Tasks

Change Position (Minor action)

The character moves to any other station on the bridge, or to any other location on the ship. If that bridge station is unmanned, the character can take control of that station immediately; otherwise, the character takes control whenever the officer already at that station departs. If the character is moving to somewhere else on the ship, they will arrive in that location at the start of their next Turn.

Interact (Minor action)

The character interacts with an object in the environment. Particularly complex interactions may require a Task instead. This covers basic and routine interactions with ship systems that aren’t otherwise covered here.

Prepare (Minor action)

The character prepares for, or spends time setting up, for a Task. Some Tasks require this Minor Action to be taken before the Task can be attempted.

Raise/Lower Shields (Minor action)

Tactical only. The character raises or lowers the ship’s Shields. If the shields are lowered, then the ship counts as having a Shields of 0. If the shields are raised, they immediately go to either their normal maximum score (if they are being raised for the first time that scene), or to their previous score (if they have taken damage during that scene). A character may not raise and lower shields during the same Round.

Restore (Minor action)

The character performs the minor repairs and adjustments needed to restore a system after disruption or minor damage. Certain circumstances will call for the use of this Minor Action.

 
Systems
 
 

Damage control

The officer sends a damage control team, which attempts to repair a single Breach. The officer chooses a single Damaged or Disabled system, and attempts a Presence + Engineering Task, with a Difficulty determined by the system chosen (see p. 230); if successful, the system is restored to function and can be used again normally. This does not remove any Breaches the ship has suffered, only the penalties imposed by damage.

Power management

The officer reroutes power from various systems, replenishing reserves or freeing up power for other uses. This requires a Daring or Control + Engineering Task with a Difficulty of 2, which can Succeed at Cost. On success, the ship gains one point of Power, plus one additional Power per Momentum spent (Repeatable), which may exceed its normal maximum. Complications should represent power being removed from particular systems, increasing the Difficulty of future Tasks, or removing options until systems are repowered.

Regenerate shields

The officer routes power to the shield emitters, trying to replenish them. This has a Power requirement of 1. This requires a Control + Engineering Task with a Difficulty of 1, assisted by the ship’s Structure + Engineering; the Difficulty increases by +1 if the ship’s Shields are at 0. If successful, the ship regains 2 points of Shields, plus 2 more for each Momentum spent (Repeatable).

Transporters

This Task has a Power requirement of 1. The officer nominates a target (an object, group of small objects, or group of people) and a destination both within Close range of the ship (either or both of which may be within the ship itself). The officer then attempts a Control + Engineering Task with a Difficulty of 2, assisted by the ship’s Sensors + Engineering; this Difficulty increases by +1 if the target is not on a transporter pad, and +1 if the destination is not a transporter pad, and may increase further based on interference or other conditions. The target cannot be transported to or from any location with more than 0 shields. This Task can also be performed from any transporter room, reducing the Difficulty by one.