By Dan Kendrick

Every so often someone in the community makes something so useful I just have to share it. Dan Kendrick put together this one-page reference for combat in Star Trek Adventures Second Edition, covering all of Chapter 8’s conflict rules in three clean acts: the round, personal combat, and starship combat.

If you’ve ever had a player ask “wait, how does initiative work again?” mid-firefight, or found yourself flipping through the rulebook for the starship hit-location table while phasers are flying, this is the cheat sheet you print out and keep behind your GM screen.

A few things worth calling out:

  • The round structure at a glance. One turn per combatant, turns alternate between your crew and the enemy, and the initiative rules are all right there: spend 2 Momentum to keep the initiative, hand it off to an ally, or the GM spends 1 Threat to let an NPC jump the queue.
  • The two economies, side by side. Momentum is the crew’s shared luck; Threat is the gamemaster’s. Seeing both pools’ spend options on one page is genuinely handy.
  • Starship combat, distilled. Station assignments, weapon and target selection, the d20 hit-location table, and the damage track from Shaken to Breach, all in one panel.

I asked Dan for a blurb about himself, and his answer tells you everything you need to know about the kind of person who makes things like this for the community:

“Just a gamer been playing for 40 odd years. Nothing special about me”

Thanks, Dan. We appreciate it.

Have you made something for your table, a reference sheet, a set of house rules, a mission brief, that other gamemasters could use? Send it my way. Continuing Mission runs on community contributions like this one.

Combat in Star Trek Adventures, Second Edition infographic

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