Star Trek Late Night

New Action Options


All out Attack

On a phase that you can act, you sacrifice two action for one attack. You gain +2 dice to hit and if you hit you do +2 dice of damage. In the phase you attack, you get no defense. If you have any actions left you cannot use them for defense.

Total Defense

Declared in phase five before any other actions are taken. You give up two actions and make one defensive skill test. The skill test will apply as your defense for the entire round. If you have extra actions left you cannot use them for offense.

Push your limits

Declared when initiative is rolled. You may choose to keep one extra die on your initiative roll. In exchange all actions you perform that round suffer +3 Difficulty.

Roll with Punch

When you are hit by an attack you may give up one held action to brace for the damage. This gives you +4 to your resistance for that one attack.


Ranged Combat Difficulty
Point Blank Routine (1)
Short Range Routine (2)
Medium Range Moderate (5)
Long Range Challenging (8)
Cover Armour Rating
Thin wooden door 6
Solid wooden door 8
Thin metal door 10
Reinforced metal door 14
Large Rocks 14
Armored bulkhead 20
Armored security door 24
Variable Note Difficulty Modifier
Aiming -1 Difficulty per action
Cover, physical ¼ covered +1
½ covered +2
¾ covered +4
Cover, visual Light smoke/dim light +1
Heavy smoke/moonlight +2
Thick smoke/darkness +4
Firing off-hand +1
Target prone
Ranged attack -1
Hand-to-hand attack +1
Target immobilised +4
Target size Less than 100mm +4
Less than 500mm +2
Less than 1 meter +1
Humanoid sized 0
2x humanoid size +1
4x humanoid size +2
Targeting System -1 per rating, minimum 2
Zero Gravity +1

Tests
  • Roll a number of dice equal to the Controlling Attribute plus Edge and add Skill/Specialisation Level to total.
  • If Drama Die equals 5, add the next highest die roll to the total.
  • Apply any Test Modifiers to the total
  • If Test Result equals or exceeds Difficulty Number, the Test is a success.
Difficulty Levels
Difficulty Description
0 Automatic Success no roll required
1 2 3 Routine
4 5 6 Moderate
7 8 9 Challenging
10 11 12 Difficult
13+ Nearly Impossible
Test Modifiers
Situation Modifier to Difficulty
Lack of proper equipment +1 to +4
High quality equipment -1
Using off-hand +1
Visual Interference Light smoke / dim light +1
Visual Interference Heavy smoke / moonlight +2
Visual Interference Thick smoke / darkness +4
Zero Gravity +1
Opposed Tests

1. Both characters make the Test roll. The highest result wins.
2. If both results are equal, character with the highest Drama Die wins.
3. If Drama Dice are equal, character who initiated the Test wins.

Opposed Test Modifiers
Situation Modifier to Test Result
Small Advantage +1
Moderate Advantage +2
Significant Advantage +3
Dominating Advantage +4
Small Disadvantage -1
Moderate Disadvantage -2
Significant Disadvantage -3
Dominating Disadvantage -4
Movement Table
Type of Movement Rate Difficulty
Crawl 5m per Action 0
Walk 10m per Action 0
Run 15m per Action Routine (5)
Sprint 20m per Action Moderate (7)
Swim 3m per Action Routine (4)
Jump 2m forward, 1m up Moderate (6)
Climb 2m per Action Moderate (6)
Movement Maneuvers
  • Immediate Actions
  • Turn or change facing
  • Walk or run up to 1 metre
Action Difficulty Effect
Dodge Test Result = Difficulty to hit
Drop prone 1 Failure indicated 1d damage
Stand up 2
Dive for cover 5 Move 5m at no penalty / +1 to Difficulty per additional meter
Drop and Roll 3 Move 1m at no penalty / +1 to Difficulty per additional meter
Bull Rush 7 Move 5m and knock down opponent / Opponent takes 2d6 Stun
Terrain Modifiers
Terrain Modifier
Swampy +3
Mountainous/Steep +2
Wet/Slick/Icey +2
Water (.6m or deeper) +2
Obstacles (many/large) +2
Obstacles (few/small) +1
Sandy +1
Rocky +1
Extremely flat and even -1
Paved -2

Action Points
Each character posess a number of action points equal to their Fitness+Vitality.

Combat

Once combat is engaged each character must spend one action point per action they take no matter how small that action is.

-1 AP Take an action
-1 AP +2 passive defense for one round
-1 to 3 AP +1 to +3 die damage (spend before attack roll is made)
-2 AP Roll and keep an extra initiative die
-2 AP Make a defensive skill test apply until end of round
+1 AP Give up an action to recover
+3 AP Spend a Courage Point to recover

NEW TRAIT:

Rocky Syndrome +4
The character doesn’t know when to quit. When he gets tired and exhausted he keeps on going. He gains 2 extra dice on all vitality tests to resist fatigue or the environment. In addition he adds 2 action points to his base pool and recovers action points at twice the normal rate.