Starship Horizons
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Knowledge BaseOperations

Operations

Operations is the widest console on the bridge. Comms, the alert condition, the crew, the cargo, the decks, the objectives, the drones — anything about the ship that is not flying it, shooting it, powering it or scanning with it is yours.

It is the best seat for a player who likes having a lot to do and a lot to say, and the worst seat for one who wants a single clear job.

The alert condition

Start here, because it is the piece the rest of the ship depends on and the piece that most often goes unnoticed. You set the ship's alert condition, and it decides which systems may be switched on at all:

ConditionForLocked out
BlueDocking operationsShields, weapons, cloak
GreenStandard operationsShields, weapons
YellowElevatedWeapons, cloak
RedBattlestationsCloak

Tactical cannot raise shields until you give them Yellow, and cannot arm weapons until you give them Red. A crew that loses the opening exchange of a fight has usually lost it here. Get to Yellow the moment something looks wrong; Red is the Captain's call but you are the one who has to hear it and act.

Alert actions can be bound to keys or a gamepad — the four conditions individually, or a cycle action. Bind them. In a bad moment you do not want to be hunting for a tab.

Blue is worth remembering separately: it exists for docking, and a vessel trying to dock with shields up is a vessel that is not docking.

Comms

You are the ship's voice. Your comms panel lists active channels, shows the traffic on them, and lets you transmit — hailing a contact, answering a distress call, talking to a station about docking clearance.

There is also a comm link for live voice and video between players, which is a different thing from in‑fiction channels: it is real people talking to real people, useful for a distributed crew, and outside the story.

Two warnings. Your Game Master can intercept channels your crew believes are private — assume anything transmitted may be heard. And what you say as the ship is a commitment the Captain then has to live with, so check before you promise anybody anything.

Crew and the interior

Your ship has people on it, and on a large hull it has a lot of them — hundreds of crew, officers and marines, plus passengers and military complement on the ships that carry them. Your crew lists show who is aboard and what condition they are in.

The decks panel is the interior of the ship. It matters when the inside of the ship becomes the story: boarders, fires, a compartment losing atmosphere, getting a repair team somewhere. On a quiet run you will not open it. On a bad day it is the most important panel on the bridge.

Cargo and trade

Cargo is yours: what is in the hold, transferring it, and the trade side of the game — markets, pickups, deliveries, collections. On a mission with an economy this is a whole job by itself; on a combat mission you will barely touch it.

Objectives

Your console shows the mission's objectives and their state. This makes you the crew's memory. Officers deep in their own panels lose track of why the ship is out here, and a quiet "we still need to recover that probe" from Operations is worth more than it sounds.

Being good at it

  • Yellow early, and say so. Cheap, reversible, and it is the thing that lets Tactical do their job.
  • Read the objectives out loud when they change. You are the only one watching them.
  • Hail before shooting. Most contacts will talk. Some of them are worth talking to, and finding out is your console.
  • Answer everything. An unanswered hail is a Game Master with a prepared scene and nowhere to put it.
  • Do not narrate your panels. You have more information than anyone and most of it is not urgent. Filter.
  • Get a second window. Comms on one screen and everything else on another turns the busiest console on the ship into a manageable one.
Last updated 5 September 2026