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Star Trek Syndicate - Core Rules

"The Rules of Acquisition aren't just for Ferengi. Out here, everyone has a code — it's just that some codes are more... flexible than others."


How to Use This Document

This supplement is designed to be used alongside the Star Trek Adventures 2nd Edition Core Rulebook. We don't repeat existing rules — instead, we provide modifications, additions, and alternatives that transform the standard STA experience into one suited for morally grey storytelling.

When a section references the original rulebook, you'll see notations like:

📖 See STA Core Rulebook, Chapter X for the base rules.


Overview

Part 1: LIFE IN THE SHADOWS introduces the themes and setting of Star Trek Syndicate, helping players and gamemasters understand the kind of stories this supplement tells.

Chapter 1: Welcome to the Underworld — An introduction to the criminal enterprises, grey markets, and shadow operations that exist beneath the Federation's gleaming surface. What drives people to operate outside the law, and what stories can we tell about them?

Chapter 2: Factions & Power Players — The Orion Syndicate, independent smuggling rings, Section 31, corrupt officials, and other organizations your crew might work for, against, or alongside. Includes faction mechanics and reputation systems.

Chapter 3: The Geography of Crime — Key locations for Syndicate campaigns: lawless border stations, neutral ports, contested territories, and the cracks in civilized space where the underworld thrives.


Part 2: BUILDING YOUR CREW provides character and ship creation modifications for morally complex protagonists.

Chapter 4: Life on the Fringe — Modified lifepath options for creating characters with criminal backgrounds, underworld connections, and complicated pasts. New species options, background events, and career paths including Smuggler, Fence, Enforcer, Information Broker, and Former Operative.

📖 Modifies STA Core Rulebook, Chapter 4: Reporting for Duty

Chapter 5: Your Ship, Your Lifeline — Modifications for civilian vessels, smuggling ships, and vessels operating without Starfleet support. Rules for hidden compartments, sensor baffles, stolen components, and ships with "interesting" histories.

📖 Modifies STA Core Rulebook, Chapter 5: Your Home Among the Stars

Chapter 6: Tools of the Trade — Black market equipment, illegal modifications, restricted weapons, forgery kits, and gear that Starfleet definitely didn't issue. Also covers acquiring equipment through underworld channels.

📖 Expands STA Core Rulebook, Chapter 6: Equipment and Combat Gear


Part 3: WORKING THE ANGLES introduces new mechanics and modifications to core gameplay for Syndicate-style adventures.

Chapter 7: The Hustle — New and modified task mechanics including Deception, Infiltration, and Negotiation extended tasks. Rules for planning and executing complex operations, and the new Heat system for tracking unwanted attention.

📖 Modifies STA Core Rulebook, Chapter 7: Operations

Chapter 8: When Deals Go Bad — Expanded social conflict rules for tense negotiations, standoffs, and betrayals. Modified combat rules for ambushes, dirty fighting, and conflicts where stunning isn't always the goal.

📖 Modifies STA Core Rulebook, Chapter 8: Conflict


Part 4: RUNNING THE SHADOWS helps gamemasters create and run Syndicate campaigns.

Chapter 9: The Art of the Grey — GM guidance for running morally complex scenarios, creating meaningful dilemmas, balancing tone, and ensuring the game remains fun while exploring dark themes. Includes the Flair System for tailoring adventures to your preferred style (Heist, Shadow Op, Family, Descent, or Streets).

📖 Expands STA Core Rulebook, Chapter 9: Gamemastering

Chapter 10: Sample Operations — Ready-to-run scenarios including a heist, an infiltration mission, and a morally complex job that can serve as introductions to Syndicate gameplay or be integrated into existing campaigns.

📖 Replaces STA Core Rulebook, Chapter 10: Introductory Adventure

Chapter 11: Contacts & Complications — NPCs suited for Syndicate campaigns: crime bosses, corrupt officials, rival crews, informants, and marks. Includes guidance on creating recurring antagonists and complicated allies.

📖 Expands STA Core Rulebook, Chapter 11: Allies and Adversaries


Appendices

  • Appendix A: Modified Character Sheet — Includes space for Heat, Reputation, and Contacts
  • Appendix B: Crew Sheet — Track your ship, your territory, and your standing with factions
  • Appendix C: Operation Planning Sheet — For organizing complex heists and missions
  • Appendix D: Quick Reference — New rules and modifications at a glance

Now gather your crew, count your latinum, and remember: out here, the only rule that matters is the one that keeps you flying.

Welcome to the Syndicate. 🖖


Ready to enter the shadows? Each chapter above contains detailed rules, guidance, and tools for your Syndicate campaigns. Click any chapter link to dive deeper into the criminal underworld of the Star Trek universe.