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House Rule - Ship Roles and Ship Actions

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House Rule - Ship Roles and Ship Actions Empty House Rule - Ship Roles and Ship Actions

Post by The Hive Mind Fri Dec 20, 2013 11:26 am

House Rule: Please note that any benefits that come with Ship Roles require the correct skills or no benefit is gained, for many the title and power that the position holds is enough. If a player increases all the required skill to +10 then the bonus for the specialised ship role action is doubled.  If the player has +20 on all required skills then the original bonus is tripled.

House Rule: While it costs 100xp to switch roles after choices have been made a character creation, this also require a month of time to facilitate as the proper training is given and the change of command is put into place, one must consider the moral of the crew if someone is disposed from a position they already hold in favour of another.  The crew is not going to be happy if the Rogue Trader promotes someone into a position that has been held by another officer for some time, after all the targeted officer will have his own career goals and allies within the ship that cause trouble for the ship and crew, handle these decision with care.

House Rule: When preforming an extended action, manoeuvre action or even a shooting action a player must average his skill with that of the crew to find the base skill chance. This reflects the crew actively taking part in the action under the orders of a commanding player.

House Rule: When preforming an action of any kind aboard a ship, it is a massive breach of protocol and tradition to interfere in another departments domain, This is not to say it cannot be done, simply that the hundreds or perhaps thousands involved in any action  are very superstitious and consider it a bad omen for a non-trusted officer to suddenly breakh the chain of command and ordering people around causing chaos and fear. This has a negative effect on the morale of the crew and for each action or dice roll in another sphere of interest attempted the crew lose 1 morale. Aside from the loss to morale as the chain of command breaks down, commanding officers of effected areas will have damning reports to file to there Lord Captain and relations between sections of the ship will begin to erode. The key to running a tight ship is everyone staying at there posts and doing there duty.

Below is a list for ease of understanding what can and cannot be done without penalty by various ship roles. The roles in italics are the correct departments to call upon, the others can take command of a certain area but must follow the correct protocol aboard ship to do so, a command, Intimidate or charm test at +0 will suffice to avoid any loss to crew morale.

All Shooting Actions: Master of Ordnance

All Manoeuvre Actions: Master Helmsman, Lord-Captain, First Officer.

Active Augury: Master of Etherics
Aid the Machine Spirit: Omnissianic Congregator, Enginseer Prime.
Disinformation: Master of Whispers, Lord-Captain, First Officer.
Emergency Repairs: Enginseer Prime.
Flank Speed: Drive master.
Focused Augury: Master of Etherics.
Hail the Enemy:Master of the Vox, Master of Etherics.
Hit and Run: Master-at-Arms.
Hold Fast! - Lord-Captain, First Officer.
Jam communications: Master of the Vox.
Lock on Target: Master of Etherics.
Prepare to Repel Boarders! - Master-at-Arms.
Put your Backs into it! - Ships Confessor.
Triage: Chief Chirurgeon.
The Hive Mind
The Hive Mind
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Join date : 2013-12-16
Age : 49

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