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content:official:rules:science

This is an old revision of the document!


Science

Science is something of a catch-all with a broader range of uses than the other skills. Science is used to repair anything bot-sized or smaller.

You'll also employ Science to use a MedKit for healing, as well as operating the science-based modules: Cloaking Device, Hyperdrive, Science Bay, Sick Bay and Teleporter.

Use Science to:

  • Hack enemy doors and battlestations.
  • Heal personal damage with a MedKit (page 94).
  • Neutralize Toxins and Drugs with a MedKit or Sick Bay.
  • Operate Science Modules: Cloaking Device (page 126), Science Bay (page 140), Hyperdrive (page 132), Teleporter (page 142), Sick Bay (page 141).
  • Repair or Upgrade anything bot-sized or smaller.

Repair

(Science vs. 11)

Repair anything bot-sized or smaller (such as personal equipment). Yes, there is overlap with Engineering and bots. Reduce the difficulty of this check by 1 if you have a WristComp.

Hack

(Science vs. 11)

This removes security encryptions to allow anyone to use the module or door.

De-EMP

(Science vs. 11, +3 per additional target)

This removes the EMP effect from any adjacent target and all of their equipment.

De-Ionize

(Science or Engineering vs. 11, and requires a MedKit, ToolKit, or battlestation)

This reduces the ionization markers on a target to zero. You may add +3 per additional adjacent target.

Neutralize Toxins and Drugs

(Science vs. 11, requires MedKit or Sick Bay)

Success removes all toxin and drug effects from the target. You may reduce the difficulty by 3 if you are using a Sick Bay.

content/official/rules/science.1501135271.txt.gz · Last modified: 2017/07/26 23:01 by curufea