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.
