Welcome to Starship Sunday, presenting a new spaceframe for the Star Trek Adventures roleplaying game, filling in some gaps until official material can be released.
For December we’re breaking through the barriers of realities and journeying into the Kelvin Timeline. The alternate reality was created when the Romulan Nero as sent 150 years into the past, after a star in the Romulan Empire went nova and destroyed Romulus. The Narada emerged and destroyed the Einstein-class U.S.S Kelvin. This week is the famed Constitution-class, albeit a variant.
In the Prime Timeline, the U.S.S. Enterprise was launched in the 2240s, but its first mission in the new timeline was in 2255, a delay of 15 years. This can be explained by the encounter with the Narada, which also hand waves away the visual differences in the ships. Similarly, according to schematics, ships of the Kelvin timeline are noticeably larger than the Prime Timeline. For… reasons. I opted not to increase the scale of the Constitution-class, but if you want to match the size suggested on the screen, the Constitution-class is Scale 6.
Using the Kelvin Timeline for your campaign can be interesting, allowing the players to make changes to history and granting the freedom not to worry as much about continuity. It also allows the freedom to retell or reimagine episodes of the original series with the players as the heroes, either playing as the new crew of the U.S.S. Enterprise or as the crew of another vessel that was dispatched instead.
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I agree with keeping it at scale 4 as the USS Vengeance seems to redefine scale 6