Boldly Going:23C Station Tasks
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23rd Century Bridge Position Tasks on the Endeavour[edit]
Helmsman[edit]
Helm
- Maneuver: Control/Conn + ship's Engines/Conn with standard Difficulty 0 and power requirement 0 - Moves ship within Medium Range
- Impulse: Control/Conn + ship's Engines/Conn with standard Difficulty 0 and power requirement 1 - Moves ship within Long Range
- Warp: Control/Conn + ship's Engines/Conn with standard Difficulty 0 and power requirement (# of zones) - Moves ship 2 or more zones
- Evasive Action: Daring/Conn + ship's Structure/Conn with standard Difficulty 1 and power requirement 1 - Until Helm's next turn, all attacks to and from ship @ +1 Difficulty
- Attack Pattern: Daring/Conn + ship's Weapons/Conn with standard Difficulty 2 and power requirement 1 - Until Helm's next turn, all attacks from ship @ -1 Difficulty, to a min of 1 (if already 1, gain 1 momentum on success)
- Ramming Speed: Daring/Conn + ship's Engines/Conn with standard Difficulty (2 + 1 per range) and power requirement 1 - Rams 1 target within Long Range
Security Oversight
- Internal Sensors: Reason/Security + ship's Sensors/Security with standard Difficulty 1 and power requirement 0 - Detect personnel
- Deploy Security: After sending security team to location, Security Oversight makes an opposed Role with Presence/Security vs opposition. No power requirement.
- Internal Containment Fields: Reason/Security + ship's Structure/Security with Difficulty set by GM and power requirement 0 - Contain intruders
[edit]
Navigator
- Plot Course: Reason/Conn + ship's Computers/Conn with standard Difficulty 3 and power requirement 0 - Reduces difficulty of next Helm action by 1 (then 1 per 2 Momentum)
- Chart Hazard: Reason/Conn + ship's Sensors/Conn with standard Difficulty 3 and power requirement 0 - Reduce difficulty by 2 to avoid 1 hazard (then 1 more hazard per 2 momentum)
Tactical Systems
- Shields Up/Down (Minor Task) - Activates/Deactivates Shields
- Fire Weapon: Control/Security + ship's Weapons/Security with Difficulty defined by Weapon/Range and power requirement defined by Weapon - Fires shipboard weapon
- Modulate Shields: Control/Security + ship's Structure/Engineering with Difficulty 2 and power requirement 1 - Increase ship's Resistance by 1 (+1 per 1 Momentum)
- Tractor Beam: Control/Security + ship's Structure/Security with Difficulty 2 and power requirement 0 - Immobilizes enemy vessel
Communications[edit]
Communications
- Hailing Frequencies Open: Control/Engineering + ship's Communications/Engineering with standard Difficulty 0 and power requirement 0 - Opens communication channel
- Respond to Hail: Control/Engineering + ship's Communications/Engineering with standard Difficulty 0 and power requirement 0 - Opens communication channel after being hailed
- Intercept: Insight/Engineering + ship's Communications/Security with Difficulty set by GM and power requirement 0 - Listens in on signals from 1 target within Long Range
- Signals Jamming: Control/Engineering + ship's Communications/Security with Difficulty set by player (1-3) and power requirement 1 - Increases target's difficulty of Hailing Frequencies Open and Respond to Hail
- Damage Report: Insight/Command + ship's Communications/Engineering with standard Difficulty 1 and power requirement 0 - Reduce difficulty of repair task(s) by a variable amount
Science[edit]
Sensor Operations
- Sensor Sweep: Reason/Science + ship's Sensors/Science with standard Difficulty 0 and power requirement 0 - Searches surrounding area
- Scan for Weakness: Control/Science + ship's Sensors/Security with standard Difficulty 1 (+1 per Range beyond Close) and power requirement 0 - Affects next attack before end of Science Officer's next turn
- Launch Probe - Affects Sensor Sweep (decreases difficulty near probe) and Scan for Weakness (creates new source of Ranges)
Main Engineering (station may not actually be on bridge)[edit]
Internal Systems Control
- Power Management: (Daring or Control)/Engineering with standard Difficulty 2 (or 1 from Main Engineering) and power requirement 0 - Increases ship's Power by 1 (+1 per Momentum)
- Regenerate Shields: Control/Engineering with standard Difficulty 1 (or 0 from Main Engineering) and power requirement 1 (2 if shields = 0) - Ship regains 2 shields (+2 per Momentum)
- Damage Control: Presence/Engineering with Difficulty set by GM (decreased by 1 from Main Engineering) and power requirement 0 - Repairs effects of 1 Breach, but not the breach itself
- Transporters: Control/Engineering + ship's Sensors/Engineering with Difficulty set by GM (2+, decreased by 1 from Transporter Room) and power requirement 1 - Transport people within close range