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[Guide] - Star Trek Adventures - A How to Play Guide

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    Star Trek Adventures - How to Play


    Thank you for showing interest in playing Star Trek Adventures! This guide is to help you get started so you can Boldly Go, and all that jazz. Below you will find quick guides on what is required to play, how to create a Roll20.net account, how to join a game on Roll20.net, and mini-guides on how to create a character, quick explanations of game mechanics and links to other useful references and resources to help you get the most out of your Star Trek Adventures gameplay.


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    What is Required to Play


    To get started, you will require several things to play Star Trek Adventures:

    • A Microphone and access to the UFP Teamspeak Server
    • A Roll20.net account
    • Ownership of the Star Trek Adventures Core Rule Book (Physical or PDF copy)
      • If you don't own the game, you can participate in one game, for free to see if you like it.


    Star Trek Adventures, like any table-top roleplaying game, is a very social and interactive game, and as such, voice communication will be required to play. This will be facilitated through the UFP Teamspeak server. If you do not have access to the Teamspeak Server, ask for help here.


    The game will be played on the Roll20.net Virtual Tabletop System, and will require that all players sign up for a free account in order to play. How to create an account will be covered later in this guide.


    Ownership of the Core Rulebook, either physical or PDF, is required just as if you were playing Stellaris, WoW, or Star Trek Bridge Crew. In the event that UFP and Modiphius (STA's publisher) develop a relationship (contests, giveaways, etc), requiring ownership from players participating in UFP sponsored events would be integral to maintaining that relationship.


    You can purchase Star Trek Adventures through Modiphius' Offical Store (Physical or PDF), Amazon, DriveThru RPG (PDF), or through your Friendly Local Game Store.


    Purchasing the PDF version of the book is by far the cheapest option, often at a third of the cost of the Physical Copy.


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    Creating a Roll20.net Account


    In order to play Star Trek Adventures, you need a Roll20.net account, which is free. To create an account, go to http://roll20.net, and click the large, pink "CREATE YOUR FREE ACCOUNT" button, fill out the registration form, and there you go! Account created!


    One more thing of note though, when you create your account, your Display Name on the site is, by default, your First and Last name, to change this, go to https://app.roll20.net/account/ and edit the 'Display Name' field to what you want and save changes.


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    Joining an UFP Sponsored Event on Roll20


    In order to join a game being run by Starfleet Tactical staff, the Operations Officer running the event will post a join link in the TeamSpeak chat that will automatically add you to the game. If you have not created a Roll20.net account, you will be prompted to create one, otherwise, you will be prompted to log into your Roll20.net account.


    This link is private and should not be shared outside of UFP. This is to prevent people who have not signed up for the event from joining and disrupting the event.


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    Creating a Character in Star Trek Adventures


    How to create a character in Star Trek Adventures is covered in the Core Rulebook starting on page 93.


    We will be using the Lifepath Creation Method of creating a character which will give you the greatest choice in how you want your character created.


    The Lifepath Creation method is as follows:


    Your character starts out with 7 points in the following 6 Attributes: Control, Fitness, Presence, Daring, Insight, Reason
    Your character starts out with 1 point in the following 6 Disciplines: Command, Security, Science, Conn, Engineering, Medicine


    Step One


    Choose your Characters Species: Andorian, Bajoran, Betazoid, Denobulan, Human, Tellarite, Trill, Vulcan
    If you own the Beta Quadrant Source Book, on page 75, there are several more options for you: Ardanan, Benzite, Bolian, Deltan, Efrosian, Klingon, Rigelian Chelon, Rigelian Jelna, Risan, Xindi Arborial, Xindi Primate, Xindi Reptillian, Xindi Insectoid, Zakdorn.


    Based on that choice, complete the following:

    • Add your Species' trait
    • +1 to each of 3 Attributes based on your species choice
    • Access to Talents unique to that species
    • Choose one Talent (Pg 135 of the Core Rulebook, Additional Talents are available if you own the Command Division book on Pg 44 and Pg 49)


    Step Two
    Choose the character’s Environment (Pg 111); this is the type of world the character was raised on.
    Each Environment grants:

    • A Value (based on your environment)
    • +1 to one Attribute, and +1 to one Discipline as outlined by your environment choice.


    Step Three
    Choose the character’s Upbringing (Pg. 113); this is the kind of education the character had during their formative years, and the kind of influence their parents and mentors had.
    Each gives the character:

    • +2 to one Attribute and +1 to a second Attribute (based on your upbringing choice)
    • +1 to a single Discipline
    • One Focus (Pick one that fits what your character is going to be good at)
    • One Talent


    Step Four
    The character attends Starfleet Academy (Pg. 116), and chooses which track of the Academy they join — command, operations, or sciences.
    This grants the character:

    • One Value
    • Three points to spend on two or three Attributes
    • +2 to a single Discipline (your major), +1 to two other disciplines (your minors)
    • Three Focuses
    • One Talent


    Step Five
    Choose how long the character’s career has been so far (Pg. 117) — are they young and inexperienced, seasoned veterans, or somewhere in between?
    The character gains:

    • One Value
    • One Talent
      • If you choose to play a Young Officer with the Untapped Potential talent, you cannot have an Attribute above 11, or a Discipline above 4, and you cannot have a rank higher than Lieutenant.


    Step Six
    Determine two or more Career Events (Pg. 118 ). Regardless of how many events are chosen (Min. Two), the character only gains the following based on their choices:

    • Two points for Attributes
    • Two Points for Disciplines
    • Two Focuses


    Step Seven
    Finishing Touches, Gain:

    • One Value
    • +1 to Two Attributes
    • +1 to Two Disciplines
    • Adjust Attributes and Disciplines that go over the Maximum Score of Each (12 for Attributes, 5 for Disciplines)
    • Only one Attribute can be at 12, And only one Discipline can be at 5. If you picked "Young Officer", you may only have 1 Attribute at 11, and one Discipline at 4
    • Your Attribute Scores should total up to 56 points. Your Discipline Scores should total up to 16.
    • Record derived Scores: Stress (Fitness + Security Scores), Bonus Damage (Weapon base damage + Security Score, Weapons Table on Pg. 193)
    • Pick Characters Name, Rank, Role, Department, and Starting Equipment


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    Creating a Starship in Star Trek Adventures


    In Star Trek Adventures, a Starship is just as important as the Player Characters. Creating a Starship is as straightforward as creating a Character.


    We will be creating a Starship as a Group so that everyone has a say in its creation.


    Step One


    Choose an Era of Play (Enterprise, TOS, TNG, etc), and what year the game is set in. This will determine which spaceframes are available, and how many refits the ship has access too.


    The following Spaceframes are available:

    • Core Rule Book (Pg. 236)
      • Akira (TNG)
      • Constellation Class (TOS-Movie, TNG Era only)
      • Constitution Class (TOS Era Only, retired 2290)
      • Defiant Class (TNG Era Only)
      • Excelsior Class (TOS-Movie, TNG Era only)
      • Galaxy Class (TNG Era only)
      • Intrepid Class (TNG Era Only)
      • Miranda Class (TOS-Movie, TNG Era only)
      • Nova Class (TNG Era Only)

    • Command Division Source Book (Pg. 51)
      • Daedalus Class (ENT, TOS Era Only)
      • NX Class (ENT Era Only)
      • Constitution Class Refit (TOS-Movie Era only)
      • Hermes Class (TOS, TOS-Movie Era Only)
      • Orberth Class (TOS-Movie, TNG Era Only)
      • Sydney Class (TOS-Movie Era Only)
      • Centaur Class (TOS-Movie Era Only)
      • Ambassador Class (TNG Era Only)
      • Nebula Class (TNG Era Only)
      • New Orleans Class (TNG Era Only)
      • Olympic Class (TNG Era Only)
      • Steamrunner Class (TNG Era Only)
      • Norway Class (TNG Era Only)
      • Saber Class (TNG Era Only)
      • Sovereign Class (TNG Era Only)
      • Luna Class (TNG Era Only)
      • Small Deep Space Outpost (All Eras)
      • Front Line Starbase (Pg. 96, Large, Think Earth Space Dock, All Eras)


    Step Two
    Once you have the Spaceframe Picked, we have to determine how many refit cycles that ship's class has received, based on when the class of ship entered service, and what year the game is currently set in.


    A Starship Class receives One Refit Cycle for every 10 years in service.


    For Example, The Excelsior Class entered service in 2285, and the game is set in 2371. That means the class has been in service for 86 years, and benefits from 8 Refit Cycles.


    Each Refit Cycle grants +1 point to any Starship System.


    No Starship can receive more than 2 points added to a single system, and no system can be upgraded past 12 (Although, a starship can have a system value above twelve before Refits, but cannot be upgraded past 12 through refits).


    Step Three


    Once you have a Spaceframe picked, which gives us the base stat values for Systems and Departments, and taken care of Refits, we choose a Mission Profile (Pg. 251).


    When you pick a mission profile, you add the point values listed to your ship's Department Scores, and pick one talent listed with that Mission Profile.


    Step Four


    After the Mission Profile is picked, we take care of the rest of the Starship's Talents (Pg. 255).
    Additional Talents from the Command Division Source Book can be found on Pg. 67 of that book.


    A Starship can only have as many Talents equal to its Scale. For Example, if the Starship has a Scale of 4, it can only have 4 Talents.


    Step Five


    Once your talents are picked, it's time for the Finishing Touches.


    First, we determine what your Ships crew support value is. This is the number of Support Characters your crew can create (Pg. 132), and is based on your Ship's Scale, and can be increased by having a Player Character taking the Supervisor Talent (which adds +1 to Crew Support, and can only be taken once per character, but more than one Player Character in the crew can take the talent). Additionally, from The Command Division book, there is a Starship Talent called "Dedicated Personnel", where you pick a Department, increase Crew Support by +2 and create two supporting characters dedicated to that department.


    Second, we add the standard weapon Loadout for your starship. Full information on Weapon Types, Effects, etc can be found on Pg. 231.


    Weapon Damage is determined by adding your Starship's Scale + Security Department.


    A Federation Starship is typically equipped with the following:


    Phaser Array
    Photon Torpedos
    Tractor Beam (Strength Value is listed with the Spaceframe)


    Third, we determine the Ships Sheild and Power values.


    Power is determined by the Ship's Engine System Value (Example: If the Engine Value is 10, the ship has 10 power)


    Shields are determined by the Ship's Engine System Value + Security Department Value.


    Fourth, we determine the ship's Resistance value (How much damage the ship can ignore before taking damage), which is equal to the Ship's Scale.


    Fifth, Go over all the talents picked for the ship, and make any adjustments to Systems and Departments


    Lastly, we pick the Ship's Name and Registry Number.


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    Basic Game Mechanics - Understanding the 2d20 System


    For more in-depth reading on how the basic game mechanics works, I strongly recommend downloading the Star Trek Adventures Quick Start Guide, which is free from Modiphius.


    Star Trek Adventures uses the 2d20 game system for play. Unlike other tabletop games, 2d20 is a little counter-intuitive. Instead of rolling a single d20 and adding whatever skill value you have to that roll, Star Trek Adventures, when attempting a 'Task', has you take the sum of a relevant Attribute & Discipline (Example: Presence + Command, a common roll for someone in a command role), and use that value as a target number. You then roll 2d20, and if you roll below that target number, you count that as a 'success'. The number of Successes required to complete that task successfully is determined by the Difficulty, ranging from 0 to 5.


    Example: Difficulty 1, Presence 11 + Command 5 = 16. Roll 2d20, 12 and 17. You rolled one success and one Failure, You completed the task.


    Like other tabletop games, it is possible to roll Critical Successes and Critical Failures. In Star Trek Adventures, a Critical Success is rolling a 1, which counts as 2 Successes.


    A Critical Failure, also called 'rolling a Complication', can vary based on the Complication range, and typically denotes how perilous the task is. By default, the complication range is set to 1, or rolling a natural 20. The Complication ranges are as follows:

    • 1 = 20
    • 2 = 19-20
    • 3 = 18-20
    • 4 = 17-20
    • 5 = 16-20


    Depending on the task, rolling a complication won't necessarily mean that you failed in your endeavour, but as the peril of the action increases, it could mean the difference between life and death.


    For Example, one game that I ran had a Player Character attempt to walk across a log being used as a bridge over a river. He successfully completed the task, but rolled a complication, which was him slipping off the log when he got to the other side and landed on his shoulder. The complication was that his shoulder was bruised and any task that required him to use it (Lifting an object, aiming a weapon, etc) would have its difficulty increased by 1 until he could have it healed at a well-stocked medical facility.


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    Basic Game Mechanics - Momentum, Threat & Determination


    Star Trek Adventures utilizes 3 resource pools to help the game function: Momentum, Threat and Determination. These resource pools give both Players and the GM a system to help them complete their tasks successfully (for the players), or turn up the heat if things are getting too easy (for the GM).


    Momentum


    Whenever a character attempts a Task and scores a greater number of successes than the Difficulty, these extra Successes become Momentum, a valuable resource that allows Player Characters to complete Tasks more quickly or thoroughly than normal, or otherwise gain additional benefits.


    Each success above and beyond the Difficulty of the Task becomes one point of momentum, up to a maximum of 6 and is shared amongst all players. Any Momentum gained above 6 and is not used immediately is lost. Additionally, the group momentum pool reduces by 1 point at the end of a scene to represent the passage of time and... well... the loss of Momentum.


    Momentum can have many uses, but the most common use for it is the purchase of extra d20s for task rolls, this action is referred too as Create Opportunity, and is an Immediate Action and Repeatable. A player may purchase up to 3 extra d20s, with the first dice costing 1 momentum, the second 3, and third 6. A player may only roll a maximum of 5 dice for any attempt at a task, and this includes being assisted by another player or the Ship. For example: Ensign Bobby attempts a task that is especially difficult, and is being assisted by the Ships Computer, giving him 3d20. He has the option to purchase extra dice, but may only purchase 2 dice for a maximum of 5d20.


    The Second most common use, and arguably the most important, is to Obtain Information, and this action is Repeatable. For each point of Momentum spent, a player may ask the Gamemaster one question, which is then answered truthfully, about the situation. Remember, Knowledge is Power.


    Other uses include:

    • Create Advantage: Spending Two momentum establishes some new Advantage in addition to whatever effect the successful task had, or removes a Complication from the Scene.
    • Create Problem (Immediate, Repeatable): A Character can choose to make this more difficult for an opponent, increasing the difficulty of a single task by 1 for every 2 momentum spent. Create Problem must be done before any dice are rolled for a task.


    Threat


    While not something that the Players can interact with directly, Threat is an integral part of the game. The Gamemaster uses threat to alter scenes, to buff Non-Player Characters (NPCs) and to generally make things more perilous and exciting. Players can add points to the Gamemaster's Threat Pool instead of Spending Momentum.


    Typically, the Gamemaster starts out with 2 points of threat for every Player participating in the game. (Ex: 4 players, 8pts of Threat).


    Players typically add to the Threat Pool by taking some of the following actions:

    • Taking a Provocative Action: Any time a Player acts in a way that is Provocative or Threatening, the GM gains a point of Threat. For example: A Starfleet Officer resorting to Violence instead of Diplomacy first.
    • Immediate Momentum: Whenever a character can use an Immediate Momentum Spend, such as buying bonus d20s, they can do this by adding to the threat pool, point for point.
    • Complications: When a character suffers one or more Complications on a task they or the Gamemaster may choose not to have the Complication take effect, but this is in exchange for adding one or two points of threat to the pool.
    • Threatening Circumstances: The Environment or Circumstances of a new scene may be threatening enough to warrant adding one or two points of threat to the pool
    • Non-Player Character (NPC) Momentum: NPCs with unspent momentum cannot save it like Player Characters because they do not have a group Momentum pool. Instead, an NPC adds unspent momentum to the Threat Pool

    Just like players and Momentum, the Gamemaster can spend Threat in the same fashion. Examples include:

    • NPC Momentum: NPCs may use Threat in all the same ways that a Player can use group Momentum
    • NPC Threat Spends: For any action that would add one or more points to Threat, an NPC performing the same action or choice must spend an equivalent number of threat points.
    • NPC Complications: The Gamemaster may choose to spend threat to avoid a complication in the same manner that Players can with Momentum
    • Complication: The Gamemaster may create a Complication by spending Two Threat
    • Reinforcements: The Gamemaster may bring in additional NPCs during a Scene. Minor NPCs cost 1 threat apiece, Notable NPCs cost two.
    • Environmental Effects: The Gamemaster may trigger or cause problems within the Environment by spending threat.


    Determination


    Determination is a powerful tool at player's disposal. Typically, a Player starts with 1 point of Determination, and may only have a Maximum of 3 points. Determination can be used by any player citing one of their values. The Player must justify how the Value applies to the current situation.


    A point of Determination spent provides one of the following benefits:

    • Perfect Opportunity: A Point of Determination may be spent to grant the character a bonus d20. This bonus d20 is different because it is considered to have resulted in a 1, granting two automatic successes. The limit to additional d20s bought for a task still applies.
    • Moment of Inspiration: A Point of Determination may be spent to re-roll all of the character's dice in their dice pool.
    • Surge of Activity: The character may immediately perform another task as soon as the current one has been resolved.
    • Make it So: The character immediately creates an Advantage that applies to the current scene.

    Players can gain Determination by taking actions that challenge their character's values, or otherwise have a significant impact on the scene, alternatively, a character's value may hinder a character, like being biased, blind them to possibilities, or otherwise impair their ability confront the situation effectively. The GM, in this case, may offer the player the player a point of Determination in exchange for taking a Complication relevant to the scene. More information on how Determination works can be found on Pg. 87-88 of the Core Rule Book.


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    Basic Game Mechanics - Ground Combat & Social Encounters


    Combat in Star Trek Adventures differs slightly from other Table Top games like D&D in that the structure of how the combat plays out is different than your typical "Stab the bad guy till he falls down" combat you find in other titles. In fact, 'combat' doesn't even need to be a test of arms at all, you can have a duel of words with your opponent just as easily as you can with a phaser, and this can be done with Opposed Tasks. You are Starfleet Officers, after all, you should be attempting Diplomacy whenever possible.


    Stress & Injuries


    Combat in Star Trek Adventures is a very serious matter, and it doesn't last long either. A well-co-ordinated group of Starfleet Officers can make short work of an opponent very quickly, and the opposite is also true, if you're ill-prepared, it can quite deadly.


    The most important part to understand is Stress. Each character has a 'Stress' Value that is derived from their Fitness + Security scores. This denotes the amount of physical damage your character can sustain before being incapacitated or receive an injury.


    If a character receives 5 or more damage from a single source (Attack, Hazard, etc), they sustain an injury. If a character's stress value is reduced to 0, they sustain an injury. If they take any damage while their stress is at 0, they sustain an injury.


    If a character ends a scene with an injury without it being properly treated, and the GM decides that it is life-threatening, that character can die from those injuries. If the injury is not life-threatening, the GM can decide that the character is incapacitated until treated, or their ability to perform tasks significantly hampered.


    Actions, Making an Attack & Initiative Order


    In Star Trek Adventures, the Player Characters will always typically be able to act first in most encounters, with notable exceptions like being caught unawares, or their opponent having special abilities that would allow them to act first in an encounter.


    Unlike in D&D or Pathfinder, initiative isn't determined on a character by character basis, but rather a Team by Team basis, IE All the player characters take their turn, then the Opponents take their turn, and this repeats until the encounter is resolved. In what order the Player Characters decide to go in is determined amongst themselves unless otherwise directed by the GM.


    During an encounter, a Character can perform a Major action and a Minor Action. Major actions include moving a distance greater than Medium Range, Performing an action that requires your characters focus and attention (Like repairing equipment while under fire), or making an attack. Minor actions include moving any distances less than medium range, and using the Aim, Prepare, or Draw Item minor actions.


    To make an attack, a player follows the following steps:

    • Attacker chooses a weapon.
    • The Attacker chooses a target. A melee weapon attack must be within reach.
    • The character declares whether the attack is intended to be Non-Lethal or Lethal. If the attack is Lethal, add a single point to the Threat Pool.
    • The Attacker attempts a task, determined by the Type of Attack:
      • Melee: Daring + Security Task with a difficulty of 1, Opposed by the target's Daring + Security (also difficulty 1). If the Target wins the Opposed Task, then They are considered to have made a successful Attack instead. Opposed tasks will be covered next.
      • Ranged: Control + Security Task with a Difficulty of 2. The Difficulty of this task increases by +1 if there is an enemy within reach of the Attacker. The Complication Range of the Attack increases by 1 if there are creatures within reach of the Target; a Complication may indicate that one of those other creatures are struck by the attack as well (Ex: Friendly Fire).

    Opposed Tasks


    Opposed tasks will come up frequently, either in Combat, or in social encounters as well, and are relatively simple to understand.


    In An Opposed Task, the 'attacking' or 'active' character attempts a task, and the 'defending' or 'reactive' character will attempt a task to counter it, typically the same task as the active character, but this is not always the case. This can result in the following:

    • 'Active' Character Succeeds, 'Reactive' Character Fails: The active character achieves their goal, and their task is successful.
    • 'Active' Character Fails, 'Reactive' Character Succeeds: The active character fails to achieve their goal and the Reactive character's task is resolved. Some Opposed Tasks have a specific additional outcome for the reactive character's task.
    • Both Characters Fail: The Active character fails to achieve their goal, but the reactive character gains no additional benefit.
    • Both Characters Succeed: Compare the total Momentum generated on each character's task. The Character with the higher Momentum wins and achieves their goal, but loses one Momentum for each Momentum their opponent scored. The Loser then loses all the Momentum they generated, and may not spend any. In the case of a Tie, or if no Momentum is generated by either character, the Active character wins, but loses all Momentum generated (if any).

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    Using your Starship


    Under Construction


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    Using Roll20.net Virtual Table Top System


    Roll20.net is a very robust and versatile game system with a whole host of features. While the majority of explaining how to use Roll20.net can be explained in game, here's a quick primer on how to navigate the system.


    First Joining the Game


    At the beginning of the event, you will be given a join link by the Event Host, and this will take you to the Game's page where you can find when the next game is scheduled, who's also playing the game, and a brief description of the game. To actually play the game, you have to click the 'Launch Game' button under the game's Title, and the game will start to load.


    When you first log in, there are a few house-keeping items that need to be taken care of. First, click the Cog Wheel on the top right most side of the screen to access your settings, as pictured below:
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    Please edit your screen name to the Shortened Rank of your character and your Character's last name. Example: Lt. Johnson
    Any of the settings pictured above can be edited to your preferences. Ignore the volume slider, as sound, while available, will not be used.
    Next, scroll down in the settings until you see what is pictured below:
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    Change Player Avatar Size to "Names Only".
    Under Video + Audio Chat Options, change to "None (No video/audio)". Since we will be using UFP's Teamspeak, Roll20's video/audio system will not be used.


    Using your Character Sheet


    Your character sheet should have already been added by the GM, so accessing it will be a simple affair. To find your character sheet, click the button that looks like a newspaper to access the Journal. Go through the list until you find your character, as pictured below, and click that character's name:
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    A Window will pop up with your character's image, and nothing else. From here, you can choose to Edit your character's Bio and Name by clicking the edit button, this can be done on your own time.


    To use your Character sheet, click the Character Sheet tab to bring up the following:
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    This should already be filled in for you, if not, the GM will walk you through filling in the Character Sheet.


    Using the character sheet is easy. To perform a task, you select one Attribute and one Discipline (In the image, Presence and Command are highlighted). Next, you determine if a Focus is being used (In the image, this is set to 'No'). You then select the complication range as outlined by the GM (Default is 1). Next, you roll your task, by choosing how many d20's you'll be rolling (by clicking the numbers next to 'Task Roll', default is 2 for basic roll, 1 to assist, or 2 or more to a max of 5 d20s), and clicking the Comm Badge button. This will roll the Task, and produce the following in the Games chat pane:
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    This represents that Presence (9) + Command (5) was rolled, producing 1 success, and 1 failure, with no complication. If a Complication is rolled, then the numbers will be Red. If a Critical Success is rolled, a 2 will be displayed. Hovering your mouse over the result will display the algorithm used to roll the result.


    To roll an attack, you scroll down on your character sheet to the Weapons Section. To roll an attack, you click the Combadge Button next to that weapon, and it will roll the challenge dice listed in the field next to it, as pictured below:
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    An attack roll will produce the following in the Games Chat Pane:
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    The roll above shows that out of 4 challenge dice rolled, only 1 damage and 1 effect was rolled. Since a Type-2 Phaser was used, which has the 'Charge' quality, if the Prepare minor action was taken before the attack was rolled, the character could then apply one of the effects listed.


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    This Guide is a work in progress, and is subject to Additions and Changes


    Lieutenant Commander Aceman67
    Starfleet Tactical Operators Officer
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