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Review of Doc-Savage’s “Star Trek: Enigma”

How did the Star Trek Adventures Star Trek: Enigma module rate?

I think we need some half-brown, half-gray Tribbles too…

Looking to start a campaign with an unusual concept and ship? Or a side trek for some officers traveling in a shuttlecraft or runabout without the rest of their crew? Star Trek: Enigma gives you a fantastic option, and with some adjustments, can work in a variety of eras. The module, a ZIP file which includes artwork, the adventure PDF, a ship sheet and other resources, can be found on the Modiphius Forum, and was written by Doc-Savage.

This module allows players with focuses in engineering, conn, security, and science to shine. Talents related to starship systems and exobiology could prove useful. It’s great for a small crew traveling elsewhere by runabout.

For more on the Revised Tribble Rating System 2021, click here.

SYNOPSIS (spoiler alert)

In “Star Trek: Enigma”, the player characters begin at a starbase without a starship assignment as yet, and must respond to a signal from a Federation ship thought destroyed years ago. They disembark on a runabout to investigate, and come across a strange nebula with a mystery hidden deep inside.

THE REVIEW

FINAL SCORE: 3.6

The Star Trek: Enigma adventure is great if you want to start a campaign with a ‘haunted’ ship. It may take some adjustments on your part to fit your era and campaign, but it’s part of the fun. It helps bring a group of new characters together to solve a mystery with potentially weighty ramifications. You can also adapt it as a ‘shuttlecraft/runabout’ episode in your campaign, where the characters are on their own adventure off the ship. As a campaign starter, it presents an opportunity to weave in a character or characters and backstory that may help – or hinder – at critical times.

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