Bridge Positions
On a ship with a bridge for 6 or less command crew, each
bridge crewmember must have a bridge position.Each position has a move that may be used in addition to a character’s
normal moves.
No character may perform in more than one bridge position at
any time.This includes the Captain
bridge position – it requires access to data from all the other positions at
all times.
The positions are, in order of recommended filling, Helm,
Science, Weapons, Engineering, Navigation and Captain.
Helm
When you take
the helm , roll+Slick.
On a hit,
choose one:
Avoid a direct hit Bring the ship into an advantageous position.Advantage going forward. Dodge debris, anomalies or whatever comes your
way. Go really, really fast.
On a 7-9
also choose one:
There is damage to the drive or structural
integrity.+1 damage. There are injuries among the crew.+1 harm to a random PC The ship is in a bad spot.Disadvantage going forward.
If you have a move
that effects piloting or driving , on a hit you may choose an additional
option if you also choose a 7-9 result.
Science
When you take a scan , roll +Calculating. On a 10+ ask two, on 7-9
ask 1.
How much of it is around? Where is it? How can I affect it? What danger does it pose?
You can ask for pretty much anything. Subspace anomalies, Romulans,
Yamok sauce or self-sealing stem bolts. If you act on your results, take
advantage going forward.
If you have a move
that effects perception , ask one more, no matter what you roll.
Weapons
When you take time to
assess the strategy , roll+Volatile.
On a hit choose one.
Use Calculating instead of Volatile to fire
ships weapons Take disadvantage going forward in order to hit
a vulnerable spot (+1 damage) Take disadvantage going forward in order use a
ship’s weapon at one range band outside of its normal range. Blast your way through an obstacle
On a 7-9
also choose one:
There is feedback to the weapon systems.+1 damage. There are injuries among the crew.+1 harm to a random PC The ship is in a tactical bad
spot.Disadvantage going forward.
If you have a move
that effects accuracy or damage , on a hit you may choose an additional
option if you also choose a 7-9 result.
Engineering
When you work on a piece of tech , say what you want to achieve.
If it is a minor modification, do it in a moment. If it is major, it might take
hours or days. The SM might also tell you some of these criteria:
You can't do it alone. You can't do it from here. You need something else first. (Can happen
multiple times.)
Once you have what you need, roll + Stalwart. On a hit, you get the job
done. On a 10+ the thing is as good as new or you might get a second shot out
of your prototype.
If you have a move
that effects repairing or using technology , you can do it in half the time
or ignore something the SM told you of the criteria above.
Navigation
When you plot a
course for faster than light travel , roll+Alien.
On a 7-9, hold navigation counters equal to your Alien.
On a 10+, hold one more.
Spend one hold, to have advantage in a ship’s drive move. Spend two hold, to have narrative control over one of the bad outcomes
on a ship’s drive move. Spend three hold to re-roll the ship’s drive move.
If you have a move
that uses Alien , you may add another hold.
Captain
When you give orders , roll+Slick.
On a 7-9, hold command counters equal to your Stalwart.
On a 10+, hold one more.
Spend one hold, to give another PC advantage on a roll. Spend two hold, to have an NPC crew member act, as if they rolled a 7-9
on a move. Spend three hold, to have an NPC crew member act, as if they rolled a
10+.
If you have a move
that effects persuasion or command ,
you may add another hold.