New book showcases the gear, weapons and technologies of the Star Trek Universe

- Details on the most commonly-used gear across the Star Trek universe, including PADDs, communication devices, replicators, and holography.
- Insight on Starfleet’s Diplomatic Corps, the universal translator, second contact supplies, and information on how a crew might respond to distress calls.
- A wealth of information on a wide variety of scientific gear and tricorders, advice on conducting away missions, and information on some of the gear an away team might utilize.
- Details on medical practices and medical gear, including sickbays, biobeds, medical treatments and drugs, guidance on using transporters to support treatment, and medical enhancements such as various forms of chair support, genetic engineering, and cybernetics.
- Insight on diagnostic levels, transporters, turbolifts, and environmental and utility systems, as well as digital engineering elements, such as computer systems and their various components.
- Detailed information on a wide variety of close combat weapons, ranged weapons, and body armor from across the Star Trek universe.
- Information on key starship technology and their components, including defensive systems and weapons, propulsion technologies, and life support systems.
- A wealth of new game mechanics for the Star Trek Adventures second editionroleplaying game, including 10 new character career event options and 16 new character talents; five new starship service records, 10 new starship talents, and mines as a new weapon type.
- More than 20 random complication tables designed to help you generate problems with specific situations and devices for use during your missions.
Project Manager Jim Johnson said: “The team and I are so excited to provide Star Trek gamers and casual fans with this franchise-spanning Technical Manual to enhance their missions and stories. The technology presented throughout Star Trek is integral to the broadcast episodes aired week in and week out, and this book enables you to harness that technology and use it as you see fit. Whether you’re playing Star Trek Adventures with a group of friends, playing Captain’s Log solo and telling your own adventures in the final frontier, or even working on another Star Trek project, this supplement contains a wealth of information about Star Trek technology from the earliest versions of scanners and phase pistols in the 22nd century to the amazing reprogrammable matter technologies present in the 32nd century. I hope players and gamemasters and Star Trek storytellers alike will find fun and useful content to fold into their ongoing adventures.”
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