Space Actions
Options
- Command tasks
- Leadership: Morale and Self-control +1
- Motivate crewman: Shiphandling +1/-1
- Shiphandling: to user spacer on pilot instead of pilot
- Space tactics: Ofensive/defensive
- Engineering tasks:
- Allocate power: shift power points
- Increase Power: Gain an extra power point (Electrician, Crit Fail: 1/2 power)
- Emergency power: Double power points (Repair skill, fail: double then break)
- Emergency Thrust: Doubles acceleration (Same as Emergency power)
- Navigation:
- Tactical Navigation: min(Sensor/Navigation) to support pilot check
- Astrogation
- Sensors:
- Detection: p.44, limited by turn length
- Analysis: +1 (3-mins), determine details on contact (Engineer or Bio)
- Piloting:
- Move maneuver
- Change Facing
- Closing (acceleration)
- Controlled drift (no acceleration)
- Evasive action (acceleration)
- Hold course (Acceleration)
- Retreat: Escape the area, (Acceleration and prior evasive action)
- Uncontrolled drift (no acceleration)
- Gunnery:
- Aim and Attack: All-out(deliberate) attack.
- Wait (Aim and attack): Like a tactical wait action
- Wait (Point defense): p.59
- Communication:
- Supervise damage control: support damage control using (comms/spacer)
- Signal enhancement: Ungarble/clarify comms.
- Signal jamming: Electronic(sensor) to jam a target
- System hacking: Electronic(sensor) to establish a connection.
- Electronic Warfare (require connection):
- System readout: Hacking+2 -- get data from…
- System override: Hacking+0 -- take over a system
- System overload: Hacking-2 -- damage a system
- Damage Control (p.64)
- Emergency repairs: one damaged system
- Halt catastrophe: Shutdown a volatile system
- Rescue: Rescue 1+ crew member
- Structural repairs: "Heal dHP" (10-minutes turn and more)
Multitasking
- -2 in same category
- -4 in distinct category
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