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content:official:rules:list_of_actions

This is an old revision of the document!


List of Actions

Here is the compiled list of all actions written in the rulebook.

ACTION SKILL MODULE REQUIRED DIFFICULTY USES MODULE
Access Armory Item - Cargo Bay Armory Automatic no
Arming Grenades - - - Free Action, Automatic Action no
Ask Yes/No Science Science Bay - Distance +3 per additional YES
Assist Varies - - 8 no
Assist Fighter Piloting - Fighter 8 no
Attack Equipment Combat - - 11 no
Attack Module Combat - - 3 no
Attacking with Two Weapons Combat - - +6 difficulty to both attacks no
Batting Grenade Combat - - 11 no
Blast Off! Piloting Helm Speed 0 3 x Size no
Board/Disembark Fighter - Cargo Bay Fighter Automatic no
Brace - - - Automatic no
Break Door Combat - - “6” on a damage die no
Break Module Engineering - - 11 no
Breaking Out - - - Automatic no
Charge Battery Engineering Cargo Bay Battery 11 no
Clamp (or Unclamp) Fighter - - Fighter Automatic no
Cloak Science Cloaking Device - Size +3 per additional YES
Cloak Penetration Science Cloaking Device - Distance to cloaked ship +3 per additional level of cloaking you wish to lower. YES
Cloak Penetration Science Science Bay - Distance to cloaked ship +3 per additional level of cloaking you wish to lower. YES
Collect Data Science Science Bay - Distance YES
Confuse Enemy Diplomacy - - Distance +3 per additional penalty no
Coup de Grace Combat - Unresisting target and prepared Target Number with modifiers no
CPR Science - - 11 no
Cramming - - - Automatic no
Crash Land Piloting - Fighter Target ship's Speed x 2 no
De-EMP Science - Toolkit, Medkit or Battlestation 11 +3 per additional target no
Defuse Missile or Mine Science Cargo Bay Tractor 11 no
De-Ionize Engineering - Toolkit, Medkit or Battlestation 11 no
De-Ionize Science - Toolkit, Medkit or Battlestation 11 no
Demoralize Enemies Diplomacy - - Half Distance no
Deploy Relay Station Engineering Cargo Bay Relay Station 11 no
Detach Cargo Bay Item Engineering Cargo Bay - 11 no
Detox Science Sick Bay - 8 +3 per additional no
Diagnostics Science Sick Bay - 0 +3 per additional question no
Diplomatic Approach Diplomacy - - MD no
Disarm Combat - - 11 no
Dock with a Starship Portal Piloting - Fighter Target ship's OOC + (2 x Speed) + 3 no
Dodge a Planet or Moon Piloting - Fighter 7 no
Dodge Astral Body Piloting Helm - 2 x Size + 2 x Speed, +3 per additional dodge to perform in a Phase no
Dodge Ram Piloting Helm - 2 x Size + 2 x Speed + Ram Succeses, +3 per additional dodge to perform in a Phase no
Downgrading a Module Engineering - Stowed away 11 no
Drop Explosives - - - Free Action no
Drop Mine Engineering Mine Layer - 0, +3 difficulty for each Used marker no
ECM missile Science Science Bay - Distance +3 per additional no
Enter Atmosphere Piloting Helm Speed 0 3 x Size no
Evasive Maneuvers Piloting Helm - 2 x Size + 2 x Speed, +3 per level of maneuver to increase the OOC no
Expend Battery - Cargo Bay Battery Automatic no
Extinguish Fires Engineering - - 8 +3 per additional adjacent target no
Fall on Grenade - - - Free Action no
Fire Cannon Combat Cannon - Distance + 2x Speed YES
Fire Fighter Cannon Combat - Fighter Target Distance x 2 + Speed x 2 no
Fire Fusion Cannon Combat Cannon - 3 x Distance YES
Free attack - - Enemy does something in your square Free Action no
Get in Powered Armor - - Powered Armor Automatic no
Get out of Powered Armor - - Powered Armor Automatic no
Grapple Combat - - Target Numbers no
Hack Battlestation Science - - 11 no
Heal Science Sick Bay - 8 +3 per additional die no
Heal Science - Medkit 11 no
Hull Check - - - Damage Factorial - Size no
In-Flight Repairs Engineering - Fighter 11 + 3 per additional damage marker to be removed no
Install Cargo Bay Item Engineering Cargo Bay - 11 no
Installing/Uninstalling Cyberware Science - - 11 no
Jet Move - - JetPack or Avianoid or Whistler and a square of movement Automatic unless Jetpack no
JetPack Piloting - JetPack 8 +3 per additional no
Land Piloting Helm Speed 0 3 x Size no
Land Fighter Piloting - Fighter Target ship's OOC + 2 x Speed no
Launch Fighter Piloting Cargo Bay Fighter 11 no
Launch Missile Combat Missile Bay - 11 YES
Leave Atmosphere Piloting Helm Speed 0 3 x Size no
Maneuver Piloting Helm - 2x Size + 2x Speed no
Manual Cargo Item Movement Athletics Cargo Bay - 14 no
Move Cargo Bay Item - Cargo Bay - Automatic no
Moving Outside the Ship - - Free Hand or MagBoots Free Action no
Neutralize Toxins and Drugs Science - Medkit or Sickbay 11 no
Open External Door - - - Free Action no
Overwatch - - - Automatic no
Peeking - - Last square of movement Free Action no
Personal Attack Combat - - Target's Target Number no
Pickup a Spacewalker Piloting - Fighter Smallest personal target number + 3 per additional pickup no
Pickup Spacewalkers Piloting Helm Speed 0 8 +3 per additional spacewalkers in the same hex no
Ping Science Hyperdrive - 0, +3 for each additional question YES
Place Mine Engineering Mine Layer - 2 x Distance, +3 difficulty for each Used marker YES
Popping - - - Automatic no
Power Down Armor - - Powered Armor Automatic no
Power Down Enemy Armor Combat then Engineering - Powered Armor Target's Target # then 11 in Slagged square no
Power Up Armor Engineering - Powered Armor 11 no
Prepare - - - Automatic no
Program Hyperdrive Science Hyperdrive - 8+3 per additional YES
Pump Engine Engineering Engine - 8 +3 per additional YES
Quickdraw Athletics - - 8 no
Rallying your Crew Diplomacy - - 0 / +3 per +1 bonus to the morale check no
Ram Piloting Helm Overwatch 2 x Size + 2 x Speed no
Ramming Astral Bodies - - - Automatic no
Ramming Spacewalkers Piloting Helm - 8 +3 per additional spacewalkers in the same hex no
Reconfigure Cannon Engineering Cannon - 8 no
Refuel Rocket Booster Engineering Any Battlestation Rocket Refuel 8 no
Remote Detonation Science - WristComp or Science Bay Distance +3 per additional explosive no
Repair Equipment Science - - 11 no
Repair Fighter Engineering Cargo Bay Fighter 11 no
Repair Module Engineering - - 11 no
Repair Powered Armor Engineering - Powered Armor 11 no
Retarget Your Missile Combat Missile Bay - Distance to missile, +3 per additional missile to retarget YES
Revive the Dying Science Sick Bay - Negative Hit Points no
Run Athletics - Start of move 11, +3 difficulty per additional square no
Scan / Counterscan Science Science Bay - 1/2 Distance +3 per additional YES
Standoff Combat - - Automatic no
Stowing Away - - - Automatic no
Teleport Science Teleporter - Distance+Shields+Shields YES
Throw Grenade Combat - - Distance + 3 no
Throw Satchel Charge Combat - - (Distance x 2) + 3 no
Tractor Dock - - Tractor Automatic no
Tractor Ship Engineering Cargo Bay Tractor Distance + 2 x Speed + 2 x Size no
Tractor Spacewalker or Microship Engineering Cargo Bay Tractor Distance + 2 x Speed + 2 x Size no
Transfer Power Engineering Engine - 8 +3 per additional no
Turn on/off Cargo Bay Item - Cargo Bay - Automatic no
Use MedKit Science - Medkit 11+3 per additional no
Use Rocket Booster - Cargo Bay Rocket Booster Automatic no
Use Stun Generator - Cargo Bay Stun Generator Automatic no
Warp In Science Hyperdrive - Size YES
Warp Out Science Hyperdrive Programmed 8 YES
content/official/rules/list_of_actions.1511156276.txt.gz · Last modified: 2017/11/19 21:37 by curufea