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ST Phobos: 24C Station Tasks
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=24th Century Station Tasks on the ''Phobos''= ==Helmsman== '''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 '''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) ==Operations== '''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 '''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) ==Tactical== '''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 '''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 '''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 the 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 ==Main Engineering (station may not actually be on bridge)== '''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 </div> [[ST_Phobos:Main_Page|Star Trek:Phobos Main Page]]
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