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Summary Sheets

Tasks
1. Choose one Attribute and one Skill, and up to one Focus. Add together Attribute and Skill to get Target Number.
2. GM sets Difficulty (0-5).
3. Roll 2 d20s, plus any extra d20s bought (see below). Each die that rolls equal or under Target Number scores 1
Success.
a. If there is a Focus, each die that rolls equal or under the Skill used scores 1 extra Success.
b. If there isn’t a Focus, each die that rolls 1 scores 1 extra Success.
c. Each die that rolls a 20 causes a Complication.
4. If Successes equal or beat Difficulty, then Task is successful, otherwise it fails. Any successes above the Difficulty
become Momentum.
5. The GM describes the Task’s outcome, and the player may spend Momentum to improve the outcome.

Buying Extra Dice
 A character may buy up to three additional dice before attempting a Task.
 Dice may be bought by the following methods:
o Spending saved Momentum from the group’s pool; 1 Momentum = 1d20
o Adding Threat to the GM’s pool; 1 Threat = 1d20
o Spend 1 Determination; gain 1d20 which has already rolled a 1
 Additionally, characters may have Assistance on a Task. This doesn’t count towards the normal limit. The assisting
character rolls 1d20, against an Attribute and Skill of their choice, and adds Successes rolled to any rolled by the
character being assisted.

Common Uses of Momentum
Immediate uses can be paid for out of the Group Pool, or by adding to Threat. Repeatable uses can be used multiple times
per Task.

 Create Opportunity: Immediate, Repeatable.  Obtain Information: Repeatable. Ask the GM
Spend 1 Momentum to purchase +1d20 for a one question about the situation, that must be
Task. answered truthfully.
 Create Obstacle: Immediate, Repeatable. Spend  Create Advantage: Spend 2 Momentum to
2 Momentum to add +1 to Difficulty of an establish a new fact about the scene, or remove
enemy Task. a Complication.

Values
 If a character has a Value which positively affects their current Task, they may spend one Determination to do one
of the following:
o Add an extra d20 that has already o Perform an extra Task immediately.
rolled a 1. o Create an Advantage.
o Reduce Task Difficulty by 1.
 If a character has a Value which would negatively affect their current Task, they may take one Complication to
regain one Determination.
 Once per session, if a character has a Value which would negatively affect the current Task, they may Challenge the
Value; gain one Determination, and cross out the Value – it will be rewritten after the mission.

™ & © 2016 CBS Studios Inc. STAR TREK and related marks and logos are trademarks of CBS Studios Inc. All Rights Reserved.

™ & © 2016 CBS Studios Inc. Some Tasks require the ground. and several Minor Actions. . Once all characters on one side have taken a Turn. every character takes one Turn. then the action goes to whichever side did not take the last Turn. Combat Actions During a Turn in combat. Combat Tasks  Assist: The character performs some activity  Guard: The character finds some defensible that will grant an ally an advantage. communicate with. who choose a single character to act next. he may take this  Interact: The character interacts with an object action to stand. This Minor Action cannot  Draw Item: The character may pick up an item be taken if the character performs any within Reach. A this Minor Action to be taken before the Task character may not Stand and Drop Prone in the can be attempted. carried on their person/stowed in their gear. assisted by the and more quickly. Complex interactions may disadvantages of being prone. same Turn.  Ready: The character declares that they are  Direct: This action is available only to a leader.  Prepare: The character prepares for.  Pass: The character chooses not to attempt a  Attack: The character Attacks an enemy or Task. Minor Actions  Aim: The character may re-roll a single d20  Movement: The character moves to any point made on an Attack during this Turn. losing all the benefits and in the environment. a character can attempt one Task. A character may require a Task instead. then any remaining characters on the other side take their Turns in any order they choose. and the whole process begins again for the next Round. No character may take more than one Turn each Round. Once all characters on both sides have taken a Turn. Once a character has opted to keep the initiative. STAR TREK and related marks and logos are trademarks of CBS Studios Inc. The position. and assists their next Task. waiting for a particular situation or event to The character nominates a single other occur before attempting a Task. focusses on their surroundings. another viable target. draw a weapon or other item movement-related Tasks. character present. within Medium range. All Rights Reserved. the limits of which are left to the discretion of the GM. concentrating readying an Attack.  Other Tasks: A range of other Tasks can be performed during a combat. until all characters on both sides have taken a Turn. they hand the action to the opposing side. not Stand and Drop Prone in the same Turn. one at a time. The GM selects a character to take the first Turn of the first Round. The character may instead spend two Momentum (Immediate) to keep the initiative. who may immediately  Sprint: The character attempts to move further attempt a single Task. or spends  Drop Prone: The character immediately drops to time setting up. Once a character has completed their Turn. making himself a smaller target.Combat Action Order In each Round. handing the action to another ally instead. or character nominates a single ally they can otherwise gains additional readiness for attack. for a Task. and then each additional Minor Action costs Momentum (Immediate) equal to the number of Minor Actions performed that Turn. commanding character. A character can perform one Minor Action for free.  First Aid: The character attempts to treat the  Exploit: The character takes additional time and injuries of a character within Reach. nobody on that side may keep the initiative again until the opposition have taken at least one Turn of their own.  Stand: If the character is prone. Each Minor Action can only be attempted once per Turn.

A ranged weapon can be used to attack enemies that are visible to the attacker. For a Melee Attack. a Complication may indicate that one of those other creatures are struck by the attack. The attacker attempts a Task. the character suffers an Injury. A melee weapon can only be used to attack enemies and objects within Reach. a) If the character suffers five or more damage from a single attack or hazard. This Difficulty of this Task increases by +1 if there is an enemy within Reach of the attacker.Attacks and Damage The process for making an attack is as follows: 1. If the Attack is successful. and the attack or hazard inflicts one or more damage. they suffer an Injury. This is not an Opposed Task. roll those. However. and add the total rolled to any static Soak the character has. determined by the type of Attack: a. If the target wins the Opposed Task. the character suffers an Injury. b) If the character is reduced to 0 Stress by that attack or hazard. This option may only be used by each character once during a scene. The Complication Range of the Attack increases by 1 if there are creatures within Reach of the target. and unable to take any minor actions or attempt any Tasks for the remainder of the scene. ™ & © 2016 CBS Studios Inc. The character declares whether the attack is intended to Stun or to Kill. When a character suffers an Injury. when a character suffers an Injury. Reduce the total damage rolled by one for each point of total Soak. 2. The total rolled is amount of damage the attack or hazard inflicts. ducking into cover. then the attacker inflicts damage. as summarized on the table below: Injuries already Avoided Cost 0 1 1 2 2 3 3 4 4 5 Each additional Injury +1 If the cost to avoid an Injury is two or higher. The total is the character’s total Soak for that attack. the character loses one point of Stress for each point of remaining damage. then they are considered to have made a successful Attack instead. they are incapacitated. . This cost increases by +1 for each time the character wishes to avoid an Injury during that scene. The character may also suffer an Injury if one or more of the following conditions occurs. add a single point to the Threat pool. a character may choose to suffer a Complication – reflecting some minor injury – to reduce the cost by two. they have the option of avoiding it – diving aside at the last moment. All Rights Reserved. If the character intends to Kill. b. For a Ranged Attack. 6. it costs 1 Momentum (Immediate). The attacker chooses the weapon they plan to attack with. 7. Avoiding Injury has a cost. the attacker attempts a Control + Security Task with a Difficulty of 2. 4. including making an attack with no weapon (an unarmed attack). Injuries are defined below. The first time in any given scene that a character attempts to avoid an Injury. opposed by the target’s Daring + Security (also Difficulty 1). or otherwise dodging out of the way. etc). 3. the attacker attempts a Daring + Security Task with a Difficulty of 1. If there’s one or more damage remaining after this reduction. or the target – has the option of immediately leaving his enemy’s Reach instead of inflicting damage – the character fends off their opponent instead. 5. This can be a melee weapon. If the target has any Soak Dice ([CD] from Cover. Roll the number of [CD] for the attack or hazard’s damage rating. STAR TREK and related marks and logos are trademarks of CBS Studios Inc. A character who succeeds at a Melee Attack – whether they were the attacker. or a ranged weapon. c) If the character had 0 Stress before the attack or hazard. after reduction from Soak. The attacker then nominates a viable target for that weapon. however.

If the weapon is being used in one hand. with higher values representing larger weapons. Qualities  Charge X: X is the number of Charges the weapon possesses.Weapons Weapons have a number of common traits and values that determine the specifics of how they function. any attacks using the weapon increase in difficulty by two.  Size: This will be a number. The Cost to resist an Injury caused by an Intense weapon increases by one for each Effect rolled. All Rights Reserved. and can affect several targets at once. incapacitating them far more swiftly. The key elements of a weapon are what type of weapon it is. ™ & © 2016 CBS Studios Inc. STAR TREK and related marks and logos are trademarks of CBS Studios Inc.  Intense: The attack is designed to inflict massive harm on a target. Charge must be spent before the damage dice are rolled for the Attack. providing additional restrictions or benefits that apply to the weapon’s use. the character’s Resilience counts as half (round up) for this purpose. Damage Effects  Area: The attack affects a wider area.  Type: This will either be Melee or Ranged. but each option may only be used once per Attack. or designed to be disguised as something else. starting with the next closest (as determined by the GM). Piercing 1 (1 Charge). The target may resist this effect by adding a number of points to Threat equal to the number of Effects rolled. and then one additional target within Close range of the initial target for each Effect rolled.  Deadly: The weapon can only be used to Kill.  Cumbersome: The weapon is awkward and tricky to use. Intense (2 Charges). The weapon cannot be used to Attack unless a Preparation Minor Action is performed during the same Turn. The attack automatically affects any character or damageable object within Reach of the initial target. which are restored at the end of a scene.  Hidden X: The weapon is easy to conceal.  Qualities: These are additional rules. then the target is knocked prone. and possibly one or more benefits that trigger when Effects are rolled. Multiple Charges may be spent on a single attack. . its damage rating.  Vicious X: The Attack inflicts X additional damage for each Effect rolled.  Knockdown: If one or more Effects are rolled on this Attack. Vicious 1 (2 Charges). determining how the weapon is used.  Damage Rating: This will be a number of [CD]. unless the character uses the Prepare Minor Action before making an Attack. If the character’s Resilience is lower than the Size of the weapon. All weapons gain a number of additional [CD] to their damage rating equal to the Security skill of the character.  Debilitating: Medicine Tasks to treat or heal Injuries caused by this weapon increase in difficulty by one.  Nonlethal: The weapon can only be used to Stun.  Piercing X: The Attack ignores X points of the target’s total Soak for each Effect rolled. Charges can be spent on the following effects: Area (2 Charges). the size of the weapon. and any qualities it possesses that influence how it is used.

Extra Minor Actions 1+ I R Take additional Minor Actions. Disarm 2 One weapon held by the target is knocked away and falls to the ground within Reach. Re-Roll Damage 1 The player may re-roll any number of [CD] from the current Attack Second Wind 1IR The character regains one point of lost Stress. regardless of the type of Attack. ™ & © 2016 CBS Studios Inc. Power Loss 1R The Attack also removes one point of the target’s Power. Re-Roll Damage 1 The player may re-roll any number of [CD] from the current Attack Devastating Attack 2 Roll an additional system. Combat Momentum (Starship) Momentum Spend Cost Effect Create Opportunity 1IR The character gains one extra d20 on his Task (maximum +3d20) Create Obstacle 2IR The character adds +1 Difficulty to an enemy Task (maximum +3) Obtain Information 1R Ask the GM a question about the current situation Create Advantage 2 Establish a fact about the scene. Swift Task 2 The character may attempt one additional Task. All Rights Reserved. Keep the Initiative 2I Pass the action order to another ally instead of the enemy. Secondary Target 2 A second target within Reach of the Attack’s target is also affected by the Attack. rounding down. . STAR TREK and related marks and logos are trademarks of CBS Studios Inc. Extra Minor Actions 1+ I R Take additional Minor Actions. increasing the difficulty by one over what the Task would normally require. and suffers half the attack’s damage. Keep the Initiative 2I Pass the action order to another ally instead of the enemy. cost is equal to number of Minor Actions already taken that Turn. Penetration 1R The damage inflicted by the current Attack ignores an amount of Soak equal to two for each Momentum spent. cost is equal to number of Minor Actions already taken that Turn.Combat Momentum (Personal) Momentum Spend Cost Effect Create Opportunity 1IR The character gains one extra d20 on his Task (maximum +3d20) Create Obstacle 2IR The character adds +1 Difficulty to an enemy Task (maximum +3) Obtain Information 1R Ask the GM a question about the current situation Create Advantage 2 Establish a fact about the scene. Each Momentum spent adds +1 damage. may only be done once before the enemy has taken at least one action. may only be done once before the enemy has taken at least one action. or remove a Complication. that system suffers an additional hit dealing half the Attack’s damage. rounding up. or remove a Complication. Bonus Damage 1R A character can increase the damage inflicted by a successful Attack. Swift Task 2 The character may attempt one additional Task. Each Momentum spent adds +1 damage. Bonus Damage 1R A character can increase the damage inflicted by a successful Attack. Penetration 1R The damage inflicted by the current Attack ignores an amount of Soak equal to two for each Momentum spent. increasing the difficulty by one over what the Task would normally require.

 Other Tasks: A range of other Tasks can be performed during a combat. or by taking three Change Position Minor Actions. STAR TREK and related marks and logos are trademarks of CBS Studios Inc.  Override: The character overrides the controls of another role.  Prepare: The character prepares for. concise orders. . or spends time setting up. and without assistance from the ship. The character nominates a single ally they can communicate with.  Coordination: The CO gives broad orders to the entire Bridge crew.  Ready: The character declares that they are waiting for a particular situation or event to occur before attempting a Task. If that bridge station is unmanned. or Presence. ™ & © 2016 CBS Studios Inc. otherwise. but increasing the difficulty by one. This covers basic and routine interactions with ship systems that aren’t otherwise covered here. the character can take control of that station immediately. due to the sub-optimal controls. outlining a plan or strategy. using one of Control.  Pass: The character chooses not to attempt a Task. This can include the Commanding Officer role.  Change Position: The character moves to any other station on the Bridge. and assists that character’s Task. that officer attempts a single Task. can move to any other location on the ship.  Direction: The CO provides clear. the character takes control whenever the officer already at that station departs. Particularly complex interactions may require a Task instead.Starship Combat: Commanding Officer & Executive Officer Minor Actions  Interact: The character interacts with an object in the environment. Tasks  Assist: The character performs some activity that will grant an ally an advantage. Reason. Some Tasks require this Minor Action to be taken before the Task can be attempted. and Momentum generated from this Task is immediately saved into the group pool.  Assign: The character selects a character present on the Bridge. and a single role or position. determined by the CO. All Rights Reserved. The CO assists this Task using the Command skill. This Task has a Difficulty of 0. The CO attempts a Command Task. which is necessary if the current Commanding Officer is about to leave the Bridge. for a Task. The character may attempt a Task from any other role other than Commanding Officer. the limits of which are left to the discretion of the GM. and assigns that character to that role or position (the character must then move to the relevant station). Choose one other officer currently on the Bridge.

the character takes control whenever the officer already at that station departs. The character nominates a single ally they can communicate with. If that bridge station is unmanned. assisted by the ship’s Computers + Conn.  Override: The character overrides the controls of another role. Until the Flight Controller’s next Task. Particularly complex interactions may require a Task instead. assisted by the ship’s Sensors + Conn. The Flight Controller attempts a Daring + Conn Task with a Difficulty of 1. and assists that character’s Task. This has a Power Requirement of 1.  Pass: The character chooses not to attempt a Task. using navigational sensors. Some Tasks require this Minor Action to be taken before the Task can be attempted.  Evasive Action: The Flight Controller moves swiftly and unpredictably. This is a Reason + Conn Task. otherwise. with a Difficulty of 2. The character may attempt a Task from any other role other than Commanding Officer. or by taking three Change Position Minor Actions.  Impulse: The Flight Controller uses the ship’s Impulse Engines to adjust position and move to anywhere within Long range. increase their Difficulty by one. marks hazards in the vicinity of the vessel and its planned course.  Other Tasks: A range of other Tasks can be performed during a combat.  Change Position: The character moves to any other station on the Bridge. attempting to foil enemy targeting. the limits of which are left to the discretion of the GM. and all Attacks made by the ship. The Navigator can nominate one additional hazard or dangerous phenomenon for every two Momentum spent. STAR TREK and related marks and logos are trademarks of CBS Studios Inc. This is a Reason + Conn Task. All Rights Reserved. This covers basic and routine interactions with ship systems that aren’t otherwise covered here. the Difficulty of any Task to avoid that hazard is reduced by 2. or through them. with a Difficulty of 2. the character can take control of that station immediately.  Warp: The Flight Controller uses the ship’s Warp Drive to move two or more zones. If successful. Tasks  Assist: The character performs some activity that will grant an ally an advantage. due to the sub-optimal controls. or spends time setting up. the next Task the Helmsman attempts reduces in Difficulty by 1. can move to any other location on the ship. all Attacks against the ship. . for a Task. This has a Power Requirement equal to the number of zones to be moved.  Prepare: The character prepares for. nominate a single hazard or other dangerous phenomenon nearby. ™ & © 2016 CBS Studios Inc.  Manoeuvre: The Flight Controller uses the ship’s thrusters to adjust position and moves to anywhere within Medium range. If successful. and determines the safest route around.  Ready: The character declares that they are waiting for a particular situation or event to occur before attempting a Task.Starship Combat: Conn Minor Actions  Interact: The character interacts with an object in the environment. past. but increasing the difficulty by one. Reduce the Difficulty by a further one for every two Momentum spent (Repeatable)  Chart Hazard: The Navigator.  Plot Course: The Navigator calculates the best course to the intended destination.

 Power Management: The officer reroutes power from various systems. the character takes control whenever the officer already at that station departs. ™ & © 2016 CBS Studios Inc. If the character wishes. STAR TREK and related marks and logos are trademarks of CBS Studios Inc. due to the sub-optimal controls. gains the Piercing 2 quality. Complications should represent power being removed from particular systems. which attempts to repair a single Breach. . ignoring two of the target’s Shield Strength per Effect rolled. On success. or attempting to gain some other advantage.  Pass: The character chooses not to attempt a Task. and +1[CD] to the attack’s Damage. The character nominates a single ally they can communicate with. Particularly complex interactions may require a Task instead. before the end of the Sensor Operator’s next Turn.  Scan for Weakness: The Sensor Operator scans an enemy vessel. However. the limits of which are left to the discretion of the GM.  Prepare: The character prepares for. The Sensor Operator nominates a single target they can detect. This covers basic and routine interactions with ship systems that aren’t otherwise covered here. the ship regains one point of Power. and has no Difficulty. it reduces the Difficulty of Tasks to make a Sensor Sweep with regards to phenomena near the probe by two. looking for vulnerabilities. can move to any other location on the ship. or spends time setting up.  Override: The character overrides the controls of another role. This requires a Reason + Engineering Task with a Difficulty of 2. This Task does not require a roll. plus one additional Power per Momentum spent (Repeatable). with a Difficulty of 0. The character may attempt a Task from any other role other than Commanding Officer. otherwise.  Change Position: The character moves to any other station on the Bridge. reducing the Difficulty by one. Interference. for a Task. If this succeeds. then the vessel’s next Attack.Starship Combat: Operations Minor Actions  Interact: The character interacts with an object in the environment. or particularly unusual or unfamiliar phenomena should increase this Difficulty. assisted by the ship’s Sensors + Sciences. If that bridge station is unmanned. and attempts a Control + Sciences Task with a Difficulty of 1. the character can take control of that station immediately. Some Tasks require this Minor Action to be taken before the Task can be attempted.  Ready: The character declares that they are waiting for a particular situation or event to occur before attempting a Task. they may spend one Momentum (Repeatable) on this Task to add a bonus d20 to the Attack. and assists that character’s Task.  Damage Control: Requires one Engineering Crew Support. up to its normal maximum. replenishing reserves or freeing up power for other uses. which can Succeed at Cost. ambient conditions. or by taking three Change Position Minor Actions. or otherwise obtain information about something going on outside the ship. but increasing the difficulty by one.  Other Tasks: A range of other Tasks can be performed during a combat.  Sensor Sweep: The Sensor Operator uses the ship’s sensors to locate objects or phenomena in space. See Damage and Repairs for more details. The officer despatches a damage control team. This is a Reason + Sciences Task.  Launch Probe: The Sensor Operator configures and launches a sensor probe in order to study a situation or phenomenon in more depth or from a safe distance. and means that hazards that result from proximity to the phenomena affect the probe instead of the vessel. This Task can also be performed by a character in Main Engineering. assisted by the ship’s Sensors + Security. Tasks  Assist: The character performs some activity that will grant an ally an advantage. All Rights Reserved.

 Other Tasks: A range of other Tasks can be performed during a combat.  Prepare: The character prepares for. Tasks  Assist: The character performs some activity that will grant an ally an advantage. and can only be directed at a target within Close range. otherwise. respond to a hail. This requires a Control + Security Task.  Hailing Frequencies Open: The Tactical officer attempts to establish a Tactical link with a ship. due to the sub-optimal controls. the limits of which are left to the discretion of the GM. assisted by the ship’s Tactical + Engineering. Success means that both vessels can communicate visual.  Tractor Beam: The Tactical officer engages a tractor beam at a nearby object or vessel. The character may attempt a Task from any other role other than Commanding Officer. can move to any other location on the ship. If successful. for a Task. assisted by the ship’s Weapons + Security with a Difficulty of 2. though this action is taken in response to being hailed. and makes an Attack. Nothing requires that the contacted vessel. the character can take control of that station immediately. . plus an additional two points per Momentum spent (Repeatable). chooses a viable target for that weapon. This covers basic and routine interactions with ship systems that aren’t otherwise covered here. This is a Reason + Engineering Task. reduce the Difficulty of one Task to perform repairs by one. This is a Control + Security Task. or by taking three Change Position Minor Actions.  Respond to Hail: Functionally the same as the Hailing Frequencies Open action. with a Difficulty of 0. If that bridge station is unmanned. or spends time setting up. but increasing the difficulty by one. and assists that character’s Task.  Fire Weapon: The Tactical officer nominates a single active weapon system on board the ship. or other place that can receive subspace or similar transmissions. with a Difficulty of 1. facility. increase the Difficulty by one if the Shields have been reduced to 0. etc. STAR TREK and related marks and logos are trademarks of CBS Studios Inc. the ship restores two points of Shields.  Ready: The character declares that they are waiting for a particular situation or event to occur before attempting a Task.  Override: The character overrides the controls of another role. The character nominates a single ally they can communicate with. All Rights Reserved. This requires a Reason + Engineering Task. and data freely. ™ & © 2016 CBS Studios Inc. the character takes control whenever the officer already at that station departs.  Change Position: The character moves to any other station on the Bridge.  Restore Shields: The Tactical officer attempts a Control + Security Task. audio. with a Difficulty of 1. Some Tasks require this Minor Action to be taken before the Task can be attempted. Particularly complex interactions may require a Task instead.  Pass: The character chooses not to attempt a Task. If successful. and promptly receives reports of damage from across the ship. assisted by the ship’s Tactical + Engineering. assisted by the ship’s Weapons + Security.  Damage Report: The Tactical officer puts out a call to all decks. assisted by the ship’s Structure + Engineering. though Complications or other circumstances may limit some of these.Starship Combat: Tactical Minor Actions  Interact: The character interacts with an object in the environment.

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