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» Star Trek - BOTF - Risk
Ship Role - Master-at-Arms EmptyMon Jun 16, 2014 3:30 pm by The Hive Mind

» New Magic Spells
Ship Role - Master-at-Arms EmptyTue Jun 03, 2014 11:56 am by The Hive Mind

» Character Creation
Ship Role - Master-at-Arms EmptySun May 18, 2014 6:23 pm by The Hive Mind

» Weapon and Armor Degredation
Ship Role - Master-at-Arms EmptySun May 18, 2014 4:52 pm by The Hive Mind

» Craft: Weaponsmithing and Armorsmithing
Ship Role - Master-at-Arms EmptySun May 18, 2014 4:48 pm by The Hive Mind

» Defense...
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» Health and Battle Points
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» BATTLEBOUND PATH
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» MARTYR PATH
Ship Role - Master-at-Arms EmptySun May 18, 2014 2:21 pm by The Hive Mind

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Ship Role - Master-at-Arms

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Ship Role - Master-at-Arms Empty Ship Role - Master-at-Arms

Post by The Hive Mind Tue Dec 17, 2013 2:23 pm

RANK THREE

Master-at-Arms

An imperial void-ship can muster numerous small armies: security companies, boarding parties, the common crew armed with rusty blades and stub-guns, and often entire barracked regiments of mercenaries, Imperial guard, or other steadfast troops. The Master at Arms is responsible for these militants and their commanders; it is his pledged duty to the Lord-Captain to ensure the loyalty of the void-ships forces, carefully guard the vessels security, maintain the armouries, ensure victory against boarders, and guide attacks upon the crew of enemy vessels or foes on hostile worlds.

Career: Arch militant, Void master.

Subordinates: Armoury crew, shipboard troops, commanders, mercenary leaders.

Required skills:

Command: For leadership in battle, security operations, and boarding actions.

Tech Use: To make the best of a vessels machine and servitor security systems to capture or eliminate intruders.

Intimidate: A battle is double won when force at arms is not required for victory.

Scholastic Lore (Tactica imperialis): The Master at Arms must be learned in strategy and tactics.

Benefits

The Master-at-Arms gains a +10 bonus to prepare to repel boarders! Extended action.
The Hive Mind
The Hive Mind
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Ship Role - Master-at-Arms Empty Xeal - Master-at-Arms

Post by The Hive Mind Wed Dec 18, 2013 10:41 am

Xeal defending the ship:

Ship Role - Master-at-Arms Images?q=tbn:ANd9GcTtp-UNIm2zvx6fqgypT_oGYRRZ1dl_3mCt0941kEhqzp6essEBhQ


Last edited by The Hive Mind on Thu Jan 02, 2014 7:38 pm; edited 1 time in total
The Hive Mind
The Hive Mind
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Ship Role - Master-at-Arms Empty Armsmen

Post by The Hive Mind Wed Dec 18, 2013 11:07 am

Quartermaster Andor Feyr - Feyr controls the supply of weapons to the crew. Although only senior staff and Armsmen are allowed to carry weapons while on board the vessel, it is sometimes necessary to arm other crew members. Feyr works under Xeal, but keeps a tight reign on on the armouries, so as to free time for the Master-at-Arms. He appears to be approaching middle-age, has a heavily scarred face from a fire, as well as a mechanical left arm. Despite his off-putting appearance, he is quite approachable and keen to socialise.

Sergeant Hector

Sergeant Hurtegen

Sergeant Portia Bastion - Portia can trace her ancestry back through 20 generations of Bastions, though her maternal grandmother joined the clan by marriage, herself coming from the Lord-Captain's personal guard. Portia is very proud of her clan and of her ancestors' contributions to the clan. As a Sargent, she leads the Day Squad for her Lieutenant (also her second cousin and brother-in-law).

She is next in line for the Sargent-Major's role, leading the Command group for the Captain, when her father retires from the role.

She's one of only six people in the Bastion who have the authority to open the doors to the Bastion, though she is not permitted to enter within, except in case of an emergency.

Since there's actually very little traffic into and out of the Geller Fields, except for those authorized personel who have need to be there, and nobody else even makes the attempt, Portia spends a lot of her time on duty drilling the guardsmen. Next to Xeal himself, she is regarded as the best person on the ship for extreme-close quarters combat, both armed and unarmed.

Corporal Atamiel

Corporal Greder - One of the more skilled of the Armsmen. Greder comes from a forgeworld, but had to flee the planet after the tech priests branded him a tinker. Skilled in using machinery, Greder keeps a low profile around the devotees of the Machine God.  

Corporal Darris

Gorn . armsman

Jort - armsman.

Kald - an armsman of no rank or authority over his peers.

Merril - armsman – Considered to be a capable warrior.
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