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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. 
   
  Abyss Station is a mission for the Star Trek Adventures Living Campaign series. This mission is 
  meant to be played by a Gamemaster (GM) and 3-6 Players and has been designed to be used for 
  the U.S.S. Lexington NCC-1709 and its crew in 2269. 
  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 the U.S.S. Lexington starship sheet 
  Omega Draconis A* (pronounced “A Star”) is a black hole with a brilliant radiation plume. Abyss 
  Station is a base set up to orbit and monitor it to learn about the local phenomena. The system 
  features a single surviving small planet, Omega Draconis I, which reports confirm contains some 
  pockets of sentient life. The planet was likely much larger and more hospitable before its sun went 
  supernova and incinerated much of the crust.
  Also orbiting the black hole, halfway to Omega Draconis I, is a massive alien facility. It’s spherical, 
  featureless, approximately the size of Earth, and very, very old. Starfleet anthropologists hypothesize 
  that it was built by the Preservers, Iconians, or T’Kon empire sometime before the supernova. Until 
  now the alien facility has been silent and dark, with no way to gain entrance. In truth, this facility was 
  created by an ancient species with technology that far outshines that of Starfleet. 
  The Gamemaster begins the mission with two Threat for every Player Character in the group. 
  Every player wants a chance for their PC to shine. Use the following guide to determine how to get 
  each character in on the action in a meaningful way. 
  Command: On the planet, Chaktir, command officers lead negotiations. If there are no security 
  officers available on Chaktir, have the minister of athletics challenge the team commander. On board 
  the Lexington, this character can mediate any disputes that the Ithik may have with crew members or 
  among themselves in the crowded quarters of the cargo hold. Aboard the alien base a command 
  officer with diplomatic skills can attempt to use their innate sense of other people and societies to help 
  figure out the alien language so the science and engineering officers can have an easier time getting 
  the base’s systems under control. 
  Conn: On the Lexington, conn officers can fly around the system as needed. A conn officer is also 
  useful as a pilot for the shuttle to the station. To create additional challenges, you can rule that the 
  
   
   
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  black hole’s radiation jets are also creating random anomalies that make navigation throughout the 
  system perilous.  You can also have the shuttle struggle to get clear of the imploding station, with the 
  conn officer the only hope of the landing party getting back to the Lexington safely. 
  Engineering: There isn’t a great deal for an engineering officer to do on the planet, but if you like you 
  can have them argue scientific principles with one of the Ithik ministers. A lot of the spotlight for 
  engineering officers is on the station, where they can spend time overcoming automated defense 
  systems, gaining access to critical systems and working against T’Lah and the cultists. As an added 
  challenge, you can also have an engineering officer transfer to Abyss Station to fix damage done 
  when the alien base activated. You can also increase the drama by ruling that the black hole’s tilt is 
  creating an ambient radiation hazard throughout the system. Engineering officers can work on a 
  solution during the adventure. If the security officers aboard the alien base run out of phaser power 
  while fending off assaults, engineering officers can jury-rig fallen alien guardian robot weapons for 
  personal use. 
  Security: A security officer on Chaktir is a natural choice for meeting the challenge of the minister of 
  fitness. Aboard the alien station they’ll spend most of their time fighting off the guardians. To keep 
  your security Player Characters occupied you can have the base’s systems automatically send out 
  drones to assault the landing party on a regular basis. 
  Science: Science officers are useful both on the planet and the alien base. As part of the delegation 
  to convince the Ithik that they need to leave Chaktir, a science officer can demonstrate Starfleet’s 
  superior scientific knowledge to one of the ministers. You can offer the officer a couple challenges, 
  with at least one being relevant to their Focus. On the alien base, a science officer spends most of 
  their time learning to understand and operate the computer system. 
  Medical: Medical officers can treat the wounded. On Chaktir they can engage in debate with the 
  minister of biology or other officials. The challenge of hunting down and gathering DNA samples is 
  within their purview. Doctors and nurses on the alien base can tend to any injuries sustained from 
  falling debris or security systems. Any medical officers who were on the planet and need something to 
  do after getting back to Abyss Station can treat any radiation sickness that’s accrued since the 
  Lexington left. 
   
   
  
   
   
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  Upon arriving at Abyss Station at some point after their mission to Dourap IV (see the Star Trek 
  Adventures Living Campaign mission ‘Adrift’ for more details), the Lexington is hailed by the scientific 
  mission leader, Commander Dr. T’lah. T’lah, a middle-aged, dark-skinned Vulcan, quickly brings the 
  crew up to speed. She speaks with the intense single-mindedness befitting a Vulcan: 
  “We’ve determined that the base has a shell of neutronium, which prevents our sensors from 
  penetrating. Our staff managed to rig a set of gravimetric dampeners that allowed them to walk on the 
  surface without being crushed. 
  “Several weeks ago, one of our research teams located what turned out to be an ancient computer 
  terminal on the exterior of the alien base. After much study and trial and error, they were able to 
  activate and interface with the system. The last transmission indicated that they opened a doorway on 
  the surface. The base began to activate.” 
  At this point, T’Lah transmits pictures of the base, which is now covered in glowing meridians 
  crisscrossing the surface. 
  After it became active, the base began generating gravitational distortions that somehow tilted the 
  black hole very slowly. The immediate danger is that the hole’s radiation jets are now aimed along the 
  galactic plane. They’re not long enough to reach nearby star systems, but this system’s planet is 
  directly in the path of the jets. The gamma rays will certainly devastate the population. The alien base 
  is orbiting perpendicular to the radiation jets and is in no danger, as is Abyss Station. 
  T’Lah explains that the station’s two shuttlecraft are inoperable. The first one was on the alien station 
  when the gravitational distortions began and is assumed lost. The second shuttle was en route to 
  Omega Draconis I when the black hole tilted, making it little more than a loose cloud of ever-
  expanding atoms. 
  If any of the crew object to rescuing the local population due to Prime Directive concerns, T’Lah or 
  another character can point out that the danger is directly due to Starfleet interference, so they have 
  an obligation to act. 
  The Lexington’s mission is twofold: penetrate the alien station and determine the whereabouts and 
  condition of the missing research team, and evacuate the planet. The planet is currently at the 
  opposite point of orbit from Abyss Station and the alien base, so the crew must split up. The planet’s 
  population numbers only in the hundreds, which means that the Lexington can briefly house the 
  natives in the cargo holds and shuttlebays. To save time the best option is to send one team in a 
  shuttle to the alien base and then speed toward the planet with the Lexington. 
  GM Guidance: In general, you should alternate between the planet and the base. A good rule of 
  thumb is to have a scene on the planet, and then cut to the station and allow the landing party there 
  to arrive at a new room. If the planet-based team has convinced at least two ministers (see below) to 
  talk to Mayor Akkara, then you can begin the evacuation transport of the natives to Abyss Station. 
  You want to have the Lexington arrive at some point just before the team on the station discovers its 
  
   
   
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  purpose and begins working on a solution to deal with it, allowing the cultists time to get to the station 
  and pose a threat to the plan. 
  Per the Prime Directive and numerous other laws, only people who want to be rescued can be 
  removed from their homes. The Lexington crew should use the brief time they have before reaching 
  the planet to learn about the people of Omega Draconis I and their society. The crew can download 
  select information from Abyss Station’s records as they head toward the planet. Commander T’Lah 
  won’t release the entire station’s library, citing secret Starfleet protocol. 
  The inhabitants of Omega Draconis I call themselves Ithik, and there are fewer than one thousand of 
  them on the planet, whose name is Chaktir in the Ithik language. Covert listening stations have picked 
  up enough of the Ithik language that universal translators can decipher it into meaningful terms. 
  The Ithik are the descendants of the original survivors of Omega Draconis A* going supernova. They 
  live on the side of the planet that received the least amount of damage 100,000 years ago. These 
  people are bipedal humanoids with very dark skin and large, catlike eyes that make the most of the 
  limited light available to them from the black hole’s radiation plume. Their rough, black skin is pitted 
  with a series of structures that help to prevent damage from radiation exposure. 
  Ithik society is pre-warp. While they do seem to enjoy a comfortable standard of living, it seems that 
  with very few wars to set back progress and with a fertile, material-rich area to live, the average Ithik 
  lives a sedentary life. 
  There seems to be no single religion among the few inhabitants of the world. Ithik society encourages 
  free thinking, and atheism is popular, as are a variety of small religious organizations which resemble 
  social clubs. The only common thread among the majority of Ithik is a sense they are part of a 
  “blessed” or “lucky” race that is above tragedy and extinction, as they’ve survived all manner of 
  tribulation beginning with the collapse of Omega Draconis. These factors mean that the landing party 
  won’t be able to pose as gods to convince the natives to leave. 
  When the landing party arrives, they’re met with not fear, hostility, or hospitality, but with mild curiosity 
  and amusement. To speak with the inhabitants, all they need to do is ask for an audience. The Ithik 
  people are fond of having large gatherings to debate the nature of the universe, so the population 
  gathers quickly. Curiously, there seem to be no children in the city. The meeting is moderated by 
  Mayor Akkara. He speaks in a high-pitched and animated, but very polite, tone: 
  “Welcome to Chaktir, weary travelers. We can only imagine the joy you must feel at having reached 
  the center of the universe! Are there more members of your society on their way, or are you the only 
  members of your village with the moral uprightness, intelligence, and strength to be able to enter our 
  realm?” 
  The Ithik feel that the universe revolves around their world, and they hold their society above all 
  others. Questioning Akkara reveals that this society is not afraid of aliens, as they’ve long postulated 
  that societies exist beyond their own, though they feel that they live in the most perfect of all places, 
  
   
   
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  and that only the best examples of alien life would ever find their way to Chaktir. After the landing 
  party leader explains the purpose of their visit, Mayor Akkara speaks again: 
  “You know, we’ve seen our share of perilous situations, and we’ve always pulled through. The 
  cataclysm that scorched so much of the world ended up removing much of the topsoil. However, it 
  exposed enough iron, quartz, gemstones and what were once considered precious metals that we all 
  now, from the poorest to the greatest, live in gilded homes and have everything that our ancestors 
  only dreamed of achieving.” 
  To convince the people to leave, they’ll have to overcome all sorts of superstitions and beliefs that the 
  Ithik hold dear. While it might be easier to just give up after the first few arguments, it’s clear from the 
  level of deference shown to the foppish mayor that his work holds great sway over the people. If he 
  were convinced to go, it’s likely that most or all the others would come along. It’s not fair to let one 
  man’s stubbornness or lack of vision doom a society. 
  Like many members of the idle populace, Akkara is fond of passing time with games and other sorts 
  of intellectual amusements.  Anyone who can succeed at an Empathy + Science or Medical Task, 
  with Anthropology or Psychology as the Focus, with a Difficulty of 2 can pick up on this and gains an 
  Advantage on any Evidence Tasks during this Social Conflict. 
  Akkara can be convinced to allow the Players to make their cases versus his most trusted advisors. 
  Not all the challenges below need to be used—only enough to make things interesting for the players. 
  Each one is presented by one of seemingly dozens of “ministers” (from a planet of fewer than 1,000 
  inhabitants, no less), each with a supposed specialty of knowledge. 
  The lanky, nearly blind Minister of Astronomy states that he can prove by the motion of stars that 
  Chaktir sits at the center of the universe. Disproving this requires searching through his theorems and 
  discovering any mathematical errors.  
  This musclebound woman claims that any truly worthy species would be able to best their strongest 
  individual in hand-to-hand combat. To make things more interesting, have the combat occur after the 
  Starfleet combatant first has to run a race against the fastest Ithik, and then spend several minutes 
  dodging balls thrown by the Ithik’s premier dodgeball player. 
  A rugged individual with an apparent taste for adventure that exceeds the norm for the placid Ithik, 
  this minister believes that not just the Ithik, but all native creatures of Chaktir are “chosen” and must 
  be preserved. He is willing to recommend to Mayor Akkara that they all evacuate on the Lexington, 
  but only on the condition that the landing party gather the various local species to take along with the 
  sentient population. The Ithik are aware of DNA but don’t have cloning capabilities. If the landing party 
  can demonstrate this technology to the minister then they can settle for just collecting samples from a 
  dozen or so species. 
  
   
   
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  © 2017 Modiphius Entertainment Ltd. 
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  This very charismatic woman has the ear of Mayor Akkara. She’s convinced that the landing party is 
  nothing more than a figment of the Ithiks’ imaginations made real due to their superior minds. If the 
  landing party can’t convince her otherwise, there’s a good chance that she’ll get Akkara to believe her 
  ideas. 
  Feel free to come up with various trials for the landing party. Ithik society is impractical, sheltered, and 
  preposterous.  
  The landing party approaches the alien base near the site where the previous team disappeared. 
  From the surface, there is no sign of the shuttle. An aperture iris opens as the shuttle approaches, 
  and there are no indications of immediate threat, so the team can safely land within. 
  The interior of the station seems to be designed for humanoid beings to operate. The hallways can 
  comfortably accommodate a being up to three meters tall and bears an oxygen atmosphere. Inside it 
  is brightly lit, with white and gray walls. 
  Within the first room, the landing bay, the crew finds the research team’s shuttle. It’s inoperative and 
  empty. The landing party can link their shuttle’s power supply to the other ship to gain access to the 
  shuttle’s logs for information. The sensor readings from the time the base went online show that the 
  base is generating unimaginable levels of power. 
  As this landing party delves deeper into the base, they should know that they are going to limit their 
  communication abilities with the Lexington unless they take some extra action. Neutronium, the 
  material that comprises the station’s shell, is the densest matter in the universe. Scans and 
  communications cannot penetrate it. Since the aperture to the exterior seems to open on motion 
  sensors, any Engineering or Science officers can rig up a subspace antenna to place just outside the 
  iris airlock. This can maintain line of sight for communications, relayed to the shuttle and then to 
  personal comms. 
  After the team decides that they’re ready to penetrate further into the station, they must make their 
  way through the tangle of corridors, trying to find their way to a computer terminal connected to the 
  station’s core.  
  You can pick randomly from below for the contents of the rooms to help keep players guessing: 
   
  The room is full of strange symbols and devices. Analysis takes time and determines there’s 
  nothing useful present. 
   
  A single Alien Guardian robot, intent on fighting. 
   
  A long hallway, littered with fallen beams that need to be removed to make passage possible. 
   
  Gravitational distortions with swirling debris. Dodge it or find a way to direct the distortions for 
  deflecting the debris away. 
   
  A computer terminal, not connected to the portion of the station that controls the gravitational 
  fluctuation generator. It contains historical information (which grants an Advantage when 
  operating the gravitational fluctuation generator), a map of the facility (which creates an 
  
   
   
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  Advantage for navigating the facility), or footage of an Alien Guardian robot incinerating one 
  of the team researchers (which grants an Advantage to attacks against an Alien Guardian 
  robot). 
   
  The badly wounded final member of the original away team. They’re trapped by unstable 
  fallen debris with sparking wires dancing around them. 
   
  A bioreplicator that creates instant deranged clones of the PCs which are interested solely in 
  combat. 
   
  The station control room, locked with a boobytrapped hatch. A Reason + Engineering Task 
  must be succeeded, with a Difficulty of 2, to deactivate it without exploding. 
  Once the team makes it to the control room and clears it of any threats they can start working on 
  getting the station figured out. It requires a Reason + Engineering Task with a Difficulty of 1 to 
  decipher the purpose of the various controls. If the shuttle crew set up a subspace antenna they can 
  get help from Abyss Station’s computers (and the Lexington’s if it’s back from the planet) to speed 
  things along. 
  Once the landing party determines the functions of the room, they can attempt to take control of it. 
  This is a series of Challenging (2) tasks that generally use Reason and Science or Engineering, along 
  with an appropriate Focus. These tasks a should last until the cultist survivors make it to the station 
  (see next section). 
  Various sections that come online as the landing party works can include communications 
  (eliminating the need for a subspace antenna), internal security (for rerouting the Alien Guardian 
  robots), life support, scanners, power generation, and gravitic controls. This room is one of several 
  access points, redundantly designed for backup in case one should fail. 
  Among the first things the landing party should discover is a video file detailing the original purpose of 
  the station. Omega Draconis A* is an artificially created black hole. It was originally a weapon used in 
  terrible wars. Whenever needed, the station would tilt the black hole’s axis, gather power, begin a 
  rotation process, open a wormhole and send the black hole into an enemy star system, spinning it like 
  a top until it devastated its target before returning it to the station. 
  This activation and attack takes a few days to implement but readings from the gravitic fluctuation 
  generator indicate that the station is in the process of beginning the spin and then opening a 
  wormhole. Computer analysis reveals that its target is a the nearest highly populated Federation 
  world.  
  After the Lexington arrives at Abyss Station and transfers the Ithik over, the Lexington’s captain is 
  going to want to speak with T’Lah about getting the black hole under control. It turns out that T’Lah 
  never reported to the Lexington’s conference room, but beamed over, along with two Ithik citizens, 
  and stole a shuttle. The three people are heading straight for the alien station. 
  Mayor Akkara can identify his missing people from security footage. It turns out that the two men are 
  the sole members of their own religion, The Cult of the Deathbringer, who believe that the alien 
  
   
   
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  station is a god, and that it should be used to cleanse the universe of all non-Ithik life. The Ithik, with 
  their massive egos, believe that members of their species are incapable of coming up with a bad idea, 
  so they never had any concern over the odd beliefs that these two men held. 
  T’Lah answers any hails. She calmly explains that she believes that the station’s full capabilities 
  should be used and observed. She has no intentions of using it against a Federation world, but hopes 
  to direct the weapon toward Qo’noS, the Klingon Homeworld. The station’s ability to create 
  wormholes at will can allow Starfleet to explore the Galaxy within a matter of years, while its 
  destructive capabilities and stable neutronium structure will revolutionize the Federation’s military 
  capabilities, making them the sole superpower in the known universe. 
  She doesn’t share the beliefs of the cultists, but she’s made a startling discovery about the Ithik and 
  needs a few members of that species to complete her plans. At this point she terminates the 
  conversation. T’lah’s Vulcan physiology is susceptible to various sources of radiation, such trellium-D. 
  Unlike that material’s aggression-inducing properties, the radiation from the black hole is distorting 
  T’lah’s sense of logic and causing an increase in paranoid thoughts. 
  If the Lexington manages to destroy the shuttle before it reaches the station T’Lah and her co-
  conspirators beam in through the open iris door. If the door is closed the Ithik manage to open it by 
  means of a hail. 
  GM Guidance: The Ithik people are not the primitive society that they seem to be. A close medical 
  examination, or examination of the Abyss Station files that Commander T’Lah had sealed, reveals 
  that instead of mitochondria, these beings have nanomachines, and their genetic makeup features 
  synthetic materials. They were originally a servitor race created by the species that made the station. 
  Each of the members of the current population was alive when their planet was hit by radiation during 
  the supernova; all but the two Cultists of the Deathbringer had their memories damaged by the 
  radiation. The Ithik were used to construct the station and act as maintenance workers. As such, the 
  station grants them access to all areas, and the alien guardian robots will not attack them. 
  As T’Lah and the cultists make their way through the station, they move much more quickly than the 
  landing party made it to their control room. T’Lah knows that she’s no match for the landing party, so 
  she heads to another control room. To stunt their progress, the landing party can lock doors in their 
  path and send alien guardian robots after them. The robots might attack T’Lah, but they’ll leave the 
  cultists alone—and the two Ithik press on without the commander. The cultists can also unlock the 
  doors with a successful Control + Engineering Task. The team member who locks the door can make 
  opposed rolls against the cultists to try to delay their efforts. 
  In the meantime, the Player Characters should be working on a way to disable the station. Any 
  science officers who look for a weakness should know that neutronium is virtually impenetrable and 
  indestructible. However, due to its dense nature, neutronium usually has to be fashioned into specific 
  geometries to avoid collapsing. This station’s shell somehow manages to violate those geometries 
  because it’s maintained by an energy field. That energy field keeps the shell from collapsing and 
  negates the gravity generated by it, allowing humans and other lifeforms to walk the station without 
  
   
   
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  getting crushed. If the Player Characters can destroy the station’s power generator, or even just turn it 
  off, the neutronium shell collapses into a more stable form. 
  Destroying the station is a complicated matter. The designers knew what they were doing and 
  installed several fail safes. The cultists are also actively working against the crew while they try to 
  initiate the black hole’s spin and open a wormhole to eradicate their target. Shutting it down is a 
  Challenge tailored to the landing party’s strengths. If it’s made up of science and engineering officers, 
  allow them to apply their strongest focuses in some manner. Allow for around three Tasks, along with 
  Opposed Tasks against the cultists’ efforts. 
  Once the generator goes offline there are only a few minutes to get out of the station before it 
  collapses. A fast way is to remotely activate the shuttlecraft’s transporters, a Task attempted purely 
  by the shuttle’s Sensors + Engineering with a Difficulty of 4, given that it’s a site to site transport, to 
  beam aboard the shuttle and then speed away. Otherwise the team members must run for the shuttle. 
  It should take a Challenge, with two Tasks, with Daring or Fitness, as the Player Characters dodge 
  falling debris, scrabble over obstacles, or control their fear of the situation.  
  The station collapses into an ultra-small object and eventually falls into the black hole. 
  After the mission is over, the Lexington contacts Starfleet to update them about the situation and to 
  determine a long-term living solution for the Ithik. The planet, Chaktir, gets irradiated from the black 
  hole’s jets and becomes completely uninhabitable. Starfleet can use any of the data from Abyss 
  Station’s and the Lexington’s scanners, as well as any tricorder readings from the landing party, to 
  increase their knowledge of gravity, black holes, wormholes, and how to make strides in creating and 
  maintaining neutronium. Ithik biology may also yield information that makes creating synthetic limbs 
  and organs faster and more reliable. 
  The black hole remains tilted, which poses a navigational hazard to ships in the system, but it only 
  extends for about a light year, so it’s no threat to the Galaxy at large. 
  As a threat for future missions, Starfleet has to be wary of the Ithik now that they know about their 
  true nature. Should any Ithik ever recover their memories and technical knowledge, they would be 
  able to fabricate tools, facilities, and more, eventually making a dreadnaught capable of posing a 
  threat to the entire fleet. 
  If you want to, continue the storyline of the alien threat by having the landing party on the station bring 
  back data that shows several other weapon sites throughout space. The biggest problem is that at 
  least one of these sites is in Klingon or Romulan space. 
   
   
  
   
   
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  The following profile shows the data for the members of the Cult of the Deathbringer. You can also 
  use it to represent standard members of the Ithik species. 
  Trait: Ithik 
  Control 
  Daring 
  Fitness 
  Insight 
  Presence 
  Reason 
  8 
  8 
  9 
  7 
  7 
  8 
  Command 
  Conn 
  Engineering 
  Security 
  Medicine 
  Science 
  0 
  1 
  2 
  2 
  0 
  1 
   
  Stress: 12 
  Resistance: 0 
  Weapons: 
   
  Stolen Phaser type-2 (Ranged, 4
  , Size 1H, Charge) 
   
   
   
  Synthetic: As creations of the society that made the alien station these NPCs are immune to assault 
  from the alien guardian robots, and they can quickly gain access to the station’s systems. 
   
  Immune to Radiation: The Ithik are adapted to life orbiting a black hole. 
   
  The following profile details the Ithik minister of athletics, who engages a member of the planetary 
  landing party in single combat 
  Trait: Ithik 
  Values: Prove your mettle 
  Control 
  Daring 
  Fitness 
  Insight 
  Presence 
  Reason 
  10 
  13 
  11 
  8 
  13 
  10 
  
   
   
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  Command 
  Conn 
  Engineering 
  Security 
  Medicine 
  Science 
  2 
  1 
  0 
  3 
  2 
  1 
  Focuses: Hand-to-hand 
  Stress: 14 
  Resistance: 0 
  Weapons: 
   
  Ithik Ceremonial Weapon: (Melee, 4
  , Size 2H, Cumbersome, Non-lethal) 
   
   
  Synthetic: As creations of the society that made the alien station these NPCs are immune to assault 
  from the alien guardian robots, and they can quickly gain access to the station’s systems. 
   
  Immune to Radiation: The Ithik are adapted to life orbiting a black hole. 
   
   
  The following profile details Commander T’Lah 
  Traits: Vulcan 
  Values: Defend the Federation, Increase Scientific Knowledge 
  Control 
  Daring 
  Insight 
  Fitness 
  Presence 
  Reason 
  12 
  8 
  9 
  10 
  10 
  11 
  Command 
  Conn 
  Engineering 
  Security 
  Medicine 
  Science 
  4 
  2 
  2 
  3 
  2 
  4 
  Focuses: Stellar cartography, Xenobiology 
  Stress: 12 
  Resistance: 0 
  Weapons: 
   
  Phaser Type-2 (Ranged, 5
  , Size 1H, Charge) 
   
  Vulcan nerve pinch (Melee, 5
   Intense, Size 1H, Non-lethal) 
   
  
   
   
  Page 13 of 14 
   
  © 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. 
   
   
  Nerve Pinch: You have learned numerous techniques for the stimulation and control of nerve 
  impulses – collectively called neuropressure. 
   
   
  The following profile details the robotic guardians left behind by the station creators to prevent 
  intruders from getting in. They are hovering, barrel-shaped units designed mainly for combat but 
  which can also effect minor repairs. 
  Traits: Robot 
  Values: Defend the station 
  Control 
  Daring 
  Insight 
  Fitness 
  Presence 
  Reason 
  9 
  9 
  7 
  10 
  7 
  8 
  Command 
  Conn 
  Engineering 
  Security 
  Medicine 
  Science 
  0 
  0 
  2 
  4 
  0 
  2 
  Focuses: Hand disruptors, Neutronium 
  Stress: 18 
  Resistance: 3 
  Weapons: 
   
  Disruptor: (Ranged, 7
   Vicious 1, Size 1H) 
   
   
  Machine 3: Reduce Difficulty to resist extremes of temperature by 2, and is immune to suffocation, 
  starvation, and thirst. 
   
  Night Vision: Tasks the robot attempts in darkness to not increase in Difficulty. 
   
   
  
   
   
  Page 14 of 14 
   
  © 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. 
   
  If the crew of the Lexington needs more to do, you can have the alien station send out a flight of 
  fighter craft. These conical, unmanned ships, are somewhat larger than a shuttlecraft but much more 
  maneuverable and durable. They have neutronium hulls and attack Abyss Station and the Lexington. 
  Their shields and weapons are not as strong as the Lexington’s, but in numbers they pose a threat. 
  Abyss Station is unarmed and cannot fight back, which makes the situation far more tense, especially 
  if the Lexington is on the return trip from Chaktir and not yet in weapon range. 
  Analyzing the data from the ships as they explode can provide information to engineers and science 
  officers to use when attempting to overload or divert the base’s generator. If the Player Characters 
  attempt to look for a weakness, they can find that using the Lexington’s tractor beam to force fighters 
  to crash into one another causes damage to their gravity generators, which makes portions of the hull 
  collapse. 
  Small ships used by the alien base to defend against intruders. 
  Trait: Drone 
  Communications 
  Computers 
  Engines 
  Sensors 
  Structure 
  Weapons 
  5 
  3 
  8 
  6 
  7 
  7 
  Command 
  Conn 
  Engineering 
  Security 
  Science 
  Medicine 
  - 
  2 
  1 
  3 
  - 
  - 
   
  Shields: 9 
  Scale: 1          
   
  Weapons: 
   
  Disruptors Cannons (Energy, 6
   Vicious 1, Close range) 
   
   
  Neutronium Hull: Sensors cannot penetrate, but they can read energy fluctuations that flare out of 
  the hull after successful hits. 
   
   
  
SOURCE: textdata/thevault/Star Trek RPG/Star Trek Adventures (2d20)/Living Campaign - STA/The Original Series Era (2269)/02 - STA Living Campaign - TOS Era - Abyss Station.pdf