Thursday, January 28, 2021

Throwback Project - Spartan Scenics Barracks Accessories

These are from the long defunct Spartan Scenics line of 28mm sci-fi terrain. I'm fairly certain that I picked up this box on clearance after the product line was discontinued, but it was long enough ago for my memory to be a little fuzzy. As the name suggests, this set of bunks and lockers is suitable for a communal sleeping and storage arrangement. Getting these pieces tabletop ready is part of my ongoing effort to get the OOP products in my collection finished this year.

Barracks Accessories pieces and original packaging.

Preparation
The resin casting of the lockers and bunks is good, but not perfect. There are some bubbles, but all are on the reverse side of the pieces where they won't be seen. The locker pieces needed some sanding to even them out and get them to sit on a flat surface without wobbling.

Assembly
The frames for the bunk pieces are clear acrylic, which still strikes me as a little odd. A less brittle plastic or MDF might have been easier to work with. I used an option suggested by the artwork on the packaging - gluing a locker piece to the bunk frame. It looks pretty good and adds weight and stability to the piece. I considered another option seen on the box - gluing the lockers together side by side. Unfortunately, this would hide the detailing on the sides of the lockers. I glued the locker pieces back to back to avoid this and conceal the casting bubbles. Gorilla Super Glue was used throughout - I normally avoid using cyanoacrylate glue on clear acrylic since it visibly distorts the plastic, but that wouldn't be a factor under a coat of primer and paint.

I left one set of bunks without an attached locker so I could duplicate the set up on the back of the packaging.

Priming
I spray primed the assembled pieces with whatever I had on hand. Which turned out poorly.

Painting
I had to scuttle my original plans for painting these pieces. Any paint I tried brushing on beaded up badly. I decided to try spraying on another coat, this time with Krylon COLORmaxx Spray Paint and Primer In One. I laid the pieces down and sprayed them from the bottom up in Flat Black to provide shading. After that coat dried, I stood the pieces up and sprayed them with Matte Grey from the top down. This provides a grey base color while keeping the black in the recesses and underside.

Close up showing how the black in the recesses contrasts with the grey.

I realized something while inspecting the coverage of the second coat of Krylon - I kinda like the flat grey appearance of the pieces. Sure, I could pick out details like the mattresses and pillows in different colors or apply a wash. On the other hand, bunks and lockers like these are supposed to look drab. Maybe it's the part of me that's always ready to be done and move on. Or I could just be getting lazy. In any event, I can always put more paint on these pieces later.

Tuesday, January 26, 2021

Ground Zero Games Light-Duty Vacc-Suits

These are from the "Civilians, Colonists, Cops, etc" part of Ground Zero Games 15mm Stargrunt line. I combined the following three sets to create a large survey team equipped for hostile environment exploration and their armed escorts:

SG15-V17 Survey Team Personnel in vacc-suits

SG15-V10 Spacesuited crew in light-duty vacc-suits

SG15-V15 Armed crew figures in light duty vacc-suits

Survey team setting up in a sheltered area.

These figures fit into a variety of sci-fi "space" settings. I purchased them for use in miniature wargame or roleplaying game scenarios that need spacesuited figures, but not figures in power armor or any other environmental protection with a strong military look. The GZG "light-duty vacc-suits" work equally well for an optimistic future of space explorers trekking around the galaxy to a blue collar existence of investigating derelict spacecraft out of fear that the megacorp is going to yank everyone's bonus otherwise.

In keeping with the generic appearance of these figures, I settled on a simple white and grey paint scheme. I did consider a more colorful scheme using something like Starfleet division colors - one color for the armed figures, a different color for the ones carrying survey gear, another for the figures just walking around, etc. Unfortunately, I felt that it would narrow the utility of the figures. White is more straightforward and is the color real world space agencies use for their environmental suits. It reflects solar radiation and helps with temperature regulation. White also contrasts nicely with just about any wash.

Survey team members stuck with the thankless job of hauling the gear while others stand around chatting.

Preparation
The figures were clean out of the package - no flash or noticeable mold lines. I glued the integral round bases to steel washers. This reinforces the soft metal of the integral bases and offers the option of magnetic storage and transport later on.

Priming
Grey spray primer. I didn't feel the need for the two tone approach I sometimes use for 15mm figures.

Base Coat
I painted the suits with Privateer Press Formula P3 Morrow White. It flows well and isn't as chalky as other white paints. I could have applied another coat since some of the grey primer was showing through. On the other hand, I was planning on using a wash later, so I didn't need for the white to be perfectly opaque.

Details
Citadel Colour Codex Grey was used for the helmets, backpacks, equipment, and accessories. The contrast looks better than plain white. Also, I wanted the weapons to be more visible to make distinguishing between the survey team members and armed escort detail as easy as possible during play.

Wash
I had a wash mix left over from a previous project. It did a good enough job at bringing out the details, but I might go over the figures again with something else later.

Basing
The bases were painted brown on top and black around the edges. Texturing was achieved with a little sand sprinkled over a mix of watered down PVA glue and brown craft paint.

Armed security detail returning from perimeter patrol.

Overall, I had a good time with this project. It's always a pleasure working with a quality product. I sometimes find painting an army tedious, but I had a fun time painting up this group. It's been awhile since I've worked on my 15mm collection, but I have plans to do more with it this year.

Thursday, January 14, 2021

Throwback Project - Games Workshop Moonscape Craters

These are Game Workshop's Moonscape Craters. This product appeared around the time of Warhammer 40K's Apocalypse expansion. Big holes in the ground are a fair representation of the damage that super-heavy units could do to the surrounding landscape. Maintaining a nice lawn isn't much of a priority in the grimdark future where there is only shooting, screaming, and stabbing. The reception the Moonscape Craters received at the time was mixed. They are long out of production.

Turning my table into a lunar landscape.

These have been on my "unfinished project pile" for awhile. Like many folks in this hobby, I have a fair number of miniatures and terrain pieces that have barely seen the light of day. I've owned some of them for so long that they have fallen out of production. In mid-2020, I started on finishing some of them just to get them done. Warsenal's PlantersReaper's Kaladrax Rebornother Bones miniatures, and Bombshell Miniatures' Bug Spray were a good start. I'd like to get as many out of production products done as possible in 2021.

With something down the road needing crater terrain, I decided to use these rather than purchase a new product. This project also gave me a chance to experiment with the techniques I am considering for another terrain project later this year. I painted up a couple of these back in 2011. Those were stripped and repainted with the rest. I felt that I could do a better job now and wanted a uniform appearance for the whole set.

Texturing
The edges are smooth plastic with no detailing at all. I glued on some sand to provide texture. I almost wish I didn't bother - those areas stand out from the lack of texture on the craters themselves. I did sprinkle some sand on the craters before priming to add some texture there, but the effect is too subtle to stand out when the craters are on the table.

Close up of crater interior. Sand was added for extra texturing.

Primer
Spray primed with Krylon COLORmaxx Flat Black Spray Paint and Primer In One. I went for complete coverage to provide shading.

Base Color
Spray painted with Krylon Camouflage Ultra-Flat Brown. When Krylon puts "Ultra-Flat" on a can, they mean no reflection at all. Which is desirable for a paint intended to help conceal the surface it is applied to. Also sprayed for complete coverage, but some black showing in the deepest recesses would have been acceptable.

Highlight Color
Spray painted with Krylon Camouflage Ultra-Flat Khaki. I sprayed this at an angle to avoid filling in the recessed areas.

Close up of a crater piece. Note the contrast between the added texture on the outer edge and the rest of the piece. Also note the visible warping - the piece does not sit flat on the table.

The plastic used for these craters is thin enough to have warped. None of the craters sit flat on the table. I'm not sure if they were always that way or if storage took its toll on them.

I considered applying a wash to bring out more details, but decided against it. Close examination revealed that a wash wouldn't make much difference - the details are too muddy. Even the best applied wash can't really bring out details that are barely there.

Overall, I'm kinda regretting the $17 USD (retail price) I spent on these back in the day. They'll do the job of representing craters at a variety of scales, but I can't help but feel that there must be a better product out there.

Tuesday, January 12, 2021

Star Trek Adventures - Year by Year, Mid- and Late-2371

Welcome to a continuing examination of Star Trek canon for plot hooks to use in Star Trek Adventures. The previous post kicked things off with an overview of the situation on the Cardassian border and events in early 2371. This post covers the rest of 2371. Each entry begins with a rough time frame for the event. A stardate is listed, if available. The main body of each entry presents an overview of the event. The last portion - in italics - are notes for the gamemaster.

I spend more time and words on the events of two DS9 episodes - "Defiant" and "The Die is Cast" - than the others. "Defiant" offers a good look at the inside of a major Maquis operation and Thomas Riker has too much potential not to explore. "The Die is Cast" presents significant changes to the setting.

The Romulans are kinda busy in 2371, for some reason.


Maquis Attack on Orias System

April-May 2371, stardate 48467.3 ("Defiant" - DS9).

Thomas Riker, a transporter duplicate of William Riker who had defected to the Maquis, leads an attack into Cardassian space after capturing USS Defiant. Thomas Riker had received an intelligence report revealing the secret construction of Cardassian warships in the Orias system without the knowledge of Central Command. The complex operation that he commands is characterized by meticulous planning, careful coordination of separate Maquis forces, and sheer audacity. USS Defiant destroys Cardassian Outpost 47 and damages two Keldon-class warships that emerge from the Orias. This verifies the presence of Cardassian warships belonging to the Obsidian Order in the "uninhabited" system. In a deal brokered by Commander Sisko and Gul Dukat, Thomas Riker agrees to surrender himself to the Cardassian military in exchange for USS Defiant and his Maquis crew being turned over to the Federation. USS Defiant's scans of the Orias system - containing data on what the Obsidian Order was doing there - is turned over to the Cardassian military as part of the deal.

It will take awhile for the border to settle down in the aftermath of these events. Maquis Squadron Baker is on its way back to base after attacking Cardassian Outpost 61 in a diversionary attack in support of Thomas Riker's operation. Starfleet or the Cardassian military could attempt to intercept the squadron as it returns to the Badlands. The destruction of Outpost 47 has left a hole in Cardassian defenses in the Almatha Sector. The Maquis and smugglers making runs through Cardassian space will likely make the most of the opportunity. Other interstellar polities may take an interest in the Orias system, slipping a probe or cloaked ship through the gap in Cardassian defenses.

The Obsidian Order fleet at the Orias system will eventually be used to attack the Founders in the Gamma Quadrant. However, nobody outside of the Obsidian Order and Tal Shiar knows anything about it at this time.

The "intelligence report" that Thomas Riker mentions as sparking this whole affair off is interesting. Where did it come from? Does the Maquis have its own intelligence agency or did it leak from Starfleet Intelligence? If it was a leak, was it from a lone sympathizer or does it imply a connection between the two groups? Or did it get leaked by a third party that would have access to Starfleet Intelligence reports - an official in the Federation government, a senior Starfleet officer, or Section 31?

Thomas Riker's backstory for this episode provides a good example of how somebody goes from Starfleet officer to Maquis leader. He had expressed sympathies for the Maquis' cause while serving on USS Gandhi in 2370. His dissatisfaction with life in Starfleet also contributed to his defection. An NPC serving with the player characters could follow a similar pattern - speaking out against Federation policy only to get shut down, growing disillusioned with their duties, and eventually giving up their career for a chance to make a difference with a band of plucky outlaws. There could be signs prior to the actual defection - covert attempts to contact the Maquis, efforts to reach out to other potential defectors among the crew, supplies disappearing into the hands of the Maquis. The defection itself could be anything from quietly leaving the ship for leave and never coming back to a loud get-away from a sabotaged starship with a shuttle full of stolen supplies.

Thomas Riker fate in canon is unknown at the time of this writing. Escaping from a Cardassian prison would be challenging, but not impossible for him. The Maquis may attempt to free him - he is valuable enough to justify the effort. He could be turned by the Cardassians as suggested on page 113 of the Alpha Quadrant Sourcebook, where his stats are presented. Other groups that might be interested in recruiting Thomas Riker are the rebellion launched by Damar late in the Dominion War and, of course, Section 31.


Ambassador Troi Arrives on Deep Space Nine

May 2371, no stardate available ("Fascination" - DS9).

Lwaxana Troi attends the Bajoran Gratitude Festival on Deep Space Nine.

This places Ambassador Troi in the Bajor Sector at this time.


Bajoran-Cardassian Peace Treaty

June 2371, stardate 48498.4 ("Life Support" - DS9)

The Bajoran Provisional Government and the Cardassian Union sign a formal peace treaty. This resolves issues lingering since the Cardassian Occupation of Bajor. Other interstellar polities are caught off guard by the surprise announcement.

While the announcement is a shock, few major interstellar polities are adversely effected by peace breaking out between the Bajorans and Cardassians. The Federation and the Ferengi welcome anything promising increased stability in the Bajoran Sector - it aligns with Federation values and improves trade. The Romulans are too far away to care. And nobody really knows what the Breen and Tholians are thinking.

The Klingons are the exception. They are outwardly supportive of their Bajoran allies, but some within the Empire are concerned with these uncharacteristic moves by the Cardassians. Might they be signs of influence or infiltration from the Gamma Quadrant? Prudence demands that more information be gathered via cloaked ships and the agents of Klingon Intelligence.



Wormhole Comm Relay Project

June-July 2371, stardate 48543.2 ("Destiny" - DS9).

The new peace treaty bears fruit in the form of a Federation-Bajoran-Cardassian effort to establish a communications and early warning capability in the Gamma Quadrant. After initial difficulties, an uncrewed platform is deployed in the Gamma Quadrant that serves as a communications array through the Bajoran Wormhole. The platform is equipped with sensors to give Deep Space Nine early warning of Dominion forces approaching the Gamma Quadrant terminus of the wormhole.

The success of the Wormhole Comm Relay Project allows ships in the Gamma Quadrant to communicate with Deep Space Nine. This gives player characters exploring the Gamma Quadrant the ability to stay in contact with Starfleet and the Federation.


Orb of Wisdom Recovered

June-July 2371, no stardate available ("Prophet Motive" - DS9).

The Bajoran Provisional Government purchases the Orb of Wisdom from Grand Nagus Zek. The Orb had previously been on Cardassia III, where Zek acquired it.

First contact between the Prophets and the Ferengi. Neither party is particularly interested in further contact.

The Bajoran government may request Starfleet's assistance in recovering the other Orbs lost to the Cardassians. The Bajoran-Cardassian Peace Treaty likely addresses the return of all Orbs in Cardassian possession. However, the process is slow, prone to outside intervention, and complicated by the number of fake Orbs that have appeared over the years. By 2374, only four of the original nine Orbs are accounted for in canon, with a previously unknown Orb appearing in 2375.


Romulan Attack on Deep Space Nine Averted

July 2371, stardate 48576.2 ("Visionary" - DS9).

A Romulan delegation arrives on Deep Space Nine. They demand all of the intelligence that Starfleet has collected about the Dominion, including classified reports and interviews with Starfleet and Bajoran Militia personnel. This is permitted under the agreement that resulted in the loan of a cloaking device to be used on USS Defiant.

The Romulan investigation is part of a larger operation to eliminate the threat of the Dominion to the Alpha Quadrant. A cloaked warbird is detected near Deep Space Nine after a time traveling Chief Miles O'Brien reveals that the Romulans will launch a surprise attack in a few hours. The Romulan plan is to gather as much intelligence as possible about the Dominion, destroy the wormhole, and eliminate any witnesses by destroying Deep Space Nine. As the plan relies on attacking an unprepared station, the Romulans abandon it after being confronted and withdraw. The alternate timeline where Deep Space Nine and the wormhole are destroyed by the Romulans is averted.

Meanwhile, the Klingon High Council deploys three members of a covert strike force to Deep Space Nine to monitor the Romulan delegation. They are arrested by Constable Odo and held in custody until the Romulans leave.

Starfleet will likely want a starship to escort that particular warbird out of the Bajoran Sector and back to the Romulan Star Empire.

These events demonstrate the amount of reach the Romulans possess. A cloaked warbird could appear anywhere their interests are threatened. This makes them a good wild card for gamemasters to throw into an adventure.

Klingon Intelligence is established as operating in the Bajoran Sector and is familiar enough with Deep Space Nine's systems to modify them for their own needs. They may expand operations closer to the end of the year to collect intelligence on Cardassian defenses. These could take the form of single operatives, small teams, or cloaked ships.



Battle of the Omarion Nebula

August-September 2371, no stardate available ("The Die is Cast" - DS9).

A joint Tal Shiar/Obsidian Order task force of twenty ships - five D'deridex-class Warbirds and fifteen upgraded Keldon-class warships - decloaks near Deep Space Nine and transits the Bajoran Wormhole into the Gamma Quadrant. Their plan - authored by Enabran Tain, who is also leading the operation - is to make a stealthy approach to the Founder's homeworld, achieve tactical surprise, bombard the planet down to its mantle before the Jem'Hadar can respond, and evade reprisal by returning to the Alpha Quadrant under the cover of their cloaking devices. It turns out to be an ambush carefully laid down by the Dominion. The planet is already evacuated and the task force is surprised by one hundred and fifty Jem'Hadar attack ships hidden in the nebula. The only known survivors are two residents of Deep Space Nine and the crew of USS Defiant, which participated in the battle just long enough to rescue the pair.

The Cardassians and Romulans pay a high price for Enabran Tain's attempt to emerge from retirement. The annihilation of the Obsidian Order leads to drastic changes in the Cardassian Union. The weakened Tal Shiar takes years to fully recover, likely contributing to the success of Shinzon's coup after the Dominion War. And the failed attack ends any notion of taking the fight against the Dominion into the Gamma Quadrant.

Enabran Tain's actions effectively destroy the Obsidian Order. A Keldon-class warship carries a crew of ~500. The loss of fifteen of them represents a huge personnel loss for the Order. Worse, Tain eliminated his former inner circle while preparing for the attack - individuals who might otherwise be tapped to use their experience and skills to rebuild the Order. The Order's remaining operatives have no friends in the Cardassian Union. The Central Command sees this as an opportunity to rid themselves of the Order. The resulting struggle presents an opening for the civilian government and dissident movement to seize power. These internal struggles and the eventual change in government have major repercussions for 2372.

Some remnants of the Obsidian Order may linger for awhile. The player characters may be surprised to find an Obsidian Order adversary from a previous mission reaching out to them. The former operative is on the run and wants to make a deal - a new identity and a safe place far from Cardassia in exchange for some of the Order's secrets. Unfortunately, there are many from the Cardassian Union filled with a burning desire to either get at any secrets the operative may know or silence the operative forever.

Starfleet Security and Starfleet Intelligence might be tempted to slip some agents into the Cardassian Union. The Obsidian Order is gone, but their facilities and records remain. The growing unrest provides good cover for trying to gain access to the fallen Order's secrets.

The loss of five D'deridex-class warbirds, each carrying a crew of ~1500, makes the Tal Shiar's personnel losses roughly equivalent to those suffered by the Obsidian Order. However, the two organizations are not the same. The Tal Shiar is larger, spread over a wider area, and regularly engages in military operations. This makes them better prepared to suffer unexpected losses. The real damage is the news that they were infiltrated by a Founder impersonating one of their highest ranking officers. The resulting efforts to clean house will take awhile. Worse is the blow to the Tal Shiar's reputation. Losing a fleet to an ambush is a serious blunder - perhaps the Tal Shiar isn't as all-seeing and all-knowing as they say they are? The Tal Shiar might be looking for ways to recover from their loss of face at the expense of the Romulan Star Empire's enemies.



Battle of Veridian III, USS Enterprise (NCC-1701-D) Destroyed, Captain Kirk Dies

August-September 2371, stardate 48632.4 ("Star Trek Generations").

USS Enterprise investigates a Romulan attack on the Amargosa observatory and the destruction of the Amargosa star. This eventually leads to a battle over Veridian III with a Klingon Bird-of-Prey commanded by Lursa and B'Etor. The Bird-of-Prey is destroyed, but the damage to USS Enterprise triggers a warp core breech. The crew is able to evacuate to the saucer section and separate the ship. The explosion of the stardrive section disables the saucer section and pushes it into Veridian III's atmosphere. The crew survives the resulting crash, but the saucer section is a total loss.

Captain James Kirk, having traveled forward in time and space through the Nexus, dies on Veridian III. Captain Jean-Luc Picard buries Kirk's body on Veridian III.

On stardate 48650.1, three starships - led by USS Farragut - arrive in orbit of Veridian III. Rescue and salvage operations begin immediately.

The loss of the flagship is likely to be big news in Starfleet. The reappearance and death of Captain Kirk is a little weird, but weird is what Starfleet does.

Somebody's gonna have to clean up after the party. The remains of the saucer section and any debris in orbit need to be removed before the inhabitants of Veridian IV develop the means to discover them. A California-class starship would seem to be a good choice for such a mission. The player characters could be directly involved or respond when the clean up operation gets into trouble. The saucer section of a Galaxy-class starship is a tempting target for scavengers.



Emergency Elections for Bajoran First Minister

October 2371, no stardate available ("Shakaar" - DS9).

Kalem Apren dies of a heart attack while sleeping, leaving the office of First Minister of Bajor open. Shakaar Edon enters the resulting election with the support of the Militia. He quickly gains a clear lead after Kai Winn Adami withdraws from the race.

Neighboring interstellar governments are likely to be concerned with Bajor's sudden change in government. They may ask to send observers to monitor the election process. Outside groups, such as the Maquis, may see this as an opportunity to draw attention to their own cause.


Founder Infiltrator Discovered Aboard USS Defiant

December 2371, stardate 48959.1 ("The Adversary" - DS9).

A Founder, posing as Federation Ambassador Krajensky, attempts to commandeer USS Defiant and attack a Tzenkethi settlement on M'kemas III. The Founder is killed through the actions of Constable Odo. The Founder's dying words are: "You're too late. We're everywhere."

The real Ambassador Krajensky disappeared on his way to Risa.

The Founders are established as operating covertly in the Alpha Quadrant and existing Starfleet security measures are of limited effectiveness. Their actions are aimed at destabilizing the Alpha Quadrant politically and weakening resistance to any future invasion by the Dominion. Every Alpha Quadrant polity reacts to the threat with varying levels of paranoia.

Hunting down and stopping a Founder is an extreme challenge for any starship crew. Alternatively, the player characters may find themselves helping to stop a Founder who has infiltrated another polity's ship.

Sunday, January 10, 2021

Reaper Bones 77047 Goldar, Male Barbarian

Sometimes I need a quick project to keep me from feeling "stuck" when progress is held up on the other things I have going on. Maybe I'm waiting for the weather to turn so I can spray primer or paint. Or work just won't die down enough for me to find some free time. I'm finding that all the Reaper Bones miniatures I have around are handy for not-quite-speed-paints. That way I can tell myself that I'm getting something done.

I picked out Goldar since I was in the mood for something swords and sorcery. A bare-chested barbarian with a big ol' ax seemed a good fit. For no particular reason, I choose to paint this figure in shades of brown except for the metallics. Not a particularly neat job on my part, but good enough for tabletop.

Seems more like a gladiator than a barbarian to me, but I just paint 'em.

Primer Layer

Applied the mix of FolkArt Glass & Tile Medium and brown paint that I usually rely on for Reaper Bones miniatures. The mix brings out the details that are otherwise hard to see in all that bright white plastic. It also made a prominent mold line running across the head pretty obvious. A little work with sharp blade took care of the line and I reapplied the mix in those areas.

Flesh Areas

Goldar seems like the outdoorsy type. Reaper 09044 Tanned Skin seemed to be a good pick.

Accessories

I used Reaper 09284 Lonestar Leather on the boots, fur loincloth, and leather straps.

Cloth

Reaper 09292 Bathalian Chitin reproduces the color of undyed cloth nicely.

Metal Areas

I liked the old school look of the armor on Norgol, so I decided to use Citadel Colour paints for a similar effect on this figure. The armor, buckle, and ax blade all received an undercoat of Codex Grey followed by a coat of Boltgun Metal. I used some Mithril Silver to highlight the upper and raised areas.

Wash Layers

I rediscovered a little treasure while digging through my paint collection the other day - a still viable bottle of Citadel Washes Ogryn Flesh. It pairs well with Reaper 09044 Tanned Skin, adding a brown-red tone and setting in to the recesses. I also applied it to the accessories. Unfortunately, Ogryn Flesh is a little too red for cloth, so those areas got Reaper 09254 Brown Wash. I used Reaper 09255 Black Wash for the metal areas.

Basing

I've gotten into the habit of gluing a one-inch steel washer under the integral base of Reaper Bones figures. It stabilizes the figure by providing a wider and heavier base. I textured the base by gluing on a little sand and applied a couple layers of earth tone craft paints.

Goldar, like most of my Reaper Bones collection, is from the first Reaper Bones Kickstarter. I purchased the metal version awhile back and immediately ran a problem with the ax blade breaking off. The shaft wasn't strong enough to hold to relatively heavy ax blade and too thin to pin or otherwise reinforce. That figure got put into deep storage in my garage. The light and flexible plastic of the Bones version avoids that issue while retaining the detail of the earlier metal miniature.

Friday, January 1, 2021

Star Trek Adventures - Year by Year, Early 2371

This begins what is planned to be a series of posts reviewing Star Trek canon year by year. The intent is to present opportunities for player characters in Star Trek Adventures to locate some trouble to get into. What we see on screen is expanded upon when necessary to provide more details, but I'll try not to wander too far from canon.

Let's start with the first third of the default year - 2371. First is an overview of the situation along the Cardassian border. Following that are entries on noteworthy events in 2371 from a tabletop gaming perspective. Each entry starts with a rough estimate of when an event takes place. Stardates are provided when available. Information that the player characters would have access to makes up the main body of each entry. The last part of each entry are notes for the gamemaster in italics.


The State of the Cardassian Border in the Beginning of 2371

The upper echelons of the United Federation of Planets and Starfleet Command regard the situation on the Cardassian border as a soup sandwich. The peace treaty with the Cardassians was supposed to deescalate tensions and make the area more defensible. The Demilitarized Zone established a buffer between the Federation and the Cardassian Union. The treaty also reduced the number of Federation colonies that Starfleet would have to defend in the event of renewed hostilities. This should have allowed Starfleet to scale back its commitments in the area and redeploy its starships elsewhere. The discovery of the Bajoran wormhole, internal conflicts in the Cardassian Union, the rise of the Maquis, and the growing threat of the Dominion all combined to throw those plans right out the airlock.

The planned draw down of Starfleet assets in the area was been reversed. Deep Space Nine's current arsenal isn't enough to defend the wormhole from either the Cardassians (who attacked the station literally the same day that the wormhole was discovered) or the Dominion (who exterminated the New Bajor colony and destroyed USS Odyssey in what amounted to a border dispute). Assigning USS Defiant to serve as DS9's garrison ship is purely a stopgap measure until the station's defenses can be upgraded. Additionally, the Maquis are becoming more aggressive thanks to experienced leadership provided by defecting Starfleet officers. Starfleet is deploying more starships to the area in response, including the brand-new USS Voyager.

The state of affairs has resulted in a shake up in the chain of command controlling operations in the area. Admiral Nechayev's plan to infiltrate the Maquis in late 2370 backfired when her chosen operative - Ro Laren - ended up joining the Maquis instead. Starfleet has not reassigned Admiral Nechayev from her leadership role along the border, but some have expressed doubts about her ability to control the situation. With Admiral Nechayev's reputation and influence damaged, Admiral Toddman of Starfleet Security is taking a larger role in day-to-day operations in the area. Meanwhile, other flag officers like Admiral Paris and Admiral Patterson see nothing wrong with Admiral Nechayev's ideas. They have authorized Captain Janeway of the soon-to-be-launched USS Voyager to use a similar plan to infiltrate a Maquis cell, but with a more reliable agent to improve the chances of success.

In this environment, Starfleet officers with commands along the border may find themselves receiving orders from different admirals depending on the nature of the assignment. Many field commanders are becoming adept at navigating the politics of higher command as they campaign for support for their plans. Commander Sisko used this approach to get command of USS Defiant and move up plans to upgrade DS9's defenses. Captain Janeway also used her influence with like-minded admirals to advance her plan to infiltrate the Maquis.

Much of this was extrapolated to explain why multiple flag officers were overseeing events involving the Bajor sector. Who Sisko was reporting to and taking orders from changed multiple times in DS9's third season. Any of the admirals mentioned could become patrons or obstacles for player characters serving in the area. The conflict in Starfleet between those advocating covert actions and those preferring a more straightforward approach could play a major role for players interested in political maneuvering or be kept in the background for those who wish to keep it there.


Noteworthy Events

Uniform Change

Some point before Jan 2371.

Starfleet changes its combadge design from a silver arrowhead backed with a gold oval to a silver arrowhead backed by a hollow gold rectangle.

This minor change might trip up Maquis infiltrators or spies from other governments disguised as Starfleet personnel.


USS Equinox Lost

Jan-Feb 2371, before stardate 48315.6 ("Caretaker" - VOY).

USS Equinox disappears during a survey mission along the Cardassian border. Search operations fail to locate the ship or any signs of its fate.

I couldn't find a reference to the exact date that USS Equinox was pulled into the Delta Quadrant, but it had to happen before the events of Voyager's pilot. USS Equinox's disappearance could simply be presented as a background event to reinforce Star Trek canon in a campaign. Alternately, the player characters could be involved with search operations in the area as the lead up to another adventure.


Formal First Contact with the Dominion

Jan-Feb 2371, stardates 48213.1 ("The Search, Part I" - DS9) and 48217.7 ("The Search, Part II" - DS9).

USS Defiant contacts the leaders of the Dominion. The Federation gains an understanding of the Dominion's internal structure - the Founders as distant rulers, the Vorta running day-to-day operations, the Jem'Hadar as an expansionist military force, and everyone else doing what the Vorta tells them out of fear of the Jem'Hadar.

The player characters will only have a basic understanding of the Dominion at this time. Details like the importance of ketracel-white to the Jem'Hadar or the fact that Vorta are clones are presented later in canon.


Starfleet Reopens Traffic Through the Bajoran Wormhole

Feb-Mar 2371, prior to stardate 48301.1 ("The Abandoned" - DS9)

Starfleet bows to pressure from the Bajoran Provisional Government, those within the Federation advocating for further exploration of the Gamma Quadrant, and various commercial interests to resume traffic through the wormhole.

Traffic through the wormhole was suspended in late 2370 ("The Jem'Hadar" - DS9), but has to resume before "The Abandoned" for the plot of that episode to work. Starfleet's caution is justified - the destruction of New Bajor and every ship from the Alpha Quadrant (except for DS9's runabouts) during the events of "The Jem'Hadar" sent a clear message. Starfleet may send a starship through the wormhole to satisfy concerns about the safety of ships going into the Gamma Quadrant. Such a starship may also be charged with the grim task of verifying the fates of New Bajor, USS Odyssey, and the other ships from the Alpha Quadrant.


Jem'Hadar Child Incident

Mar 2371, stardate 48301.1 ("The Abandoned" - DS9)

A shipment of salvage from the Gamma Quadrant turns up a Jem'Hadar infant within a stasis chamber. The Jem'Hadar develops from an infant to a young adult in days. New data on the Jem'Hadar is gathered, but some in Starfleet express disappointment at the missed opportunity to learn more after the Jem'Hadar is released in the Gamma Quadrant.

The basics of Jem'Hadar biology - the fact that they are genetically engineered, their baked-in loyalty to the Founders, and their dependence on ketracel-white - becomes known to the Federation.


Val Jean Lost

Mar 2371, prior to stardate 48315.6 ("Caretaker" - VOY).

The Cardassian warship Vetar, under the command of Gul Evek, pursues the Maquis raider Val Jean, under the command of former Starfleet officer Chakotay, into the Badlands. Vetar is damaged by a plasma storm and breaks off pursuit. Gul Evek provides the last known position of Val Jean to Starfleet. Val Jean never returns to base. Attempts by the Maquis to search for the ship and its crew are hampered by conditions in the Badlands and patrols maintained by Starfleet and the Cardassian military.

Gul Evek makes an interesting foil for Starfleet characters - a little more nuanced and much less slimy than Dukat. He is presented on page 102 of the Alpha Quadrant Sourcebook. The player characters may run into Maquis search efforts while patrolling the area. The Maquis may launch attacks on the Cardassians to avenge the loss of Val Jean. A longer term concern for the Maquis is the loss of an experienced leader, his ship, and his cell. They may step up recruiting and procurement to make up for the loss. An established Starfleet NPC might decide to defect or just quietly slide some equipment and supplies over to the Maquis.


USS Voyager Lost

Mar 2371, stardate 48315.6 ("Caretaker" - VOY).

USS Voyager disappears while on a mission to capture Chakotay and his Maquis cell. Search operations are hampered by conditions in and near the Badlands. Starfleet eventually calls off active searches, but does not declare USS Voyager lost at this time.

As with USS Equinox, the disappearance of USS Voyager could simply be mentioned to tie the campaign into the Star Trek setting. Participating in search operations near the Badlands carries considerable risks. Conditions are likely to result in mounting damage to searching starships. Worse, both the Cardassians and Maquis are looking to settle scores - the Cardassians because of the damage to Vetar and the Maquis due to the loss of Val Jean. Federation starships looking for USS Voyager may find themselves caught in the middle as the Cardassians and Maquis clash right in the middle of the search area. Longer term, the disappearances of two late-model starships may raise concerns within Starfleet about the prudence of operating near the Badlands.


The next part of this series finishes up with 2371.