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− | [[Boldly_Going|Return to Main Page]]
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| =23rd Century Bridge Position Tasks on the ''Endeavour''= | | =23rd Century Bridge Position Tasks on the ''Endeavour''= |
− | | + | ===Helmsman=== |
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− | ==Helmsman== | |
| '''Helm''' | | '''Helm''' |
| *''Maneuver'': Control/Conn + ship's Engines/Conn with standard Difficulty 0 and power requirement 0 - Moves ship within Medium Range | | *''Maneuver'': Control/Conn + ship's Engines/Conn with standard Difficulty 0 and power requirement 0 - Moves ship within Medium Range |
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| *''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) | | *''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 | | *''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 |
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| '''Security Oversight''' | | '''Security Oversight''' |
− | *''Internal Sensors'': Reason/Security + ship's Sensors/Security with standard Difficulty 1 and power requirement 0 - Detect personnel | + | *''Internal Sensors'': Reason/Security + ship's Sensors/Security |
− | *''Deploy Security'': After sending security team to location, Security Oversight makes an opposed Role with Presence/Security vs opposition. No power requirement. | + | *''Deploy Security'' |
− | *''Internal Containment Fields'': Reason/Security + ship's Structure/Security with Difficulty set by GM and power requirement 0 - Contain intruders | + | *''Internal Containment Fields'' |
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− | ==Navigation== | + | ===Navigation=== |
| '''Navigator''' | | '''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)
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− | *''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)
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| '''Tactical Systems''' | | '''Tactical Systems''' |
− | *''Shields Up/Down'' (Minor Task) - Activates/Deactivates Shields
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− | *''Fire Weapon'': Control/Security + ship's Weapons/Security with Difficulty defined by Weapon/Range and power requirement defined by Weapon - Fires shipboard weapon
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− | *''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)
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− | *''Tractor Beam'': Control/Security + ship's Structure/Security with Difficulty 2 and power requirement 0 - Immobilizes enemy vessel
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− | ==Communications== | + | ===Communications=== |
| '''Communications''' | | '''Communications''' |
− | *''Hailing Frequencies Open'': Control/Engineering + ship's Communications/Engineering with standard Difficulty 0 and power requirement 0 - Opens communication channel
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− | *''Respond to Hail'': Control/Engineering + ship's Communications/Engineering with standard Difficulty 0 and power requirement 0 - Opens communication channel after being hailed
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− | *''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
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− | *''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''
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− | *''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
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− | ==Science== | + | |
| + | ===Science=== |
| '''Sensor Operations''' | | '''Sensor Operations''' |
− | *''Sensor Sweep'': Reason/Science + ship's Sensors/Science with standard Difficulty 0 and power requirement 0 - Searches surrounding area
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− | *''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
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− | *''Launch Probe'' - Affects ''Sensor Sweep'' (decreases difficulty near probe) and ''Scan for Weakness'' (creates new source of Ranges)
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− | ==Main Engineering (station may not actually be on bridge)== | + | |
| + | ===Main Engineering (not actually on bridge)=== |
| '''Internal Systems Control''' | | '''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)
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− | *''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)
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− | *''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
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− | *''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
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