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Modiphius > STAR TREK: ADVENTURES
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Red Alert

posted Apr 13, 2018 15:50:41 by SteveHanson
RED ALERT:
This very special release lets you experience all your Star Trek Adventures miniatures encounters in three-dimensional detail.
We're demoing it at stand TK19 at Salute tomorrow, come see it played!
This is a FREE PDF chapter of the Operations Division supplementary rulebook, for the Star Trek Adventures role playing game, and contains rules for miniatures combat.
Dice and tile sets are required to play.

http://bit.ly/2qsKlgB
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To his friend a man
a friend shall prove,
To him and the friend of his friend;
But never a man
shall friendship make
With one of his foeman's friends.
--Havamal
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6 replies
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myrrdenvindex said Apr 14, 2018 05:54:48
I haven't gotten into trying the included campaign, but initial experiments are showing a lot of promise; tried 44 points of Starfleet vs. 40 points of Romulans, just using published profiles. Riker, La Forge and Data vs. Major Verohk, 1 Centurion, and a 5 Uhlan Squad. 3 random objectives; each objective had to be scanned (Reason + Science, Difficulty 1 to determine what attribute, discipline and difficulty would be required to take the objective.)

Out of two attempts at the same set up, the Romulans were the very clear victors, partly due to brutally timed initiative rolls in their favor, and, I think, partly due to the inherently lethal capability of a disruptor compared to phasers. That might be something to consider in further developing the rules. Phasers are very flexible, but they require a Prepare minor action to engage any of their effects. Without preparation, the disruptors are by default Vicious, meaning that if the disruptor wielding forces are able to spend a minor action, they can more often improve their accuracy with Aim, meaning they can improve their chances to hit while and deal more average damage than a comparable unit with a phaser. A squad of Romulans with disruptors is easily able to take a character like La Forge off the map in a single hit if their dice are being fairly kind.

In both games, the Romulan squad was wiped out, but the Centurion was free of injuries, and the Major took minimal damage.

Starfleet was doing well while trying to focus on objectives and avoid the Romulans, but that in a tabletop skirmish game, that won't be possible for a whole game, and if it were, the fun would be largely sucked out for the player who is getting to do nothing for the whole game except try to pin down his enemy so they can shoot a few times. My first thought was to remedy the balance by making the objectives required for victory, but even with that adjustment, the Enterprise crew was hopeless as soon as they got in the Romulans' crosshairs.

Of course, I've only tried the "scenario" once with both sides needing to obtain objectives, so it may be just a matter of luck and time before I start to see balance, or it could be that the small Starfleet team needs to make MUCH better use of cover, but as noted above, I think that at the level of a skirmish game where victory can often be gained through superior damage output, the disruptors might be worth considering in terms of some kind of points adjustment.

Aside from that, since we have official stats for Data, it occurred to me that a "first aid" task for him should be available, as well as that available to his biological crewmates. Data's of course would require Engineering instead of Medicine, and a toolkit instead of a medkit. Still, we have rules for Soong-type androids, and I'd assume we'll see official stats for Lore in due time, so it wouldn't be out of the realm of possibility to include rules for "healing" them as well as organic characters.

Do not take this comment in any way as insulting to the game- bottom line, I think it plays well, and its plays quickly enough that it would be easily possible to run a quick skirmish either before or after an evening of full, narrative RPG play. Really, given that I pulled off 2 games in 2 hours, I think the Red Alert rules could easily scratch a similar itch to that served by X-wing for Star Wars fans; quick, easy set up, with beautiful miniatures and a game that can be fit into a busy day with minimal trouble. We can't always pull of the long nights needed for a satisfying roleplaying session, but its much easier to make time for a game that can be played in less than an hour.

I'll continue experimenting. I just thought I'd post my initial thoughts after a couple of trial runs. The difficulty could well be the tactics used, or the map layout; I ran into a similarly pro-Imperial slant early in playing X-wing, seeing as neither me nor my regular opponent could get the Rebels to survive the TIE swarms. Eventually, we got past that, and the current pro-disruptor slant may prove similar.

All in all, my compliments- Red Alert is awesome, and it gives me an excuse to put the Picard and crew minis on the table, even though not only is my current RPG campaign 23rd century, but I have no intention of making the crew of ANY Enterprise feature as regular characters. There may be an episode or two somewhere with a crossover with 1701, but I doubt that the RPG will ever give me an excuse to put the whole of any of the TV series' crews on the table. However, with a skirmish game, its great being able to put Data, Riker, and the rest out and have them fight Romulans, Klingons, the forth coming Borg, or the hoped for Dominion and Cardassians.

My thanks and my compliments to all of you at Modiphius.
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ShadowWalker said Apr 14, 2018 08:48:56
Page 6: DISCIPLINES: there is no Science there.
Page 6: FOCUSES: ''If a Focus applies to the Task, any d20 that rolls equal to or lower than the Discipline used, that die scores 2 successes.'' - it could be ''If a Focus applies to the Task, any d20 that rolls equal to or lower than the Discipline used, scores 2 successes.''.
Page 8: MOVEMENT: ''...(unless they are performing a Retreat Task).'' - I think it should be ''Fall Back Task''.
Page 12: ASSEMBLING THE TEAM: I suggest to replace ''Force Value'' with ''Point Value''. More intuitive, no need to remember another term and also arleady used in the last sentence on that page - ''For Gamemasters who are using these rules as part of a roleplay campaign, points values often aren’t required,...''.
Page 13: ESCALATION: ''Whenever a unit has a weapon listed with an Escalation cost, a player may give 2 Momentum to an opposing player...'' - should it not be ''...a player must give 2 Momentum...''?
Page 14: COVER: ''Cover provides 2(''CD symbol'') of Resistance'' - it should be ''Hard Cover...''.
Page 20: Missiion 4: ''Fluff/briefing'' lacks Troi mentioned. She is mentioned in ''Set up''.

[Last edited Apr 14, 2018 09:31:29]
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grendal said Apr 16, 2018 22:27:01
with this being listed as "BETA" on Beasts of War site are there plans to expand this into a standalone game? (it looks like it wouldn't take much to do that)
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SteveHanson said Apr 17, 2018 00:27:06
It's a chapter of the upcoming Operations book. This is as detailed as the current plans run for a minitures strategy game.
Forum Moderator

To his friend a man
a friend shall prove,
To him and the friend of his friend;
But never a man
shall friendship make
With one of his foeman's friends.
--Havamal
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TimKellogg said Apr 17, 2018 16:41:27
I have not been able to read it yet - is it compatible as a more tactical method of playing the RPG?
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SteveHanson said Apr 17, 2018 20:07:31
Exactly. It's the rules modified for squad level combat.
Forum Moderator

To his friend a man
a friend shall prove,
To him and the friend of his friend;
But never a man
shall friendship make
With one of his foeman's friends.
--Havamal
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