Weapons Officer: Difference between revisions

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The Weapons Officer is responsible for firing on enemy vessels as well as operating other Hard Points. They can target as many different targets per turn as they have active weapon hard points. Weapon's Officers use d10s. The number of d10s is equal to the number of active weapon hardpoints be used against the target. If the ship sensors have found a weakness in the target's defenses then the Weapon's officer can add the ship's Sensor Mod to each d10 rolled. The Weapon's officer can re-roll successful d10s up to the Weapon's Mod number of times. If the Weapon's Officer beats the battle damage DC, default 4, 4 (4 successful d10s that meet or beat a 4), then they can roll Battle Damage die which determines the effect the battle damage will have on the target ship. The battle damage will have a repair DC. That DC is equal to the result of the Battle Damage die + Ship's Weapons Mod + Weapon's Officer's Wisdom or Dexterity Mod. (Whichever they prefer)
The Weapons Officer is responsible for firing on enemy vessels as well as operating other Hard Points. They can target as many different targets per turn as they have active weapon hard points. Weapon's Officers use d10s. The number of d10s is equal to the number of active weapon hardpoints be used against the target. If the ship sensors have found a weakness in the target's defenses then the Weapon's officer can add the ship's Sensor Mod to each d10 rolled. The Weapon's officer can re-roll successful d10s up to the Weapon's Mod number of times. If the Weapon's Officer beats the battle damage DC, default 4, 4 (4 successful d10s that meet or beat a 4), then they can roll Battle Damage die which determines the effect the battle damage will have on the target ship. The battle damage will have a repair DC. That DC is equal to the result of the Battle Damage die + Ship's Weapons Mod + Weapon's Officer's Wisdom or Dexterity Mod. (Whichever they prefer)


: '''Associated Ship Attributes''': Main Weapons, Secondary Sensors
: '''Associated Ship Attributes''': Weapons
: '''Officer Functions''': Fire Weapons  
: '''Associated Secondary Attributes''': Repair DC Bonus (Battle Damage Bonus)
: '''Associated Ship Functions''': [[Bombard]], [[Target]](The Weapons officer adds there Wisdom Modifier the roll if they have the [[Spaceship Weapons Officer]])
: '''Officer Functions''':  
:# <u>Fire</u>: This is the basic action the Weapons Officer can use to attack an enemy ship. The rules of which are explained in detail above.
:# <u>Bombard </u>: This action forces the Weapons Officer to attack a single target with all the Weapons. The Weapon’s Officer gets to use an extra d10 that is a special attack. If the d10 roll is naturally a 4 or higher then it counts as a Success. If successful at doing Battle Damage the ship gets disadvantage to the Pilot as well as Normal Battle Damage. Re-roll Battle Damage if you get a 7. A Bombard puts a strain on the Weapon’s and it cannot do a Bombard move for 2 turns afterward. If the special attack die fails then it is exposed and next round the enemy ship will find it easier to attack with 1 less success die needed.
: '''Associated Ship Functions''':  
:# <u>Concentrated Fire</u>: This is a bonus to Targeting Specific ship systems. It makes it so that 9-10s count as double and that the total amount of possible damage is 7 instead of 5.
:# <u>Defensive Fire</u>: This allows the Weapon’s Officer to turn one of this d10s into a point defense system against Missiles and ships 4 sizes smaller or smaller. The Weapon’s Officer can choose to withhold fire unless the target ship fires. If it is Missiles the Weapons are used like a Point Defense system. If a ship 4 sizes smaller is within a Medium or Small range and fires the Weapon’s Officer can attempt to use their weapon like it was 4 size categories smaller and fire on the ship. (for the sake of battle damage the weapon is considered the same size there are no bonuses for being bigger under this function)

Revision as of 06:02, 8 September 2018

The Weapons Officer is a Ship Position. There are other ship positions that can be review and can affect this position.

The Weapons Officer is a main ship position and is required in all ships except Hull Size Tiny or smaller. This position can be combined in Tiny Size or smaller ships with Hemls and Communications.

Description

The Weapons Officer is responsible for firing on enemy vessels as well as operating other Hard Points. They can target as many different targets per turn as they have active weapon hard points. Weapon's Officers use d10s. The number of d10s is equal to the number of active weapon hardpoints be used against the target. If the ship sensors have found a weakness in the target's defenses then the Weapon's officer can add the ship's Sensor Mod to each d10 rolled. The Weapon's officer can re-roll successful d10s up to the Weapon's Mod number of times. If the Weapon's Officer beats the battle damage DC, default 4, 4 (4 successful d10s that meet or beat a 4), then they can roll Battle Damage die which determines the effect the battle damage will have on the target ship. The battle damage will have a repair DC. That DC is equal to the result of the Battle Damage die + Ship's Weapons Mod + Weapon's Officer's Wisdom or Dexterity Mod. (Whichever they prefer)

Associated Ship Attributes: Weapons
Associated Secondary Attributes: Repair DC Bonus (Battle Damage Bonus)
Officer Functions:
  1. Fire: This is the basic action the Weapons Officer can use to attack an enemy ship. The rules of which are explained in detail above.
  2. Bombard : This action forces the Weapons Officer to attack a single target with all the Weapons. The Weapon’s Officer gets to use an extra d10 that is a special attack. If the d10 roll is naturally a 4 or higher then it counts as a Success. If successful at doing Battle Damage the ship gets disadvantage to the Pilot as well as Normal Battle Damage. Re-roll Battle Damage if you get a 7. A Bombard puts a strain on the Weapon’s and it cannot do a Bombard move for 2 turns afterward. If the special attack die fails then it is exposed and next round the enemy ship will find it easier to attack with 1 less success die needed.
Associated Ship Functions:
  1. Concentrated Fire: This is a bonus to Targeting Specific ship systems. It makes it so that 9-10s count as double and that the total amount of possible damage is 7 instead of 5.
  2. Defensive Fire: This allows the Weapon’s Officer to turn one of this d10s into a point defense system against Missiles and ships 4 sizes smaller or smaller. The Weapon’s Officer can choose to withhold fire unless the target ship fires. If it is Missiles the Weapons are used like a Point Defense system. If a ship 4 sizes smaller is within a Medium or Small range and fires the Weapon’s Officer can attempt to use their weapon like it was 4 size categories smaller and fire on the ship. (for the sake of battle damage the weapon is considered the same size there are no bonuses for being bigger under this function)