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[[File:SWADE.STPD.tarBattle.jpg | 700px]]
 
[[File:SWADE.STPD.tarBattle.jpg | 700px]]
  
<u>CAPTAIN/COMMAND ACTIONS</u></br>
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CAPTAIN/COMMAND ACTIONS</br>
 
'''''Into the Fire''''' (0 CP): Accept a ''Superstructure Damaged'' Crisis and gain ½ your ''Battle'' skill die in Command Points. You can do this once per round.</br>
 
'''''Into the Fire''''' (0 CP): Accept a ''Superstructure Damaged'' Crisis and gain ½ your ''Battle'' skill die in Command Points. You can do this once per round.</br>
 
'''''Keep It Together''''' (0 CP): Nullify a successful enemy hit and damage, rolling a Crisis instead. You can use this action in Instant response to an enemy hit. You can do this once per round.</br>
 
'''''Keep It Together''''' (0 CP): Nullify a successful enemy hit and damage, rolling a Crisis instead. You can use this action in Instant response to an enemy hit. You can do this once per round.</br>
 
'''''Support Department''''' (0 CP): Choose a department. One action that department takes will require 2 fewer Command Points (minimum 0). You can do this once per round.</br>
 
'''''Support Department''''' (0 CP): Choose a department. One action that department takes will require 2 fewer Command Points (minimum 0). You can do this once per round.</br>
  
<u>COMMUNICATION ACTIONS</u></br>
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COMMUNICATION ACTIONS</br>
 
'''''Confuse Systems''''' (2 CP): Make an opposed ''Hacking'' skill check against a targeted ship ''Electronics'' or ''Hacking''. On a success, it starts its next turn with a penalty to its Command Points equal to ½ your ''Hacking'' skill die. You can do this once per round.</br>
 
'''''Confuse Systems''''' (2 CP): Make an opposed ''Hacking'' skill check against a targeted ship ''Electronics'' or ''Hacking''. On a success, it starts its next turn with a penalty to its Command Points equal to ½ your ''Hacking'' skill die. You can do this once per round.</br>
 
'''''Coordinate Crew''''' (1 CP): Make an ''Electronic'' skill check. On a success you grant one crew action a +2 bonus to their skill check if taken before the next round.</br>
 
'''''Coordinate Crew''''' (1 CP): Make an ''Electronic'' skill check. On a success you grant one crew action a +2 bonus to their skill check if taken before the next round.</br>
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'''''Sensor Ghost''''' (2 CP): Make a ''Hacking'' check at -2. On a success, impose a -2 penalty the next enemy’s first attacks against your vessel (only one attack). You can take this action more than once, but it time it must be against a seperate attack.</br>
 
'''''Sensor Ghost''''' (2 CP): Make a ''Hacking'' check at -2. On a success, impose a -2 penalty the next enemy’s first attacks against your vessel (only one attack). You can take this action more than once, but it time it must be against a seperate attack.</br>
  
<u>ENGINEERING ACTIONS</u></br>
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ENGINEERING ACTIONS</br>
 
'''''Damage Control''''' (4 CP or 3 with the Mr. Fix It edge): Make a ''Repair'' skill check. With a success you repair a Wound suffered by the ship, with an additional Wound repaired with any raises on the check. Each attempt of this action after the first in a combat has a cumulative -1 ''Repair'' penalty. These repairs least until the end of the scene and require a more ermanent fix with one day per Wound with a seperate successful check.</br>
 
'''''Damage Control''''' (4 CP or 3 with the Mr. Fix It edge): Make a ''Repair'' skill check. With a success you repair a Wound suffered by the ship, with an additional Wound repaired with any raises on the check. Each attempt of this action after the first in a combat has a cumulative -1 ''Repair'' penalty. These repairs least until the end of the scene and require a more ermanent fix with one day per Wound with a seperate successful check.</br>
 
'''''Emergency Repairs''''' (4 CP or 3 with the Mr. Fix It edge): Make a ''Repair'' check at a base -2. With a success a disabled system is restored or a degraded drive has its Speed increases by 1. Raises can increase the degraded drive by an additional 1 with each raise. Destroyed systems cannot be fixed this way.</br>
 
'''''Emergency Repairs''''' (4 CP or 3 with the Mr. Fix It edge): Make a ''Repair'' check at a base -2. With a success a disabled system is restored or a degraded drive has its Speed increases by 1. Raises can increase the degraded drive by an additional 1 with each raise. Destroyed systems cannot be fixed this way.</br>
 
'''''Reroute Power''''' (2 CP): Make a ''Repair'' check. With a success you can boost one of the following systems as you route additional power into the system – (1) Restore lost Force Field overall points up to the ship’s Size; (2) Increase the shield Threshold rating for one arch area by ½ the ship’s Size until your next round; (3) Increase the ship’s space Speed by 2 until your next turn; (4) Increase a single weapon’s damage by +2d weapon die for one attack; (5) Grant a +2 skill bonus to any one Comms, Helms, Navigation or Science action due to enhanced power to their sensors/systems.</br>
 
'''''Reroute Power''''' (2 CP): Make a ''Repair'' check. With a success you can boost one of the following systems as you route additional power into the system – (1) Restore lost Force Field overall points up to the ship’s Size; (2) Increase the shield Threshold rating for one arch area by ½ the ship’s Size until your next round; (3) Increase the ship’s space Speed by 2 until your next turn; (4) Increase a single weapon’s damage by +2d weapon die for one attack; (5) Grant a +2 skill bonus to any one Comms, Helms, Navigation or Science action due to enhanced power to their sensors/systems.</br>
  
<u>HELM ACTION</u></br>
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HELM ACTION</br>
 
'''''Bring Weapons to Bare''''' (2 CP): Make an opposed ''Piloting'' skill check. With a win, you can bring to bare one arch of fixed weapons against an enemy ship. You can take this action more than once in a round but all furture Helm actions are at a cumulative -2 that round.</br>
 
'''''Bring Weapons to Bare''''' (2 CP): Make an opposed ''Piloting'' skill check. With a win, you can bring to bare one arch of fixed weapons against an enemy ship. You can take this action more than once in a round but all furture Helm actions are at a cumulative -2 that round.</br>
 
'''''Emergency Warp''''' (4 CP): This very dangerous maneuver requires a ''Piloting'' -4 skill check. With a success you vessel breaks to warp speed and out of combat. Failure disables the Warp Drive and it cannot be used until ''Deal with a Crisis'' is used for fix it. After a successful jump Navigation must make an ''Science'' -2 skill to plot a course or the ship suffers a ''Hull Breach Crisis''. And Engineering must make a ''Repair'' -2 skill or suffer the results of ''Emergency Warp Speed'' (see Starship Mods).</br>
 
'''''Emergency Warp''''' (4 CP): This very dangerous maneuver requires a ''Piloting'' -4 skill check. With a success you vessel breaks to warp speed and out of combat. Failure disables the Warp Drive and it cannot be used until ''Deal with a Crisis'' is used for fix it. After a successful jump Navigation must make an ''Science'' -2 skill to plot a course or the ship suffers a ''Hull Breach Crisis''. And Engineering must make a ''Repair'' -2 skill or suffer the results of ''Emergency Warp Speed'' (see Starship Mods).</br>
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'''''Pursue Target''''' (3 CP): Make an opposed ''Piloting'' skill check plus your ship’s Speed against the enemy against a fleeing enemy vessel ''Politing'' and ship's Speed.. One a win, you shed one point of Escape rating the target ship may have on you. </br>
 
'''''Pursue Target''''' (3 CP): Make an opposed ''Piloting'' skill check plus your ship’s Speed against the enemy against a fleeing enemy vessel ''Politing'' and ship's Speed.. One a win, you shed one point of Escape rating the target ship may have on you. </br>
  
<u>NAVIGATIONAL ACTIONS</u></br>
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NAVIGATIONAL ACTIONS</br>
 
'''''Focus Shields''''' (3 CP): Make an ''Electronics'' skill check. Witj a success you focus the shields in to either forward, aft, port (left) or starboard (right). Increase the threshold of shields in that area by ½ the ship’s Size and lower then at the other areas threshold by ½ the ship’s Size until your next turn.</br>
 
'''''Focus Shields''''' (3 CP): Make an ''Electronics'' skill check. Witj a success you focus the shields in to either forward, aft, port (left) or starboard (right). Increase the threshold of shields in that area by ½ the ship’s Size and lower then at the other areas threshold by ½ the ship’s Size until your next turn.</br>
 
'''''Plot Best Course''''' (2 CP): Make an ''Science'' skill check. With a success you plot the best maneuvering course for the ship granting a +2 bonus to all Helm operator’s actions until your next round.</br>
 
'''''Plot Best Course''''' (2 CP): Make an ''Science'' skill check. With a success you plot the best maneuvering course for the ship granting a +2 bonus to all Helm operator’s actions until your next round.</br>
  
<u>SCIENCE ACTIONS</u></br>
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SCIENCE ACTIONS</br>
 
'''''Analysis Foe''''' (2 CP): Make a opposed ''Science'' skill vs. the target's ''Electionics'' or ''Hacking'' skill. With a success you can determine any weakness in an enemy ship’s defenses. Until next turn any attacks by Tactical can either lower the Command Points cost to ''Target Systems'' to 1 point or lower the target's Shield Threshold by ½ your ''Science'' skill die.</br>
 
'''''Analysis Foe''''' (2 CP): Make a opposed ''Science'' skill vs. the target's ''Electionics'' or ''Hacking'' skill. With a success you can determine any weakness in an enemy ship’s defenses. Until next turn any attacks by Tactical can either lower the Command Points cost to ''Target Systems'' to 1 point or lower the target's Shield Threshold by ½ your ''Science'' skill die.</br>
 
'''''Detect Hidden Threats''''' (1 CP): Make an ''Electronics'' skill. With a success your sensors can detected any possible hidden threats within the systems range IF it is there. This could include a cloaked vessel or mine, etc. but it does not pinpoint that item. That requires a seperate opposed check against the threat (i.e. a cloaked ship it’s opposed by the target you are minuses the vessel's stealth plenty vs. their ''Electronics'' or ''Hacking'' skill).</br>
 
'''''Detect Hidden Threats''''' (1 CP): Make an ''Electronics'' skill. With a success your sensors can detected any possible hidden threats within the systems range IF it is there. This could include a cloaked vessel or mine, etc. but it does not pinpoint that item. That requires a seperate opposed check against the threat (i.e. a cloaked ship it’s opposed by the target you are minuses the vessel's stealth plenty vs. their ''Electronics'' or ''Hacking'' skill).</br>
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Each raise over the target’s allow you to learn an additional detail.</br>
 
Each raise over the target’s allow you to learn an additional detail.</br>
  
<u>TACTICAL ACTIONS</u></br>
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TACTICAL ACTIONS</br>
 
'''''Fire All Guns''''' (5 CP): You fire all weapons mounted on the ship as a separate attack, designating targets as you wish. Turrets fire in all directions, fixed only in one direction.</br>
 
'''''Fire All Guns''''' (5 CP): You fire all weapons mounted on the ship as a separate attack, designating targets as you wish. Turrets fire in all directions, fixed only in one direction.</br>
 
'''''Fire One Weapon''''' (2 CP): You fires a single ship’s weapon of your choice. Turrets and linked weapons count as one weapon fired. You can take this action more than once. This can include Tractor Beams.</br>
 
'''''Fire One Weapon''''' (2 CP): You fires a single ship’s weapon of your choice. Turrets and linked weapons count as one weapon fired. You can take this action more than once. This can include Tractor Beams.</br>
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These attacks deals no Wounds. Systems can be restored as normal.</br>
 
These attacks deals no Wounds. Systems can be restored as normal.</br>
  
<u>GENERAL ACTIONS</u></br>
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GENERAL ACTIONS</br>
 
'''''Above and Beyond''''' (0 CP): Pushing yourself to help the ship or Life Support Breach its crew. Pick skill and explain how you’re using it to help the ship. If the GM agrees, roll it with a -2 penalty. On a success, gain your ½ skill level in Command Points. When you take this action you can do nothing else in the round, including actions for department heads, etc.</br>
 
'''''Above and Beyond''''' (0 CP): Pushing yourself to help the ship or Life Support Breach its crew. Pick skill and explain how you’re using it to help the ship. If the GM agrees, roll it with a -2 penalty. On a success, gain your ½ skill level in Command Points. When you take this action you can do nothing else in the round, including actions for department heads, etc.</br>
 
On a failure, the ship suffers -1 Command Point.</br>
 
On a failure, the ship suffers -1 Command Point.</br>

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