Federation-Klingon War Tactical Campaign

I just realised the USS Republic (p. 78, entry No. 17) lacks a designated primary power.

Go with Science.

Also, one question for clarification: Does unused Campaign Momentum that is the reason for award of Progression Points vanish or stay for the next turn? (cf. p. 88)

Momentum gets converted to Progression Points if they want, otherwise it remains in the bank.

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Question for @Modiphius-Jim - what’s the shipping status of the print version now? I saw that the release date for this was supposed to be 27th March, but the STA landing page on modiphius.net still says preorder (and the product listing page says in stock…).

I’m trying to figure out whether it’s reasonable to order through my LGS now.

Thanks!

@Modiphius-Jim Is it intended that the Conn discipline is not relevant for creating character assets (cf. p. 79) while the Security discipline defines both the Military and Personal Powers?
Or should the use of Security for Personal be exchanged with Conn?

It’s written as intended. I see no reason you couldn’t swap in Conn for Security, though. Your game, your rules!

Thanks!

Do you remember the reasons of this decision and would you share them? Just out of pure curiosity. :slight_smile:

That was 2 years and a dozen or more products developments ago; I don’t remember. I’ll chalk it up to ‘it seemed like a good idea at the time’ and leave it at that, knowing gamers can lean into Rule 0 and change it if they want to.

Or possibly because this is a tactical campaign and we’re more focused on wartime conditions, going with Security rather than Conn seemed to make sense.

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