Operating a starship is similar to how characters act and interact. The rules for tasks and challenges equally apply to a character aboard a starship or space station, and many of the activities a character engages in aboard ship are resolved the same way they would be if on the surface of a strange new world.
Actions taken aboard a starship are no different to actions taken anywhere else. A starship is a location within which the action takes place, rather than an active element of that action. The tools and resources available to the crew can provide a significant benefit they wouldn’t have elsewhere. For actions taken aboard a ship, there are no innate or inherent benefits, though there may be some depending on where aboard the ship the actions are attempted and what facilities the ship has available.
Many shipboard locations have a location trait representing that specific location’s function and the tools found there. For example, a sickbay contains tools and facilities for medical procedures, while a transporter room contains a ship’s transporter systems.
Some shipboard locations have additional game mechanics effects, which are described starting on page 186.
Actions taken with a starship always benefit from the ship’s presence and nature, because the ship is how the actions are taken. These activities involve the use of control systems within the ship to make the ship do something, such as moving between planets, firing torpedoes, or scanning celestial phenomena. These actions usually influence something external to the ship, rather than something inside it.
When a task is needed for an action taken using a starship, it is typical for the ship itself to assist, rolling a d20 against its own target number and contributing any successes or complications to the character performing the action.
A starship determines its target number by adding together one ship system rating and one ship department rating.
A starship treats every task it attempts or assists with as if it had an applicable focus. As a result, any d20 rolled on behalf of the ship rolling equal to or less than the relevant ship’s department rating scores 2 successes.
Except with the gamemaster’s permission, no more than one character may assist on a ship action (the character being assisted is aided by the ship and up to one other character).
A ship action may be further bolstered using Reserve Power, described on page 185.
Like characters, starships are represented using several mechanical elements, such as traits, systems, departments, focuses, and talents.
Starship Traits
A starship typically has one or more traits, which help define what the ship is and what it can do, and they can be employed in the same way as traits for a location or situation, such as to increase or reduce the Difficulty of tasks.
Different cultures manufacture their ships in myriad different ways, and a cultural trait can encapsulate those many little differences. A ship may have additional traits reflecting other definitive elements of its construction or purpose—such as the ship’s class—or even the influence of events the ship encountered.
Traits are neutral and may be applied both positively and negatively. There is no fixed number of traits a ship may have. Traits and their effects upon play are detailed on page 250.
Starship Systems
Each starship is defined by six systems, which are similar to a character’s attributes. They embody the ship’s intrinsic capabilities compared to other vessels, and the ways in which those capabilities are best employed. The systems are Communications, Computers, Engines, Sensors, Structure, and Weapons. Each system has a rating which determines its measure, with higher numbers reflecting greater utility.
Characters may encounter situations in which more than one of their ship’s systems apply. In these cases, it is important to consider the context of the situation and how the character chooses to approach the problem. The gamemaster may choose which system is most applicable to a situation if more than one could be used.
The following matrix defines each system and offers suggestions on how each system might be used.
Systems and Their Suggested Uses
Comms
This system encompasses the transmission, encryption, decryption, and retrieval of subspace signals on a range of frequencies, as well as a range of other forms of signal transmission and reception. Any task that involves or relies upon communications systems should use Communications (Comms).
A character might use a ship’s Communications when:
Attempting to clear up a signal distorted beyond all recognition, to determine its origin or content.
Attempting to glean specific information from amongst an abundance of signals.
Trying to generate interference to block or jam other signals.
Trying to coordinate many allied vessels during a crisis.
Computers
This system represents the ship’s library and operational computer systems, from the duotronic systems of the 23rd century, to the isolinear and bioneural systems of the 24th century, onward to the advanced technologies found in the 32nd century. Any task that relies on the processing power and data storage of the ship’s computers uses Computers.
A character might use a ship’s Computers when:
Attempting to retrieve or research information stored within the ship’s library.
Analyzing information gathered during an experiment or scan.
When creating a simulation of a situation or effect to try to predict how it will unfold.
When trying to remotely perform some complex activity using automation.
Engines
This system covers the propulsion and power generation systems of the vessel, and its ability to move and maneuver through space. This includes thrusters, impulse engines, and warp drive, as well as reactors, generators, and related systems such as the navigational deflector. Any task that relies on moving the vessel under its own power uses Engines.
A character might use a ship’s Engines when:
Attempting to maneuver the ship.
Trying to increase the ship’s power output.
Trying to project a particle stream or form of energy from the navigational deflector.
Attempting to pursue another vessel that is moving significantly faster.
Sensors
This system covers the vessel’s sensor suites and probes, allowing it to scan and monitor its surroundings, and the scientific systems that interpret that data. It also relates to transporters, as they are tied into a ship’s sensors. Any task that involves scanning and analysis using the vessel’s sensor arrays should use Sensors.
A character might use a ship’s Sensors when:
Attempting to gain information about an object or phenomenon using the ship’s sensors or a probe.
Attempting to beam a creature or object to or from a location.
Using internal analytical systems—such as those found in laboratories or sickbay—to study an object or creature in depth.
When attempting to locate an intruder or foreign force moving within the ship.
Structure
This system covers the physical construction of the vessel, from its hull and superstructure to the structural integrity field and inertial dampeners, as well as thermal and radiation shielding, and all aspects of the ship’s basic operational infrastructure, including life support systems, and artificial gravity. Any task that involves the physical construction of the vessel or its protective systems uses Structure.
A character might use the ship’s Structure when:
Attempting to reinforce the ship against an external threat or hazard.
Altering life support to produce specific environmental conditions in a specific compartment or section.
Engaging in activity where maintaining the ship’s integrity is vital.
Weapons
This system covers the tactical and offensive systems of the vessel, normally phasers or disruptors, plus torpedo launchers, and maybe even other weapons besides. Any task that involves attacking a target uses Weapons.
A character might use the ship’s Weapons when:
Attempting to fire on another vessel.
Destroying an object or obstacle.
Modifying a weapon system to produce an unusual or alternative effect.
Starship Departments
In addition to the six ship systems, each ship is equipped to support six departments, which encompass the various mission profiles, specialties, and personnel each ship carries. Each department is rated from 0 to 5, with each rating representing resource allocation, technology, and crew proficiency within that field. It is a rare for a starship not to have at least a value of 1 in every department—vessels are expected to fulfill a variety of roles and carry out a wide range of missions.
The six departments mirror those used by characters— Command, Conn, Engineering, Medicine, Science, and Security—and their rating represents how much support those fields receive aboard the ship. Each department covers a wide range of activities, and some activities may fit under more than one department, so which one is most applicable to a given task depends on the circumstances in a given scene more than anything else.
The matrixes on page 183-page 184 present suggestions on how each ship system might interact with each of the six ship departments.
Starship Focuses
Due to their size, advanced technology, and competent crews, starships can be adapted to a wide range of activities and operations. Unlike a character, a starship does not have focuses, but instead treats every task it attempts or assists with as if it had an applicable focus. As a result, any d20 rolled on behalf of the ship rolling equal to or less than the relevant ship’s department rating scores 2 successes.
Starship Talents
Starships have talents, usually representing areas of design and equipment focus. Ship talents provide similar benefits as character talents, but the context is determined by the starship rather than by character behaviors. Starbases and some small craft also have talents. For more detail see STARSHIP TALENTS, starting on page 218.
Scale
Vessels come in a wide range of sizes, from tiny shuttlecraft to stately cruisers and grand battleships. A vessel’s Scale is a representation of its size, and it influences several other starship ratings. Scale is a number, typically between 3 and 6 for most vessels, with larger numbers representing bigger ships. Most vessels fall into this range, though some exceptional craft—such as Borg cubes—may be larger, while Scale 1 and 2 are exclusively used for small craft such as shuttles and runabouts. Starbases and space stations tend to have a much higher Scale rating.
A starship’s Scale is used to determine several game mechanics elements, but it relates most importantly to the ship’s Resistance—a ship with a greater Scale can resist attacks more easily and withstand greater amounts of damage before systems are damaged or destroyed.
Starship Scales
Scale Example Vessels
1 Shuttles, fighters, worker bees
2 Runabout, Maquis raider, many types and classes of civilian vehicles
3 Defiant-class starship, Jem’Hadar attack ship, B’rel bird-of-prey, some freighters
4 Constitution-class starship, Intrepid-class starship, Galor-class cruiser, Klingon D7 battlecruiser
5 Akira-class starship, Excelsior-class starship, K’vort bird-of-prey, Vor’cha cruiser
6 Galaxy-class starship, Negh’var battlecruiser, Jem’Hadar battlecruiser
7 D’deridex-class warbird, Odyssey-class starship, Borg Sphere
8+ Borg Cube, Voth city-ships, Earth Spacedock, Deep Space 9, Narendra Station, and most other starbases and space stations
Command
Command is the professionalism and organization of the ship’s crew and its chain of command. It also represents how well the ship represents the virtues and nature of its culture, and conveys those things to both allies and outsiders.
Communications, to make an appropriate first impression when contacting others, or to coordinate effectively with other allied vessels during a crisis.
Computers, to study the culture of another culture for a diplomatic briefing, or to research matters of law and regulation.
Engines, to fly in precise formation, or on a precise course.
Sensors, to scan or monitor a vast area in close coordination with other vessels, or to try to discern the disposition (friend or foe, etc.) of an unknown vessel.
Structure, to present a particular disposition to another vessel or culture, or to adjust the internal conditions of part of the ship to suit a guest or visitor.
Weapons, to fire a ‘warning shot’ to dissuade a hostile vessel or when using weapons to produce spectacular displays without inflicting damage.
Conn
Conn is the quality of the ship’s flight control and astronavigation systems, as well as the expertise of its flight crews and the maintenance personnel responsible for maintaining those systems.
Communications, to relay a plotted course, or detailed astrometric data, to another ship, either in advance or in real-time during travel.
Computers, to study the astronomical phenomena and spatial variations present within a region, and to plot a course using that data, using the ship’s library and records.
Engines, for most routine flight and maneuvering operations, as well as emergency maneuvers.
Sensors, to analyze the astronomical phenomena and spatial variations present within a region, and to plot a course using that data.
Structure, to adjust the course, heading, and speed of a vessel in a situation where the ship’s integrity is under strain, or to alter the ship’s orientation to present a more resilient facing.
Weapons, to maneuver the ship in such a way as to maximize the effectiveness of the weapons.
Engineering
Engineering represents the quality and quantity of the ship’s engineering and other technical personnel, as well as the tools and facilities they work with.
Communications, to alter the communication systems to break through interference or function on a non-standard frequency.
Computers, to research technical schematics within the ship’s library, or to create a simulation of a device or mechanism to test its function.
Engines, to adjust the output of reactors or propulsion systems, to produce a different effect.
Sensors, to perform diagnostics of a particular system on the ship, or to operate the ship’s transporter.
Structure, to reinforce or alter the effects of the ship’s defenses, structural integrity or inertial dampener systems.
Weapons, to alter weapon systems to overcome an unfamiliar form of defense or shielding, or when using weapon systems for precision cutting.
Security
Security represents the skill, training, and numbers of the ship’s security personnel, as well as other on-board security systems such as containment fields, and the refinement and calibration of tactical systems.
Communications, to encrypt or decrypt classified information, or to intercept transmissions from others.
Computers, to create combat or tactical simulations, or to use library archives to research the military capabilities of other vessels or cultures.
Engines, to overcharge tactical systems (weapons, shields, etc.) to create a greater effect.
Sensors, to try to discern the tactical capabilities of another vessel, or to detect the presence of intruders aboard their own ship.
Structure, to alter or reinforce the ship’s shields against a specific threat, or to control the use of internal force fields to contain intruders.
Weapons, to make attacks with the weapon systems against an enemy.
Medicine
Medicine represents the ship’s medical facilities (sickbay, and laboratories), as well as the personnel—doctors, nurses, lab technicians, orderlies—who work there. Most of the uses of Medicine are internal to the ship—making use of the facilities in the ship’s sickbay—rather than being able to be projected outwards.
Communications, to transfer large amounts of medical information, such as patient data, or the formula for a cure to a disease.
Computers, to study the ship’s medical databases, or to analyze samples and tests taken from a patient.
Engines, to ensure a stable flow of power into sensitive medical equipment.
Sensors, to diagnose the ailments of a patient using a bio-bed or other sickbay scanner, or to gain more detailed information about the nature of life-forms.
Structure, to create force fields that can contain or filter airborne pathogens, or to create a controlled environment for quarantine purposes.
Weapons, to design a biogenic or biochemical payload for a torpedo.
Science
Science represents the scientific personnel aboard the ship, their laboratories, their analytical facilities, and the other tools and systems available for analyzing data and studying the unknown.
Communications, to attempt to translate or analyze an unknown language or form of communication, or to try to communicate with an unknown entity.
Computers, to use the ship’s library archives to perform scientific research, or to analyze the results of an experiment or simulation.
Engines, to produce a specific, unusual effect with the navigational deflector, the warp field coils, or some other aspect of the power and propulsion systems.
Sensors, to scan and analyze spatial phenomena using the ship’s sensor arrays or a probe, or to examine and study samples using sophisticated equipment in the ship’s laboratories.
Structure, to create or implement a theoretical defense against an unusual threat or hazard, or to alter environmental systems to repel a parasite or other hostile entity.
Weapons, to find the specific modulation, frequency, or setting for a weapon system to achieve a specific unusual effect.
Resistance
Starships are designed to be resilient, for the rigors of space exploration are considerable, and a vessel may have to survive with little or no support for months or even years at a time. This durability—a mixture of the ship’s hull and spaceframe composition, the effectiveness of the structural integrity field and deflector shields, and redundancies built into vital systems—is expressed as Resistance, which reduces incoming damage.
A ship’s Resistance is equal to half its Scale (round up), plus a bonus based on the ship’s Structure rating, as shown on the Structure and Resistance table.
Structure and Resistance
Ship’s Structure Resistance
6 or lower +0
7-8 +1
9-10 +2
11-12 +3
13+ +4
Shields
Starships and starbases are commonly equipped with powerful deflector shields. These shields are designed to protect vessels from attacks and hazards, deflecting impacts and absorbing energy discharges. Shields are not impervious to harm, and sufficient force and power can weaken or even break through, damaging the hull and other systems beneath.
A starship or starbase has a shields rating, which is reduced when the ship suffers damage, and which can be replenished through the actions of the crew and with time. If a vessel suffers too much damage from a single attack or hazard, it also suffers serious damage, which impairs the ship’s functionality until repaired.
A ship has shields equal to its Structure plus its Scale and Security, though other factors may modify this.
Shields have two breakthrough points similar to an extended task (see page 271 for more information on extended tasks): one at halfway along the track’s length, and one at three-quarters of the way along the track. Shield breakthroughs are explained in more detail on page 308.
Reserve Power
Vessels can generate massive amounts of power, but much of that power is used for core systems such as computers, propulsion, life support, sensors, and shields. A ship has a finite reserve of energy, a surplus capacity which can be spent to bolster or reinforce ship actions, or which is held in reserve for emergencies. Managing this power can mean the difference between success and failure for a ship and her crew, and a skilled engineer can make the most of this valuable resource.
A ship begins each scene with Reserve Power—something the ship either has or doesn’t. The ship’s systems are allocated sufficient energy from the reactors as a matter of routine. However, a character may take a Reroute Power major action (page 303) to divert Reserve Power to a specific system. If the action is completed, the next time the ship uses that system to assist on a task attempt, the ship’s assist die is counted as if it had rolled a 1. However, each complication rolled counts as two complications instead, as the excess power overloads and damages systems.
A few actions cannot be taken unless Reserve Power is spent. These actions often have larger or more dramatic effects, or otherwise are things which cannot be performed frequently. When you use Reserve Power for these actions, the ship’s assistance die is rolled as usual. The actions requiring Reserve Power include:
REGENERATE SHIELDS (see page 303)
REROUTE POWER (see page 303)
WARP (see page 302)
Regardless of how it is used, Reserve Power can be used once per scene; regaining Reserve Power to use it again requires the Regain Power major action.
Crew Support
Starships require a significant number of personnel to function, and a skilled officer knows best when to assign those personnel to different problems. Characters often have the advantage of Crew Support, in the form of these personnel.
The total amount of Crew Support available is determined by the ship—each vessel has a finite amount of crew on hand, most of whom will be busy on routine duties to keep the ship running, and form part of the background of the ship’s standard activities. Spending Crew Support brings members of the crew from that mass of background activity into the forefront, putting focus on them and making them an active and significant part of a mission. Spending Crew Support to bring supporting characters into play is described on page 146.
A ship’s standard allotment of Crew Support per mission is equal to the ship’s Scale, but may be modified by other factors, such as talents.
Small Craft Readiness
A starship contains several smaller craft for moving personnel and cargo and for performing activities outside the ship (such as making repairs on the hull). While transporters have reduced the need for shuttlecraft, there are often circumstances where a shuttle is necessary.
A starship can support a finite number of active small craft missions: launch bays have a finite amount of space for operational craft, and a starship contains many more small craft than can be operational at once. The total number of small craft that may be active in a scene is represented by the ship’s Small Craft Readiness rating, which is equal to the ship’s Scale minus 1. A ship’s Small Craft Readiness may be modified by other factors, such as talents.
While, in theory, a starship could be commanded from a Personal Access Display Device (PADD) while walking down a corridor, doing so would be complicated in practice. For the efficient running of a vessel, personnel should operate the ship from their duty stations. Where you are on a starship matters when it comes to what you’re trying to accomplish.
The Bridge
A ship is commanded from its bridge; nearly all aspects of starship operations can be directed from there, controlled by a selection of bridge officers. The bridge is home to several stations set up to control different starship functions, and each station is operated by a different officer, who all work together to control the ship. Specific actions characters can take at each station during a starship conflict are detailed starting on page 300.
Different ship classes often have different bridge configurations, but there are several common stations found on most bridges.
COMMAND STATION
Central to any bridge is the Command station, often a captain's chair. More than merely a centralized seat from which to oversee the bridge crew, most captain’s chairs are equipped with a limited set of controls, configured to the captain’s needs. These controls often tie into internal communications, navigation, or some other function to which the captain desires quick access or additional oversight.
COMMUNICATIONS
While communications functions can be accessed from several different stations, many ships have a dedicated comms station; this is especially the case with ships in the 22nd and 23rd centuries. This station controls all internal and external communications systems. The communications officer is responsible for maintaining and updating the universal translator, monitoring nearby transmissions (including distress calls and signals from hostiles), handling secure or encrypted communications, and coordinating crew activities such as security responses and damage control teams.
These actions are usually assisted by the ship’s Communications + Engineering. The specialized nature of the controls at this station are designed to enable complex tasks, so any Communications-related tasks performed at this station reduce their Difficulty by 1.
HELM
The helm console—often referred to as the conn—provides control over the ship’s propulsion and maneuvering systems, and it is from here an officer pilots the ship. This console often also provides access to astronavigation and sensor systems, but some bridges have a separate navigation console, with a two-person helm and navigator team.
Characters at the helm can pilot the ship, directing where the ship goes and maneuvering it around hazards and dangers. These actions are usually assisted by the ship’s Engines + Conn. If the helm also includes navigation, it allows a character to operate sensors and access star charts to plan a course to a specific destination.
MULTI-ROLE CONSOLES
Several stations on the bridge are designed to be configured to serve different purposes ...as the need requires. Common configurations include:
ENGINEERING: A console duplicating the controls from main engineering. This console is often used to monitor engineering systems when close coordination between departments is vital.
ENVIRONMENT: Access to the ship’s environmental and life-support systems, allowing overrides of automatic processes, and fine control of the environmental conditions (temperature, gravity, atmospheric composition, etc.) in any section of the ship.
MISSION OPERATIONS: A dedicated display of telemetry and other information related to a specific mission currently underway, such as information gathered by an away team’s tricorders.
Setting up a multi-role console to a specific purpose is accomplished by creating a trait, which reduces the Difficulty of tasks attempted that relate to that console’s purpose by 1.
OPERATIONS
The operations management station—often simply called Ops—controls many of the ship’s internal systems, including managing the allocation of power and computing resources to different departments aboard the ship. It also incorporates communications systems and the ship’s sensors, allowing the officer stationed at Ops to monitor the ship’s situation.
Characters at the operations console can operate internal ship functions, such as allocating power to different systems, operating transporters, adjusting environmental systems, and regenerating shields. These actions are usually assisted by the ship’s Computers + Engineering.
SCIENCE
On the bridge, the science station serves to provide detailed information about all manner of phenomena, both those detected by the ship’s sensors and those recorded within the ship’s library computers.
Characters at the science station have full access to and control of the ship’s sensor arrays and probes, and detailed controls and displays to analyze the information received. These actions are usually assisted by the ship’s Sensors + Science. They also allow full access to the ship’s library computers, allowing detailed research, which can be assisted by the ship’s Computers + Science. The specialized tools and controls available here are ideal for this kind of work, reducing the Difficulty of these tasks by 1.
TACTICAL
The tactical console operates the ship’s offensive and defensive systems: the weapons and shields, as well as related systems such as tractor beams. Many tactical stations also allow the officer to monitor and coordinate the ship’s internal security, including operation of communications—information security, handling of encrypted signals, and intercepting enemy transmissions—as well as coordinating security teams, internal doors, and forcefields. These actions are usually assisted by the ship’s Weapons + Security.
Cargo Bay
All ships have resources the crew needs during their operations, and these are stored within a cargo bay, cargo hold, or cargo deck. Some resources may be intended for delivery to a specific destination, while others are for consumption by the ship and her crew (commonly referred to as “ship’s stores”).
Cargo bays are often fitted with cargo transporters— functionally the same as personnel transporters but set to a lower resolution for bulk transport of inanimate cargo, and unsuitable for living beings—which allows them to be loaded and unloaded quickly and easily.
Most cargo bays can be transformed into other spaces as required; turning them into triage or emergency medical facilities is common during a crisis, as is using them as emergency quarters for evacuees.
Operating a cargo transporter functions identically to operating any other transporter, but it cannot transport living beings without significant modification (which also reduces its capacity). Converting a cargo bay to serve another purpose requires spending 2 Momentum (Immediate); the cargo bay is considered converted at the start of the following scene, and it gains an appropriate trait (such as Emergency Medical Bay).
Engineering
Also called the engine room, engineering is the central point for controlling all engineering systems aboard a ship, especially those related to propulsion and power generation. The ship’s main reactor is in main engineering.
Characters in main engineering can operate internal ship functions, such as allocating power to different systems, adjusting environmental systems, and regenerating shields. These actions are usually assisted by the ship’s Computers + Engineering. Operating these systems from main engineering is more efficient than from elsewhere, reducing the Difficulty of associated tasks by 1.
As all systems eventually link to main engineering, main engineering serves as a secondary control center for the ship; most bridge functions can be duplicated from main engineering, though not as efficiently. Increase the complication range of any bridge function task by 1.
Holodeck
Holographic simulators have been available on starships since the 23rd century. However, due to limitations in the technology, true holodecks did not become widespread among Starfleet and other major powers until the latter half of the 24th century.
Holographic technology has two potential benefits. The first is it allows a variety of difficult or dangerous situations to be simulated, providing a valuable tool for training and mission preparation. The second is it can boost crew morale by enabling them to spend time in simulations of environments not available on the ship.
Science Labs
Starfleet vessels are typically vessels of exploration, and even vessels primarily serving peacekeeping or combat roles often have space set aside for the study and analysis of the unknown.
Each laboratory is outfitted to serve one scientific discipline—such as astrophysics, biochemistry, hydroponics, or stellar cartography—with tools and resources dedicated to that specific field of inquiry. These resources are often highly specialized, with a narrow range of applications, but able to provide information more generalized scientific equipment cannot.
Most Starfleet ships have several dedicated laboratories serving different purposes, and these can be changed and refitted at a starbase or other facility. A player may establish the presence of a specialized science lab once per scene; the lab is counted as equipment, with an opportunity cost 2, which requires naming a trait to describe the kind of laboratory it is, such as Genetics Lab or Plasma Physics Lab. This trait has Potency 2 (see Potent Traits, page 252) because labs are meant to be ultra-specialized places for scientific work that can’t be performed using conventionally available tools. Players may establish a number of specialized laboratories per mission equal to the ship’s Science rating.
Shuttlebay
A shuttlebay is where small craft are launched and received, as well as where they are maintained and repaired. Most shuttlebays are divided into two parts: a launch bay, which opens out into space via a set of large doors or a forcefield-covered opening (or both, allowing the bay to remain pressurized while the doors are open), and one or more hangars where craft are stored, maintained, and repaired. Only a portion of a ship’s total complement of small craft are active and ready in the launch bay (represented by the ship’s Small Craft Readiness rating), able to be used right away; the rest are stored in hangars and take more time and effort to prepare for use. Larger ships may have several shuttlebays.
Shuttlebays can also be refitted to serve other purposes in the same way as a cargo bay (see opposite). Doing so prevents the refitted shuttlebay from being used for small craft (which is why some larger ships have several shuttlebays).
Characters may operate shuttles and other small craft from a shuttlebay, up to the ship’s Small Craft Readiness rating (page 186). Characters can temporarily double a ship’s Small Craft Readiness by creating an appropriate trait, but this takes time to carry out, and the benefit does not take effect until the start of the next scene. Such an increase lasts until the end of the current mission.
When operating a shuttle, the Thrusters minor action is used for takeoff and landing, though this level of detail rarely matters outside of combat and other action scenes. You may not take off or land if the ship’s shields are up.
Sickbay
Also called the medbay or the infirmary, sickbay is the main medical center aboard a starship. Presided over by the chief medical officer or the ship’s doctor (depending on the size of the ship), sickbays provide comprehensive medical care for crew and guests alike, ranging from routine check-ups and treating injuries suffered during normal duties, to complex surgical procedures, disease outbreaks, and major disasters and medical crises.
Tasks for medical procedures performed within sickbay reduce their Difficulty by 1 and can be assisted by the ship’s Sensors or Computers + Medical or at the gamemaster’s discretion.
Transporter Room
Since the mid-22nd century, most starships were outfitted with at least one (and commonly more) personnel transporters. These transporter rooms contain both the transporter pad and a dedicated control console, as well as easy access to the transporter systems for regular maintenance and upgrades. These rooms are major sites of ingress and egress, and thus tend to contain lockers containing equipment used by away teams. They are often the place where important guests are received by the captain.
A transporter has an effective range of several thousand kilometers (typically 40,000km in the 24th century), and a standard transporter room can transport up to six people at once. Transporting from a transporter pad to a destination transporter pad (a “pad-to-pad” transport) is a Control + Engineering task with a Difficulty of 0, assisted by the ship’s Sensors + Science. Transporting from a transporter pad to another site (one without a transporter pad), or vice versa, increases the Difficulty by 1, while a site-to-site transport (going from one location without a pad to another location without a pad) increases the Difficulty by 2.
These difficulties relate to operating a transporter from the transporter room. Remote operation of a transporter increases the Difficulty by 1 (in addition to any other modifiers to Difficulty).
Deflector shields block transporter use—you cannot beam a target up or down when your own shields are active, and you cannot beam a target to or from a target whose shields are active.