From: John Brewer <jbrewer@w...>
Date: Tue, 12 Sep 2006 00:16:23 GMT
Subject: [GZG] [FT] Expert Officers
_______________________________________________ Gzg-l mailing list Gzg-l@lists.csua.berkeley.edu http://lists.csua.berkeley.edu/mailman/listinfo/gzg-lI agree with Brendan Robertson about doubling NPV cost; I was being conservative. But this has given me the idea of having expert officers, that are on their way to becoming legendary officers. The NPV cost is HALF that of legendary officers, with less restriction on deployment. As long as a player pays for expert officers with NPV, a player can have as many expert officers in a taskforce as he wishes - with a few restrictions... NO MORE than ONE of EACH type of expert officer can be deployed TO A SHIP... And ships manned with expert officers should be "cruiser" size or larger. (Expert officers CAN be deployed on "escort" sized ships at the agreement of both players & the ships MUST have the rating of "crack".) The abilities of expert officers as they affect gameplay are as follows... EXPERT CAPTAIN A ship with an expert captain gets +1 when rolling for initiative. (Legendary captains now get +2) Like a legendary captain, an expert captain has a form of "intuitive manoeuver". Rather than completely REwrite the orders for a ship, an expert captain can, once AND ONLY ONCE per battle, modify the orders for a turn by either - -adjusting the thrust/manoeuver allocation by 1 - -or- -changing course during a move by a facing of 1, provided the ship has enough thrust. Unlike legendary engineers, weapons officers, & systems officers, expert officers in these fields DO NOT AUTOMATICALLY repair threshold damage to systems when assisted by damage control parties; they DO add +1 to repair rolls. The expert systems officer only adds +1 to repair rolls on shields, sensors, ECM, & life support. The expert engineer DOES NOT act as a DCP of one with a die-roll. The expert weapons officer & expert CAG CAN make "called shots" like legendary officers, but they cannot target "core" systems, and they cannot knockout the targeted systems as if struck by needle beam; it just causes the system to suffer an immediate threshold check. The expert helmsman gets a die-roll modification of 1 to avoiding hits when piloting through meteor swarms & debris fields. (Legendary helmsmen get a die-roll modification of 2) Again, I invite your comments. JBrewer@webtv.net "Always strive to be a good person. If you can't do that, at least strive to be someone other than an asshole." [quoted original message omitted]