Ship's Officer: Difference between revisions

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* '''Benefits''' - When replenishing morale by spending Achievement Points, the Purser needs only spend 25 AP and may make a '''Routine (+20) Barter Test''' instead of a Charm Test. This test is always Routine, no matter how many times it is used.
* '''Benefits''' - When replenishing morale by spending Achievement Points, the Purser needs only spend 25 AP and may make a '''Routine (+20) Barter Test''' instead of a Charm Test. This test is always Routine, no matter how many times it is used.


===Void Master===
===Master Helmsman===
Void Masters are crack realspace navigators and ship pilots. They work closely with their Captains to plot courses and chart unknown systems. Void Masters are the highest ranking of the Warrant Officers, and are roughly equivalent to Lieutenants. Indeed many Void Masters serve as Executive Officers on ships without qualified Lieutenants.
The Master Helmsman is responsible for safely piloting vast voidships through the myriad threats of the void of space. A helmsman risen to be master of his profession must have a sixth sense for the dangers that can confound auspex and lead void-ships to ruin, and
know how best to make use of his helm crew and their familiarity with a vessel’s character. The Master Helmsman must pilot not just
the voids, but also the competing fi efdoms of enginarium, auspex, and bridge crew to ensure that every manoeuvre is accomplished
to the Lord-Captain’s exacting standards.
* '''Benefits''' - Master Helmsmen gain a +10 bonus to the '''Evasive Manoeuvres''' Action and a +10 bonus to their Stellar Navigation skill.


== Other Ranks and Appointments ==
== Other Ranks and Appointments ==

Revision as of 00:49, 10 July 2010

Where Voidmen are the heart and muscle of a voidship, the ship's officers are her brains. From the Lord-Captain to the Boatswain and Purser, these men and women are responsible for the health and welfare of their ship as well as the men and women in their crew. There are two classes of ship's officer, commissioned and warrant officers, and each is lord and master over their area of the ship.

Commissioned Officers

Commissioned officers are typically higher bred men and women from noble or politically connected families within the Imperium. These officers wield enormous power aboard their ships, and shoulder the largest responsibility. Their influence extends to the entire ship, and their orders are to be followed immediately and without question.

Lord-Captain

An Imperial Navy rank adopted by most Rogue Traders and Free Captains, Lord-Captains command Warp capable voidships of frigate size and larger. The God-Emperor may be lord and master of all mankind, but aboard his ship a Lord-Captain's very word is His law. Lord-Captain's tend to be aloof, uncompromising figures unbowed by the awesome responsibility entrusted to them, at least publicly. Whether a tyrant, martinet, swashbuckler, strategist or saint, a Lord-Captain is always an exceptional individual.

  • Benefits -- The Lord-Captain gains +10 to the Hold Fast extended action. If he possesses the Exceptional Leader ability, the class ability for Rogue Traders, he may grant it to anyone aboard his ship once per Strategic Round as a Free Action, ignoring the normal ability restrictions.

Commander

Another Imperial Navy rank adopted by aspirational Free Captains and Rogue Traders, Commanders typically command the smallest Warp capable voidships such as Cobra-class destroyers and Star Clippers. Like Lord-Captains, they are the ultimate power aboard their ships, and are addressed as "Captain" when in command of a ship.

Lieutenant

Lieutenants serve in a number of subordinate leadership positions aboard a ship. Depending on their size, Warp capable voidships will have anywhere from five to fifteen lieutenants. The five senior most lieutenants aboard will be rated First through Fifth, with the First Lieutenant serving as the Commander or Lord-Captain's second and the Executive Officer or First Mate of the ship. Junior Lieutenants, from sixth to fifteenth, are called Sub-Lieutenants, and they are rated First through Tenth (First Sub-Lieutenant, Fifth Sub-Lieutenant, etc.). Lieutenants also command small, non-Warp capable ships like intersystem patrol craft or tradeships.

  • Benefits -- First Lieutenant/XO: The First Lieutenant treats Command as a Trained Basic Skill when dealing with his crew. If he already possesses Command, he receives a +5 to all Command Tests made aboard ship.

Midshipman

The junior most commissioned officers aboard any ship, these "Young Gentlemen/Gentlewomen" are essentially officers in training. Their lot aboard ship is to learn voidmanship and officering by leading divisions of Voidmen and attending lessons given by the Captain, Chaplain, and Tech-Priest Majoris such as astrography, navigation, and Imperial/Company/Dynasty doctrine. The number of midshipmen aboard a ship varies greatly, and they are often seen as a nuisance both by the officers tasked with training them and by the Voidmen under their nascent command.

Warrant Officers

Warrant officers are of lower birth or station than commissioned officers, and carry a warrant from the Imperial Navy or their respective company or Trade Dynasty. These officers are responsible for specific aspects of the ship's operation, medical facilities and gunnery for example, but have little say in the larger scheme of things. While of lower class and lower pay, their warrant entitles them to larger, private cabins, unquestioning loyalty from the crew (in theory), and a place in the Officer's Wardroom.

Boatswain

Boatswains (pronounced BOW-sun) of the Imperial Navy, and of those private and merchant navies modeled after that august institution, are the heads of a ship's Deck Department. They wield substantial power and responsibility aboard a ship, and carry a piercing whistle and sanctioned vox-caster as symbols of their office. Ships have only one Boatswain embarked, no matter the size of the crew.

  • Benefits -- The Boatswain provides +5 bonus to the ship's NPC Crew Rating. As long as the Boatswain is aboard, Command Tests involving the ship's crew suffer no penalty for reduced morale.

Chaplain

Chaplains see to the spiritual well-being of a ship's complement through constant prayer and preaching. Their responsibilities include recruiting lay-preachers from among the crew, teaching the Midshipman proper ecclesiarchacal doctrine, monitoring the faith and orthodoxy of the officers, and spreading the Good News of the God-Emperor among the heathens and heretics of the galaxy. Ship's Chaplains often lead boarding parties, and are among the most martial, rigid, and dogmatic of the ship's complement.

  • Benefits -- A ship's Chaplain gains +10 to the Put Your Backs Into It! Extended Action.

Chief Chiurgeon

The Ship's Chiurgeon is responsible for the physical health and wellbeing of all officers and crew aboard his ship. Chiurgeons combat disease and malnutrition among the crew, set bones, amputate damaged limbs, and perform all manner of delicate surgery. Many Chiurgeons have little more than basic medicae training, a warrant from the admiralty, company, or Trade Dynasty, and a second-hand saw as their qualifications. Some, however, are full-on physicians with years of specialist medical training and degrees from the most prestigious institutions, and a rare few are members of the secretive Magos Biologis. Whatever their qualifications, they are usually a great comfort to the officers and crew under their care and will command a small army of Chiurgeon's Mates, loblolly boys, and medicae servitors.

  • Benefits -- The Chiurgeon reduces Crew and Morale loss in combat by 5.

Chief Enginseer

As the ranking Tech-Priest and the senior most representative of the Omnissiah aboard ship, the Chief Enginseer is responsible for all maintenance and repair of his voidship. Through ritual, prayer, and sheer will, and with an army of Tech-Priests and servitors at his beck and call, the Chief Enginseer appeases the ship's machine spirits and tech-sprites and ensures smooth sailing and plenty of air, gravity, and power throughout the ship. Enginseers and Tech-Priests tend to unnerve crewmen, especially the more benighted or superstitious, and even many of their wardroom brethren are put off their rations on those rare occasions when the Enginseer actually attends his mess.

  • Benefits - The Chief Enginseer gains a +10 bonus to the Emergency Repairs Extended Action.

Master at Arms

The Master at Arms is a combination armourer and security chief. As Ship's Armourer, he is charged with ensuring that all of the ship's small arms, melee weapons, and any suits of armour are serviceable and ready for action. This is typically done by his Sergeants at Arms and with regular inspections of armouries and weapon lockers. In his role as head of security, the ship's Sergeants at Arms report directly to him and by extension all Armsmen are under his control. He is also responsible for interpreting secular Imperial and company/Dynasty laws and sitting in judgement of minor, non-capital offenses that don't require the Captain's attention.

  • Benefits - A Master at Arms gains a +10 bonus to the Prepare to Repel Boarders! Extended Action.

Master Gunner

A ship's Master Gunner is responsible for the upkeep and maintenance of all ship's ordnance and weapon systems from the smallest CIWS turret to the greatest lance batteries. He also responsible for the training of gun crews, the nomination of gun captains, and reports directly to the Captain and the head Enginseer or Tech-Priest Majoris on all issues regarding the ship's combat readiness.

  • Benefits - When directing the ship's weapons while benefiting from the Lock on Target Extended Action, the Master Gunner adds an additional +5 to his Ballistic Skill Test.

Political Officer

A ship's Political Officer is tasked by the Admiralty or the controlling company or Dynasty with monitoring and ensuring that a ship's officers and crew adhere to Administratum, Ecclesiarchy, Company, or Dynasty political orthodoxy. They also act as spies, ambassadors, interlocutors, and official spokespersons representing and protecting the interests of their captain, company, or government. Commissars fill this role aboard Imperial Navy ships, while Seneschals or other politically connected individuals serve as Political Officers aboard civilian merchant and Rogue Trader ships. Political officers are extremely well connected, with countless informers, plants, and stooges among the ship's complement. They also tend to cultivate many important contacts and sources throughout their journeys. Their loyalty is first and foremost to the Imperium, their company, or their Trade Dynasty, and most, if not all, will root out corruption and treason root and branch with little regard to rank or station.

  • Benefits - Political Officers receive a +10 bonus to the Disinformation Extended Action.

Purser

A ship's Purser is the Warrant Officer in charge of the ship's administration, finances, and supply. They track all income and spending, dole out pay to the Voidmen, oversee refittings and overhauls, and keep the ship supplied with everything from uniforms to foodstuffs.

  • Benefits - When replenishing morale by spending Achievement Points, the Purser needs only spend 25 AP and may make a Routine (+20) Barter Test instead of a Charm Test. This test is always Routine, no matter how many times it is used.

Master Helmsman

The Master Helmsman is responsible for safely piloting vast voidships through the myriad threats of the void of space. A helmsman risen to be master of his profession must have a sixth sense for the dangers that can confound auspex and lead void-ships to ruin, and know how best to make use of his helm crew and their familiarity with a vessel’s character. The Master Helmsman must pilot not just the voids, but also the competing fi efdoms of enginarium, auspex, and bridge crew to ensure that every manoeuvre is accomplished to the Lord-Captain’s exacting standards.

  • Benefits - Master Helmsmen gain a +10 bonus to the Evasive Manoeuvres Action and a +10 bonus to their Stellar Navigation skill.

Other Ranks and Appointments

Chief Astropath

The head of long-range, ship-to-ship and ship-to-ground communications, the Chief Astropath is head of a ship's Astropathic Choir. They are responsible for comms security, cryptography, and often lend their incredible psychic powers to boarding actions and shore parties. Chief Astropaths tend to work closely with their captains, and tend to be one of the captain's closest advisors.

Chief Navigator

Typically the most senior Navigator aboard a ship, the Chief Navigator is responsible for charting a passage through the warp and bringing the ship through unharmed. While Navigators officially exist outside of the naval rank structure, they enjoy all of the rights and privileges of a Commissioned officer while being subordinate to no one save the Captain. Indeed, while Naval officers tend to view Navigators as little more than well-heeled civilians but they are accorded a level of respect and even deference aboard ship that can astound the uninitiated.