Chief Engineer: Difference between revisions

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== Description ==
== Description ==


The Chief Engineer is responsible for keeping the ship in one piece and functioning. While in combat the massive damage dealt by epic-sized guns can ripple through the structure of a ship and mess with all of its internal systems. There is always a chance that damage will be dealt with a specific system and cause the ship to lose performance. The ships Electronics can be damaged causing Shields to weaken or the ships Engines could be damaged causing a loss of power and tactical speed. An Engineer fixes these things to make sure the ship isn't taken out without a fight.  
The Chief Engineer is responsible for keeping the ship in one piece and functioning. While in combat the massive damage dealt by epic-sized guns can ripple through the structure of a ship and mess with all of its internal systems. There is always a chance that damage will be dealt with a specific system and cause the ship to lose performance. Engines could be damaged causing a loss of power and tactical speed for example. An Engineer fixes these things to make sure the ship doesn't go out without a fight.  


: '''Associated Ship Attribute''': Structure
: '''Associated Ship Attribute''': Structure
: '''Officer Functions''':  
: '''Officer Functions''':  
:# <u>Repair</u>: The Engineer can repair Battle Damage or the effect from a particular Battle Damage, the damage done to an Attribute or Hardpoint or Bay. To repair Battle Damage it takes 2 rounds successfully rolling against the DC that is determined by the Battle Damage Roll. They do not have to be consecutive rounds. So you could roll successfully, then fail, then roll successfully and fix it. However, the Engineer must stay focused on that task or else start over again. Fixing the effect of some Battle Damage only requires a DC 15 repair check just once. All Effects from Battle Damage only last 1 round. To repair the damage done to an Attribute or another specific target the repair DC is 10. This provides 1 repair and another +1 repair forever 5 you beat the DC.  
:# <u>[[Repair]]</u>: The Engineer can repair Battle Damage or the effect from a particular Battle Damage, the damage done to an Attribute or Hardpoint or Bay. To repair Battle Damage it takes 2 rounds successfully rolling against the DC that is determined by the Battle Damage Roll. They do not have to be consecutive rounds. So you could roll successfully, then fail, then roll successfully and fix it. However, the Engineer must stay focused on that task or else start over again. Fixing the effect of some Battle Damage only requires a DC 15 repair check just once. All Effects from Battle Damage only last 1 round. To repair the damage done to an Attribute or another specific target the repair DC is 10. This provides 1 repair and another +1 repair forever 5 you beat the DC.  
:# <u>Boost</u>: (''Engines Only'', affects next round’s action phase): This acts just like Boosting except the Engineer can only do it for Engines. This effect lasts until the next Response phase. This also means that Science Officers cannot boost if the Boost the Engineer does take all available points away.
:# <u>[[Boost]]</u>: (''Engines Only'', affects next round’s action phase): This acts just like Boosting except the Engineer can only do it for Engines. This effect lasts until the next Response phase. This also means that Science Officers cannot boost if the Boost the Engineer does take all available points away.
:# <u>Counter Hacking</u>: Engineer cannot start a Hack onto an enemy console as they do not have the full computer capacity on hand. They would need to Change Position to do so. But if a Hack has been detected they can attempt to use the local system computer to flush out the hacker. For example, if they know what system the hacker is exploiting they can force a reboot or full diagnostics on that system kicking the hacker out.
:# <u>Counter [[Hack]]ing</u>: Engineer cannot start a Hack onto an enemy console as they do not have the full computer capacity on hand. They would need to Change Position to do so. But if a Hack has been detected they can attempt to use the local system computer to flush out the hacker. For example, if they know what system the hacker is exploiting they can force a reboot or full diagnostics on that system kicking the hacker out.
: '''Advanced Officer Functions''':
: '''Advanced Officer Functions''':
:# <u>Cloak</u>: Explained in the Science Officer section.
:# <u>[[Cloak]]</u>: Explained in the Science Officer section.
:# <u>Grapple</u>: In order to attempt a Grapple the Pilot must have done a successful Fly Aggressively or Intercept check against the target. DC is the target ships Pilot check. If successful the enemy vessel cannot apply there Engines too there AC. The only Pilot check that can be done is to escape the Grapple. Once Grappled the DC is 10 + Grappler Device Mod + Engines Mod. The ship doing the Grapple cannot RAM the grappled ship but a RAM action is automatically successful against a Grappled enemy ship. Also a Grappled ship of 4 sizes or smaller can now be targeted by the ships blulkier weapons.
:# <u>[[Grapple]]</u>: In order to attempt a Grapple the Pilot must have done a successful Fly Aggressively or Intercept check against the target. DC is the target ships Pilot check. If successful the enemy vessel cannot apply there Engines too there AC. The only Pilot check that can be done is to escape the Grapple. Once Grappled the DC is 10 + Grappler Device Mod + Engines Mod. The ship doing the Grapple cannot RAM the grappled ship but a RAM action is automatically successful against a Grappled enemy ship. Also, a Grappled ship of 4 sizes or smaller can now be targeted by the ships bulkier weapons.

Latest revision as of 04:11, 20 October 2018

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

This is considered a secondary ship position.

Description

The Chief Engineer is responsible for keeping the ship in one piece and functioning. While in combat the massive damage dealt by epic-sized guns can ripple through the structure of a ship and mess with all of its internal systems. There is always a chance that damage will be dealt with a specific system and cause the ship to lose performance. Engines could be damaged causing a loss of power and tactical speed for example. An Engineer fixes these things to make sure the ship doesn't go out without a fight.

Associated Ship Attribute: Structure
Officer Functions:
  1. Repair: The Engineer can repair Battle Damage or the effect from a particular Battle Damage, the damage done to an Attribute or Hardpoint or Bay. To repair Battle Damage it takes 2 rounds successfully rolling against the DC that is determined by the Battle Damage Roll. They do not have to be consecutive rounds. So you could roll successfully, then fail, then roll successfully and fix it. However, the Engineer must stay focused on that task or else start over again. Fixing the effect of some Battle Damage only requires a DC 15 repair check just once. All Effects from Battle Damage only last 1 round. To repair the damage done to an Attribute or another specific target the repair DC is 10. This provides 1 repair and another +1 repair forever 5 you beat the DC.
  2. Boost: (Engines Only, affects next round’s action phase): This acts just like Boosting except the Engineer can only do it for Engines. This effect lasts until the next Response phase. This also means that Science Officers cannot boost if the Boost the Engineer does take all available points away.
  3. Counter Hacking: Engineer cannot start a Hack onto an enemy console as they do not have the full computer capacity on hand. They would need to Change Position to do so. But if a Hack has been detected they can attempt to use the local system computer to flush out the hacker. For example, if they know what system the hacker is exploiting they can force a reboot or full diagnostics on that system kicking the hacker out.
Advanced Officer Functions:
  1. Cloak: Explained in the Science Officer section.
  2. Grapple: In order to attempt a Grapple the Pilot must have done a successful Fly Aggressively or Intercept check against the target. DC is the target ships Pilot check. If successful the enemy vessel cannot apply there Engines too there AC. The only Pilot check that can be done is to escape the Grapple. Once Grappled the DC is 10 + Grappler Device Mod + Engines Mod. The ship doing the Grapple cannot RAM the grappled ship but a RAM action is automatically successful against a Grappled enemy ship. Also, a Grappled ship of 4 sizes or smaller can now be targeted by the ships bulkier weapons.