TODAY IS A GOOD DAY TO DIE! WE DO NOT FIGHT MERELY TO SPILL BLOOD, BUT TO ENRICH THE SPIRIT. - EMPEROR II

THE EMPIRE core rulebook for the Adventures Roleplaying Game takes you to the final frontier of the Galaxy, where new worlds and new civilizations await bold Klingon warriors hungry for glory and honor. Your duties may take you to the edges of known space, to Klingon colonies in need, to the borders of neighboring galactic powers, or into the eye of interstellar phenomena. Your warship and crew represent the best-trained and honorable of Klingon warriors, and your cunning and abilities are needed now more than ever. THE KLINGON EMPIRE

A new threat looms from across the Gamma Quadrant, representing a worthy opponent for the Alpha and Beta Quadrants. Tensions are high and it remains to be seen how the Klingon Empire will get involved. It is a volatile time for the Empire as her brave warriors and bold crews ready for battle against whatever foes present themselves.

This Star Trek Adventures core rulebook contains: CORE RULEBOOK

■ Guidance on how to create your own ■ A large selection of Klingon NPCs Klingon-focused Star Trek stories of from all eras of play, as well honor and glory on the final frontier. as many antagonists, including Federation, , , ■ A complete and updated version , and characters of the Star Trek Adventures 2d20 and vessels. game system. ■ An introductory adventure ■ An extensive study of the Klingon designed to quickly get you and Empire, including its history, your fellow players playing brave culture, worlds, society, warships, Klingon warriors. technology, and more. ■ Historical excerpts, personal logs, ■ Guidelines for novice and and intercepted communications, experienced gamemasters on how providing a new perspective on to run Star Trek-themed adventures Star Trek lore and events. and campaigns of conquest and MUH051071 exploration for the daring crew of a ■ Brought to you by an expert Star Klingon warship. Trek development team, including award-winning Star Trek novelists, editors, and game designers.

ISBN 978-1-910132-95-1 ® Sample file TM & © 2020 CBS Studios Inc. © 2020 Paramount Pictures Corp. STAR TREK and related marks and logos are trademarks of CBS Studios Inc. 9 781910 132951 All Rights Reserved. THE KLINGON EMPIRE MUH051071

Printed in Lithuania ® CORE RULEBOOK Sample file Sample file 910132 CREDITS 26871’ 6246 37931

SYSTEM DESIGN INTERNAL ARTWORK HEAD OF CREATIVE Nathan Dowdell Nick Greenwood, Tobias Richter, Jon Webb Martin Sobr, Wayne Miller, Susanah Grace, PROJECT MANAGER Paolo Puggioni, Chris Adamek, PRODUCTION MANAGEMENT Jim Johnson Toma Feizo Gas, Eli Maffei, CBS Studios, Peter Grochulski & Steve Daldry Chaim Garcia, Ángel Alonso Miguel, WRITING Rodrigo Gonzalez, David Metlesits & VIDEO PRODUCTION Jim Johnson, Nathan Dowdell, Sam Webb, Alain Rivard Steve Daldry Keith R.A. DeCandido, Dayton Ward, Derek Tyler Attico, Fred Love, Jack Geiger, ART DIRECTION SALES AND MARKETING MANAGER Aaron M. Pollyea, Jessica Daniels, Jim Johnson, Sam Webb, Michal E. Cross, Rhys Knight Chris McCarver, Patrick Goodman, Richard L. Gale & Katya Thomas Keith Garrett, Troy A. Mepyans, ASSISTANT SALES MANAGER Christopher L. Bennett, Scott Pearson, GRAPHIC DESIGN Cole Leadon Kelli Fitzpatrick & Dr. Lawrence M. Schoen Michal E. Cross COMMUNITY SERVICE MANAGER ADDITIONAL WRITING ADAPTED FROM LAYOUT Lloyd Gyan THE ORIGINAL CORE RULEBOOK BY Richard L. Gale & Michal E. Cross Dave Chapman, John Snead, Oz Mills, CUSTOMER SUPPORT Rob Wieland & Ade Smith CHIEF CREATIVE OFFICER Shaun Hoking Chris Birch CANON EDITING FOR CBS STUDIOS Scott Pearson CHIEF OPERATIONS OFFICER Marian Cordry & Brian Lady Rita Birch EDITING WITH THANKS TO Jim Johnson MANAGING DIRECTOR , John Van Citters, Cameron Dicks Marian Cordry, Dr. Lawrence M. Schoen, PROOFREADING and to the many fans who have Keith Garrett HEAD OF DEVELOPMENT supported this game Rob Harris COVER ARTWORK Rodrigo Gonzalez HEAD OF PRODUCT Sam Webb

Modiphius Entertainment Ltd. The 2d20 system and Modiphius Logos are copyright Modiphius Entertainment Ltd. 2nd Floor, 39 Harwood Rd, 2020. All 2d20 system text is copyright Modiphius Entertainment Ltd. Any unauthorised London SW6 4QP, use of copyrighted material is illegal. Any trademarked names are used in a fictional United Kingdom manner; no infringement is intended. This is a work of fiction. Any similarity with actual people and events, past or present, is purely coincidental and unintentional except for those people and events described in an historical context. TM & © 2020 CBS Studios [email protected] Inc. © 2020 Paramount Pictures Corp. STAR TREK and related marks and logos are www.modiphius.com trademarks of CBS Studios Inc. All Rights Reserved. Inside front cover endpapers map adapted from Star Trek Stellar Cartography by Larry Nemecek © 2018 CBS Studios, Inc., published by Epic Ink, a division of the Quarto Publishing Group. Ali Ries, artist; Lieven Litaer, translator. Special thanks to Delia Greve and Larry Nemecek. Modiphius Entertainment SampleProduct Number: MUH051071 Artwork and graphics © and ™ CBS Studios Inc. All Rights Reserved.,file ISBN: 978-1-910132-95-1 except the Modiphius Logo which is Modiphius Entertainment Ltd. CONTENTS

...... FOREWORD CHAPTER 07 175 00.10 Great Deeds, Great Songs...... 002 TO COMMAND THE STARS 07.10 The Klingon Imperial Fleet...... 176 ...... CHAPTER 01 003 07.20 Starship Fundamentals...... 181 INTRODUCTION 07.30 Starship Combat...... 192 01.10 Enter the Klingon Empire...... 004 07.40 Starship Creation...... 203 ...... 07.50 Klingon Starbases...... 229 CHAPTER 02 011 07.60 Klingon Colonies...... 233 THE KLINGON EMPIRE 07.70 The Final Frontier...... 234 02.10 Galactic Overview...... 012 07.80 Alien Vessels...... 243 02.20 History of the Empire...... 019 02.30 Klingon Culture...... 033 CHAPTER 08...... 253 02.40 Politics of the Empire...... 040 GAMEMASTERING 02.50 Klingon Houses...... 048 08.10 Running Star Trek Adventures...... 254 02.60 Klingon Defense Force...... 054 08.20 Character Creation...... 258 02.70 Worlds and Locations...... 063 08.30 Managing the Rules...... 260 ...... 08.40 Player Characters...... 269 CHAPTER 03 071 08.50 Supporting Characters...... 272 CORE RULES 08.60 Non-Player Characters...... 273 03.10 Core Rules...... 072 08.70 Experience and Promotion...... 280 03.20 Advanced Rules...... 083 08.80 Creating Missions...... 282 08.90 Creating Campaigns...... 290 CHAPTER 04...... 087 REPORTING FOR BATTLE CHAPTER 09...... 291 04.10 Introduction...... 088 FOR THE GLORY OF THE EMPIRE 04.20 Lifepath Character Creation...... 096 09.10 Klingon Campaigns...... 292 04.30 Talents...... 118 09.20 Mission Briefs...... 300 04.40 Creation in Play...... 122 04.50 Supporting Characters...... 124 CHAPTER 10 ...... 313 04.60 Character Development...... 127 ALLIES AND ADVERSARIES 04.70 House Creation & Development...... 135 10.10 Using Non-Player Characters...... 313 ...... 10.20 The Klingon Empire...... 315 CHAPTER 05 143 10.30 United Federation of Planets...... 345 WEAPONS AND TECHNOLOGY 10.40 Romulan Star Empire...... 349 05.10 Technology...... 144 10.50 Cardassian Union...... 351 05.20 Combat Gear...... 151 10.60 Alliance...... 353 05.30 Tools and Portable Gear...... 155 10.70 The Dominion...... 355 10.80 The Borg Collective...... 357 CHAPTER 06...... 159 10.90 Beasts of the Galaxy...... 359 CONFLICT 06.10 Introduction...... 160 CHAPTER 11 ...... 363 06.20 Social Conflict...... 161 INTRODUCTORY ADVENTURE 06.30 PersonalSample Combat...... 165 11.10 The Oracle of Bar’koth Reach ...... file364 APPENDICES Primer...... 371 Index...... 375 Acknowledgements...... 378 Character Sheets...... 379 FOREWORD CHAPTER 00 10. GREAT DEEDS,

lIH GREAT SONGS

DR . LAWRENCE M . SCHOEN

From their first appearance in The Original Series episode rumored across the known Galaxy, the epic plays of “,” have captured the imagination Shakespeare – gripping dramas and side-splitting comedies of fans and proved to be the most enduring and captivating – were actually the work of a Klingon. of Star Trek species. Now, for the first time in more than thirty years, Star Trek RPG gamers are seeing a dedicated If you still need convincing, sociologists now know that the game product on Klingons, one which reflects so much of most basic of Klingon rituals, nentay, the Rite of Ascension, what we've come to know about their history, culture, and has at its core two affirmations from the candidate: language. While the Klingons were originally painted with very broad strokes, we've since had the opportunity to 'Iw bIQtIqDaq jijaH understand them with more subtlety and nuance, aspects "I travel the river of blood." which you can now explore and experience. tIqlIj Da'angnIS It's a gross disservice – to both the Klingons and the "I must show you my heart." Federation – to simply stereotype the Klingons as bloodthirsty warriors seeking only to conquer lesser species Keep this need for passion in mind as you peruse the rest and seize their worlds. Which is not to say this isn't an of this book. If you allow it to redefine the way you think of accurate aspect of their nature – as the Imperial aphorism Klingons – not just as snarling, heavily-armed warriors with mataHmeH maSachnIS (“to survive we must expand”) attitude but also as poets, marital artists, philosophers, illustrates – but this is only one facet of who they are. scientists, and a species that overthrew their own alien conquerors, claimed their technology, and launched Although portions of culture from , , and themselves into space by their own bootstraps – your even Vulcans have been described as “passionate,” a thorough experiences going forward will be rich and rewarding. understanding of Klingons requires a fresh look at the term. Among Klingons, passion isn't limited to a handful of things Much has been said elsewhere about the Klingon concept but rather defines the Klingon heart. Passion manifests in every of honor, and I will only add that the insightful player will aspect of Klingon society and custom. It's understandable distinguish between different kinds of honor: the honor of the that we've failed to appreciate this before; the vast majority Empire, honor due to one’s family and House, and a warrior’s of Federation encounters with Klingons have been conflict personal honor. How Klingons act in pursuit or defense of situations. Given that limitation, it's understandable to mistake honor defines their lives, especially when the different types a passion for battle with raw aggression, but while all Klingons of honor come into conflict with one another. are warriors from the day they can hold a blade, that's just a small piece of the larger picture. In conclusion, as you explore this book, keep in mind that Klingons do not need to be told to “go boldly.” This is their Klingons do everything passionately. default mode, and doing so is always in service to honor. Now, go forth; adventure awaits you. You must travel the river Seen through a metaphor of passion and not simply of blood and show your heart. And if you are ever in doubt, aggression, Klingon life and culture unfolds in complex remember this core maxim to guide your understanding of and fascinating ways. For example, it's not enough to the Klingon spirit: acknowledge that Klingons appreciate music, but rather that they consider opera – the most passionate of music ta'mey Dun, bommey Dun stylings – to be its highest form. Klingon courtship involves “Great deeds, great songs.” Samplelove poetry (recited while under fire). And as has been file

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introduction 3 INTRODUCTION CHAPTER 01 .10 ENTER THE KLINGON

lIH EMPIRE

“WE ARE KLINGONS… WE DON’T EMBRACE OTHER CULTURES, WE CONQUER THEM ”. – GENERAL

it is now the 24th century adventures beyond the final frontier From time immemorial, Klingons glared up at the stars and wondered what was out there, beyond our world, in the Welcome to Star Trek Adventures, where you, the players, vast depths of space. Kahless the Unforgettable united our take on roles of fearless Klingon warriors, venturing into disjointed Houses and forged a mighty empire, the Klingon the Galaxy to investigate, claim, conquer, or encounter Empire. We built warships and created a defense force the wide diversity of beings and locations the Star Trek united in a mission of conquest and exploration. We ventured universe has to offer. Your characters may be captains, into the Galaxy to learn, to conquer, and to soak ourselves commanders, lieutenants, rank and file warriors, or even in glory. Out in the stars, we encountered new life: new junior officers eager for their first taste of battle and glory. enemies, new species to rule over, and even a few new allies. Whatever their role or rank, your characters are assigned to warships, space stations, border outposts, and colonies Our noble warriors ventured further into space, discovering across the Galaxy. strange new worlds and encountering new civilizations. Vast empires turned against us, powerful forces invaded It is a dangerous time in the Empire’s history – Earth year our home, but our warrior spirit and code of honor drove 2371. ’s U.S.S. Voyager NCC-74656 is reported as us to improve ourselves and bring meaning to our lives. missing after beginning a secret mission in the Badlands, Our Empire now spans more than a hundred planets, along the traitors Lursa and B’Etor will engage and destroy the with dozens of annexed or subjugated worlds. With barely a Federation flagshipU.S.S. Enterprise NCC-1701-D at quarter of the hundred billion stars and planetary systems in Veridian III, and the combined Tal Shiar-Obsidian Order fleet our Galaxy fully charted, there is much yet to be discovered. will be wiped out during a battle in the Gamma Quadrant, leaving the Klingon Empire and the United Federation of Planets as the only superpowers in the Alpha Quadrant WHY A SECOND CORE RULEBOOK? capable of resisting the encroaching might of the Dominion.

If you’re already familiar with Star Trek Adventures and the original, You may be assigned to a warship caught up in the heat Starfleet-focused core rulebook, you might wonder what value this core of these events, or sent on a different mission altogether – rulebook brings to you and your game group. This core rulebook was perhaps venturing into unexplored regions of space such as designed to provide another point of entry into the game and to offer an the Shackleton Expanse to be the first to claim resource-rich alternative style of play, one focusing on the Klingons, arguably the most worlds for the Empire or to make amazing discoveries that popular non-Human species in all of Star Trek. will bring honor to your House and glory to the Empire.

The design team also took the opportunity to review the existing Engage Roleplaying ruleset and to clarify certain areas that have proven challenging for There is a good chance that you already have experience gamemasters and players since the game’s launch in 2017, to provide with roleplaying games, and are familiar with the concepts more detailed example text, and to revise specific sections of the rules, used in this game. In basic terms, roleplaying games are notably the sections on Reputation and character advancement. You’ll a form of shared storytelling. They are about stretching find that very little of theStar Trek-oriented 2d20 ruleset has changed the imagination to experience exciting adventures out in fromSample the standard core rulebook, and we hope you’ll appreciate the the vastness of space, on hostilefile planets, and in exotic minor revisions and greater clarity we were able to bring into this edition locations. With the power of the players’ imagination, they of the core rules. can experience encounters and situations far beyond that of a traditional board game or video game.

Chapter 01 4 There is no formal start or end to the game – the players and the gamemaster get together and the sessions can range in yesterday’s ENTERPRISE length from a couple of hours to a whole weekend. There is no winning or losing; just a great way to get together, engage The default setting of Star Trek Adventures is the year 2371 in conversation, create a story, and have a good time. ( 48000-48999) but that does not mean that other eras of play are unavailable for the game. Gamemasters can choose to set their All games, however, have rules. This book provides the rules game at the dawn of the Empire’s exploration into the stars; during to help everyone agree on what happens, to avoid disputes the “Five Year Mission” period when illustrious captains such as Kang, over the action, and to help everyone to work together to Koloth, and Kor commanded mighty imperial warships; during the make sure that the experience is as fair as it is exciting. decades where the Empire and Federation forged peace and navigated the challenges of their new alliance; or even in the time period following Playing a Role in the Klingon the events of Star Trek: Nemesis in 2379. Through wormholes or other Defense Force temporal anomalies, crews from one time period can travel to another, Star Trek Adventures allows you to join the Klingon fleet, even into Qo’noS’s past. take a position on board a warship, space station, or colony, and discover new and exciting worlds. It is a future of glorious Gamemasters wishing to run missions during various Star Trek time battle, exploration, and technological advancement, where periods will have no trouble using the rules presented in this core challenges are resolved as much by the flash of blades and the rulebook. If an item of equipment or technological advance is roar of disruptor fire as they are by discussion and diplomacy. unavailable in a certain era (such as transporters, replicators, etc.) there will be a note within the text or in a sidebar like this one. Missions can be militant in nature: showing the flag, Additional advice for gamemasters wishing to run games during annexing a recalcitrant planet, engaging in thrilling battles, the Original Series era or earlier, or after Shinzon’s attempted coup, or invading an enemy’s space. They can be exploratory: can be found in Chapter 8: Gamemastering and in other Star Trek unearthingSample ancient civilizations and finding lost artifacts Adventures supplements such as the Alphafile Quadrant Sourcebook and wondrous technology. They can even be of a scientific and the Beta Quadrant Sourcebook. nature: working on a new research project for the betterment of the Empire or investigating a strange temporal anomaly.

introduction 5 What makes Star Trek Adventures different from other moments, players may switch to control a supporting games is two-fold: the variety of stories, and the depth of character to play a more active part in the story at that time. character. Star Trek is not just about exploring strange new That means the engineering officer’s player doesn’t have to worlds and claiming them for the Empire. One mission could sit doing nothing when the tactical landing party beams to be a life or death struggle, stranded on a planet with hostile the planet for a lengthy encounter. forces approaching while the crew tries to repair a damaged shuttle. The next could have a medical focus, with a fellow The Gamemaster warrior fighting for their life against a crippling disease and In Star Trek Adventures, one player takes on the role the medical team desperate to discover a cure before the rest of gamemaster – they are the host of the game, the one of the crew is infected and consigned to an ignoble death who sets the scenes, describes the environments, knows without honor. the direction the story is designed to take, and poses the dramatic scenes and puzzles the players will encounter. However, it is the characters that make Star Trek stories The gamemaster also portrays the characters not controlled special. Behind the main story, through the heat of the action, by the players – non-player characters, or NPCs for short the characters and their relationships are the most important – whether those are adversaries, commanding officers, or element. Frequently, the characters’ personal stories come recurring characters. to the fore and become the focus of the adventure, and Star Trek Adventures encourages and enables this during play. The gamemaster also acts as referee and adjudicator for Player characters have their own motivations and directives, the rules of the game. They not only run the game, but also relationships and challenges that make them more than ensure that the game is fun, fair, and exciting. If at any time simple numbers on a character sheet. With the help of the the rules are contested, or the players are unsure of the players, the characters become three-dimensional – and outcome of a task, the gamemaster has final say on how the when the characters are rich and detailed, the sense of rules of the game are applied. The gamemaster determines tension, drama, and excitement throughout the game will the plot of the mission, manages how the story unfolds, make the experience unique and thrilling. and sets the scene for the adventures ahead. They describe the setting, decide what happens and who is talking, and interpret the outcomes of the players’ actions and rolls. The what you will need gamemaster has to be fair and listen to the players to make sure everyone is enjoying the game. Being the gamemaster To take your place in the Klingon Empire and start your can be challenging, but rewarding. Additional advice for adventures across the Galaxy, you should assemble the gamemastering can be found in Chapter 8: Gamemastering. following before you begin play. Characters Players Every player needs a character. Chapter 4: Reporting for Every game needs players. One of these players will be the Battle, presents all of the information players need to create gamemaster, but you will need a handful of players to take on new characters. They can be humble laborers seeking their the roles of the player characters. The players work together, shot at glory, warriors in training at an elite military academy, just like the crew of a warship, to face the challenges technical officers adept at engineering or in a scientific field, the gamemaster places before them, explain how their or command officers already responsible for departments characters act and respond to the encounters, and ensure aboard a warship (or in command of the warship itself). They everyone is having fun. can be crew members from the Empire’s dramatic history, or new creations defined by the players. They can be young Each player will adopt the role of a crew member in the or old, untested novices or hardened veterans, and look like Klingon Defense Force, but there will be times when their anyone the players can imagine. character is not the focus of the mission. During these Players will also have at hand a selection of secondary characters that they can control when their primary character QUARK’S GAMING EMPORIUM is not currently in the thick of the action. These secondary characters can be drawn from the NPCs offered inChapter If you do not have access to a to replicate the necessary dice 10: Allies and Adversaries, or created as the mission dictates. needed to play the game, that mak’dar, Quark, has, for a nominal fee, made it possible to acquire officialStar Trek Adventures Challenge Dice Dice and customized d20s (as well as a wide range of accessories, Star Trek Adventures uses two common types of sourcebooks,Sample and supplements). You can order direct online with a dice found in most hobby andfile game stores. These are credit card or gold-pressed latinum, or ask at your local gaming store twenty-sided dice (abbreviated as d20), and six-sided or convention. dice (abbreviated as d6). Ideally, the group will have at least two d20s per player, and two or more for the

Chapter 01 6