:

Already have an account? Login here

Your cart is empty

Star Trek Adventures - Second Edition - Game Toolkit

Star Trek Adventures - Second Edition - Game Toolkit

Description, this is a pre-order.  shipping is expected to start august 2024. if your order includes pre-order items, it will delay your shipping until the items are in stock. you will receive the complementary  pdf as soon as it's available., seek out the unknown.

The Star Trek Adventures Game Toolkit provides you with a wealth of materials to expand your game beyond the core rulebook. It provides players and gamemasters with additional options and rules references to aid your group in exploring the final frontier.

The Star Trek Adventures Game Toolkit contains:

  • A full-color 4-panel (US letter size) gamemaster screen, packed with reference tables for the Star Trek Adventures second edition roleplaying game.
  • An A2-sized map of the Galaxy as of the mid-23rd century, and on the reverse, full-color art to inspire your bold adventures.
  • 8 double-sided reference sheets including the actions of each role aboard a starship, Momentum spend reference tables, conflict rules references, and more.
  • A 40-page booklet containing a wealth of material expanding the scope of the game:
  • Seventeen additional spaceframes to choose from as your group’s starship.
  • Five new starship mission profiles and five new starship talents.
  • Advice for the gamemaster on developing Star Trek -style stories.
  • Additional gamemaster options for using extended tasks and Threat.

The  Star Trek Adventures Game Toolkit requires the Star Trek Adventures second edition core rulebook to use.

TM & © 2024 CBS Studios Inc. © 2024 Paramount Pictures Corp. STAR TREK and related marks and logos are trademarks of CBS Studios Inc. All Rights Reserved.

Payment & Security

Your payment information is processed securely. We do not store credit card details nor have access to your credit card information.

Estimate shipping

Refund policy.

If you have a problem with your order we will do everything we can to sort it out for you. Please note the following:

- We will replace damaged products free of charge, or you can have a refund. We will require photographic evidence of the damage.

- Physical orders can be cancelled and refunded before they are shipped, but if the product includes downloadable content, the cost of the PDF version will be deducted from the value of the refund.

- If you wish to return a product once you have received it, you will have to pay to return it to us, once it's received and verified in same condition it was purchased then a refund can be made.

- Books and PDF's are not generally subject to export or import restrictions, but it is up to the customer to pay any local taxes or custom duties if charged. We have no control over this sorry!

- Simply send us a mail to [email protected] quoting your order number and your problem and we'll be in touch to help.

Please see our Terms & Conditions for more details.

You may also like

Recently viewed.

  • Opens in a new window.

star trek adventure game

  • Toys & Games
  • Toy Figures & Playsets
  • Action Figures

star trek adventure game

Image Unavailable

Modiphius Games Star Trek Adventures Starter Set

  • To view this video download Flash Player

Modiphius Games Star Trek Adventures Starter Set

About this item.

  • Package Dimensions: 1.75 L x 11.5 H x 9 W (inches)
  • Package Weight: 1.5 pounds
  • Country of Origin : China

star trek adventure game

Customers who viewed this item also viewed

Modiphius Entertainment Ltd Star Trek Adventures: Player's Guide - Expansion to RPG Star Trek Adventures Core Rulebook, Hardc

Product information

Product description.

Star Trek Adventures takes you to the final frontier of the Galaxy, with everything you need to begin playing the tabletop roleplaying game in one introductory boxed set.The starter set contains: Starter Rules booklet: Giving you an overview of the 2d20 system. A Three-Mission Campaign Booklet: That guides you through the game mechanics as you play, 6 Pre-Generated Character Sheets: Including 5 Starfleet officers and 1 Galaxy-class vessel, Dice: 2 twenty-sided dice (d20s) an 4 custom six-sided dice (d6s), Tokens: Tokens for Momentum, Threat and characters, and Poster Maps: For locations in the campaign.

From the manufacturer

image

Ages 12 and up.

Star trek adventures starter set (star trek rpg box set), a starter set with everything you need for roleplaying in the star trek galaxy, contains everything you need to begin your journey to the final frontier., what's in the box, looking for specific info, customer reviews.

Customer Reviews, including Product Star Ratings help customers to learn more about the product and decide whether it is the right product for them.

To calculate the overall star rating and percentage breakdown by star, we don’t use a simple average. Instead, our system considers things like how recent a review is and if the reviewer bought the item on Amazon. It also analyzed reviews to verify trustworthiness.

Customers say

Customers find the system easy to learn and understand. They also say the game is pretty good, interesting, and awesome. Customers appreciate the great quality of the book, tokens, and maps. They say the value is great.

AI-generated from the text of customer reviews

Customers find the system easy to learn and understand, with quick and easy rules. They also say the system is deceptively simple and perfect for beginners or as a quick reference.

"...to quote Todd Howard, it just works.the rules are quick and easy to understand, the tokens are great, and i love the RED ALERT tokens as..." Read more

"This is all you need to start a Star Trek game with your friends. Fast, easy , tons of fun" Read more

"The system is a breeze to learn, and allows for easy freestyle sessions ." Read more

"It’s pretty interesting and easier to learn than it seems ." Read more

Customers find the board game pretty good, with room to expand. They also say it's fast, easy, and has tons of fun.

"...overall, this is a great starter box sets, a great mini adventure to start off with, rules that are understandable for the most part, and a system..." Read more

"...Fast, easy, tons of fun " Read more

"It’s pretty interesting and easier to learn than it seems." Read more

" Awesome game ..." Read more

Customers find the book good, the tokens and maps are of great quality, and they love the art work on the box and inside.

"...The tokens, and maps are of great quality , but a few personal "gripes" keep me from giving it 5 starts..." Read more

" Love the art work on the box and inside. Not so sure about the 2d20 system as it seems a little clunky but it does allow for dramatic story telling." Read more

" Good book " Read more

Customers appreciate the value of the board game.

"...in the game, and you don’t want to spend a lot of money this is a great value ...." Read more

"Could not find this anywhere... Until now. Great value ." Read more

" Cost effective way to see if this is for you..." Read more

  • Sort reviews by Top reviews Most recent Top reviews

Top reviews from the United States

There was a problem filtering reviews right now. please try again later..

star trek adventure game

  • Amazon Newsletter
  • About Amazon
  • Accessibility
  • Sustainability
  • Press Center
  • Investor Relations
  • Amazon Devices
  • Amazon Science
  • Sell on Amazon
  • Sell apps on Amazon
  • Supply to Amazon
  • Protect & Build Your Brand
  • Become an Affiliate
  • Become a Delivery Driver
  • Start a Package Delivery Business
  • Advertise Your Products
  • Self-Publish with Us
  • Become an Amazon Hub Partner
  • › See More Ways to Make Money
  • Amazon Visa
  • Amazon Store Card
  • Amazon Secured Card
  • Amazon Business Card
  • Shop with Points
  • Credit Card Marketplace
  • Reload Your Balance
  • Amazon Currency Converter
  • Your Account
  • Your Orders
  • Shipping Rates & Policies
  • Amazon Prime
  • Returns & Replacements
  • Manage Your Content and Devices
  • Recalls and Product Safety Alerts
  • Conditions of Use
  • Privacy Notice
  • Consumer Health Data Privacy Disclosure
  • Your Ads Privacy Choices

Star Trek home

  • More to Explore
  • Series & Movies

Published Jul 11, 2023

Star Trek Adventures to Launch Solo Edition with Captain’s Log Solo Roleplaying Game

Write your own captain’s log with this journaling roleplaying game!

Star Trek Adventures Solo Edition

StarTrek.com

Tabletop game publisher Modiphius Entertainment has announced a new Star Trek roleplaying game, launching the brand into the solo roleplaying game frontier, with the Captain’s Log Solo Roleplaying Game .

This 326-page full color standalone digest-sized rulebook provides a complete, streamlined version of the award-winning 2d20 System® used for the Star Trek Adventures roleplaying game to create your own Star Trek stories with a dynamic captain that you create.

Star Trek Adventures - Captain’s Log Solo Roleplaying Game - Star Trek: The Next Generation edition

Write your own captain’s log as you, your ship, and your crew venture into the cosmos alone, conducting Galaxy-spanning missions and recording your progress. The solo roleplaying game uses the award-winning rules of Star Trek Adventures to give a unique gameplay style, letting Star Trek fans record their own captain’s logs for the first time!

Star Trek Adventures - Captain’s Log Solo Roleplaying Game - Star Trek: The Original Series edition

Players can create or randomly generate their missions without a gamemaster, decide on the actions their crew will take to complete it, and a vibrant story will emerge as success or failure provides unexpected twists and turns while exploring strange new worlds and discovering new life and civilizations. The game also allows captains to play cooperatively with friends as their senior staff, or explore the final frontier with a gamemaster facilitating their adventures. Gamemasters of Star Trek Adventures can also use the random story tables contained in Captain’s Log to generate countless hours of memorable adventures in the Star Trek universe.

Star Trek Adventures - Captain’s Log Solo Roleplaying Game - Star Trek: Deep Space Nine edition

Play in any era of Star Trek , from the 21st Century to the 32nd Century, by choosing from a selection of unique cover designs featuring the combadges from each series.

Star Trek Adventures - Captain’s Log Solo Roleplaying Game - Star Trek: Discovery edition

Thanks to our friends at Modiphius, we can preview Captain's Log below:

Star Trek Adventures - Captain’s Log Solo Roleplaying Game - preview page

Prospective Starfleet captains can pre-order copies now from www.modiphius.net or www.modiphius.us and receive a digital PDF copy right away, with print editions expected to ship to stores in August 2023.

Stay tuned to StarTrek.com for more details! And be sure to follow @StarTrek on Facebook , Twitter , and Instagram .

Get Updates By Email

Star Trek: Infinite game logo

star trek adventure game

This content requires the base game Fantasy Grounds Unity on Steam in order to play.

star trek adventure game

Sign in to add this item to your wishlist, follow it, or mark it as ignored

Sign in to see reasons why you may or may not like this based on your games, friends, and curators you follow.

star trek adventure game

Downloadable Content

Buy fantasy grounds - star trek adventures, about this content, star trek adventures.

  • Create your own  Star Trek  stories of discovery and adventure on the Final Frontier. 
  • 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 .
  • An extensive exploration of the United Federation of Planets and its galactic neighbours in the Alpha, Beta and Gamma Quadrants.
  • Guidelines for Gamemasters old and new, on how to run an adventure of exploration and discovery for the crew of a Federation starship.
  • A full catalogue of aliens and antagonists including Klingons, Romulans, Cardassians, the Borg and the Dominion.
  • Personal logs and intercepted communications by Starfleet Intelligence provide a new perspective on  Star Trek  and its events.  

System Requirements

  • OS: Windows 7x, 8x, or 10x
  • Processor: 1.6 GHz or higher processor
  • Memory: 1 GB RAM
  • Graphics: Graphics card recommended
  • DirectX: Version 9.0c
  • Network: Broadband Internet connection
  • Storage: 500 MB available space
  • Sound Card: a sound card is required for voice communication using external programs like Google Hangouts, Skype or Discord.
  • Additional Notes: Requirements vary by the add-ons installed and the number of players connecting to your game.
  • Processor: 2.0 GHz or higher processor
  • Memory: 4 GB RAM
  • Graphics: DirectX or OpenGL compatible card.
  • Storage: 2 GB available space
  • OS: 10.6.8 or newer
  • Sound Card: A sound card is required for voice communication using external programs like Google Hangouts, Skype or Discord.
  • Additional Notes: This product uses a wine wrapper to simplify installation
  • Processor: 2.0 GHz processor or higher
  • Graphics: DirectX 9.0 compatible video adapter

(TM) & (C) 2017 CBS Studios Inc. (C) 2017 Paramount Pictures Corp. STAR TREK and related marks and logos are trademarks of CBS Studios Inc. All Rights Reserved. Owned by Modiphius Entertainment Ltd. Copyright (c) 2021. All rights reserved. Fantasy Grounds is copyright SmiteWorks USA LLC, 2004-2021. All Rights Reserved.

More DLCs from this game

More from fantasy grounds by smiteworks.

You can write your own review for this product to share your experience with the community. Use the area above the purchase buttons on this page to write your review.

star trek adventure game

You can use this widget-maker to generate a bit of HTML that can be embedded in your website to easily allow customers to purchase this game on Steam.

Enter up to 375 characters to add a description to your widget:

Copy and paste the HTML below into your website to make the above widget appear

star trek adventure game

Popular user-defined tags for this product: (?)

Sign in to add your own tags to this product.

Valve Software

TrekMovie.com

  • May 7, 2024 | Crowdfunded ‘Space Command: Redemption’ Released, Features Star Trek’s Doug Jones, Robert Picardo & More
  • May 6, 2024 | William Shatner Calls Return To Star Trek “Intriguing Idea,” Suggests Digital De-Aging To Play Kirk Again
  • May 6, 2024 | Preview ‘Star Trek: Discovery’ Episode 507 With New Images And Clip From “Erigah”
  • May 5, 2024 | Alex Kurtzman Says There’s An Infinite Number Of Star Trek Stories To Tell, But New Shows Must Be “Authentic”
  • May 5, 2024 | Interview: Mary Wiseman On Doing Some “Classic Star Trek” In ‘Discovery,’ And Tilly’s Future

Star Trek Event Coming To ‘World Of Tanks’ Online Game – Watch Mission Preview

star trek adventure game

| May 1, 2024 | By: TrekMovie.com Staff 19 comments so far

The popular World of Tanks massive multiplayer online game is usually all about tank warfare, but they just announced a game event that will let you compete in Starfleet “rovers.”

Call to the Final Frontier

The “Call to the Final Frontier” event will run in World of Tanks from May 2 to May 13. It is themed around the 2009 Star Trek movie and Kelvin Universe. Here is the mission synopsis:

A mysterious alien Object stole the antimatter straight from the warp core of the U.S.S. Enterprise. Use your vehicle combat skills while competing with other crewmates to recover the antimatter and research the alien Object. Help the iconic flagship resume her five-year mission!

For the special event players put aside their usual tanks to drive rovers to collect antimatter fragments to get Star Trek-themed rewards. Players can compete in daily event missions to earn new styles, decals, inscriptions, and 3 new Commanders with unique voices (Kirk, Spock, and Uhura). There is also a special “Orion Lockbox.”

This video provides your mission briefing…

Trekify your Tank!

One of the 3D styles you can get during the event is called “Emissary,” transforming your regular tank with a Starfleet theme. Here is the teaser from World of Tanks :

“Found this one when we were looking for that T95 we lost during field trials. The ground ’round the thing was…strange, wrinkled. Like it had been fried or something. And what a remarkable piece of equipment, this tank. Looks a bit like one of ours, right? But I heard Doc getting all excited about the ‘improbable alloy’ it’s made of—after he managed to chip a bit off the lower plate. Hope his ravings can stir up some of the top brass to get the tank outta our depot and into some fancy top-secret lab. Because I’m telling you, it looks like it can fly—or even more. You know, the little green men that built it—just for fun, inspired by our exotic designs—they might find its remote control and press some buttons.”

Check it out…

star trek adventure game

For more info on the Star Trek event or to start playing World of Tanks visit worldoftanks.com .

Related Articles

star trek adventure game

Comics , Discovery , Kelvin Universe , Lower Decks

Exclusive First Look At Artwork From ‘Star Trek: Celebrations’ – IDW’s One Shot Comic For Pride Month

star trek adventure game

Collectibles , DS9 , Games , Lower Decks , TNG

Star Trek Merch: TNG And ‘Lower Decks’ CCGs Announced, Dr. Bashir 12″ Figure Revealed, And More

star trek adventure game

‘Star Trek: Legends’ RPG Game Launches On PC With New Exclusive Content

star trek adventure game

Electronics/Gadgets , Feature Films (TMP-NEM) , History , Merchandise , Star Trek Universe TV , Trek on TV

‘The Archive’ Star Trek Spatial Experience Released For Apple Vision Pro

scrolled down and legit thought for 1 second that ST4 was being announced with surprise new movie poster

Isn’t that the Enterprise-A from the end of Beyond? That’s an interesting choice to use in the marketing for this.

They use the first Kelvin-prise at the beggining of the video, then they change it at minute 1 with the Kelvin-prise A.

This seems pretty silly. It would be nice to get a single player adventure game, but I’ll keep on dreaming. Star Trek: Resurgence isn’t terrible, but it’s not the open world exploration RPG I’d rather fawn over.

My two complaints for Resurgence are that the “video game-y” parts of like the little mini games or flying the ship are a bit clunky, and that also sometimes, for me personally, it goes just a little too far on the lets put you in stressful situations sort of thing (I know that’s kind of the point of the game, so that probably is just part of it and not much to do about that but it just felt like it was constantly trying to make me feel bad about making choices). But in terms of getting to feel like you are part of an interactive Star Trek story they did a wonderful job with the look and feel and lots of great writing.

If there’s one thing that makes me thinks of Star Trek, it’s heavy artillery.

Agreed, was just about to post this sentiment.

I’m at a loss to explain why this was greenlighted. Star Trek… with military tanks? Someone was asleep at the wheel.

I’d surely hate to think that during the Dominion War that when it came to ground forces that the Klingons did all the heavy lifting.

The same logic that had Starfleet borrowing a Romulan cloaking device for the Defiant instead of developing their own: let others do the distasteful work so we can keep our hands clean.

they’ve also done collabs with TMNT, it’s not meant to be treated as some super serious in universe Trek event

the reaction to this event is so overblown and silly, IP crossover collabs are the current “it” thing for big online games

Star Trek New Worlds

At long last, the next Transformers and Trek crossover I was waiting for.

Age Of Tanks paid a licence fee…

Enjoy the game kids because this is probably the only thing you will get to getting more JJ verse. It certainly won’t be another movie at the rate things are going. 😂

…another mismanagement of the franchise, imo. Imagine if Rockstar put out a Trek game, aka RDR/GTA.

It’ll never cease to amaze how big an influence Mass Effect has had, not just on games, but on sci-fi in general.

You’re right, those tanks totally look like they’re straight out of Mass Effect

Brought to by the same brilliant folks who put Wrestling on the SciFi Channel.

Modiphius Entertainment

Login to my account

Enter your e-mail and password:

New customer? Create your account

Lost password? Recover password

Recover password

Enter your email:

Remembered your password? Back to login

Create my account

Please fill in the information below:

Already have an account? Login here

Your cart is empty

STA Captain's Log Solo Roleplaying Game Star Trek Adventures Modiphius Entertainment TOS

Star Trek Adventures: Captain's Log Solo Roleplaying Game

Description, please note: cover art is the only difference between the four versions of captain's log. the content is the same for each., boldly go where no one has gone before.

“THERE’S NO SUCH THING AS THE UNKNOWN; ONLY THINGS TEMPORARILY HIDDEN, TEMPORARILY NOT UNDERSTOOD.” -CAPTAIN JAMES T. KIRK

The Captain’s Log Solo Roleplaying Game is a 326-page, full-color standalone digest-sized rulebook that provides a complete, streamlined version of the award-winning 2d20 System used for the Star Trek Adventures roleplaying game, which you can use to create your own Star Trek stories with a dynamic character formed from your own imagination.

Whether you are venturing into the cosmos alone, conducting Galaxy-spanning missions cooperatively with friends, or exploring the unknown with a gamemaster facilitating your adventures, use the guidance and random tables contained in Captain’s Log to generate countless hours of memorable adventures in the Star Trek universe.

Create an original character and then use the tools in this book, combined with your fertile imagination, to fashion your own fascinating Star Trek -style stories. Play in any era of Star Trek - from the 21st century to the 32nd century and everything in between. Explore strange new worlds, new civilizations, and all the wonders of the universe!

What will you discover while exploring the final frontier?

The 326-page, full-color digest-sized hardcover Captain’s Log Solo Roleplaying Game features:

  • A streamlined 2d20 ruleset that enables countless ways to play.
  • Lifepaths and roles for any type of character, not just Starfleet captains.
  • Story-driven solo gameplay that promotes drama in a safe space.
  • A Star Trek primer including society, technology, and eras of play.
  • Rules for creating or randomizing your own starship or starbase.
  • Options to play the game solo, collaboratively with friends without a gamemaster, or collaboratively with a gamemaster
  • Guidance on implementing the rules and telling your own stories.
  • Over 100 random tables and storytelling matrixes usable in all kinds of games,
  • including alien worlds and polities, allies and enemies, mission themes, maintenance downtime, and so much more!
  • Available in four different covers inspired by your favorite Star Trek eras: the original series, The Next Generation , Deep Space Nine/Voyager , and Discovery . The interior content is the same for each version.

This book is a standalone product.

TM & © 2023 CBS Studios Inc. © 2023 Paramount Pictures Corp. STAR TREK and related marks and logos are trademarks of CBS Studios Inc. All Rights Reserved.

Payment & Security

Your payment information is processed securely. We do not store credit card details nor have access to your credit card information.

Refund Policy

If you have a problem with your order we will do everything we can to sort it out for you. Please note the following:

- We will replace damaged products free of charge, or you can have a refund. We will require photographic evidence of the damage.

- Physical orders can be cancelled and refunded before they are shipped, but if the product includes downloadable content, the cost of the PDF version will be deducted from the value of the refund.

- If you wish to return a product once you have received it, you will have to pay to return it to us, once it's received and verified in same condition it was purchased then a refund can be made.

- Books and PDF's are not generally subject to export or import restrictions, but it is up to the customer to pay any local taxes or custom duties if charged. We have no control over this sorry!

- Simply send us a mail using www.modiphius.com/contact quoting your order number and your problem and we'll be in touch to help.

Please see our Terms & Conditions for more details.

Customer Reviews

Purchaser's log This is a fun and inventive game that fits well with Star Trek Adventures. I have been playing it as an anthology game which is entertaining (a Ferengi merchant who goes back two years in time and ends up making an alliance - not realizing that he has ended up in an alternate timeline where the Borg invade the Federation and go on to invade the Gamma quadrant preventing the Dominion war)

A versatile game and well worth investing in.

I hope they release a companion guide will expanded ships and random charts - fingers crossed they make it so.

You may also like

Recently viewed.

  • Opens in a new window.

Net Orders Checkout

Shipping address, shipping methods.

IMAGES

  1. Star Trek: The Next Generation

    star trek adventure game

  2. Star Trek Adventures RPG Co-Op Game Homepage

    star trek adventure game

  3. 'Star Trek Adventures' Is the Franchise's Best RPG Yet

    star trek adventure game

  4. 5 of the Best Star Trek Games Ever Made

    star trek adventure game

  5. Top 10 Best Star Trek Games For PC

    star trek adventure game

  6. Star Trek: The Adventure Game

    star trek adventure game

VIDEO

  1. Star Trek Adventure Line

  2. Star Trek Adventure 9-4-1992

  3. Star Trek Adventure Ride Tantamount Studios Tour Theme Park

  4. Star Trek Adventure Intro

  5. 1N Star Trek Adventure

  6. Star Trek Adventure 1991

COMMENTS

  1. Star Trek Adventures Tabletop RPG

    Star Trek Adventures is a Tabletop RPG where new discoveries await explorers of Starfleet. Browse below for the roleplaying game, miniatures, dice, character sheets, game tiles & boards, free PDFs and accessories. Starfleet needs a new crew! Welcome to your new assignment, Captain. Your continuing mission, to explore strange new worlds, seek ...

  2. Star Trek Adventures

    During its 7-year voyage, Star Trek™ Adventures has brought intrepid explorers, alien worlds, and the futuristic technology of the Star Trek™ universe to the tabletop in immersive and faithful detail. The brand new second edition of the award-winning roleplaying game brings together crews from across the franchise - including Strange New Worlds and Prodigy - to explore the galaxy like ...

  3. Star Trek: Resurgence on Steam

    About This Game. Star Trek™: Resurgence is a narrative-driven adventure game created by former members of Telltale Games that delivers all the excitement and wonder of the Star Trek universe. As first officer Jara Rydek and enlisted engineer Carter Diaz, you will join the crew of the U.S.S. Resolute, a science vessel on the edge of Federation ...

  4. A First Look at Star Trek™ Adventures Second Edition

    By Nathan Dowdell, 2d20 System Developer Art by Paolo Puggioni Developing the second edition of Star Trek Adventures was a big challenge. On the one hand, revisiting a game I'd designed was a great opportunity…but, unlike when I'd designed the first edition, I had more than my own expectations to contend with: the game has many dedicated fans now, and I would have to account for their ...

  5. Star Trek Adventures Tabletop RPG

    Star Trek Adventures is a Tabletop RPG where new discoveries await explorers of Starfleet. Browse below for the roleplaying game, miniatures, dice, character sheets, game tiles & boards, free PDFs and accessories. Starfleet needs a new crew! Welcome to your new assignment, Captain. Your continuing mission, to explore strange new worlds, seek ...

  6. Star Trek Adventures (Modiphius)

    Star Trek Adventures is a tabletop role playing game that is published by Modiphius Entertainment of London, England. First released in August 2017, the RPG uses Modiphius' 2d20 system and features a storyline partially developed by Star Trek authors Dayton Ward and Scott Pearson. It covers the various live-action series from Star Trek: The Original Series to Star Trek: Enterprise and the Star ...

  7. 'Star Trek Adventures' Is the Franchise's Best RPG Yet

    Space.com tested out "Star Trek Adventures," a pencil-and-paper roleplaying game that lets a group of players bring their own futuristic voyages to life.(Image credit: Marshall Honorof/Space.com ...

  8. Star Trek Adventures In-Depth Review

    Star Trek Adventures, like Star Trek at large, certainly could manage a blockbuster event, or a Dominion or Burn-style long arc, but it sings as an episodic game, and I think that's because the game trusts its players to bring what they know and love of Trek to the table and fly "second star to the right — and straight on 'til morning."

  9. The best Star Trek games

    Star Trek: Voyager, Elite Force 1 and 2. Elite Force is an rare case where it makes sense to turn Star Trek into a shooter. Voyager is lost in the depths of space, surrounded by enemies, and while ...

  10. Star Trek Adventures

    Welcome to your new assignment, Captain. Your continuing mission, to explore strange new worlds, seek out new life and new civilizations, to boldly go where no one has gone before. Star Trek Adventures is a Tabletop RPG where new discoveries await explorers of Starfleet. Browse below for the roleplaying game, miniatures, dice, character sheets ...

  11. Star Trek Resurgence

    About. Star Trek: Resurgence is a narrative-driven adventure game created by former members of Telltale Games that delivers all the excitement and wonder of the Star Trek universe. Join the crew of the U.S.S. Resolute as first officer Jara Rydek and enlisted engineer Carter Diaz on a mission to prevent an eons-old and powerful force from ...

  12. Star Trek: The Adventure Game

    In "Star Trek: The Adventure Game", you send forth a starship, exploring unknown planets across the immense distances of space. One player represents the mighty United Federation of Planets; the other, the powerful and mysterious Klingon Empire. Solo play is also possible. With outright war between the two interstellar powers forbidden by the ...

  13. Adventures Index

    Adventures Index. This is a living index of all playable adventures in official Modiphius Star Trek Adventures releases, as well as homebrew adventures here on Continuing Mission, as well as other online sources (where known). This list will be updated when new materials are released or found, so check back from time to time for new materials.

  14. Star Trek Adventures Tabletop Roleplaying Game to Launch Second Editio

    London, England: 26 th February, 2024. Modiphius Entertainment Ltd. will publish a second edition of its award-winning Star Trek™ roleplaying game, Star Trek Adventures, later this year with a new core rulebook and a series of game expansions to follow. The British publisher continues to enjoy a strong licensing relationship with Paramount ...

  15. Star Trek Adventures

    The Star Trek Adventures Game Toolkit contains: A full-color 4-panel (US letter size) gamemaster screen, packed with reference tables for the Star Trek Adventures second edition roleplaying game. An A2-sized map of the Galaxy as of the mid-23rd century, and on the reverse, full-color art to inspire your bold adventures. 8 double-sided reference ...

  16. Modiphius Games Star Trek Adventures Starter Set

    Star Trek Adventures takes you to the final frontier of the Galaxy, with everything you need to begin playing the tabletop roleplaying game in one introductory boxed set.The starter set contains: Starter Rules booklet: Giving you an overview of the 2d20 system. A Three-Mission Campaign Booklet: That guides you through the game mechanics as you ...

  17. Star Trek Adventures to Launch Solo Edition with Captain's Log Solo

    Tabletop game publisher Modiphius Entertainment has announced a new Star Trek roleplaying game, launching the brand into the solo roleplaying game frontier, with the Captain's Log Solo Roleplaying Game.. This 326-page full color standalone digest-sized rulebook provides a complete, streamlined version of the award-winning 2d20 System® used for the Star Trek Adventures roleplaying game to ...

  18. Fantasy Grounds

    It is a volatile time for the Federation and new crews have never been in higher demand. Create your own Star Trek stories of discovery and adventure on the Final Frontier. 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 ...

  19. Star Trek Adventures

    The Star Trek Adventures roleplaying game takes you to the final frontier! From the 21st through to the 32nd century, join Starfleet, the Klingon Empire, the Romulan Star Empire, and countless other civilizations, and journey across the Star Trek universe with your crew. Explore strange new worlds, encounter fantastical alien life-forms, and ...

  20. Star Trek: The Adventure Game

    Star Trek: The Adventure Game is a game based on the original Star Trek series, which takes place in the Organian Treaty Zone between the Federation and the Klingon Empire. Reception. Tony Watson reviewed Star Trek: The Adventure Game in Space Gamer No. 76.

  21. List of Star Trek games

    Star Trek: Starfleet Game, a promotional game released by McDonald's to coincide with the first movie (1979) Struggle for the Throne, produced by FASA (1984). Players control factions fighting in a succession crisis in the Klingon Empire. Star Trek: The Adventure Game, produced by West End Games (1985)

  22. Star Trek Adventures Game: Core Rulebook

    It is a volatile time for the Federation and new crews have never been in higher demand. • 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). Full colour hardback, features a matte laminate cover. • Complete 2d20 game system from ...

  23. Star Trek Event Coming To 'World Of Tanks' Online Game

    The "Call to the Final Frontier" event will run in World of Tanks from May 2 to May 13. It is themed around the 2009 Star Trek movie and Kelvin Universe. Here is the mission synopsis: A ...

  24. Star Trek Adventures: Captain's Log Solo Roleplaying Game

    The Captain's Log Solo Roleplaying Game is a 326-page, full-color standalone. digest-sized rulebook that provides a complete, streamlined version of the award-winning 2d20 System used for the Star Trek Adventures roleplaying game, which you can use to create your own Star Trek stories with a dynamic character formed from your own imagination.