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<blockquote data-quote="JackOfAllTirades" data-source="post: 6535266" data-attributes="member: 6790063"><p>I'm currently working on something like this for Savage Worlds. The basic goal is to give every crew position multiple options, keep them busy during space combat. They should be so busy that they feel the need to attempt multiple actions on a regular basis. </p><p></p><p>The Captain:</p><p></p><ul> <li data-xf-list-type="ul">Applies the Command edge to his crew. Also has new Edge equivalent to Nerves of Steel for his starship, possibly allowing it to ignore a wound penalty.</li> <li data-xf-list-type="ul">May use the Knowledge (Battle) skill for cooperative skill rolls to assist crewmembers under his command.</li> <li data-xf-list-type="ul">May use Taunt or Intimidation for a Test of Wills against enemy Captains if they are in communications. On a "Shaken" result, enemy Captains cannot use the above options to assist their crews.</li> </ul><p></p><p>I've got similar lists of abilities for the Pilot, Navigator (Sensor wonk), Engineer, Gunner, and Medical Officer. Basically, everyone on the crew has multiple options for assisting other crew members for the purpose of destroying the enemy. The short version...</p><p></p><p>The Pilot can opt to fly defensively for defense bonuses (and attack penalties) or hold the ship steady and get the exact opposite result. He's can push the engines for better acceleration (and higher initiative) which is also risky. He also dodges missiles.</p><p></p><p>The Navigator uses the ship's sensors to get a lock on enemy ships, providing the Gunners with attack bonuses. He can also break enemy sensor locks, break missile locks, hand off sensor locks to allied vessels, or eliminate enemy sensor locks.</p><p></p><p>The Engineer can send more power to weapons, giving the Gunners extra damage dice, or perform combat repairs to temporarily negate the effects of critical hits. (for a turn or two) If things go badly, he fires up the FTL drive to get out of Dodge.</p><p></p><p>The Gunners control the ship's weaponry, and decide weather to use it for offense or defense if there are lots of missiles incoming. For offense, they have their choice of firing plans; fire can be concentrated in a small volume of space, taking an attack penalty for extra damage, or spread out for an attack bonus but with reduced damage.</p><p></p><p>Finally, the Medical officer is responsible for keeping the crew functioning. This is a hard SF setting, and the entire crew is subject to punishing G-forces during space combat, so this isn't always easy. The Medic also deals with casualties during space battles. </p><p></p><p>The entire crew take their turns together, in whatever order they desire. This makes it possible for them to function as a team; if the Gunner wants to wait for a sensor lock, or for the Engineer to send him more power, it's not a problem. And the Captain can watch over his crew, ready to jump in when he sees a problem....</p></blockquote><p></p>
[QUOTE="JackOfAllTirades, post: 6535266, member: 6790063"] I'm currently working on something like this for Savage Worlds. The basic goal is to give every crew position multiple options, keep them busy during space combat. They should be so busy that they feel the need to attempt multiple actions on a regular basis. The Captain: [LIST] [*]Applies the Command edge to his crew. Also has new Edge equivalent to Nerves of Steel for his starship, possibly allowing it to ignore a wound penalty. [*]May use the Knowledge (Battle) skill for cooperative skill rolls to assist crewmembers under his command. [*]May use Taunt or Intimidation for a Test of Wills against enemy Captains if they are in communications. On a "Shaken" result, enemy Captains cannot use the above options to assist their crews. [/LIST] I've got similar lists of abilities for the Pilot, Navigator (Sensor wonk), Engineer, Gunner, and Medical Officer. Basically, everyone on the crew has multiple options for assisting other crew members for the purpose of destroying the enemy. The short version... The Pilot can opt to fly defensively for defense bonuses (and attack penalties) or hold the ship steady and get the exact opposite result. He's can push the engines for better acceleration (and higher initiative) which is also risky. He also dodges missiles. The Navigator uses the ship's sensors to get a lock on enemy ships, providing the Gunners with attack bonuses. He can also break enemy sensor locks, break missile locks, hand off sensor locks to allied vessels, or eliminate enemy sensor locks. The Engineer can send more power to weapons, giving the Gunners extra damage dice, or perform combat repairs to temporarily negate the effects of critical hits. (for a turn or two) If things go badly, he fires up the FTL drive to get out of Dodge. The Gunners control the ship's weaponry, and decide weather to use it for offense or defense if there are lots of missiles incoming. For offense, they have their choice of firing plans; fire can be concentrated in a small volume of space, taking an attack penalty for extra damage, or spread out for an attack bonus but with reduced damage. Finally, the Medical officer is responsible for keeping the crew functioning. This is a hard SF setting, and the entire crew is subject to punishing G-forces during space combat, so this isn't always easy. The Medic also deals with casualties during space battles. The entire crew take their turns together, in whatever order they desire. This makes it possible for them to function as a team; if the Gunner wants to wait for a sensor lock, or for the Engineer to send him more power, it's not a problem. And the Captain can watch over his crew, ready to jump in when he sees a problem.... [/QUOTE]
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