By Al Spader, Star Trek™ Adventures Contributing Writer
Art by Rodrigo Gonzalez Toledo
An interesting use for The Federation-Klingon War Tactical Campaign supplement is using the tools provided as part of your Captain’s Log stories. The fusion of these two innovative systems can provide hours of fun for those who are unable to find a group to play with and for those who love crafting their own wartime fiction with guidance.
Adjusting the adventures and mission briefs in the tactical campaign requires the basic adjustments already outlined in Captain’s Log. You make a character and a ship when using the rules and adjust the conflicts presented to Captain’s Log dice rolling. This is especially interesting when playing through the mission briefs in the book since the random matrixes contained in Captain’s Log can create plot beats and story angles to fill in the blanks between the scenes presented.
The tactical overlay presented in the campaign book can be played solo using its rules, but they require multiple dice to use. If you wish to use Captain’s Log instead, you will likely only ever have two dice to roll, so several tweaks need to be made accordingly:
- Remove campaign Momentum altogether.
- The Primary Power on an asset provides an Advantage if assigned to the appropriate type of problem.
- When resolving a problem at a point of interest, you will only ever roll 2d20.
- Each problem is resolved using the extended task rules from Captain’s Log.
- The Difficulty of the problems at points of interest is the number of hits needed to finish interacting with the problem using the Captain’s Log conflict rules.
When using Captain’s Log, the Resolving Conflicts section of the tactical campaign changes as follows:
- SUCCESS: If you roll fewer failures than hits while resolving the problem, it is a successful challenge.
- FLAWED SUCCESS: If you roll fewer failures than hits while resolving the problem, but at least one die rolled a 20, the challenge is a Success. Randomly roll which of the following also happens:
Flawed Successes
D20 |
CONSEQUENCE |
1–10 |
Generate one additional Point of Interest next campaign turn. |
11–20 |
Roll to determine a Loss for a Ship or Character asset used in this conflict. |
- FAILURE: If you roll more failures than hits while resolving the problem, the challenge is a failure. You may decide whether to withdraw or succeed at a cost as written in the tactical campaign rules.
- SERIOUS SETBACK: If you roll more failures than hits while resolving the problem, and one or more dice rolled a natural 20, the problem is not resolved, and you randomly roll what additional consequence there is on the Flawed Success table above.
You’ll see that there are just a few changes that need to be made when combining the tools contained in both the tactical campaign book and Captain’s Log. Use these two tools together to tell amazing wartime stories with your character!
You can order a copy of The Federation-Klingon War Tactical Campaign now, in print or digital formats.
Order a copy of Captain’s Log now in print or digital format and combine it with your second edition materials to expand the scope of your missions and campaigns!
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