TEXT: COMMANDING OFFICER REFERENCE
  MINOR ACTIONS
    INTERACT: The character interacts with an object in the environment.
    CHANGE POSITION: The character moves to any other station on the bridge, or another 
  location on the ship. Characters moving to another location arrive at the beginning of  
  their next Turn.
    PREPARE: The character prepares for a Task.
    RESTORE: The character clears some minor problem or fault with a system, restoring it 
  to function.
  TASKS
    ASSIST: The character nominates a single ally they can 
  communicate with, and assists that character’s Task.
    PASS: The character chooses not to attempt a Task.
    READY: The character declares that they are waiting for a 
  particular situation or event to occur before attempting a Task.
    OVERRIDE: The character may attempt a Task from any other 
  role, but increasing the Difficulty by 1.
    DIRECT: The CO provides clear, concise orders. Choose one 
  other officer currently on the bridge; that officer attempts a 
  single Task, determined by the CO. The CO assists this Task 
  using their Command Discipline.
    RALLY: The CO inspires and coordinates the crew, attempting a 
  Presence + Command Task with a Difficulty of 0, to generate 
  Momentum.
  1A
  SHIPS LOG
  EX COMM
  79033
  EMERG OVERRIDE
  LCARS MODE
  FLIGHT CONTROL
  680393
  INT COMM 65
  MISSION STATUS
  D6
  5903
  OVERRIDE
  SYSTEMS
  CONTROL
  TM & © 2017 CBS. ARR
  ROLL DAMAGE
  1
  1 damage
  2
  2 damage
  3
  no damage
  4
  no damage
  5
  1 damage, Damage Effect
  6
  1 damage, Damage Effect
  DAMAGE 
  ROLL
  
  RULES SUMMARY
  TASKS
  1.  Choose one Attribute and one Discipline, and one Focus. 
  Add together Attribute and Discipline to get Target Number.
  2. Gamemaster sets Difficulty.
  3.  Roll 2d20, plus any extra d20s bought (see below). Each die that rolls equal 
  or under the Target Number scores 1 success.
  A.  If there is a Focus, each die that rolls equal or under the Discipline 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 Gamemaster 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:
    Spending saved Momentum from the group’s pool. First die costs 1,
    
  second costs 2, third costs 3.
    Adding Threat to the Gamemaster’s pool.
    Spend 1 Determination; gain 1d20 which has already rolled a 1.
    
  Requires an applicable Value. Must always be the first die bought.
    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 Discipline of their choice, and adds successes rolled to any rolled by the 
  character being assisted.
  COMMON USES OF MOMENTUM
  Immediate uses can be used outside of a successful Task paid for out of the 
  Group Pool or by adding to Threat. Repeatable uses can be used multiple times 
  per Task/Round.
     CREATE OPPORTUNITY: Immediate, Repeatable. 1 Momentum to 
  purchase +1d20 for a Task, 3 to purchase +2d20, or 6 to purchase +3d20.
    CREATE PROBLEM: Immediate, Repeatable. Spend 2 Momentum to 
  increase the Difficulty of an enemy Task by 1.
    OBTAIN INFORMATION: Repeatable. Ask the Gamemaster one question 
  about the situation, that must be answered truthfully.
    CREATE ADVANTAGE: Spend 2 Momentum to create an Advantage, 
  or remove a Complication.
  3B
  VALUES
    If a character has a Value which positively affects their current Task, they may 
  spend one Determination to do one of the following:
    Add an extra d20 that has already rolled a 1.
    Re-roll any dice in your dice pool.
    Perform an extra Task immediately.
    Create an Advantage.
    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.
  ALERT STATUS
  98383
  6444
  28033
  79597
  90038
  67
  78505
  TM & © 2017 CBS. ARR
  
  COMMUNICATIONS AND INTERNAL SYSTEMS REFERENCE
  MINOR ACTIONS
    INTERACT: The character interacts with an object in the 
  environment.
    CHANGE POSITION: The character moves to any other station 
  on the bridge, or another location on the ship. Characters moving 
  to another location arrive at the beginning of their next Turn.
    PREPARE: The character prepares for a Task.
    RESTORE: The character clears some minor problem or fault 
  with a system, restoring it to function.
  COMMUNICATION TASKS
    ASSIST: The character nominates a single ally they can 
  communicate with, and assists that character’s Task.
    PASS: The character chooses not to attempt a Task.
    READY: The character declares that they are waiting for a 
  particular situation or event to occur before attempting a Task.
    OVERRIDE: The character may attempt a Task from any other 
  role, but increasing the Difficulty by 1.
    HAILING FREQUENCIES OPEN: Establish a communications 
  link with a ship, facility, or other place that can receive 
  subspace or similar transmissions. Nothing requires that the 
  contacted vessel, etc, respond to a hail.
    RESPOND TO HAIL: Functionally the same as the 
  Hailing Frequencies Open action, though this action is 
  taken in response to being hailed. Success means that both 
  vessels can communicate visual, audio, and data freely, 
  though Complications or other circumstances may limit  
  some of these.
    SIGNALS JAMMING: Attempt to jam the target’s ability to 
  communicate. Control + Engineering, assisted by ship’s 
  Communications + Security, Difficulty 1, 2, or 3 (Player 
  chooses, higher Difficulty gets bigger results).
    DAMAGE REPORT: Insight + Command Task, assisted by 
  the ship’s Communications + Engineering, with a Difficulty 
  of 1. If successful, reduce the Difficulty of one Task to perform 
  repairs by 1.
   
  INTERNAL SYSTEMS TASKS
    ASSIST: The character nominates a single ally they can 
  communicate with, and assists that character’s Task.
    PASS: The character chooses not to attempt a Task.
    READY: The character declares that they are waiting for a 
  particular situation or event to occur before attempting a Task.
    OVERRIDE: The character may attempt a Task from any other 
  role, but increasing the Difficulty by 1.
    POWER MANAGEMENT: Daring or Control + Engineering 
  Task with a Difficulty of 2, which can Succeed at Cost. On 
  success, the ship gains one Power, +1 Power per Momentum 
  spent (Repeatable).
    REGENERATE SHIELDS: Control + Engineering, Difficulty 
  1, assisted by ship’s Structure + Engineering; +1 Difficulty if 
  Shields are 0. Success means ship regains 2 Shields, +2 per 
  Momentum (Repeatable).
    DAMAGE CONTROL: The officer despatches a damage 
  control team, which attempts to repair a damaged system 
  (Presence + Engineering, Difficulty varies).
    TRANSPORTERS: Operate ship’s transporters. Control + 
  Engineering, Difficulty 2, assisted by Sensors + Engineering. 
  Circumstances may change Difficulty.
  SYSTEM STATUS
  COMMUNICATIONS
  BAND RANGE
  ALERT
  SCAN
  ALT
  AUDIO
  MODE SELECT
  5A
  TM & © 2017 CBS. ARR
  
  RULES SUMMARY
  TASKS
  1.  Choose one Attribute and one Discipline, and one Focus. 
  Add together Attribute and Discipline to get Target Number.
  2. Gamemaster sets Difficulty.
  3.  Roll 2d20, plus any extra d20s bought (see below). Each die that rolls equal 
  or under the Target Number scores 1 success.
  A.  If there is a Focus, each die that rolls equal or under the Discipline 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 Gamemaster 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:
    Spending saved Momentum from the group’s pool. First die costs 1,
    
  second costs 2, third costs 3.
    Adding Threat to the Gamemaster’s pool.
    Spend 1 Determination; gain 1d20 which has already rolled a 1.
    
  Requires an applicable Value. Must always be the first die bought.
    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 Discipline of their choice, and adds successes rolled to any rolled by the 
  character being assisted.
  COMMON USES OF MOMENTUM
  Immediate uses can be used outside of a successful Task paid for out of the 
  Group Pool or by adding to Threat. Repeatable uses can be used multiple times 
  per Task/Round.
     CREATE OPPORTUNITY: Immediate, Repeatable. 1 Momentum to 
  purchase +1d20 for a Task, 3 to purchase +2d20, or 6 to purchase +3d20.
    CREATE PROBLEM: Immediate, Repeatable. Spend 2 Momentum to 
  increase the Difficulty of an enemy Task by 1.
    OBTAIN INFORMATION: Repeatable. Ask the Gamemaster one question 
  about the situation, that must be answered truthfully.
    CREATE ADVANTAGE: Spend 2 Momentum to create an Advantage, 
  or remove a Complication.
  3B
  VALUES
    If a character has a Value which positively affects their current Task, they may 
  spend one Determination to do one of the following:
    Add an extra d20 that has already rolled a 1.
    Re-roll any dice in your dice pool.
    Perform an extra Task immediately.
    Create an Advantage.
    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.
  ALERT STATUS
  98383
  6444
  28033
  79597
  90038
  67
  78505
  TM & © 2017 CBS. ARR
  
  HELM AND NAVIGATION REFERENCE
  MINOR ACTIONS
    INTERACT: The character interacts with an object in the 
  environment.
    CHANGE POSITION: The character moves to any other station 
  on the bridge, or another location on the ship. Characters moving 
  to another location arrive at the beginning of their next Turn.
    PREPARE: The character prepares for a Task.
    RESTORE: The character clears some minor problem or fault 
  with a system, restoring it to function.
  HELM TASKS
    ASSIST: The character nominates a single ally they can 
  communicate with, and assists that character’s Task.
    PASS: The character chooses not to attempt a Task.
    READY: The character declares that they are waiting for a 
  particular situation or event to occur before attempting a Task.
    OVERRIDE: The character may attempt a Task from any other 
  role, but increasing the Difficulty by 1.
    MANEUVER: The flight controller uses the ship’s thrusters to 
  adjust position and moves to anywhere within Medium range.
    IMPULSE: The flight controller uses the ship’s impulse 
  engines to adjust position and move to anywhere within Long 
  range. Power Requirement of 1.
    WARP: The flight controller uses the ship’s warp drive to move 
  two or more zones. Power Requirement equal to the number 
  of zones to be moved.
    EVASIVE ACTION: Control + Conn Task with a Difficulty of 1 
  assisted by the ship’s Structure + Conn. Until the flight 
  controller’s next Task, all attacks against the ship, and all 
  attacks made by the ship, increase their Difficulty by 1.  
  Power requirement 1.
    ATTACK PATTERN: Daring + Conn Task, Difficulty 2, 
  assisted by the ship’s Weapons + Conn. If successful, reduce 
  attack Difficulty by 1 (Minimum 1, gain 1 Momentum if already 
  at 1) until the flight controller’s next Turn. Power requirement 1.
    RAMMING SPEED: (Attack) Daring + Conn, Difficulty 2, 
  assisted by Engines + Conn. +1 Difficulty per range beyond 
  Close. Damage is 2+Scale  Spread, Vicious 1, Devastating, 
  but ramming ship also receives damage (Scale  , Spread, 
  Vicious 1, Devastating).
  NAVIGATION TASKS
    ASSIST: The character nominates a single ally they can 
  communicate with, and assists that character’s Task.
    PASS: The character chooses not to attempt a Task.
    READY: The character declares that they are waiting for a 
  particular situation or event to occur before attempting a Task.
    OVERRIDE: The character may attempt a Task from any other 
  role, but increasing the Difficulty by 1.
    PLOT COURSE: Reason + Conn Task, assisted by the 
  ship’s Computers + Conn, with a Difficulty of 3. If successful, 
  the next Task the helmsman attempts reduces in Difficulty 
  by 1. Reduce the Difficulty by a further one for every two 
  Momentum spent (Repeatable).
    CHART HAZARD: Reason + Conn Task, assisted by 
  the ship’s Sensors + Conn, with a Difficulty of 3. 
  If successful, nominate a single hazard or other dangerous 
  phenomenon nearby; the Difficulty of any Task to avoid that 
  hazard is reduced by 2. The Navigator can nominate one 
  additional hazard or dangerous phenomenon for every two 
  Momentum spent.
  NAV
  HELM
  SYSTEMS
  IMPUT
  WARP
  IMPULSE
  FLIGHT CONTROL
  OVERRIDE
  2A
  TM & © 2017 CBS. ARR
  
  RULES SUMMARY
  TASKS
  1.  Choose one Attribute and one Discipline, and one Focus. 
  Add together Attribute and Discipline to get Target Number.
  2. Gamemaster sets Difficulty.
  3.  Roll 2d20, plus any extra d20s bought (see below). Each die that rolls equal 
  or under the Target Number scores 1 success.
  A.  If there is a Focus, each die that rolls equal or under the Discipline 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 Gamemaster 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:
    Spending saved Momentum from the group’s pool. First die costs 1,
    
  second costs 2, third costs 3.
    Adding Threat to the Gamemaster’s pool.
    Spend 1 Determination; gain 1d20 which has already rolled a 1.
    
  Requires an applicable Value. Must always be the first die bought.
    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 Discipline of their choice, and adds successes rolled to any rolled by the 
  character being assisted.
  COMMON USES OF MOMENTUM
  Immediate uses can be used outside of a successful Task paid for out of the 
  Group Pool or by adding to Threat. Repeatable uses can be used multiple times 
  per Task/Round.
     CREATE OPPORTUNITY: Immediate, Repeatable. 1 Momentum to 
  purchase +1d20 for a Task, 3 to purchase +2d20, or 6 to purchase +3d20.
    CREATE PROBLEM: Immediate, Repeatable. Spend 2 Momentum to 
  increase the Difficulty of an enemy Task by 1.
    OBTAIN INFORMATION: Repeatable. Ask the Gamemaster one question 
  about the situation, that must be answered truthfully.
    CREATE ADVANTAGE: Spend 2 Momentum to create an Advantage, 
  or remove a Complication.
  3B
  VALUES
    If a character has a Value which positively affects their current Task, they may 
  spend one Determination to do one of the following:
    Add an extra d20 that has already rolled a 1.
    Re-roll any dice in your dice pool.
    Perform an extra Task immediately.
    Create an Advantage.
    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.
  ALERT STATUS
  98383
  6444
  28033
  79597
  90038
  67
  78505
  TM & © 2017 CBS. ARR
  
  SECURITY OVERSIGHT AND TACTICAL REFERENCE
  MINOR ACTIONS
    INTERACT: The character interacts with an object in the 
  environment.
    CHANGE POSITION: The character moves to any other 
  station on the bridge, or by taking three Change Position 
  Minor Actions, can move to any other location on the ship
    PREPARE: The character prepares for a Task.
    RESTORE: The character clears some minor problem or fault 
  with a system, restoring it to function.
    RAISE/LOWER SHIELDS: (Tactical only.) The shields are 
  raised or lowered. If the shields are down, the ship has Shields 
  0. When raised, they go immediately to their maximum, or 
  to their previous score (if lower). You cannot raise and lower 
  shields during the same Round. 
  SECURITY OVERSIGHT TASKS
   DEPLOY SECURITY: The officer sends a security team to 
  the chosen location, then attempts a Presence + Security 
  Opposed Task, normally Difficulty 1, opposed by the 
  intruders.
  TACTICAL TASKS
    ASSIST: The character nominates a single ally they can 
  communicate with, and assists that character’s Task.
    PASS: The character chooses not to attempt a Task.
    READY: The character declares that they are waiting for a 
  particular situation or event to occur before attempting a Task.
    OVERRIDE: The character may attempt a Task from any other 
  role, but increasing the Difficulty by 1.
    FIRE WEAPON: The tactical officer nominates a single active 
  weapon system on board the ship, chooses a viable target 
  for that weapon, and makes an attack. This is a Control + 
  Security Task, assisted by the ship’s Weapons + Security.
    MODULATE SHIELDS: Control + Security Task, assisted by 
  the ship’s Structure + Engineering, with a Difficulty of 2. If 
  successful, the ship gains +1 Resistance, +1 per Momentum 
  spent (Repeatable) until it next suffers one or more damage.
    TRACTOR BEAM: Engage a tractor beam on a nearby object 
  or vessel. This requires a Control + Security Task, assisted 
  by the ship’s Weapons + Security with a Difficulty of 2, and 
  can only be directed at a target within Close range.
  LOCK
  SCAN
  SYSTEMS
  ANALYSIS
  STATUS
  ALERT
  COMM
  947
  694
  208
  209
  TARGETTING
  MC
  4A
  TM & © 2017 CBS. ARR
  
  RULES SUMMARY
  TASKS
  1.  Choose one Attribute and one Discipline, and one Focus. 
  Add together Attribute and Discipline to get Target Number.
  2. Gamemaster sets Difficulty.
  3.  Roll 2d20, plus any extra d20s bought (see below). Each die that rolls equal 
  or under the Target Number scores 1 success.
  A.  If there is a Focus, each die that rolls equal or under the Discipline 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 Gamemaster 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:
    Spending saved Momentum from the group’s pool. First die costs 1,
    
  second costs 2, third costs 3.
    Adding Threat to the Gamemaster’s pool.
    Spend 1 Determination; gain 1d20 which has already rolled a 1.
    
  Requires an applicable Value. Must always be the first die bought.
    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 Discipline of their choice, and adds successes rolled to any rolled by the 
  character being assisted.
  COMMON USES OF MOMENTUM
  Immediate uses can be used outside of a successful Task paid for out of the 
  Group Pool or by adding to Threat. Repeatable uses can be used multiple times 
  per Task/Round.
     CREATE OPPORTUNITY: Immediate, Repeatable. 1 Momentum to 
  purchase +1d20 for a Task, 3 to purchase +2d20, or 6 to purchase +3d20.
    CREATE PROBLEM: Immediate, Repeatable. Spend 2 Momentum to 
  increase the Difficulty of an enemy Task by 1.
    OBTAIN INFORMATION: Repeatable. Ask the Gamemaster one question 
  about the situation, that must be answered truthfully.
    CREATE ADVANTAGE: Spend 2 Momentum to create an Advantage, 
  or remove a Complication.
  3B
  VALUES
    If a character has a Value which positively affects their current Task, they may 
  spend one Determination to do one of the following:
    Add an extra d20 that has already rolled a 1.
    Re-roll any dice in your dice pool.
    Perform an extra Task immediately.
    Create an Advantage.
    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.
  ALERT STATUS
  98383
  6444
  28033
  79597
  90038
  67
  78505
  TM & © 2017 CBS. ARR
  
  SENSORS AND INTERNAL SYSTEMS REFERENCE
  MINOR ACTIONS
    INTERACT: The character interacts with an object in the 
  environment.
    CHANGE POSITION: The character moves to any other station 
  on the bridge, or another location on the ship. Characters moving 
  to another location arrive at the beginning of their next Turn.
    PREPARE: The character prepares for a Task.
    RESTORE: The character clears some minor problem or fault 
  with a system, restoring it to function.
  SENSOR TASKS
    ASSIST: The character nominates a single ally they can 
  communicate with, and assists that character’s Task.
    PASS: The character chooses not to attempt a Task.
    READY: The character declares that they are waiting for a 
  particular situation or event to occur before attempting a Task.
    OVERRIDE: The character may attempt a Task from any other 
  role, but increasing the Difficulty by 1.
    SENSOR SWEEP: Reason + Sciences Task, assisted by the 
  ship’s Sensors + Sciences, with a Difficulty of 0. Interference, 
  ambient conditions, or particularly unusual or unfamiliar 
  phenomena should increase this Difficulty.
    SCAN FOR WEAKNESS: Control + Sciences Task with a 
  Difficulty of 1, assisted by the ship’s Sensors + Security. If 
  this succeeds, then the vessel’s next attack, before the end of 
  the sensor operator’s next Turn, gains the Piercing 2 Quality.
    LAUNCH PROBE: Reduces the Difficulty of Tasks to make a 
  Sensor Sweep with regards to phenomena near the probe by 
  2, and means that hazards that result from proximity to the 
  phenomena affect the probe instead of the vessel.
  INTERNAL SYSTEMS TASKS
    ASSIST: The character nominates a single ally they can 
  communicate with, and assists that character’s Task.
    PASS: The character chooses not to attempt a Task.
    READY: The character declares that they are waiting for a 
  particular situation or event to occur before attempting a Task.
    OVERRIDE: The character may attempt a Task from any other 
  role, but increasing the Difficulty by 1.
    POWER MANAGEMENT: Daring or Control + Engineering 
  Task with a Difficulty of 2, which can Succeed at Cost. On 
  success, the ship gains one Power, +1 Power per Momentum 
  spent (Repeatable).
    REGENERATE SHIELDS: Control + Engineering, Difficulty 1,  
  assisted by ship’s Structure + Engineering; +1 Difficulty if 
  Shields are 0. Success means ship regains 2 Shields, +2 per 
  Momentum (Repeatable).
    DAMAGE CONTROL: The officer despatches a damage 
  control team, which attempts to repair a damaged system 
  (Presence + Engineering, Difficulty varies).
    TRANSPORTERS: Operate ship’s transporters. Control + 
  Engineering, Difficulty 2, assisted by Sensors + Engineering. 
  Circumstances may change difficulty.
  3A
  PROBE
  SELECT
  STATUS
  SCAN
  98383
  6444
  28033
  79597
  90038
  67
  78505
  5653
  34344
  9022
  4938
  67
  29844
  4542
  56
  7890
  300
  3422
  34
  56777
  45432
  3432
  67
  3322
  78
  2232
  2432
  343
  7900
  33222
  4322
  53232
  43672
  6433
  5977
  3234
  530
  34545
  56443
  3532
  3242
  4344
  45
  42412
  56332
  54353
  865
  ANALYSIS
  TM & © 2017 CBS. ARR
  
  RULES SUMMARY
  TASKS
  1.  Choose one Attribute and one Discipline, and one Focus. 
  Add together Attribute and Discipline to get Target Number.
  2. Gamemaster sets Difficulty.
  3.  Roll 2d20, plus any extra d20s bought (see below). Each die that rolls equal 
  or under the Target Number scores 1 success.
  A.  If there is a Focus, each die that rolls equal or under the Discipline 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 Gamemaster 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:
    Spending saved Momentum from the group’s pool. First die costs 1,
    
  second costs 2, third costs 3.
    Adding Threat to the Gamemaster’s pool.
    Spend 1 Determination; gain 1d20 which has already rolled a 1.
    
  Requires an applicable Value. Must always be the first die bought.
    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 Discipline of their choice, and adds successes rolled to any rolled by the 
  character being assisted.
  COMMON USES OF MOMENTUM
  Immediate uses can be used outside of a successful Task paid for out of the 
  Group Pool or by adding to Threat. Repeatable uses can be used multiple times 
  per Task/Round.
     CREATE OPPORTUNITY: Immediate, Repeatable. 1 Momentum to 
  purchase +1d20 for a Task, 3 to purchase +2d20, or 6 to purchase +3d20.
    CREATE PROBLEM: Immediate, Repeatable. Spend 2 Momentum to 
  increase the Difficulty of an enemy Task by 1.
    OBTAIN INFORMATION: Repeatable. Ask the Gamemaster one question 
  about the situation, that must be answered truthfully.
    CREATE ADVANTAGE: Spend 2 Momentum to create an Advantage, 
  or remove a Complication.
  3B
  VALUES
    If a character has a Value which positively affects their current Task, they may 
  spend one Determination to do one of the following:
    Add an extra d20 that has already rolled a 1.
    Re-roll any dice in your dice pool.
    Perform an extra Task immediately.
    Create an Advantage.
    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.
  ALERT STATUS
  98383
  6444
  28033
  79597
  90038
  67
  78505
  TM & © 2017 CBS. ARR
  
  CONFLICT REFERENCE
  COMBAT ACTIONS
  At the start of a Turn a character may attempt one Minor Action 
  and one Task.
    Extra Minor Action (Momentum spend) – Take an additional 
  Minor Action. Each Minor Action may only be taken once.
    Swift Task (Momentum spend) – Attempt a second Task, 
  increasing Difficulty of that Task by 1.
    Determination – spend one point of Determination, citing a 
  Value, to attempt a second Task, increasing the Difficulty by 1.
  Each Minor Action can only be attempted once per Turn. Only a 
  maximum of two Tasks may be attempted per Turn. 
   
  MINOR ACTIONS 
    AIM: Re-roll a single d20 made on an attack this Turn. 
    DRAW ITEM: Pick up an item within Reach, or draw a weapon 
  or other item. 
    DROP PRONE: Drop to the ground increasing Difficulty of 
  ranged attacks targeting you.  
    INTERACT: Interact with an object in the environment. 
    MOVEMENT: Move to any point within Medium range. 
  This action cannot be taken if you have already taken another 
  movement related action. 
    PREPARE: Prepare for a Task. Some Tasks or weapons 
  require this Minor Action. 
    STAND: If prone, stand, losing all the benefits and 
  disadvantages of being prone. You may not stand and drop 
  prone in the same Turn.
  COMBAT TASKS 
    ASSIST: Nominate a single ally you can communicate with, 
  and assist their next Task.  
    ATTACK: Attack an enemy or another viable target. 
    CREATE ADVANTAGE: Create an Advantage, or remove a 
  Complication. Difficulty 2. 
    DIRECT: (Commanding officers only) Nominate a single other 
  character present, who may immediately attempt a single 
  Task, assisted by the commanding officer.  
    GUARD: Difficulty 0 (or 1 to guard an ally), increase the 
  Difficulty of attacks you or the ally character by 1. 
    PASS: Choose not to attempt a Task. 
    READY: Declare that you are waiting for a specific event to 
  occur before attempting a Task. 
    RECOVER: Get behind cover, and attempt a Fitness + 
  Command Task with a Difficult of 2. Gain one additional 
  Resistance for each Effect rolled on Cover Dice and 
  regain the ability to Avoid an Injury. (Regain 2 Stress per 
  Momentum spent) 
    SPRINT: Fitness + Security Task, Difficulty 0. Success means 
  you move one zone, one additional zone per Momentum spent 
  (repeatable). 
    FIRST AID: A Daring + Medicine Task, Difficulty 1. 
  Success means the injured character is stabilized but remains 
  incapacitated. 
    OTHER TASKS: At the discretion of the GM.
   
  ATTACKS AND DAMAGE
    MELEE: Daring + Security Task with a Difficulty of 1, 
  opposed by the target’s Daring + Security. If the target wins 
  the Opposed Task, then they are considered to have made a 
  successful attack instead. 
    RANGED: Control + Security Task with a Difficulty of 2. +1 
  Difficulty if there is an enemy within Reach of the attacker. 
  Complication range increases by 1 if there are creatures 
  within Reach of the target; a Complication may indicate that a 
  different target is struck by the attack. 
    If successful, roll the number of  for the attack or hazard’s 
  damage rating. The total rolled is amount of damage the 
  attack or hazard inflicts. 
    If the target has any Resistance Dice (  from Cover, etc), 
  roll those, and add to any static Resistance the character has. 
  The total is the character’s Resistance for that attack. 
    Reduce the total damage by the total Resistance before 
  applying Stress for each point of remaining damage.
   
     If the character suffers five or more damage from a single 
  attack or hazard the character suffers an Injury.
   
     If the character is reduced to 0 Stress by that attack or 
  hazard, they suffer an Injury.
   
    If the character had 0 Stress before the attack or hazard,  
   and takes damage, the character suffers an Injury.
   
  An Injury incapacitates the target and they can no longer act.
  Avoid an Injury (Immediate): Spend 2 Momentum, or suffer a 
  Complication, to avoid the Injury. Only once per scene.
  FORMAT
  LCARS MODE
  RANGE
  TM & © 2017 CBS. ARR
  
  CONFLICT MOMENTUM SPENDS
  5B
   MOMENTUM SPEND
  COST
  EFFECT
  Create Opportunity
  1+ (I,R)
  The character gains one extra d20 on their Task (1 for +1d20, 3 for +2d20, 6 for +3d20).
  Create Problem
  2 (I,R)
  The character increases the Difficulty of an enemy Task by 1 (maximum +3).
  Obtain Information
  1 (R)
  Ask the Gamemaster a question about the current situation.
  Create Advantage
  2
  Establish a fact about the scene, or remove a Complication.
  Keep the Initiative
  2 (I)
  Pass the action order to an ally instead of the enemy; may only be done once before the enemy has taken at least one action.
  Extra Minor Action
  1 (I,R)
  Take an additional Minor Action.
  Bonus Damage
  1 (R)
  A character can increase the damage inflicted by a successful attack. Each Momentum spent adds +1 damage.
  Disarm
  2
  One weapon held by the target is knocked away and falls to the ground within Reach.
  Penetration
  1 (R)
  The damage inflicted by the current attack ignores two Resistance for each Momentum spent.
  Re-Roll Damage
  1
  The player may re-roll any number of  from the current attack.
  Secondary Target
  2
  A second target within Reach of the attack’s target is also affected by the attack, and suffers half the attack’s damage, rounding down.
  Swift Task
  2
  The character may attempt one additional Task, increasing the Difficulty by 1.
   MOMENTUM SPEND
  COST
  EFFECT
  Create Opportunity
  1+ (I,R)
  The character gains one extra d20 on their Task (1 for +1d20, 3 for +2d20, 6 for +3d20).
  Create Problem
  2 (I,R)
  The character increases the Difficulty of an enemy Task by 1 (maximum +3).
  Obtain Information
  1 (R)
  Ask the Gamemaster a question about the current situation.
  Create Advantage
  2
  Establish an Advantage in the scene, or remove a Complication.
  Keep the Initiative
  2 (I)
  Pass the action order to an ally instead of the enemy; may only be done once before the enemy has taken at least one action.
  Extra Minor Action
  1 (I,R)
  Take an Additional Minor Action.
  Bonus Damage
  1 (R)
  A character can increase the damage inflicted by a successful attack, regardless of the type of attack. Each Momentum spent adds +1 damage.
  Penetration
  1 (R)
  The damage inflicted by the current attack ignores two Resistance for each Momentum spent.
  Re-Roll Damage
  1
  The player may re-roll any number of  from the current attack.
  Devastating Attack
  2
  Roll an additional system; that system suffers an additional hit dealing half the attack’s damage, rounding up.
  Swift Task
  2
  The character may attempt one additional Task, increasing the Difficulty by 1.
  Power Loss
  1 (R)
  The attack also removes one point of the target’s Power.
   COMBAT MOMENTUM (PERSONAL)
   COMBAT MOMENTUM (STARSHIP)
  STATUS
  683364
  759
  LCARS MODE
  5833
  96822
  5733
  890233
  73831
  90
  2U22
  8393
  78332
  89323
  9073
  83722
  89222
  403
  4777
  20383
  OSCILLATION OVERTHRUSTER
  6B
  TM & © 2017 CBS. ARR
  
SOURCE: textdata/thevault/Star Trek RPG/Star Trek (2d20)/Reference Sheets - Star Trek Adventures.pdf