Difference between revisions of "ST Phobos: 24C Station Tasks"

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(Tactical)
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'''Tactical Systems'''
 
'''Tactical Systems'''
 
*''Shields Up/Down'' (Minor Task) - Activates/Deactivates Shields
 
*''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 0 - Fires shipboard weapon
+
*''Fire Weapon'': Control/Security + ship's Weapons/Security with Difficulty defined by Weapon/Range - Fires shipboard weapon
 
*''Modulate Shields'': Control/Security + ship's Weapons/Security with Difficulty 2 and power requirement 1 - Increase ship's Resistance by 1 (+1 per 1 Momentum)
 
*''Modulate Shields'': Control/Security + ship's Weapons/Security 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
 
*''Tractor Beam'': Control/Security + ship's Structure/Security with Difficulty 2 and power requirement 0 - Immobilizes enemy vessel

Revision as of 11:17, 8 July 2019

Star Trek:Phobos - Main Page

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 - Fires shipboard weapon
  • Modulate Shields: Control/Security + ship's Weapons/Security 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

Star Trek:Phobos Main Page