TEXT:  
   
   
   
  BY IAN LEMKE 
   
   
   
   
   
   
   
   
   
   
   
  A LIVING CAMPAIGN MISSION FOR 2371 
   
   
  
   
   
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  © 2017 Modiphius Entertainment Ltd. 
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  Signals is a mission for the Star Trek Adventures Living Campaign series. This mission is meant to be 
  played by a Gamemaster and 3-6 Players and has been designed to be used for any of the three 
  Next Generation-era ships (or any ship the Gamemaster and Players use) in the Living Campaign, set 
  in 2371.  
   
  To run this mission, the Gamemaster needs to be familiar with the mission itself and the Star Trek 
  Adventures rules.  
   
  For this mission, you will need: 
   
  At least two 20-sided dice (d20) per Player, and several 6-sided dice (d6) to serve as 
  Challenge Dice  
   
  A set of chips or tokens for Momentum  
   
  A set of chips or tokens for Threat  
   
  Characters and a starship. Pre-generated characters can be found at 
  www.modiphius.com/star-trek 
  The Gamemaster begins the mission with two Threat for every Player Character in the group. 
  A month ago, Starfleet picked up an unusual alien signal emanating from the Seku system, deep 
  inside the Carina Nebula within the Shackleton Expanse. The runabout Susquehanna was initially 
  dispatched to investigate, but the crew failed to report and is presumed lost. Starfleet has asked the 
  Player’s ship to investigate the source of the signal and locate the missing runabout.  
  Upon arrival at the Seku system, there is no sign of the missing runabout, but the crew picks up the 
  alien signal emanating from Seku VI, as well as signals from active Starfleet comm badges. There is 
  no response to any attempts at communication, so a team beams down to investigate. Soon after the 
  away team heads down to the planet, the ship receives a faint distress signal from the Susquehanna 
  from somewhere in the nebula.  
  While the ship enters the nebula to find the Susquehanna, the away team tries to determine what 
  happened to the Starfleet officers on the planet and searches for the source of the mysterious alien 
  signal. To do so, they must overcome the natural dangers on the planet while dealing with a group of 
  Romulans who are also searching for the signal. 
  Meanwhile, the ship enters the nebula to search for the Susquehanna. Unfortunately, they’re not the 
  only ones looking for the missing runabout. A Romulan warbird, lurking in the system, also picked up 
  the distress signal. The nebula renders their cloaking device ineffective, but neither ship’s sensors 
  work well in the nebula, so it becomes a game of “cat and mouse” as the two ships search the nebula 
  for the missing runabout.  
  On Seku VI, the away team arrives at the source of the signal to discover a colony of Humans and 
  Romulans at the location. The settlers in the colony are composed of outcasts: Maquis who fled the 
  Demilitarized Zone, a group of Romulan dissidents, as well as other misfits. The settlers are not 
  pleased to see Starfleet officers and initially react aggressively.  
  
   
   
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  Back in space, with any luck, the Players’ ship outwits the Romulans and rescues the crew of the 
  Susquehanna and returns to Seku VI to aid the planet-bound crew. Assuming the crew on the planet 
  resolves the situation with the settlers, they learn about a recently discovered chamber buried deep 
  underground where the settlers found an ancient stone and metal obelisk. The obelisk is emitting the 
  signal that was detected and tracked by Starfleet. The away team descends into the mines to find the 
  device and deactivate it before it attracts any more attention.  
  
   
   
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  Read or summarize the following: 
  “Captain’s Log, Stardate 48632.4. Starfleet Command just issued revised navigational data for the 
  sector. The recent destruction of the Amargosa star has caused fluctuations to the ambient magnetic 
  field, requiring minor adjustments the warp engines and navigational systems. Engineering assures 
  me that making these alterations to the ship’s systems will have minimal impact on efficiency. 
  More importantly, we recently received a message from Narendra Station that a runabout called the 
  Susquehanna has gone missing in the Carina Nebula, deep within the Shackleton Expanse. The 
  Susquehanna was investigating an unusual alien signal that originated from the nebula when all 
  contact was lost. We have been ordered to enter the nebula, find the runabout, and determine the 
  origin and cause of the alien signal. Starfleet has also advised that Romulan and Ferengi ships have 
  been sighted in the region, so we should exercise caution since they likely detected the alien signal 
  as well.  
  We’ve been carefully searching the nebula for several hours, but finding the missing runabout has 
  turned out to be an excruciating process. Sensors are extremely limited due to effects of the nebula, 
  making the odds of finding the runabout slim. We have, however, located the source of the alien 
  signal – a small dusty planet called Seku VI. We’ve set course for the Seku system in the hopes of 
  finding the missing runabout.  
   
  A month ago, Narendra Station detected an unusual signal coming from deep within the Carina 
  Nebula in the Shackleton Expanse. A runabout, the Susquehanna, was dispatched to investigate. Not 
  long after entering the nebula, contact was lost with the Susquehanna. The Players’ ship is 
  dispatched to search for the Susquehanna and investigate the cause of the alien signal.  
  The signal has been analyzed, but Starfleet has not been able to decipher it. It seems to be a 
  repeating packet of encoded information with no discernible pattern. The signal repeats every 3.67 
  minutes. 
  The Players will not know this, but the signal is of an ancient species’ origin. It was triggered when 
  miners breached an underground complex. It is a simple automated alert system that also activated a 
  defensive network. 
   
  SEKU VI 
  A small, rocky planet, marginally Class M, orbiting an F-type star. The Seku system is located in a 
  "clearing" deep within the Carina Nebula. It has been logged and cataloged by an unmanned probe, 
  but no starship has ever visited. There are no oceans, but there is sparse, non-sentient life, and water 
  on the surface, mostly around the equatorial range. Sensor readings show an incredible wealth of 
  mineral deposits on the planet. There are also indications that the planet might have dilithium crystals, 
  though previous scans were inconclusive. Starfleet had tagged the system for further investigation. 
  
   
   
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  Unfortunately, some of the rare minerals interfere with transporter operation, making beaming to the 
  surface difficult, but not impossible.  
   
  Once in the system, a Player can attempt a Reason + Science Task with a Difficulty of 2, which is 
  assisted by the ship’s Sensors + Science. Another Player can also assist using Control + Engineering 
  to divert extra power to sensors, or Control + Conn to place the ship in an ideal location. Success 
  shows signs that at least one starship has passed through the system recently and probably landed 
  on the planet. By spending Momentum, the Players realize that two small craft have been in the 
  system, though there is currently no sign of either.  
  Once the ship is closer to the Seku VI, they can easily locate the source of the alien signal in a 
  mountain range near the equator. The crew can make additional scans of the planet, likely searching 
  for the missing runabout. Initial long-range scans show that there is a lot of electromagnetic 
  interference on the planet due to its mineral content. Ask for a Control + Science Task, which can be 
  assisted by the ship’s Sensors + Security. Achieving a Difficulty of 1 detects two Starfleet 
  communicators on the planet’s surface. If the Player spends Momentum the Player realizes that a 
  small ship has entered the atmosphere; however, there is no sign of a ship on the surface. If the 
  Player spends additional Momentum, the Player also detects an indeterminate number of humanoid 
  life forms near the source of the signal. Attempts to hail the Starfleet comm badges, the runabout, or 
  the life forms do not get any response.  
  Gamemaster Guidance: For the adventure to move forward, the Players must decide to go down to 
  the planet’s surface to search for the missing Starfleet officers and then the source of the alien signal. 
  Given that this is the only trail they have, the Gamemaster probably won’t have to do much prodding.  
  Starfleet regulations state that a captain should not accompany an away team in an unknown or 
  dangerous situation, so it is likely that the captain remains on board the ship. This adventure is 
  designed to let the Players split the group however they wish. This is an excellent opportunity to use 
  the Supporting Crew rules. For clarity, each Scene has been labeled (Away Team) or (Shipboard). If 
  the captain chooses to go with the away team, that works just as well. Just skip Scene Three, or 
  move it to the end of the adventure. 
  The away team must decide if they want to beam down to the planet or take a shuttle. Each of these 
  options present unique hazards. The electromagnetic interferences on the planet present difficulties 
  for both. A shuttlecraft’s hull may become ionized, which could wreak havoc with the shuttle’s 
  navigation sensors and other systems. The same interferences make transporting to the surface 
  more difficult and possibly dangerous. Use of pattern enhancers, once on the surface, will solve the 
  problem for the return trip.  
  The crew’s scans of the planet show that communications with the ship may be somewhat spotty, as 
  will tricorder use. This is not to say that they are completely ineffective, but just that they should be 
  aware they may be of limited use. If they choose to beam down, pattern enhancers could also help 
  with establishing stable communications with the ship.  
  
   
   
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  Gamemaster Guidance: Two encounters are described below, and the Gamemaster should use the 
  appropriate one that based on the away team’s decision to take a shuttle or to beam down. Only one 
  of these encounters should be used, not both. So, if the Players take a shuttle to the surface, there 
  are no Romulans waiting in ambush.  
  If the away team decides to take a shuttlecraft to Seku VI, the crew should decide which characters 
  are at Conn and Ops. Only two characters can fit in the shuttle’s cockpit. Immediately upon entering 
  the upper atmosphere, the shuttle’s outer hull is ionized, causing major system failure, including loss 
  of communications with their ship. The character at Ops can attempt a Reason + Engineering Task 
  with a Difficulty of 2 to de-ionize the hull. This is a Success at Cost Task if failed, as a system of the 
  Gamemaster's choice is damaged (possibly impulse engines or phasers).  
  Soon after recovering from the ionization, the Player at Ops detects another shuttle on the same 
  heading, but it quickly shifts course to intercept the shuttle. No roll is needed to detect the shuttle: it is 
  a Reason + Security or Conn Task with a Difficulty of 0. A Player can choose to make a roll to earn 
  Momentum, or to learn more about the shuttle. Spending Momentum grants the following information: 
  • 
  The shuttle is of Romulan design, roughly equivalent to the Player’s shuttle.  
  • 
  There are Romulan life-forms aboard.  
  • 
  The Romulan shuttle’s disruptors are armed, and it is preparing to fire.  
   
  The Romulans refuse to communicate with the Players and immediately open fire. If the scan is not 
  successful, the Romulans gain a surprise round of attack. Conduct two rounds of combat (use Threat 
  if necessary to keep the Romulan ship from being destroyed) then read or paraphrase the following: 
  The shuttle veers to avoid disruptor fire from the Romulan shuttle. Just then Ops reads a sudden, 
  massive power surge from the planet, in the region of the source of the signal. There is a bright flash 
  of blue light, and the impulse engines shut down, causing the shuttle to plummet toward the planet’s 
  surface. It appears the Romulans were struck by the same flash. Smoke plumes from their impulse 
  engines as their ship spirals toward the ground.  
  Safely landing the shuttle requires a single Task from the character at the Conn. This is a Daring or 
  Control + Conn Task with a Difficulty of 4. The character at Ops may attempt to assist by rolling 
  Control + Engineering to coax a little power from the dying engines. This Task is Success at Cost, 
  and if failed the shuttle crashes, and every Player on board must make Fitness or Control Task with a 
  Difficulty of 2 or take 5 [CD] Damage. Additional Complications may mean the loss of equipment, 
  such as phasers or tricorders. 
  Gamemaster Guidance:  
  1) Make sure the Romulans don’t shoot the Players down in two rounds of combat. In the 
  unlikely event that this happens, use all the same rolls for successfully landing the ship, 
  and describe the Romulan ship being struck by the flash of blue light.  
  2) Timing: The ionization effect should happen at the same time the ship receives the 
  distress call from the missing runabout (see Act Two, Scene One). Hopefully, the ship is 
  out of the system by the time the Romulan shuttle shows itself. If the Player captain is 
  
   
   
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  hesitant to leave the system before contacting the shuttle, remind him that lives are at 
  stake, and every minute could be putting the crew of the runabout at risk. The away team 
  are trained Starfleet officers and should be able to handle themselves in their absence. 
  If the crew decides to beam down to the surface, they must overcome the effects of the 
  electromagnetic interference. This is a Daring + Conn Task with a Difficulty of 3. This is a Success at 
  Cost task. Failure means that every Player must make a Fitness + Security Task with a Difficulty of 2 
  or suffer +1 Difficulty to all Tasks for the duration of the Scene. Alternately, the Gamemaster can have 
  equipment, such as phasers, communicators, or tricorders be damaged or inoperable.  
   
  Players who are willing to take more time (one hour) can attempt to modify the sensors to make 
  transporting safer. This requires a Control + Engineering Task with a Difficulty of 3. Other Players can 
  use Insight + Science, or similar skills, to assist. Success reduces the difficulty for the beam down to 
  2. Additional Momentum can be used to further reduce the Difficulty.  
   
  The surface of Seku VI is broken and rocky with sparse scrub. The Players barely have time to begin 
  surveying their surroundings when the Romulans attack. Two Romulans are hiding at the beam down 
  site, hoping to ambush anyone beaming down to the location of the Starfleet comm badges. The 
  Romulans cannot be negotiated with, and attack without hesitation. (If the away team is greater in 
  number than four, add an additional Romulan.) 
  Gamemaster Guidance: This encounter should take place only if the Players beam down to the 
  planet. If they take a shuttlecraft, proceed directly to Act Two.  
   
  If the captain and any of the crew are still aboard the ship, they receive a distress call from the 
  Susquehanna. A Player on the bridge can attempt a Control + Security or Conn Task, assisted by the 
  ship’s Communications + Security with a Difficulty of 0. The communication is garbled, but it is about 
  1 light year away, inside the nebula, in an area that has not yet been searched. Momentum can be 
  spent to clear up the reception.  
  • 
  1 Momentum – Same as above, but the voice can be heard saying, “Main power is out… life 
  support failing.” 
  • 
  2 Momentum – All of the above, plus the voice also adds, “Romulans… they want….” 
   
  Optimally, this encounter takes place just as the shuttlecraft enters the planet’s atmosphere and is 
  suffering from the ionization effect, or while the Players are engaged in a firefight with the Romulans. 
  Either way, communication is difficult or impossible and time is of the essence. The ship should 
  immediately break orbit and set out in search of the runabout. 
  
   
   
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  Warp drive is dangerous in the nebula, so the ship is forced to proceed at low speeds or risk seriously 
  damaging or destroying the ship. Locating the runabout is an Challenge with 4 linear Tasks. The 
  default to overcome each Task is Reason + Security with a Difficulty of 3, assisted by the ship’s 
  Sensors + Security, though the Players may come up with other creative alternatives. Players can 
  use Reason + Science and/or Reason + Command to assist.  
  This is an Opposed Challenge, a race against the Romulan warbird that’s also looking for the 
  Susquehanna. The Romulan warbird needs to succeed in the same four Tasks, with a talented crew 
  (Target number 13) assisted by the warbird’s Sensors + Security. If the warbird succeeds before the 
  Players, the warbird is waiting for them by the runabout; if the Players succeed first then they reach 
  the Susquehanna before the Romulans. 
  Attempting to complete this Challenge places the ship in peril. In this case, this means that every time 
  a Player rolls to overcome the Task, and fails or includes Complications, the Gamemaster can spend 
  Threat or introduce a Complication to introduce one of the challenges listed below. Gamemasters can 
  feel free to invent their own Threat spends as well. When the Challenge is completed, proceed to Act 
  Three, Scene One: The Susquehanna, below.  
  Effects of the Carina Nebula:  
  • 
  Class II Nebula – The Difficulty of many Tasks is increased by 2. (This has been taken into 
  account for described Tasks.) 
  • 
  Metreonic Gas – The Complication Range is increased to 3 for any use of Engines, Sensors, 
  or Weapons. 
  • 
  The Difficulty of Tasks to detect cloaked ships is decreased by 2. 
  Read or summarize the following: 
  Captain’s Log, Supplemental – We’ve picked up a new distress signal from the Susquehanna. She’s 
  still out there, and someone is alive and transmitting. Unfortunately, we’ve lost contact, but at least we 
  have something to go on. Even with a general direction to renew the search, the nebula is a 
  dangerous place. Explosive gases, obscured debris, and possibly even enemy ships: all hazards that 
  require the crew to remain on constant alert.  
  Debris (Threat Cost: 1) – Sensors don’t detect debris in the nebula until it’s almost too late to avoid it. 
  A pilot must succeed at a Daring + Conn Task of Difficulty 2 to avoid the debris, or Control + Security 
  with the same Difficulty to blast the debris. Failure means that they take 5[CD] Damage. 
  Cloaked Mines (Threat Cost: 2) – The Romulans have dropped several mines in the nebula in the 
  hopes of damaging the runabout. Fortunately, the nebula is interfering with the cloaking ability of the 
  mines. A Player can attempt a Reason + Science Task of Difficulty 3 to detect the mines. If the mines 
  are not detected they explode, causing 10[CD] damage to the ship. 
  
   
   
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  Metreonic Gas Clouds (Threat Cost: 3) – Pockets of metreonic gas in the nebula can cause extreme 
  damage to the ship if not avoided. Ask for a Reason + Science Task with a Difficulty of 3 to avoid the 
  gas. Failure means that the there is an explosion that causes 8[CD] Damage and one automatic Hull 
  Breach. 
  Romulan Ship (Threat Cost: 4) – See “Encounter: The Veritex” below.  
  The Romulan warbird Veritex, under the command of Commander Methra, appears out of the nebula, 
  having found the Susquehanna now. If the Players were here first, they can choose a range up to 
  Medium to begin the engagement, otherwise the Veritex decloaks at short range and immediately 
  takes an aggressive stance. They want to know the nature of the alien signal, and they believe the 
  crew of the runabout already has that information. 
  Methra does not fire immediately but insists that the crew turn over any and all information relating to 
  the alien signal. Attempting to convince Commander Methra that they don’t know anything, and to 
  allow them to leave initiates a Social Conflict. If the Players offers any reasonable amount of 
  information, the Gamemaster can reduce the Difficulty by 1-3. The Negotiation begins as an Insight or 
  Presence + Command Task, with a Difficulty of 4. If this fails, the Player can move on to another form 
  of Social Conflict with the same Difficulty: Intimidation or Deception. If the Player fails, the Veritex 
  fires.  
  If the Romulan warbird engages in combat, the Gamemaster can use best judgment on when the 
  Romulans decide to flee. Rather than staying to fight, the crew may try to lose the Romulan ship in 
  the nebula. 
  When the away team has "landed" or beamed down and dealt with the Romulans, read or paraphrase 
  the following: 
  The broken and barren volcanic landscape of Seku VI lies before you. The terrain is mostly volcanic 
  rock, ash, and sand. Some sparse vegetation clings to life in the form of lichen and pale grasses. 
  Sharp, rocky ledges and deep ravines will make traversing this terrain slow and tortuous. 
  Despite interference from the planet’s rare minerals, your tricorders still receive the alien signal 
  coming from several kilometers to the east, and two Starfleet comm badges register as being nearby. 
  To the north, you see a thin pillar of smoke. 
  If the crew took a shuttle down, they suspect the wreckage to the north is the Romulan shuttlecraft. If 
  the crew beamed down, the Romulans crash-landed some time before the Players’ ship arrived, but 
  the crash site was not detected due to sensor interference (or perhaps a partially functioning cloaking 
  device).  
  Not far from the landing or beam down location, hidden behind a ledge, the away team discovers the 
  fate of two Starfleet officers who attempted to beam down from the Susquehanna. The 
  electromagnetic interference apparently led to a fatal miscalculation – both officers are dead, partially 
  buried in the ground with looks of pain and horror on their faces. 
  
   
   
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  The crew has long journey (several hours) from their crash site to the source of the signals (and the 
  humanoid life forms). The Romulans crash-landed just a few kilometers north of them. The Players 
  can decide if they want to intercept the Romulans or make directly for the signal. The signal is strong 
  enough that they can locate it with tricorders. Locating the Romulans is much more difficult since the 
  tricorders are not functioning at full capacity due to the magnetic interference. 
  If the crew investigates the Romulan crash site, it adds an hour to the trip. They find several dead 
  Romulans and their wrecked shuttlecraft. There is nothing else of use at the crash site and everything 
  of value was destroyed in the crash or sabotaged afterwards by the Romulans. There are signs that 
  surviving Romulans traveled toward the alien signal.  
  If the Players try to intercept the Romulans, they can attempt a Reason + Security Task with a 
  Difficulty of 2. Taking the Romulans by surprise is much harder since they are quite alert and are 
  using tricorders to watch for enemies. A Player can attempt an opposed Task against Subcommander 
  Rathar. The Player must get more successes than Rathar, or they see each other at Medium range.  
  If the Players travel directly to the source of the signal, it is accomplished in a similar manner to the 
  search for the runabout described in Act Three, Scene One. The Players must overcome a linear 
  Challenge, with three Tasks with a Difficulty appropriate to traversing the arid landscape of Seku VI. 
  Gamemasters can feel free to invent their own challenges as well as those presented below. When 
  the Challenge is completed, proceed to Act Three, Scene Two: The Settlement.  
  Dust Storm (Threat Cost 1) – A dust storm springs up. The Players can seek shelter by making a 
  Reason + Science Task with a Difficulty of 2, or hunker down where they are, requiring every Player 
  to make a Fitness + Security Task with a Difficulty of 2. Failure means that the Player has a +1 
  Difficulty to the next Obstacle or Challenge Task.  
  Cliff or Ravine (Threat Cost: 1) – The Players come to a cliff or ravine that they must either scale or 
  go around. Going around increases the Magnitude of the Obstacle by 1. Scaling requires every 
  Player to attempt a Daring or Control + Security Task with a Difficulty of 2. This is a Success at Cost 
  Task, so failing does not mean that that Player falls, but that they suffer some sort of problem (broken 
  equipment, muscle strain causing +1 Difficulty to further tasks until healed, etc.).  
  Stinging Insects (Threat Cost 2) – The Players are swarmed by stinging and biting insects. The 
  Players can attempt a Reason + Science Task with a Difficulty of 3 to drive off the insects (setting the 
  tricorder to emit a particular frequency, finding a local plant that drives them off, etc.). If no Player 
  does this, then every Player must roll 1 [CD], and anyone who rolls an Effect (5 or 6) has been 
  poisoned. Characters who have a Fitness of 9 or higher may re-roll this die once.  
  A poisoned character adds +1 to the Difficulty of any Tasks they attempt until the poison has been 
  treated. The Gamemaster may cause a sickened character to worsen as a Complication on any Task 
  the sickened character attempts, adding an additional +1 to the Difficulty of the character’s Tasks for 
  each time their condition worsens. If the Difficulty increases to +3, the character falls unconscious. 
  Without a medical Facility to treat the poison a character with a medkit can attempt to keep a 
  poisoned character on their conscious an on their feet by attempting a Reason + Medicine Task with 
  a Difficulty of 2. Each point of Momentum spent reduces the character’s penalty by 1.  
  
   
   
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  Romulan Ambush (Threat Cost 2) – Subcommander Rathar sends two Romulans to ambush the 
  Players. The Players must make an opposed roll against the Romulans (just one roll for the 
  Romulans) to avoid being taken by surprise. If they are surprised, the Romulans get to act first. If any 
  Player beats the Romulans by 2 or more, they can warn the other Players. Any Player using a 
  tricorder gets 1 automatic success. (If the Players beamed down to the surface, they already have 
  dealt with this Threat.) 
  Thin Crust (Threat Cost: 3) – The Players cross a section where hardened magma is brittle and thin. 
  It begins crumbling underfoot like cracking ice. Every Player must attempt a Daring + Security Task 
  with a Difficulty of 3. Failure means the Player must take (or resist) a wound from being burned by 
  lava. Players actively checking the terrain with tricorders might be able to avoid this Challenge.  
  How and when the Romulans arrived on the surface varies depending on how the crew came down to 
  the planet. If they took a shuttle, the Romulans only recently arrived and their shuttle crash-landed at 
  the same time as the away team. If the away team beamed down, then the Romulans arrived a few 
  hours before the Players. In either case, they are making for the source of the signal as well. The 
  away team’s course of action determines when the Romulans are encountered: they can intercept 
  them on the way to the source of the signal, or the Romulans show up later while the away team is 
  investigating the signal.  
  Whenever the away team encounters the Romulans, either by intercepting them or at the source of 
  the signal, the number of Romulans (including Subcommander Rathar) equals the number of the 
  away team +1. 
   
  
   
   
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  The Susquehanna at first attempted to beam down a couple crew members. Unfortunately, this failed 
  spectacularly. When they tried to fly down to the surface to retrieve their lost crew members, it was 
  struck by the same flash of energy that the Players’ and the Romulans’ shuttles encountered, but they 
  were more fortunate and managed to escape back into space. 
  They tried to leave the nebula but continued to suffer systems failures, including their warp drive. 
  They limped along for a while at sublight speeds, trying to reach the edge of the nebula. They 
  detected the arrival of the crew’s ship but were unable to send a message. In desperation, they 
  managed to get communications back online by diverting much of their remaining power to get out the 
  brief short distress signal that was received by the Players’ ship. 
  Unfortunately, the Veritex picked up the distress signal as well and is searching for them. Their 
  engineer of the Susquehanna has been using the battery packs from their phasers and other devices 
  to keep life-support running. The crew is starting to lose consciousness when the runabout is found 
  (unless the Player crew fails to immediately move to rescue them after receiving the distress call). 
  The ship can either beam the survivors aboard or use the ship's tractor beam to bring the runabout 
  into the shuttle bay. 
  If the Romulan ship has not been encountered or the crew escaped using the nebula to hide, this 
  would be an excellent time to spend some Threat to have it show up. In this case, tell the Players that 
  they have five rounds before the crew of the Susquehanna dies of cold and suffocation. The Players 
  must lower their shields if they wish to beam the crew of the runabout on board — a risky proposition 
  with Romulans present.  
  Gamemaster Guidance: If all the Players beamed down to the planet, skip this scene, and run it after 
  the Players return to the ship. If the Romulan ship disables the Players’ ship, the Gamemaster could 
  use the Susquehanna as a deus ex machina to save them from the Romulans. Just as the warbird 
  circles for the kill, the runabout emerges from the nebula and drains its last bit of power to fire its 
  phasers to distract the Romulan ship long enough for the Players to rally. 
  If the Gamemaster wants to expand this section a little, the two ships can play cat-and-mouse in the 
  nebula, as each ship tries to get into an advantageous position. The Romulans are at a slight 
  disadvantage because their cloaking device does not work in the nebula. If they try to use the nebula 
  to their advantage by using it to hide before taking the other ship by surprise, have both ships make 
  opposed Daring + Science Tasks. The ship that gets the highest roll gets a bonus to an action in their 
  next combat round equal to the amount they exceeded the other ship’s roll. If they exceed by 3 or 
  more, they get a free shot. 
  At the site of the signal, there is a settlement of outcast Federation citizens, independents, Romulans, 
  and various other species. They have come together because they didn’t fit in with other societies 
  and are seeking their own way in the universe. They chose this planet because it was remote and 
  unlikely to be disturbed by any of the great powers. They are resentful at the arrival of Starfleet 
  
   
   
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  officers, possibly violently so. The presence of the rare minerals on the world was a factor, as they 
  intend to set up a mining operation. There are about three dozen human and miners, mixed male and 
  female, with a handful of children as well. 
  They set up camp at this location because they of the unusual geologic readings deep beneath the 
  surface here. The readings, as the crew eventually learns, turned out to be an artificially constructed 
  pentagonal chamber. The chamber is an ancient alien outpost. One of the miners accidentally 
  activated the signal and the planet’s defensive systems. A defensive network came online (which 
  attacks any ships in the planet’s atmosphere and it began transmitting the signal that was picked up 
  by Starfleet and the Romulans). About a week afterward, one of them tried to leave on a supply run, 
  and their ship was hit by the blue flash that took down the Players’ shuttle. They barely managed to 
  set back down at the camp. None of the miners have the technical expertise to shut off the signal, and 
  they've been terrified that they may cause a greater catastrophe. 
  Because of the signal, they are expecting visitors and have set guards around the perimeter of the 
  town. Their hope is to capture someone capable of turning off the signal and disabling the defensive 
  device.  
  When the Players get to the settlement, read the following: 
  Cresting a ridge, you see a small settlement of about three dozen individuals in the valley below. The 
  settlement lies at the base of a high ridge and consists of several camouflaged dwellings. They also 
  appear to have dug caverns into the cliff face. Two shuttle-sized ships are also parked and obscured 
  under camouflage netting. The netting is made of a material that deflects sensor scans, which would 
  explain why you didn’t detect the ships or the buildings from orbit. At least a couple dozen figures 
  move around among the building.  
  As you are examining the settlement, the rock in front of you explodes from a phaser blast. Someone 
  calls out from a rocky outcropping nearby, “Hands up! That’s the only warning you’re getting.” 
  Expecting visitors, several snipers have taken positions around the settlement. The Players have 
  been spotted by a sniper who took the warning shot. How the Players act here determines how the 
  rest of the adventure plays out. If they Players fire back, two more snipers move into range after two 
  rounds and fire from long range. The settlers in the town are alerted and will be difficult to negotiate 
  with. An Insight or Presence + Command Task with a Difficulty of 5 is needed to bring them to the 
  table. 
  If the Players surrender, they are disarmed and taken into town to speak to Ero Drallen. If not, they 
  must sneak or fight their way into the mines. 
  If the Players surrender or are overcome by the snipers, they are brought before Ero Drallen, the 
  leader of the settlers. Ero is inclined to keep the crew's weapons and send them back out into the 
  wastes. If asked about the signal, Ero tells the away team that they discovered a strange pentagonal 
  chamber deep inside the mountain a little over a month ago. When they first entered the chamber, the 
  device activated and the signal has been emanating ever since. If the Players can convince him that 
  
   
   
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  TM & © 2017 CBS Studios Inc. STAR TREK and related marks and logos are trademarks of CBS Studios Inc. All Rights Reserved. 
  they can turn off the signal, he lets them into the caves, sending one of his miners along to keep an 
  eye on them. If asked, he returns their weapons. 
  The mines cut deep into the cliff face, and then vertical shafts drop several hundred meters. Rickety 
  grav-lifts of uncertain quality allow miners (and the crew) to descend into the darkness. After winding 
  through several more caverns, the Players come to an area where the mine shaft apparently ends at 
  a metal wall. The wall has been cut through, and on the other side is a pentagonal chamber. Several 
  control devices of some kind line the walls. In the center of the room is what looks like a floating 
  pentagonal obelisk, carved from some type of hard stone. Strange sigils, faintly illuminated with a soft 
  blue light, are engraved into the obelisk’s facings. 
  The obelisk resists all attempts to scan it, though it is clearly the origin of the alien signal. Anyone 
  touching the obelisk must attempt a Fitness + Security Task with a Difficulty of 3 or take 3 [CD] 
  Damage and be stunned for 5 minutes.  
  This obelisk, and the chamber it sits in, is of ancient alien construction. Its power systems are barely 
  functioning but have enough residual power generation to initiate those bursts of energy, the 
  subspace signal, and for its self-destruct sequence. 
  The signal performs like an echo locator – it’s waiting for a response from other obelisks in the 
  Expanse. If you need to improvise, or any Obtain Information spends ask about this kind of 
  information, this is all that is available; otherwise, the technology cannot be understood due to its 
  ancient and unknown nature. 
  Analyzing the control panels and making a Reason + Science Task with a Difficulty of 3 allows the 
  Player to shut off the signal. Doing so causes the blue light within the obelisk to momentarily fade out. 
  Ships or shuttlecraft can also now safely leave or land on the planet without being shot down. 
  Moments after the lights fade out, they come back up and some begin blinking in an indecipherable 
  pattern. The flashing slowly increases in speed. Scanning the obelisk to determine the cause is a 
  Reason + Engineering or Science Task with a Difficulty of 0. A successful scan shows that the obelisk 
  and an area deep beneath the chamber is experiencing a rapid power build-up and will self-destruct 
  in 6 minutes.  
  The crew has a choice: get out of the mine shaft and to the surface, or try to disable the self-destruct 
  sequence. Once the timer expires, an explosion, deep underground, will destroy the chamber and all 
  evidence of the alien technology. 
  Stopping the self-destruct sequence is an Extended Task with the following conditions: 
   
  Difficulty: 5 
   
  Magnitude (3):    
   
  Work (15):                
   
  Timed: 4 Intervals     
  Gamemaster Advice: With only 4 intervals to complete the Extended Task and every Task taking 2 
  intervals, the Player Characters involved are up against it – with a real chance of death if they fail. 
  
   
   
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  They’ll be forced to spend Momentum or use Talents to reduce the time their Tasks take, in order to 
  get the 3 Breakthroughs they need. This is also an excellent opportunity to introduce a Complication 
  to a character if they have a Value about the preservation of technology, or investigating the newly 
  discovered. If they accept the Complication, they stay, try to stop the self-destruct sequence, and gain 
  one Determination. But your Players probably won’t need the encouragement, only use this option if 
  you want someone to stay behind. In order to keep up the peril, introduce the Romulans! encounter 
  below, at the same time as the Extended Task takes place. 
  If there is still the chance for Romulans to turn up, this is an excellent time for them to appear. The 
  Romulans found the settlement and hunkered down to observe. As they watched, the Players arrived. 
  When they saw the Players enter the mines, they became concerned that the Starfleet officers were 
  going to find the alien device, so they either snuck or blasted their way into the mines and descended 
  after the Players. The Gamemaster should give the Players just long enough to learn all they can 
  about the obelisk and the controls before having the Romulans arrive. There are a number of 
  Romulans equal to the number of the away team +1. 
  The Gamemaster should allow the Player(s) who examined the control panels to attempt a Reason + 
  Science Task with a Difficulty of 2. If they succeed, inform them that while examining the controls 
  there appears to be an anti-intruder defense that stuns anyone in the pentagonal chamber. 
  Unfortunately, they have to be inside the pentagonal chamber to trigger the defense, and so anyone 
  activating the device is stunned as well. 
  ATTACK 
   
  Intruder Stun Weapon (Ranged, 4 [CD] Vicious 1, Area, Non-lethal) 
   
  If they Players manage to stop the self-destruction of the chamber, then they’ll enable Starfleet to 
  follow up with a survey team to further investigate the alien technology. There is also a possibility that 
  people die down in the chamber because failing at the Extended Task – which will have a massive 
  impact on the crew (and the Player group) in future missions. 
  The ship should be returning to the planet about the time the Players return from the mines. The 
  Players on the surface can hitch a ride with Ero Drallen back to the ship, or the ship can send a 
  shuttle down to retrieve them. Starfleet wants to make an in-depth study of the alien chamber, and the 
  miners won't be happy about having to move. The captain can offer relocation assistance, which 
  helps placate them. The Gamemaster and the Players can play out these negotiations or leave them 
  to Starfleet Command. 
  As the last scene wraps up, read or paraphrase the following: 
  Captain’s Log, supplemental – I just received a priority one message from Narendra Station. The 
  U.S.S. Enterprise has been destroyed. Further details are forthcoming but it is believed that Captain 
  Picard and most of the crew survived. What this means for the Federation, I do not know. 
  
   
   
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  © 2017 Modiphius Entertainment Ltd. 
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  This is your opportunity to note what cool things happened in your game. Tell us by filling in the 
  feedback form on our website. For their deeds, we could give mentions in dispatches with future 
  games, with commendations or drawbacks for pre-generated characters who move on to appear in 
  further adventures. 
   
   
  
   
   
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  © 2017 Modiphius Entertainment Ltd. 
  TM & © 2017 CBS Studios Inc. STAR TREK and related marks and logos are trademarks of CBS Studios Inc. All Rights Reserved. 
  Species: Romulan 
  Control 
  Daring 
  Fitness 
  Insight 
  Presence 
  Reason 
  11 
  08 
  09 
  10 
  08 
  11 
  Command 
  Conn 
  Security 
  Engineering 
  Science 
  Medicine 
  01 
  02 
  02 
  01 
  00 
  00 
  Stress: 11 
  Resistance: 0 
  Weapons: 
  • 
  Unarmed Strike (Melee, 3[CD] Knockdown, Size 1H, Non-lethal)  
  • 
  Dagger (Melee, 3[CD] Vicious 1, Size 1H) 
  • 
  Disruptor Pistol (Ranged, 5[CD}, Vicious 1, Size 1H) 
  • 
  Escalation Disruptor Rifle (Ranged, 6[CD] Vicious 1, Size 2H, Accurate) 
  • 
  Guile and Cunning: When attempting to remain hidden or unnoticed, a Romulan can spend one 
  Threat to increase the Difficulty of enemy Tasks to detect them by one.  
  • 
  Wary: Whenever a Romulan attempts a Task to notice or detect an enemy or hazard, they may re-roll 
  one d20. 
   
  Rathar is a man of science, but he is dedicated to the mission. He is more likable than most 
  Romulans, especially if the Players have something to offer, and he might be enticed into allowing the 
  characters to participate in the investigation of the alien signal. 
  Traits: Romulan 
  Values: 
  • 
  Knowledge is power 
  • 
  By any means necessary 
  Control 
  Daring 
  Fitness 
  Insight 
  Presence 
  Reason 
  11 
  09 
  09 
  08 
  10 
  10 
  Command 
  Conn 
  Security 
  Engineering 
  Science 
  Medicine 
  02 
  01 
  03 
  02 
  03 
  01 
  Focuses: Diplomacy, Infiltration, Physics, Xenobiology 
  Stress: 12 
  Resistance: 0 
  Attacks: 
  • 
  Unarmed Strike (Melee, 5[CD] Knockdown, Size 1H, Nonlethal)  
  • 
  Disruptor Pistol (Ranged, 7[CD] Vicious 1, Size 1H) 
  
   
   
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  • 
  Ambush: When attacking an opponent who is unaware, the Sniper may spend 2 Threat to allow the 
  Sniper anyone under their command to re-roll any of the d20s on their attack roll.  
  • 
  Guile and Cunning: When attempting to remain hidden or unnoticed, a Romulan can spend one 
  Threat to increase the Difficulty of enemy Tasks to detect them by one.  
  • 
  Wary: Whenever a Romulan attempts a Task to notice or detect an enemy or hazard, they may re-roll 
  one d20. 
   
  Traits: Romulan 
  Values:  
  • 
  Discretion is the better part of valor 
  • 
  Romulans are the superior species 
  ATTRIBUTES 
  Control 
  Daring 
  Fitness 
  Insight 
  Presence 
  Reason 
  09 
  12 
  08 
  12 
  10 
  09 
  DISCIPLINES 
  Command 
  Conn 
  Security 
  Engineering 
  Science 
  Medicine 
  04 
  3 
  03 
  02 
  01 
  01 
  Focuses: Debate, Deception, Military Tactics, Paranoid 
  Stress: 11 
  Resistance: 0 
  Attacks: 
  • 
  Unarmed Strike (Melee, 5[CD] Knockdown, Size 1H, Nonlethal)  
  • 
  Dagger (Melee, 5[CD] Vicious 1, Size 1H) 
  • 
  Disruptor Pistol (Ranged, 7[CD] Vicious 1, Size 1H) 
  • 
  Guile and Cunning: When attempting to remain hidden or unnoticed, a Romulan can spend one 
  Threat to increase the Difficulty of enemy Tasks to detect them by one.  
  • 
  Ruthless and Determined: Commander Methra may spend 2 Threat to gain the effects of a point of 
  Determination, rather than the normal 3.  
  • 
  Wary: Whenever a Romulan attempts a Task to notice or detect an enemy or hazard, they may re-roll 
  one d20. 
   
  Control 
  Daring 
  Fitness 
  Insight 
  Presence 
  Reason 
  12 
  10 
  9 
  10 
  9 
  10 
  Command 
  Conn 
  Security 
  Engineering 
  Science 
  Medicine 
  00 
  02 
  04 
  02 
  01 
  01 
  
   
   
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  © 2017 Modiphius Entertainment Ltd. 
  TM & © 2017 CBS Studios Inc. STAR TREK and related marks and logos are trademarks of CBS Studios Inc. All Rights Reserved. 
  Focuses: Paranoid, Guerrilla Tactics (Normally these apply only to Romulans, but they are suitable 
  for any of the settlers.  
  Stress: 11 
  Resistanc: 0 
  Attacks: 
  • 
  Unarmed Strike (Melee, 3[CD] Knockdown, Size 1H, Nonlethal)  
  • 
  Disruptor Sniper Rifle (Ranged, 6[CD] Vicious 1, Size 2H, Accurate) 
  • 
  Ambush: When attacking an opponent who is unaware, the Sniper may spend 2 Threat to allow the 
  Sniper anyone under their command to re-roll any of the d20s on their attack roll.  
  • 
  Guile and Cunning: When attempting to remain hidden or unnoticed, a Romulan can spend one 
  Threat to increase the Difficulty of enemy Tasks to detect them by one.  
  • 
  Wary: Whenever a Romulan attempts a Task to notice or detect an enemy or hazard, they may re-roll 
  one d20. 
   
  Trait: Based on species 
  Control 
  Daring 
  Fitness 
  Insight 
  Presence 
  Reason 
  08 
  09 
  09 
  07 
  07 
  08 
  Command 
  Conn 
  Security 
  Engineering 
  Science 
  Medicine 
  00 
  02 
  01 
  02 
  01 
  00 
  Stress: 10 
  Resistance: 0 
  Attacks: 
  • 
  Unarmed Strike (Melee, 2[CD] Knockdown, Size 1H, Nonlethal)  
  • 
  Mining Pick (Melee, 4[CD] Vicious 1, 2H) 
  • 
  Disruptor Pistol (Ranged, 4[CD] Vicious 1, Size 1H) 
   
  Trait: Human 
  Values:  
  • 
  The strongest survive 
  • 
  Only trust the latinum when it’s in your hands 
  • 
  Trust is earned, not given 
  ATTRIBUTES 
  Control 
  Daring 
  Fitness 
  Insight 
  Presence 
  Reason 
  09 
  12 
  08 
  08 
  11 
  01 
  DISCIPLINES 
  Command 
  Conn 
  Security 
  Engineering 
  Science 
  Medicine 
  03 
  02 
  02 
  04 
  02 
  01 
  
   
   
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  © 2017 Modiphius Entertainment Ltd. 
  TM & © 2017 CBS Studios Inc. STAR TREK and related marks and logos are trademarks of CBS Studios Inc. All Rights Reserved. 
  Focuses: Botany, Geology, Negotiation, Small Craft 
  Stress: 10 
  Resistance: 0 
  Attacks: 
  • 
  Unarmed Strike (Melee, 3[CD] Knockdown, Size 1H, Nonlethal)  
  • 
  Disruptor Pistol (Ranged, 4[CD] Vicious 1, Size 1H) 
   
   
  
   
   
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  © 2017 Modiphius Entertainment Ltd. 
  TM & © 2017 CBS Studios Inc. STAR TREK and related marks and logos are trademarks of CBS Studios Inc. All Rights Reserved. 
  Comms 
  Computers 
  Engines 
  Sensors 
  Structure 
  Weapons 
  03 
  03 
  05 
  06 
  03 
  03 
  Command 
  Conn 
  Security 
  Engineering 
  Science 
  Medicine 
  01 
  02 
  01 
  01 
  01 
  01 
  Power: 5  
  Scale: 1 
  Shields: 4  
  Resistance: 1  
  Crew: Basic (Attribute 8, Discipline 1) 
  Weapons:  
  • 
  Disruptor Cannons (Energy, Range Medium, 4[CD] damage, Viscious 1).  
  • 
  Escalation 2 Photon Torpedoes (Torpedo, Range Long, 4[CD] High Yield) 
  Talent:  
  • 
  Improved Warp Dive 
  • 
  Cloaking Device 
  Traits: Romulan warbird 
  Comms 
  Computers 
  Engines 
  Sensors 
  Structure 
  Weapons 
  09 
  10 
  10 
  10 
  11 
  09 
                                                                    
  Command 
  Conn 
  Security 
  Engineering 
  Science 
  Medicine 
  02 
  02 
  03 
  03 
  02 
  02 
   
  Power: 10 
  Scale: 6 
  Shields: 13 
  Resistance: 6 
   
  Crew: Talented (Attribute 10, Discipline 3) 
   
  Weapons: 
  • 
  Disruptor Banks (Energy, Range Medium, 10[CD] Vicious 1) 
  • 
  Plasma Torpedoes (Torpedo, Range Long, 6[CD] Persistant8, Calibration) 
  • 
  Tractor Beam (Strength 5) 
   
  SPECIAL RULES 
  • 
  Cloaking Device: The vessel has a device that allows it to vanish from view. Operating the device 
  requires a Control + Engineering Task with a Difficulty of 2, assisted by the ship’s Engines + Security 
  
   
   
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  (this is a Task from the Tactical position). This Task has a Power requirement of 3. If successful, the 
  vessel gains the Cloaked Trait. While cloaked, the vessel cannot attempt any attacks, nor can it be the 
  target of an attack unless the attacker has found some way of detecting the cloaked ship. While 
  cloaked, a vessel’s shields are down. It requires a minor action to decloak.  
   
  
SOURCE: textdata/thevault/Star Trek RPG/Star Trek Adventures/Living Campaign/The Next Generation Era (2371)/06 - STA Living Campaign - TNG Era - Signals.pdf