Nightfall Campaign Table

From Bravo Fleet
A Fleet Action mission can take serious planning. Campaign Tables help you along the way.

The Nightfall Campaign Table is a story generation mechanism for the Fleet Action of 2025, Nightfall. Members should consult the Campaign Table Guide on how to best use this resource.

Compared to past campaign tables, such as those for the Labyrinth Fleet Action, the Nightfall tables should be taken as less of a means of generating a more complete story arc. They instead help break down the potentially massive scope of the epic invasion of the Alpha and Beta Quadrants by the Vaadwaur Supremacy. These tables present a myriad of plot suggestions, mission objectives, and potential challenges faced along the way, and are a valuable resource even for writers who have no interest in randomly generating their mission premise.

These tables may also be of particular use to writers collaborating in their depiction of the invasion, with their breakdown of, for example, disparate but synergistic mission objectives for forces seeking to liberate an occupied star system. This can facilitate different members writing different strands of one military campaign.

Invasion Table

These tables set up the broad situation in your Area of Responsibility: the nature of the Vaadwaur attack, and your ship/squadron’s mission priority in response. While some outcomes determine the state of play, others simply direct what primary objective your ship has been assigned. You should consider yourself to have great latitude in deciding the nature of the Vaadwaur attack on your AOR.

Tables for other missions, such as the Diplomacy or Humanitarian tables, may provide additional details and context to your missions and AOR.

Ship/Squadron Assignment

How and why is your ship/squadron in the AOR?

  1. Your ship/squadron was already in the AOR when the Vaadwaur launched their invasion
  2. Your ship/squadron has been assigned to aid the AOR, using Underspace or alternate FTL technology to race to its rescue
  3. Your ship/squadron has been cut off from fleet command by the Blackout, and through Underspace or alternate FTL technology has made it to the AOR by accident or your commander’s initiative

Mission Intelligence

Intelligence on conditions in an AOR could be frighteningly limited

The Blackout has hampered Starfleet’s capacity to scan across the galaxy. Some powerful sensor technologies, such as the MIDAS Array, are capable of limited scans through the Blackout’s barriers, however. En route to your AOR, what does your ship/squadron know about what awaits them on arrival?

This table may not apply if your ship/squadron was already in the AOR when the Vaadwaur launched their invasion.

  1. The Blackout’s effects have been absolute. Your ship/squadron knows nothing about conditions where they’re headed, up to and including whether Vaadwaur forces are even present.
  2. Some intelligence has been secured on your AOR from scans or communication snippets that somehow made it out. Your ship/squadron has limited understanding of conditions within the AOR, such as where the Vaadwaur first made their arrival or first attacked. There remain many unknowns, particularly after the Vaadwaur’s arrival.
  3. Scans from a platform such as the MIDAS Array have given strong intelligence on the AOR. Your ship/squadron has a reasonable understanding of the location and makeup of enemy forces and conditions, but there exist still some critical, perhaps unpredictable gaps in intelligence.
  4. Through extreme effort, comprehensive intelligence has been gathered of conditions within the AOR, giving your ship/squadron a level of operational intelligence to which they are accustomed. This may be little comfort.

Invasion State

What is the nature and condition of the Vaadwaur’s strike in your AOR at the point your story begins?

  1. The Vaadwaur have already occupied the most critical locations in the AOR
  2. The Vaadwaur have established a beachhead and local forces are locked in a desperate defensive battle against their invading forces
  3. The Vaadwaur have struck and may strike again, but their intention is to devastate the AOR/raid for resources, not hold territory

Proceed to the relevant sub-table to flesh out your ship/squadron’s response and mission. Some results on different tables may be similar, but the context and tone are different. Protecting civilians when the Vaadwaur have already conquered most of a region is very different to defending them against an invading force who may yet be repelled, for example.

Primary Objective - Already Occupied

Your AOR has already been occupied by the Vaadwaur. They hold the most significant locations across the system(s), with forces deployed to secure key infrastructure, settlements, and resources. In most key places, defenders are defeated and scattered, and the shadows of Vaadwaur warships hang over civilians and their settlements. What locations have been untouched are in the dark, cut off by the Blackout from any support, weak and waiting for the Vaadwaur to strike them next. Local leadership has either formally surrendered, or been forced into hiding. The Vaadwaur may have forces defending the Underspace aperture. Your overall mission may be to liberate the region (or assist in ongoing efforts), help pave the way for reinforcements, or simply to ensure the survival of yourself and local inhabitants.

What is your ship/squadron’s primary objective? Other results on the table might be undertaken by other ships of your squadron, local defences, or be strategically unfeasible. The table might simply determine which objective your ship/squadron undertakes first, or which is their ultimate goal as they complete others along the way. There may be other relevant mission objectives of your creation.

The size and condition of the Vaadwaur forces is for you to determine. If you have a California-class ship and your primary objective is to destroy the main Vaadwaur fortification, then assume this is for some reason feasible, or choose a different objective.

The options on this table can also be a great way for multiple members to write a mission in the same AOR, allotting each ship/squadron an objective.

  1. The Vaadwaur forces have established a fortified, spaceborne base of operations, or assumed control of a local defence station. Destroy/liberate it.
  2. Vaadwaur patrols roam the AOR. Intercept and destroy them.
  3. The Vaadwaur have landed a ground garrison to secure control of a local asset. This might be a source of resources or a settlement. Deploy forces to remove them; this could be Starfleet ground forces, or a small unit focusing on sabotage.
  4. Access local Underspace tunnels and disable the Blackout Outpost(s) cutting the region off so reinforcements may arrive. Vaadwaur forces will try to stop you.
  5. The Vaadwaur have not conquered the entire AOR; find survivors and keep them safe.
  6. The Vaadwaur have not destroyed all local defence forces; find survivors and rally them for a counter-attack.
  7. Local Vaadwaur forces are too strong for your ship/squadron to face. They are hunting you. Stay alive.
  8. The Vaadwaur forces rely on a critical supply chain to maintain control of the region. Your mission is to disrupt their logistics, targeting key supply routes, depots, or convoys, weakening their occupation.
  9. The Vaadwaur have taken high-value prisoners - either Starfleet officers, important civilians, or political leaders. Your ship must rescue them.
  10. Your crew is tasked with covertly infiltrating Vaadwaur-controlled territory to gather intelligence on their plans, troop movements, and potential vulnerabilities.
  11. Locals under Vaadwaur occupation are planning a revolt. Your mission is to provide them with covert support, including supplies, training, and strategic advice, while keeping the rebellion hidden from the Vaadwaur until they are ready to strike.

Primary Objective - Ongoing Invasion

Vaadwaur forces have launched an attack on the AOR, and the outcome hangs in the balance. They may have secured the Underspace aperture and/or another location as a beachhead, or their invading forces are seeking to do just that. Local defences are rallying to protect the region, and your ship/squadron is a part of this response.

What is your ship/squadron’s primary objective? Other results on the table might be undertaken by other ships of your squadron, local defences, or be strategically unfeasible. The table might simply determine which objective your ship/squadron undertakes first, or which is their ultimate goal as they complete others along the way. There may be other relevant mission objectives of your creation.

The size and condition of the Vaadwaur forces is for you to determine. If you have a California and your primary objective is to destroy the main Vaadwaur force, then assume this is for some reason feasible, or choose a different objective.

  1. A space battle rages at a key location in the AOR. Race to reinforce defenders and turn the tide.
  2. The Vaadwaur assault force has a beachhead. Prepare and launch an attack to repel them.
  3. Vaadwaur scouts roam the AOR, conducting reconnaissance or lightning raids. Intercept and destroy them.
  4. Ground forces have landed on a critical planet. Deploy surface forces of your own to counter the assault or assist local defences.
  5. Access local Underspace tunnels and disable the Blackout Outpost(s) cutting the region off so reinforcements may arrive. Vaadwaur forces will try to stop you.
  6. A key location is a likely target for a Vaadwaur invasion or raid. Prepare defences and repel the eventual attack.
  7. Civilians are in the line of fire somewhere; shore up their defences or evacuate them to safety.
  8. A location has been struck or raided by the Vaadwaur. Provide engineering and medical aid in the aftermath.
  9. The Vaadwaur are using Underspace apertures to bring in reinforcements, and/or flee back into the network after lightning strikes. Intercept these reinforcements or ships on hit-and-run strikes.
  10. The Vaadwaur have set up temporary supply depots to maintain their invasion efforts. By subtle or direct means, sabotage or destroy these depots to weaken their front line.
  11. The Vaadwaur’s local invasion efforts are being directed by a command vessel or ground headquarters. Through direct assault or sabotage, strike against their leadership to take it out or disrupt their command operations.

Primary Objective - Vaadwaur Hit-and-Run

Vaadwaur forces are in the AOR, but seem uninterested in conquest. They are instead launching raids on locations with the goal of seizing resources, disrupting local supply lines, damaging infrastructure, and spreading panic. This might be the prelude to an eventual invasion, but the goal might also be to make off with resources or simply maximise disruption and chaos.

What is your ship/squadron’s primary objective? Other results on the table might be undertaken by other ships of your squadron, local defences, or be strategically unfeasible. The table might simply determine which objective your ship/squadron undertakes first, or which is their ultimate goal as they complete others along the way. There may be other relevant mission objectives of your creation.

The size and condition of the Vaadwaur forces is for you to determine. If you have a California and your primary objective is to destroy the main Vaadwaur force, then assume this is for some reason feasible, or choose a different objective.

  1. Vaadwaur strike ships roam the AOR. Intercept and destroy them.
  2. A Vaadwaur strike force has hit a resource-rich location (for example, an asteroid mining facility) and flees for Underspace with full cargo holds. Hunt them and recover what they stole.
  3. A strategic target has been hit by a strike force and its defences badly damaged. Lend aid and shore its defences against future attacks.
  4. A target has been hit and the casualty count is high. Provide medical and humanitarian help.
  5. A location in the AOR is likely to be hit by Vaadwaur raiders. Prepare its defences and repel a strike.
  6. Access local Underspace tunnels and disable the Blackout Outpost(s) cutting the region off so reinforcements may arrive. Vaadwaur forces will try to stop you.
  7. Intelligence has located a hidden Vaadwaur supply cache used to refuel and resupply their hit-and-run forces. Your mission is to locate and destroy or sabotage this cache, crippling their ability to conduct future raids.
  8. The Vaadwaur strike force has taken hostages or prisoners from a previous raid. Your mission is to track down the raiders before they reach Underspace and rescue the captives before they are taken out of the system.
  9. Gather intelligence on Vaadwaur movements, perhaps by deploying spy probes or capturing one of their scouts, and use the data to anticipate and counter their future raids.
  10. A Vaadwaur strike force is too strong to confront directly, but you must ensure the safe withdrawal of Starfleet and civilian forces in the area. Your mission is to use delaying tactics, misdirection, or hit-and-run strikes of your own to slow the Vaadwaur and cover the retreat.

Diplomacy Tables

These tables provide context to the local social and political situations that your ship/squadron must manage on any mission of diplomatic outreach, or provide diplomatic background to a response to invasion in Federation or foreign AORs. The assumption of these tables is that the AOR is under attack from the Vaadwaur, and while repelling the invasion may or may not be your ship’s primary mission, they are a threat the locals are concerned with. Wherever the Vaadwaur strike, local forces try to defend, local civilians are in danger, and local leadership tries to respond. For foreign powers, the challenges here might dictate or affect your overall primary objective.

Federation

Your AOR is in Federation territory and under Federation government. Starfleet has jurisdiction here and is expected to provide aid and rally the defences. This gives your ship/squadron legal and moral authority, but may also place expectations upon them.

Local attitudes to Starfleet may differ between the Core Worlds and, for example, worlds of the DMZ. This table should not be used to alter such canonical conditions, but may add colour or challenges to individual encounters along the way. Interpret these sensibly.

If you want a diplomatic table for a foreign power who is not the Klingon Empire, Romulan governments, or Cardassian Union, use this table and reinterpret it as needed (including reinterpreting ‘civilian’ as ‘military’ where appropriate or dramatic).

  1. Though Federation citizens, some local civilians are resistant to your crew’s mission. Perhaps it is specific to your mission (for example, they may not wish to be evacuated), or panic has simply set in, creating a chaotic civilian backdrop.
  2. Local civilian leadership is eager to involve themselves in your ship/squadron’s efforts. This may prove useful in rallying local support - or they may be busybodies who get underfoot, or blowhards seeking glory.
  3. An early setback gives your ship/squadron a bad reputation among locals - civilian or defence. It is up to you what this setback entails (perhaps your ship/squadron was too late to save a civilian target from the Vaadwaur) and how culpable your characters truly are.
  4. An early victory gives your ship/squadron a heroic reputation among locals - civilian or defence. It is up to you what this victory was. While this may make people responsive to your ship/squadron’s mission, the weight of expectations may prove a double-edged sword if your characters are expected to always prevail.
  5. A location or locations in the AOR are exceptionally important to civilians for spiritual or cultural reasons. You are expected to protect/preserve them, even if there are bigger strategic concerns.
  6. While Starfleet’s presence is welcome, some locals argue that relief or defence resources should be allocated to specific areas, either for political gain or personal interest. Your crew must decide how to fairly distribute aid or protect valuable assets without worsening internal conflicts.
  7. Some locations are receiving waves of refugees from neighboring systems that were harder hit by the Vaadwaur. Local resources are strained, and tensions are rising between locals and refugees. Your crew must help mediate this situation, ensuring aid is provided without inciting further unrest.
  8. In areas hardest hit by the Vaadwaur, order has broken down among local defenders (civilian or Starfleet). Chains of command are unclear, and some forces may be using morally dubious methods as they fight back. Your crew must figure out how best to work with them.

Klingon Empire

Your AOR is in or includes territory of the Klingon Empire and under the rule of a Klingon House. Starfleet has no jurisdiction here; either your ship/squadron has been stranded here by the Blackout, or has been sent here. If sent here, your mission may be to simply aid an ally, or to request the local Klingon forces help against the Vaadwaur. Perhaps the region cut off by the Blackout straddles the border, and Klingon ships could aid Federation worlds, or perhaps you are on a diplomatic mission to secure forces once the Blackout is overcome. This table presumes the Klingon territory is under Vaadwaur invasion.

This table does not determine the pre-existing attitude the Klingons hold to the Federation. At a time of Chancellor Toral’s aggressive policies pushing greater polarisation among Klingon Houses, it is down to you to decide whether the locals view you as allies or potential enemies. Even outcomes which describe the locals as resistant or enthusiastic can be interpreted as you wish - this may be representative only of the Klingon warriors/officials your ship/squadron interacts with immediately, who are outliers or rebellious against their House leaders, for example. Being ‘resistant’ to Starfleet assistance may not reflect a wider political aggression against Starfleet, but simply holding too much pride to welcome outside help.

  1. The local Klingon House is resistant to Starfleet assistance; by engaging in Klingon ritual and with Klingon culture, your characters may earn their respect and make cooperation easier.
  2. Klingon captains are enthusiastic about Starfleet ships joining them in battle. Very enthusiastic. Perhaps dangerously enthusiastic. Survive their enthusiasm as you fight alongside them.
  3. An early setback gives your ship/squadron a bad reputation among local Klingons. It is up to you what this setback entails (perhaps your ship/squadron was too late to save a civilian target from the Vaadwaur) and how culpable your characters truly are.
  4. An early victory gives your ship/squadron a heroic reputation among local Klingons. It is up to you what this victory was. While this may make people responsive to your ship/squadron’s mission, the weight of expectations may prove a double-edged sword if your characters are expected to always prevail.
  5. A location or locations in the region are exceptionally important to Klingon culture and spirituality. Klingon warriors and ships will prioritise their defence, expecting you to do the same, even if there are bigger strategic concerns.
  6. The local House is deeply divided, with rival factions vying for leadership. Some factions welcome Starfleet’s presence, while others see it as an opportunity to consolidate power by discrediting the outsiders. Your crew must carefully navigate the internal Klingon political landscape, ensuring that Starfleet's mission isn’t derailed by internal strife - and that your crew aren’t targeted by enemies within.
  7. Your actions are being closely observed by members of the Klingon High Council, who are eager to assess whether Starfleet’s cooperation strengthens or weakens their House's position. Any missteps could be reported back to the High Council, putting future Starfleet-Klingon relations in jeopardy. Your crew must proceed with extreme care.
  8. Klingon warriors may become frustrated if they perceive that Starfleet is seizing too much of the glory in combat, leading to tensions on joint missions. Your crew must find a way to balance their contribution to the fight while ensuring that the Klingons feel they are properly honored and credited for their bravery.

Romulan Republic

Your AOR is in or includes territory of the Romulan Republic. Starfleet has no jurisdiction here, but the Federation and Republic are allies, and Starfleet has spent a lot of time lately helping them shore up their defences against Klingon threat. Either your ship/squadron has been stranded here by the Blackout, or has been sent here. If sent here, your mission may be to simply aid an ally, or to request the local Republic forces help against the Vaadwaur. Perhaps the region cut off by the Blackout straddles the border, and Republic ships could aid Federation worlds, or perhaps you are on a diplomatic mission to secure forces once the Blackout is overcome. This table presumes the Republic AOR is under Vaadwaur invasion.

Though allies, some local civilians are resistant to your crew’s mission. Perhaps it is specific to your mission (for example, they may not wish to be evacuated), or panic has simply set in, creating a chaotic civilian backdrop.

  1. Local civilian leadership is eager to involve themselves in your ship/squadron’s efforts. This may prove useful in rallying local support - or they may be busybodies who get underfoot, or blowhards seeking glory.
  2. The Republic military is obviously unhappy about relying too heavily on your ship/squadron; they want to protect their people themselves, not need constant saving by Starfleet. You may have to hurt their pride to save them, or uplift and empower these people still seeking self-determination even as you rescue them.
  3. An early setback gives your ship/squadron a bad reputation among locals - civilian or defence. It is up to you what this setback entails (perhaps your ship/squadron was too late to save a civilian target from the Vaadwaur) and how culpable your characters truly are.
  4. An early victory gives your ship/squadron a heroic reputation among locals - civilian or defence. It is up to you what this victory was. While this may make people responsive to your ship/squadron’s mission, the weight of expectations may prove a double-edged sword if your characters are expected to always prevail.
  5. A location or locations in the AOR are exceptionally important to the Republic for spiritual or cultural reasons. You are expected to protect/preserve them, even if there are bigger strategic concerns.
  6. The Romulan Republic is still rebuilding its infrastructure and governmental institutions. Local leaders may be inexperienced, disorganized, or lack resources. Starfleet's role becomes one of offering guidance and support without overshadowing or controlling the rebuilding effort, as the Romulans wish to establish their own autonomy.
  7. The Blackout and Vaadwaur invasion have severely disrupted Romulan Republic trade routes, creating economic hardship. Local leaders may prioritize economic recovery over military or diplomatic concerns, pushing for Starfleet to protect trade routes, restore supply chains, or assist in rebuilding infrastructure.

Romulan Free State/Romulan Factions

Your AOR is in or includes territory of the Romulan Free State. Starfleet has no jurisdiction here; either your ship/squadron has been stranded here by the Blackout, or has been sent here. If sent here, your mission may be to simply aid a neighbour, or to request the local Free State forces help against the Vaadwaur. Perhaps the region cut off by the Blackout straddles the border, and Free State ships could aid Federation worlds, or perhaps you are on a diplomatic mission to secure forces once the Blackout is overcome. This table presumes the Free State territory is under Vaadwaur invasion.

This table can also be used to flesh out the diplomatic state of an AOR among the independent Romulan factions, though may need reinterpreting or adjusting.

  1. Local civilians are resistant to the help of Starfleet, many remembering how the Federation abandoned Romulus. Perhaps their resistance is specific to your mission (for example, they may not wish to be evacuated), or panic has simply set in, creating a chaotic civilian backdrop.
  2. The proud Romulan military welcomes your help, but expects your ship/squadron to follow their orders and their plan in resisting the Vaadwaur. Navigate these tensions in respecting local leaders, but also achieving military victory.
  3. The Tal Shiar see this collaboration as an opportunity to secure intelligence on Starfleet. Your crew must protect themselves against theft or even sabotage from Tal Shiar agents among the Romulans with which they fight and work.
  4. An early setback gives your ship/squadron a bad reputation among Romulans- civilian or defence. It is up to you what this setback entails (perhaps your ship/squadron was too late to save a civilian target from the Vaadwaur) and how culpable your characters truly are.
  5. An early victory gives your ship/squadron a heroic reputation among Romulans - civilian or defence. It is up to you what this victory was. While this may make people responsive to your ship/squadron’s mission, the weight of expectations may prove a double-edged sword if your characters are expected to always prevail.
  6. A location or locations in the AOR are exceptionally important to the Republic for spiritual or cultural reasons. You are expected to protect/preserve them, even if there are bigger strategic concerns.
  7. Power struggles between military, intelligence, and civilian political leadership in the AOR threaten the efficacy of your mission. Your crew may be caught between factions, and will need to find a way to draw everyone together.
  8. The Romulan states views strategic information as a tightly guarded asset. They are reluctant to share critical details about their defences, military operations, or even vulnerabilities with Starfleet. Your crew must find a way to gain enough information to be effective without overstepping or jeopardizing trust.
  9. Not all civilians or military officers are happy with the authoritarian rule of the government or the Tal Shiar’s influence. Dissident groups may approach Starfleet for aid, seeking asylum or covert assistance in resisting their own government. Your crew must decide whether to intervene in Romulan politics or remain neutral.

Cardassian

Your AOR is in or includes territory of the Cardassian Union. Starfleet has no jurisdiction here; either your ship/squadron has been stranded here by the Blackout, or has been sent here. If sent here, your mission may be to simply aid a neighbour, or to request the local Cardassian forces help against the Vaadwaur. Perhaps the region cut off by the Blackout straddles the border, and Cardassian ships could aid Federation worlds, or perhaps you are on a diplomatic mission to secure forces once the Blackout is overcome. This table presumes the Cardassian territory is under Vaadwaur invasion.

  1. Local civilians are resistant to the help of Starfleet, remembering the Federation as enemies from the Dominion War who abandoned the rebuilding of Cardassia. Perhaps their resistance is specific to your mission (for example, they may not wish to be evacuated), or panic has simply set in, creating a chaotic civilian backdrop.
  2. Tensions are high between the local civilian government and the military officers of Central Command, who do not see eye-to-eye on strategic or defensive priorities. Navigate this disconnect to successfully repel the invasion while avoiding these relations breaking down.
  3. The Obsidian Order see this collaboration as an opportunity to secure intelligence on Starfleet. Your crew must protect themselves against theft or even sabotage from Obsidian Order agents among the Cardassians with which they fight and work.
  4. An early setback gives your ship/squadron a bad reputation among Cardassians - civilian or defence. It is up to you what this setback entails (perhaps your ship/squadron was too late to save a civilian target from the Vaadwaur) and how culpable your characters truly are.
  5. An early victory gives your ship/squadron a heroic reputation among Cardassians - civilian or defence. It is up to you what this victory was. While this may make people responsive to your ship/squadron’s mission, the weight of expectations may prove a double-edged sword if your characters are expected to always prevail.
  6. A location or locations in the AOR are exceptionally important to the Union for spiritual or cultural reasons. You are expected to protect/preserve them, even if there are bigger strategic concerns.
  7. Central Command view Starfleet with suspicion. They formally accept your presence, but your crew will need to prove themselves to maintain the alliance, or its efficacy.
  8. As tensions between the civilian government and military leadership rise, civilians may take to the streets in protest, either supporting the progressive government or calling for a return to military rule. Your crew may find themselves caught in these protests, needing to defuse the situation diplomatically while avoiding becoming entangled in Cardassian internal politics.
  9. Rebuilding the Union after the Dominion War has been long and hard. In various reaches of Cardassian space, infrastructure, defences, or other systems may not work as expected, or under stress. Navigate the complexities of operating in this war-scarred territory.

Humanitarian Tables

Between the Blackout and the Vaadwaur invasion, many locations across the galaxy are in desperate need of aid. These tables lay out challenges in delivering relief to these places and the nature of the challenge. By default, these tables assume a Federation AOR, and will presume a relief mission to an inhabited planet. Interpret them as needed to depict a humanitarian crisis on, for example, a Klingon world, or a deep space industrial outpost.

Blackout Relief

Even with the invasion of the Vaadwaur, some locations are still struggling with the consequences of being cut off from the rest of the galaxy. These crises may afflict locations the Vaadwaur have not yet reached, or be additional challenges to an invaded location.

  1. The Blackout has caused local supply chains to break down, plunging this world into chaos as it has been reliant on deliveries that can no longer reach it. The nature of these supply chains is up to you, but being cut off from food supplies is the most obvious. Your ship/squadron must try to alleviate the loss, and help deal with the ensuing social chaos.
  2. A natural disaster struck this world, and the Blackout means no relief aid has reached them until now. Your ship/squadron is the first serious assistance to arrive - much later than any protocol would expect. The nature of the natural disaster is up to you.
  3. The isolation caused by the Blackout has reignited long-simmering tensions between different cultural groups on the planet. This could be political factions, religious groups, or alien species sharing the planet. Your crew must navigate the delicate situation to provide aid while preventing further escalation.
  4. Cut off from external support, local factions are waging war over dwindling resources such as water, food, or power. Your ship/squadron must mediate and find ways to manage and redistribute resources before the conflict spirals out of control.
  5. Local troublemakers - perhaps even enemies on a border - took advantage of the Blackout and are running riot. From pirate groups to hostile Klingons, shore up local security facilities and defences to help stabilise the region.
  6. A viral outbreak or disease has spread due to lack of proper medical supplies and personnel being unable to arrive because of the Blackout. Your medical teams must set up field hospitals and work tirelessly to contain the outbreak and prevent further loss of life.
  7. The planet's critical technology has malfunctioned due to the Blackout's subspace disruptions. Entire industries or services reliant on advanced technology, such as power generation, medical equipment, or atmospheric controls, have failed. Your ship/squadron must provide both immediate relief and technical support to restore vital systems.
  8. The Blackout has destabilized a delicate environmental system on the planet. Perhaps the atmosphere is becoming toxic, or vital ecosystems are collapsing. Your ship must quickly help the inhabitants repair the damage before it becomes uninhabitable.

Vaadwaur Invasion Relief

The Vaadwaur have been and gone to this location, and left devastation in their wake. This table lays out the humanitarian challenges. It is up to you to determine if the world is at risk of being attacked again in the future.

  1. The Vaadwaur targeted civilians, and were satisfied to cause mass chaos and injury rather than (merely) death. The casualty count is massive, and your ship/squadron’s medical teams have their hands full.
  2. The Vaadwaur specifically targeted housing infrastructure, rendering vast swathes of the population homeless. Besides the medical aid, your ship/squadron’s engineers must establish shelters for the populace.
  3. The Vaadwaur specifically targeted industry. While this has resulted in a lesser loss of life, there are other dangers, such as the risk of environmentally damaging spillages, or further breakdowns in infrastructure, as well as concerns about the planet’s long-term future. Engineers must mitigate the damage and repair what they can.
  4. The Vaadwaur targeted a site (or sites) of cultural significance. Lending aid to that location may be difficult, requiring extreme delicacy from medical and engineering staff. Your ship/squadron must also contend with the massive blow to morale the world is experiencing.
  5. The planet’s orbital defences were heavily targeted. Falling debris has caused a chaotic pattern of damage across the surface, needing a quick and dispersed humanitarian response. Your engineers will also have their hands full trying to shore up the planetary defences anew.
  6. Transportation and supply routes were deliberately targeted, isolating settlements from one another. Your crew must re-establish supply routes, both for distributing aid and for long-term recovery, ensuring essential supplies can reach all affected areas.
  7. The Vaadwaur’s attack was designed to spread fear as much as physical destruction, leaving much of the population suffering from severe trauma. Your medical teams must set up mental health support, while also dealing with the physical injuries. Morale is low, and your crew must inspire hope while tending to the survivors.
  8. Beyond industrial sabotage, the Vaadwaur have caused severe environmental damage to the planet—polluting water supplies, causing forest fires, or destabilizing ecosystems. Your crew’s engineers and environmental specialists must repair these damages to prevent long-term harm to the planet’s habitability.
  9. The Vaadwaur left behind traps and sabotage, ranging from unexploded ordnance to dangerous technological devices rigged to self-destruct. Your engineers must carefully defuse these traps, while your crew protects civilians from further harm.
  10. The Vaadwaur's invasion has collapsed local governance, leading to lawlessness and chaos. Rival factions or desperate civilians have taken control of different areas, and your crew must mediate between these groups to prevent further bloodshed and restore order, all while delivering aid to those in need.
  11. In the chaos of the Vaadwaur attack, a failed evacuation left hundreds or thousands of civilians trapped in hazardous zones. Your crew must organize rescue efforts, often in dangerous or remote locations, while ensuring their own personnel are not at risk of falling into Vaadwaur traps or hostile environments.

Disaster Relief ‘Victory’

It is harder to depict a climactic end point to a story about disaster relief. While this is the nature of such a story, and writers who prefer a clearer-cut ending might choose something else, this table suggests some resolutions your mission can build towards that offer closure and a sense of accomplishment.

  1. After aiding the location, the ship/squadron is present to drive off another Vaadwaur attack. Perhaps locals that have been helped can fight back this time, your crew’s efforts to shore up local defences prove successful, or the victory is simply that, this time, Starfleet saves the day.
  2. Victory is smaller, more personal. The fate of something small hangs in the balance during the mission. Perhaps a civilian is grievously injured and characters grow to care deeply about if they will survive; perhaps someone is missing and being looked for, perhaps the survival of a whole settlement is somehow at risk. At the end of the story, this individual/group/settlement is saved; while recovery will take time, this victory inspires hope and shows the worth of Starfleet’s aid.
  3. No more Vaadwaur violence reaches the location, but when the invading forces in the AOR are finally driven off - as depicted in other missions, or simply once the Blackout collapses and NPC Starfleet forces arrive - your characters watch the news flood in with the civilians they have helped, and perhaps celebrate together.
  4. Eventually, further humanitarian resources will arrive. Your ship/squadron successfully stops a terrible situation from getting worse, providing essential emergency aid before a more dedicated and larger relief team arrives.
  5. After working to repair critical systems, such as power grids, water purification, or medical facilities, your crew succeeds in restoring basic services to the population. This signals a major turning point in the recovery effort, giving the local population hope and a tangible step toward rebuilding their society.
  6. Your crew helps to preserve or restore a location of significant cultural or spiritual importance that was damaged in the attack. This victory not only restores morale but also reaffirms the community's identity and heritage, giving them something to rally around during their recovery.
  7. Your crew's efforts help to stabilize the region, allowing local leaders to regain control and guide their people through the aftermath. By supporting the community’s leaders and empowering them to take charge, your crew ensures that the recovery is sustainable, marking the moment as a turning point for local governance and unity.
  8. During the relief efforts, your crew identifies a looming threat, such as an environmental hazard or a collapsing structure that could cause further devastation. By averting this secondary disaster, they not only save lives but also provide a sense of security, reinforcing that Starfleet’s presence made a critical difference.

Vaadwaur

The Vaadwaur are a mysterious enemy, but they have made some things clear: they seek to reestablish a Vaadwaur Supremacy across the Alpha and Beta Quadrant territories, they command a powerful military, and they are prepared to enact atrocities to break the spirits of any who would oppose them. These tables help flesh out the nature of opposition from the Vaadwaur, both in developing possible Vaadwaur antagonists for your ship/squadron to fight, and in suggesting ways the Vaadwaur have undertaken their brutal psychological warfare to try to break defenders in your AOR.

Vaadwaur Antagonists

These tables try to provide options for fleshing out a Vaadwaur antagonist for your story. This might be an overall leader in command of forces assaulting an AOR, or it might be a ship captain or ground forces commander your ship/squadron comes up against. The point of these tables is not to provide a fully fleshed-out antagonist, but to provide some initial prompts.

There are two tables in this generator: Attitude and Tactics. Combined, they can suggest both the mentality of the antagonist, and the means they use to achieve their goals. A ‘Disciplined’ officer who prefers to lead their forces from the front may be very different to a ‘Bloodthirsty’ one, for example.

Attitude

This table suggests the mentality of the Vaadwaur antagonist. It is not meant to provide a complete psychology, and should be open to interpretation.

  1. Disciplined. This Vaadwaur has a strong sense of hierarchy, order, and control, which applies to both how they lead their soldiers and how they conduct themselves. They believe they will be dispassionate and obey protocol no matter what.
  2. Supremacist. This Vaadwaur believes their people are innately and morally superior to lesser species and cultures in the galaxy. This makes it easy for them to dehumanise their opponent and justify all manner of deeds to secure their goals, but they also wish to demonstrate Vaadwaur superiority if given the chance.
  3. Bloodthirsty. This Vaadwaur feels the loss of their empire keenly, and wishes to avenge this sense of loss through violence. Any blow against the enemy will, they believe, alleviate their feelings of suffering.
  4. Patriarchal. This Vaadwaur believes their people are superior, but that this gives them a moral duty to dominate other species for their own good. They view aliens as weaker and lesser, but in the way one might view a child, and believe conquest is ultimately for their own good.
  5. Scholarly. This Vaadwaur is keenly aware they are invading a reach of space about which they know little and will need to control. They seek to understand the people, culture, and territories better, with the ultimate goal of ruling over them better.
  6. Rebellious. This Vaadwaur does not fully align with their superiors’ decisions. This might extend to conflict with a local superior, or perhaps they disagree with invading the Alpha and Beta Quadrants rather than restoring historic Supremacy territories. It is up to you how far their disapproval goes, but they are not necessarily more moral.
  7. The Reluctant Monster. This Vaadwaur conquers worlds and commits atrocities to bring the populace to heel and knows it is wrong, but does it anyway. They believe this is a necessary evil to restoring the supremacy of their people. Perhaps they think of themselves as a necessary monster, or duty-bound to commit these deeds. They’re probably delusional and self-serving.
  8. Opportunistic. Though loyal to the Supremacy, this Vaadwaur is individually ambitious, and constantly seeks opportunities to rise through the ranks. They act either to please their superiors, or to prove themselves worthy of elevation.

Tactics

This table suggests the methods and approach of the Vaadwaur antagonist. It is not meant to be proscriptive and remove them from using any other tactics, and should be open to interpretation.

  1. Lead from the front. This Vaadwaur wants to be in the thick of the action, involved in the front line of engagement and personally overseeing operations.
  2. Intelligence Expert. This Vaadwaur prizes covert methods to plan and win wars. They will deploy scouts, spies, and probes to observe or outright steal information, and supplement attacks with sabotage.
  3. Ground Forces Expert. This Vaadwaur prefers, wherever possible, to deploy their soldiers directly against the enemy. Forces under their command will seek to board enemy ships or deploy landing parties.
  4. Destroying Hearts and Minds. This Vaadwaur relies on tactics to demoralise their enemy. This includes carefully targeted brutality where they think it will hurt most, and publicising their deeds.
  5. Elite Lieutenants. This Vaadwaur has a tight-knit inner circle of hand-picked officers who have a strong esprit de corps. They rarely show their face themselves, but the leaders they send on operations are steadfastly loyal.
  6. Brute Force. This Vaadwaur prefers to deploy in strength. They choose larger, more powerful ships, keep their forces tight-knit and together, and revel in opportunities to dominate opposition. Direct encounters are like facing a hammer.
  7. Hit-and-Run. This Vaadwaur prizes smaller ships and smaller, more agile units under their command. Perhaps they command one such small unit themselves, or they oversee several. They often melt away when faced with direct force, only to retaliate with a lightning strike when least expected. Fighting them is like fighting smoke.
  8. Psychological Warfare. This Vaadwaur specialises in manipulating their enemies’ emotions and state of mind. They use deception, misinformation, and psychological pressure to wear down opposition, often targeting civilian populations to incite fear or confusion, causing enemies to make mistakes under duress.

Vaadwaur Atrocities

These suggestions help flesh out the scale of the Vaadwaur's cruelty and how their invasions leave psychological and physical devastation in their wake. Each atrocity is meant to create a significant humanitarian or moral dilemma for Starfleet crews to address. This could occur amidst or prior to humanitarian relief missions, on worlds the Vaadwaur have occupied, or during the course of their attacks.

  1. Mass Forced Relocation. The Vaadwaur forcibly relocate entire populations to inhospitable or resource-deprived regions, turning them into refugees on their own planet.
  2. Public Executions. The Vaadwaur stage mass public executions of local leaders, intellectuals, or influential figures in front of the civilian population. This tactic is designed to destroy hope and instill fear in those who might resist.
  3. Destruction of Historical/Cultural Landmarks. The Vaadwaur deliberately target sites of deep cultural or historical significance, erasing monuments, libraries, and museums in order to break the spirit of the population and eradicate their heritage.
  4. Targeting Medical Facilities. The Vaadwaur specifically attack hospitals and medical relief stations, leaving the wounded and sick vulnerable to death or disease. This calculated move worsens any humanitarian crisis.
  5. Poisoning Water and Food Supplies. The Vaadwaur contaminate local water supplies or agricultural areas with toxins, creating long-term environmental hazards and starving the population.
  6. Slavery and Labor Camps. Civilians are captured en masse and forced into labor camps where they work under brutal conditions to support the Vaadwaur war machine.
  7. Environmental Devastation. The Vaadwaur intentionally trigger environmental catastrophes, such as causing massive forest fires, destabilizing a planet's atmosphere, or disrupting weather patterns. These acts leave the ecosystem in ruins and make it difficult for the planet to recover.
  8. Civilian Targeting through Orbital Bombardment. The Vaadwaur carry out indiscriminate orbital bombardments of civilian areas, causing mass destruction.
  9. Starvation Sieges. The Vaadwaur surround cities or regions, cutting them off from all food and supply lines. Civilians are left to starve, and any attempts to leave the area are met with force.
  10. Civilians Used as Human Shields. The Vaadwaur take large groups of civilians hostage and use them as human shields to protect key military installations or supply lines.

Blackout

By default, any AOR is isolated from the rest of the galaxy by the Blackout, with ships unable to warp out of the region and subspace communications beyond the region failing. Subspace telescopes have limited perception of the region from the outside, giving the rest of the galaxy an incomplete picture of conditions in the AOR. These tables address depiction of the Blackout, and traversing the galaxy.

Interstellar Travel

Unless your ship’s mission takes place entirely within one AOR, at some point it may need to breach the barriers of the Blackout to reach its destination. This table presumes a writer wishes to depict this as a specific challenge, dedicating time and Stories to this adventure. For writers who want to avoid a wholly combat-focused mission, you might write about a starship securing a route or means of travel to a location in need of reinforcements, where your ship may or may not join a battle at the end to save the day - but is why reinforcements arrive in the end. This can make a compelling mission about scientific and engineering prowess and exploration with real stakes that still impact the military-focused campaign.

Writers should feel free to presume that Starfleet’s prior experience of Underspace means their ship can find an aperture and navigate the network to reach its destination as a matter of course, if they do not wish to dedicate Stories to depicting the journey. Likewise, the various feasible FTL Technology options may be used in a straightforward manner; this table outlines specific challenges to overcome with any of them.

  1. Fluctuations in the subspace harmonics of a Blackout barrier have been detected. It might be possible to find a navigable route through with a series of carefully calibrated micro-jumps at warp and close study of regional subspace. This would take some time, but once a course had been plotted, other ships could cross the Blackout with relative ease.
  2. A lead has been found on a Borg transwarp coil - perhaps in a research facility, or in the hands of the black market, or on a distant, recently detected Borg wreck. Secure the coil, install it on a ship, and risk provoking the Borg to travel via transwarp to an area in need.
  3. Deep in the Delta and Beta Quadrants, the remaining Borg transwarp conduits - or smaller, ancillary conduits - may be out there. Find one, and use it to travel via transwarp to an area in need.
  4. Secure travel via a Quantum Slipstream Drive. The drive is easy enough to secure - but you need a source of benamite. Find the rare crystal, which might be somewhere on a legal or illegal market, or perhaps has been unmined on some distant planet.
  5. Soliton Wave technology could send multiple ships at faster-than-light speeds. An engineering crew could set up the field coils to launch multiple soliton waves to send multiple ships, perhaps setting up a regional transportation ‘hub’ to dispatch reinforcements past the Blackout.
  6. A graviton catapult could transport a ship beyond the Blackout. While some have been constructed at research facilities in the Federation, none are nearby. Gather an engineering team to construct this powerful and volatile equipment that could provide transport for dozens of other ships.

Blackout Conditions

This table offers some subtle variations on how the Blackout may affect your AOR.

Remember that the Vaadwaur are not immune to the Blackout; they simply rely on Underspace for travel and communication. There is no reason they would not be affected by additional complications of the Blackout.

  1. Subspace telescopes cannot pierce the Blackout at all. Any expeditions into the AOR by Underspace or alternative FTL technologies are going in completely blind.
  2. Within the AOR, the Blackout is disrupting subspace communications, rendering long-distance communication difficult, delayed, or impossible.
  3. Within the AOR, the Blackout still disrupts warp travel. It is still possible for a ship to go to warp, but at a much lower warp factor - and, thus, travel between nearby systems is much slower.
  4. Within the AOR, long-range sensors reliant on subspace are limited in their effectiveness.
  5. Limited, likely heavily time-delayed subspace communication is possible from the AOR to the wider galaxy.
  6. Your AOR suffers no additional complications from the Blackout. It is isolated from the rest of the galaxy as expected, but subspace technology within the AOR operates normally.

Underspace

Many missions include use of Underspace, either to reach a destination or to directly challenge the Vaadwaur’s dominance of the network. These tables cover the general challenges of navigating Underspace at all, and provide some options for developing stories about destroying the Vaadwaur’s outposts that have cause the Blackout [and establishing the Wall; this section will be added later].

Accessing Underspace

A year ago, Underspace apertures appeared across the galaxy. Even though the Vaadwaur are clearly using the network again, the apertures are not revealing themselves so readily to the whole galaxy this time. To even use Underspace, your ship must first access Underspace. How?

  1. Sheer chance. Your ship stumbles upon an Underspace aperture that opens and threatens to drag it in. This may have occurred while searching for the aperture deliberately, or catapults your ship on its travels. Your ship might fend off the gravitational pull and hold position, summoning whatever vessels have business through the network.
  2. The Vaadwaur. The Vaadwaur are masters of Underspace and have been using its tunnels. They have emerged from an aperture in the local area, confirming its location. It is up to you how well they are defending the aperture, but by strength, speed, or subtlety, your ship/squadron has to bypass their forces and enter the aperture.
  3. Reopening an aperture. An aperture opened in this location a year ago, and now, despite what the Vaadwaur are doing, it’s gone. Could cleverness by the science department - say, by the right deployment of a tachyon pulse - force it back open?
  4. Someone knows where there’s an aperture, and you need them to help you. This might range from finding a local scientist to convincing Cardassian experts in Underspace to share intelligence.
  5. Subspace Anomaly Detection. A series of strange subspace anomalies has been detected across the region. Your science team hypothesizes that these anomalies are signs of Underspace apertures that haven’t fully opened. Your crew must track these anomalies across space, triangulating their position to reveal a hidden aperture.

Traversing Underspace

Your ship (or squadron) may be using Underspace to reach its destination or venturing in to take out Burnout Outposts. As well as the Vaadwaur forces who use Underspace in their invasion, the tunnels themselves are a dangerous place. This table provides complications and challenges a ship may face in Underspace.

  1. Your ship gets more lost - they thought they were making progress through Underspace to get to their destination, but have ended up in the wrong place. It will take time and work by the science team to find the path.
  2. A debris field is floating through the tunnel. This must be carefully and safely navigated, but also may contain wreckage worthy of study.
  3. Turbulence caused by subspace ripples or gravitic anomalies. These localised fluctuations bring disruption your ship must navigate to not get lost or be damaged. They can happen very suddenly, hitting your ship without warning, or be detected up ahead as a challenge to prepare for.
  4. Time dilation caused by the ripples in subspace of the tunnels. This leads to discrepancies in how quickly or how slowly time passes aboard the ship. This could be a major problem, with entire sections experiencing time differently, or a subtler problem throwing off the ship’s computer systems. To escape, ships may need to carefully navigate or simply weather the problem until it levels out.
  5. Electromagnetic interference. This causes disruption to communications, navigation, or sensor systems. Your ship may experience erratic system responses that might make it harder to navigate or complete the task at hand.
  6. Enemy encounter. Your ship detects Vaadwaur forces deeper into the network. This might be a fight, or your ship may wish to avoid detection - perhaps using one of the phenomena above to help.

Taking Down Blackout Outposts

The Vaadwaur have built outposts as big as their largest ships within Underspace tunnels, and these are responsible for manipulating the subspace harmonics beyond the network that have rendered warp and subspace communications impossible. These outposts must be found and destroyed.

Locating Outposts

Even though the presence of the Blackout in an area means that there must be a Blackout Outpost in local Underspace tunnels, that doesn’t make finding it easy. How does your ship locate the outpost, or reach it? These results provide merely suggestions, but may help you brainstorm your own outcome.

  1. Studying Underspace. The science department’s study of the tachyon flows and various phenomena of Underspace has suggested there’s something at a location in the network. Could that be it?
  2. Locating the outpost doesn’t prove too difficult, but there are significant Vaadwaur forces between it and your ship. Navigate Underspace carefully, using its phenomena - or even periodically ducking out of the network entirely - to approach without engaging the entire fleet.
  3. The outpost needs support and defence from Vaadwaur ships. Some form of monitoring their movements - likely from inside Underspace itself, staying hidden somehow - will reveal its location.
  4. The answer doesn’t lie in Underspace. The answer lies in the Vaadwaur forces operating in the region afflicted by the Blackout Outpost. Your ship must undertake a mission to extract intelligence from Vaadwaur databases or soldiers before even entering Underspace to approach the outpost.

Destroying Outposts

Your ship, by design or stumbling across it by accident, seeks to take out one of these outposts. This table provides some options on how your characters might approach this.

  1. Ship-to-ship combat. Your forces directly attack the Outpost. It is well defended, but the greater risk of this comes from the Vaadwaur summoning reinforcements. Will you face the enemy head-on, or try to use Underspace to somehow cut off enemy ships coming to help?
  2. Distraction attack. Your ship will engage the Outpost, but not before beaming an away team aboard. They will conduct their sabotage of the Outpost while your ship diverts attention.
  3. Covert team. Your ship does not reveal itself to the Outpost, but instead sends a team covertly aboard to conduct sabotage. They might use the sensor disruptions of Underspace to deploy a shuttle, or hijack a Vaadwaur ship to board.
  4. Harnessing Underspace. The longer anything is in Underspace, the more likely it is that Underspace’s natural dangers will threaten it. The Vaadwaur are masters of the network, but Starfleet scientists are the best in the galaxy. Can your ship use Underspace itself to destroy the Outpost (consider options in the ‘Traversing Underspace’ table)?
  5. Luring in a Larger Threat. The outpost may be vulnerable to external threats other than Starfleet. Your crew could lure a hostile third party, such as the Tholians or some space-dwelling fauna, into attacking the outpost.
  6. Coordinated Strike with Allies. Your crew teams up with local resistance fighters, Klingon forces, or another Federation squadron to launch a joint assault on the outpost. By coordinating multiple attacks simultaneously - on the outpost and any nearby Vaadwaur forces - you overwhelm the outpost’s defenses and destroy it through sheer force.

Short Story Tables

There are lots of story opportunities in this FA, but some writers can or prefer to only write much shorter missions. These tables offer storytelling support for writers that expect to only write 1 or fewer Stories a week (for a total of 6 or fewer Stories), but still want to meaningfully engage with the FA, contributing stories that are engaging OOC and impactful IC.

These tables are not necessarily compatible with the other tables, as those include suggestions for mission concepts that may lead to longer stories. Use the tables as you find most useful. You might want to roll only these tables, or roll them first and interpret the other tables as you see fit. Or you might roll on the main tables, and choose the options here that best suit your concept.

The Story Begins

A key challenge for writers of shorter stories is getting into the action - making sure that every word counts. If you’re only producing 6 or fewer Stories in a FA, dedicating one to your mission briefing might be time you could spend better elsewhere. This table provides some suggestions for how you can get into the action from Story 1!

  1. Your ship/squadron was already in the AOR when the Vaadwaur attacked. There is no briefing - you’re in the action from the very start.
  2. Your mission opens with your ship/squadron en route to their AOR/destination, already briefed. You can summarise the assignment through dialogue, exposition in prose, or a traditional Captain’s Log.
  3. Your ship/squadron tumbled into an Underspace aperture and has arrived at the AOR or plot unwittingly.
  4. Your mission opens after your ship/squadron’s first encounter with the Vaadwaur (or the challenge of your choice). Was it a victory? Or did your characters experience a narrow escape, setting up the challenge ahead?

Shorter Mission Concepts

This table presents specific story concepts that suit a shorter mission while still significantly impacting the FA in general or an AOR in specific. Not all concepts may suit every ship class or squadron composition. Some results include a follow-up table on which you can roll or select a detail.

This table exists with the presumption that sequences like a space battle could be depicted in only one or two Stories, emphasising short, sharp bursts of action rather than a sustained campaign. Similarly, humanitarian aid might be depicted across only one or two Stories, covering a longer stretch of time or emergency aid in more summarising, sweeping terms. If you want to focus on characterisation, consider limiting your action to only one or two Stories, focusing your writing on the emotional stakes, build-up, and aftermath. If you want to focus on action, start your story as close to the exciting event as possible.

Many of these concepts would work very well in conjunction with someone else’s AOR; that of another member, or, particularly, as Task Force AOR. In such a scenario, even a story that is short OOC could be IC critical to a liberation campaign’s success. Remember to be considerate when requesting to collaborate.

  1. Your ship/squadron has been assigned to take out a Blackout Outpost. This could be in a specific AOR, or one of the many cutting the galaxy apart. A Starfleet task group is ready and waiting to reinforce a sector the moment they can go to warp, with your ship/squadron playing an integral role in the region’s liberation. Consult the ‘Destroying Outposts’ table for how your crew take on this challenge.
  2. Your ship/squadron is in an AOR stretching across the border to a foreign power, and has been sent to request aid. Choose whether the power is the Klingon Empire, a Romulan faction, the Cardassian Union, or someone else. How does this mission of diplomatic outreach go?
    1. The request for diplomatic aid goes smoothly. The challenge is in your ship/squadron slipping past or defeating the Vaadwaur forces in their way.
    2. Your ship/squadron arrive to find a crisis unfolding; help the foreign power either fend off the Vaadwaur or with their own humanitarian crisis, and they will agree to send forces to aid the Federation.
    3. The request for diplomatic aid is met with suspicion. Your ship/squadron must prove themselves to their hosts. This might be by helping them with the Vaadwaur, or by engaging in local ritual, or aiding in an unrelated problem.
    4. The request for diplomatic aid goes smoothly. Reinforcements are assembled quickly, and your ship/squadron leads them back to Federation space to help in a critical battle in the nick of time.
  3. Your ship/squadron is part of an AOR’s ongoing efforts to fight back. Help local defences by hunting Vaadwaur patrols. If appropriate, use the Vaadwaur table to generate an antagonist.
    1. This mission includes only one or two fights, with other Stories depicting the tension aboard of a fraught hunt for the enemy.
    2. The ship/squadron encounters Vaadwaur forces early on, leading to a game of cat-and-mouse in a stellar phenomenon.
    3. Your ship/squadron comes across local civilian ships under attack by the Vaadwaur, defeats the enemy forces, then lends the civilians help. After, they perhaps escort them to safety.
  4. Your ship/squadron provides humanitarian aid to a location stricken by the Blackout or the Vaadwaur. Refer to the Humanitarian Tables to establish the nature of the crisis and its resolution.
  5. Your ship/squadron is assigned to pathfinding duties, securing ways to bypass the Blackout so larger forces can reach invaded sectors. The Vaadwaur can still be a threat in any of these, attacking pathfinding ships or threatening construction sites.
    1. Fluctuations in the subspace harmonics of a Blackout barrier have been detected. It might be possible to find a navigable route through with a series of carefully calibrated micro-jumps at warp and close study of regional subspace. This would take some time, but once a course had been plotted, other ships could cross the Blackout with relative ease.
    2. With time, a dedicated engineering team could create the equipment to launch a soliton wave or for a graviton catapult.
    3. Locate a source of benamite to fuel Quantum Slipstream Drives.

Additional Tables

These tables can be used in conjunction with the main Campaign Table. They add to the randomness of story development by helping members flesh out planets they may visit, or determine which antagonist they encounter. While some results in the Campaign Table direct members to these additional tables, their use is, as always, optional. The list may also be used for inspiration.

Random Complication

Sometimes, you just need to throw a spanner in the works. This table is designed to work with any story at any point in the arc. It helps if you want to add an additional twist or make the mission harder for your characters. You may have to do some work to implement the result in a story-appropriate manner.

  1. Your ship’s CO is incapacitated, forcing someone else to take command.
  2. A key system on the ship or piece of field equipment is damaged. It must be repaired before it can be used.
  3. An important piece of information turns out to be wrong, such as a key sensor reading being incorrect, or something your crew have been told has been a lie.
  4. Something - an item, a piece of technology, a resource - is essential to overcoming an obstacle, but acquiring it is difficult. It may be hard to get to, or in the hands of someone who doesn’t want to give it.
  5. An unexpected environmental hazard, in space or on a planet, makes the task at hand more difficult.
  6. A key character has gone missing. This could be a crewmember, or someone your ship has encountered. Regardless, finding them is essential to success.
  7. A critical misunderstanding hampers progress. This could be between the crew and an alien, or could be between crewmembers.
  8. A new, hostile force enters the situation.
  9. The crew encounters a barrier of some kind that stops the characters from getting where they need to. This could be a literal barrier, the complexity of transporters not working, a phenomenon that needs navigating, or something else.
  10. Two (or more) characters refuse to work together, though success is contingent on their cooperation.
  11. Your characters pick up a distress call. Who is in need of help?

Random Phenomenon

Even an AOR may have local stellar phenomena that add challenges to defending against invasion, or those journeying through Underspace may find themselves in a mysterious and dangerous part of the galaxy. This table provides natural obstacles, which may be a particularly double-edged sword for stories about repelling Vaadwaur invasion - the enemy will suffer the same inconvenience. It should always be possible that Starfleet knows more about an Alpha/Beta Quadrant phenomenon than the Vaadwaur, and can use it to seize the upper hand.

This table assumes that your ship/squadron will not be stopping to study these phenomena, but it may be appropriate to your story that they will.

  1. A nebula with properties that challenge your ship; perhaps interference limits sensors, transporters, or other ship’s systems. It may be an obstacle to your ship’s operations, or the Vaadwaur’s.
  2. An asteroid field. It may be an obstacle to navigate, or contain precious minerals worth recovering or studying. That may draw the attraction of the Vaadwaur.
  3. A stellar nursery. The density of the clouds challenges any ship’s navigation.
  4. A cosmic radiation or ion storm. It may be a challenge to survive or navigate.
  5. An exoplanet, or rogue planet, untethered to any star, perhaps with a disruptive gravitic pull.
  6. Stellar fauna. Maybe they have taken an interest in your ship that may be inconvenient, or are at risk from the Vaadwaur.
  7. A graviton ellipse. While starships would be wise to avoid the gravimetric distortion radiating from a graviton ellipse when it surfaces out of subspace, they are immediately drawn to a starship's electromagnetic fields.

Random Ship Damage Table

This table provides outcomes for if your ship is damaged in some way. It does not specify how this has happened, but if your ship runs into serious trouble, you can use this table to randomise the nature of that damage. Feel free to increase or decrease the severity of the damage depending on your story.

  1. Your ship's engines have been severely damaged, estimating at least a day to repair, leaving you dead in space until such time.
  2. Your ship's weapons system has overloaded, causing them to go offline for at least an hour.
  3. Your ship's EPS grid has undergone a significant overload and has entered safety mode as a result, limiting your ship's overall power. This forces you to choose between which systems can operate at the same time and none of them at full power.
  4. Life support is critically damaged with an expected repair of 12 hours, just time before it would start affecting the crew, but the worsening life support will also slow down repairs if not properly managed.
  5. Your ship's internal forcefields are offline, meaning any hull breach will lead to decompression of compartments and entire sections of the deck.
  6. Your ship's subspace communication transceivers have overloaded, requiring multiple crew members to repair until ship-to-ship communication becomes possible again.
  7. Your ship's impulse engines and thrusters are damaged, making warp travel possible, but precise maneuvering will be inhibited.
  8. Your ship's replicator systems are offline, requiring the crew to eat meal-replacement rations for two days.
  9. Your ship's artificial gravity generators are offline in the saucer section only, requiring 12 hours of dedicated repairs by engineering crew until artificial gravity can be restored.
  10. Your ship's warp nacelles have sustained moderate damage, limiting your ship to warp speeds below warp 5.
  11. Your ship's EPS grid experiences a limited number of critical overloads, causing explosions from the flight control console on the bridge, in two science labs, from the large display in sickbay, and in the chief engineer's office in main engineering.