Archive through February 27, 2004

Star Fleet Universe Discussion Board: Star Fleet Battles: SFB Proposals Board: New Rules: Legendary Officers ideas: Archive through February 27, 2004
By Loren Knight (Loren) on Sunday, February 15, 2004 - 01:47 pm: Edit

Ya know, I've always felt that any Legendary Officer (save Leg. Doc.) should get ACE PILOT status in an Admin Shuttle. This, for some Officers would extend to Admin variants. Such as Leg. Marine Major and Leg. Captain would get Ace status for the GAS.

And any Fighter Ace would have their status extended to Admins as well but not nessasarilly to Admin variants.

By Loren Knight (Loren) on Sunday, February 15, 2004 - 02:11 pm: Edit

New Officer Idea.

Legendary First Officer: This officer would enhance the abilities of other officers he/she works with as well as having some of his/her own.

For instance: When working with a normal engineer the team might generate one extra point of power. Or affect a repair die roll in some minor way.

When working with the weapons officer he might affect the turn around time for A weapon by one impulse. (Though the 'to hit' would be affected)

When teaming up with a Marine Major his efforts would benefit coordination in some way.

He would have other abilities when not working with a specfic individual. A Legendary First Officer allows a ship to round up all fractions in all cases from .1 to .99. This covers all sorts of ground from weapons fire due to better crew management to supply procurment such as drone percentages. (often D% works out to, say 4.5 special drones. A normal ship would only get 4 special drones but the Leg. 1st could get the extra for 5.) This rounding up would apply to other Leg. Officers only if he/she is working with that individual. It applies to Crew die rolls only if NOT working with an individual.

Leg. 1st. would increase the chances for escape and self distruction by some small amount.

Leg. 1st adds some small percentage to crew experience each adventure.

A Leg. 1st can be an officer of another type. The cost is calculated for each separatly then added. (might have to restrict types to Science, Weapons, and Nav. and never allow Capt., Engineer, Doc, or Marine Major). Leg 1st can be just the 1st Officer too.

A Leg. 1st can handle the roll of any officer on the ship as 'Good'.

A Leg. 1st/Leg other Officer cannot perform abilities from both catigories on the same turn. He opperates as one or the other.

A Leg. 1st has all abilities "on hold" when in command of a poor crew except his effect on crew experience which is doubled.

By Jeff Wile (Jswile) on Sunday, February 15, 2004 - 09:24 pm: Edit

opens a can of worms...can a ship have multiple legendary officers and NOT have a legendary captain? (eventually, that is!)

can a legendary senior staff raise an average captain to legendary status?
can an average (or poor crew) keep an other wise excellent officer from gaining legendary status?!?!

how about a legendary cook? (perfect role for Steven segal!)

By Glenn Hoepfner (Ikabar) on Sunday, February 15, 2004 - 11:00 pm: Edit

Our group came up with a legendary science officer where he is able to perform all of the legendary fuctions of a captain (except for the bluff), Once.
One turn one, he can produce 4 extra points of power. Turn two, he moves. Turn 3, he is a legendary weapons officer. Turn 4, he moves. Turn 5, his is a legendary Marine Major, etc . . . etc. During the course of the scenario, he can perform engineering, weapons, or anything else he performed earlier in the scenario.

By Jay Paulson (Etjake) on Monday, February 16, 2004 - 04:46 am: Edit

For a campaign I had a whole lot of small legendary officers. For instance the legendary transporter operator was able to transport through minimal shields.

By michael john campbell (Michaelcampbell) on Monday, February 16, 2004 - 07:37 am: Edit

LEgendary Yoeman

A Legendary Yoeman will assist the captain or any Legendary Officer (s)he is assigned to. If assisting the Legenedary Yoemen can provide the following effects.

A Legendary Yoeman must be purchased with a Legendary Captain or not at all. A Legendary Yoeman cost 5% of the ships BPV plus 5% per legendary officer other than the Yoeman and Captain. The mimium cost of a Legendary Yoeman is 5 BPB plus 5 BPB per extra Legendary Offcier.

A Legendary Yoeman may perform only one action as listed at a time and only one action at a time. If he needs to change location then he must spend one turn travelling.

• * Due to Good paperwork for the captain the Legendary Yoeman may increase the number of limited drones by 1 and restricted drones by 1. These drones shall create 2 regular drones in drone starge if placed in the racks.
This effect is applied once per scenario and not once per reload.

• * A Legendary Yoeman may perform First aid. For every turn he performs first aid, record that it was spent performing first aid. When a new scenario begines not only are half the dead BPs and CUs found to be alive but also one BP or CU is brought back from the dead per turn the Legenadry Yoeman spent performing First aid.

• * A Legendary Yoeman may guard any SSD box by himself as though he was a BP.
If a Legendary Yoeman guards a Legendary Officer from H&R assasinations then all H&R assasination s are treated as thought he H&R part was POOR except Commando and Oustanding crew who are treated as Normal.
If any result occours that would kill the guarded Legendary offcier ( from H&R or damage to the SSD box ) then the Yoeman may elect to throw the Legendary Officer out of harm's way, in which case merely both the legendary Officer and the Legendary Yoeman are merely injured, instead of an unharmed legendary Yoeman and dead Legendary Officer. If an even has the chance to kill both ( say the destruction the SSD box they are in ) then roll against the Legendary Yoeman first and if he is dead or injured then he can not aid the Legendary officer.

• * A Legendary Yoeman is so good at spotting trouble before it happens that D18.231 does not apply to his captain or any Legendary Officers subordinate to his captain.

• * Through careful examination of the cargo being transported a Legendary Yoeman may increase the combat cargo transfere by1 space per turn except where a ship is docked inside a base in which case the increase is by 2 spaces per turn.


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• A Legendary Yoeman is an Advocate and can cause the Legendary Officer he is assisting to gain post-mortum abilities.
If the Legendary Offcicer is merely wounded then the Legendary Yoeman may substitute for him to the crew and thus allow the Legendary wounded officer to carry on as though he was unhindered.
If the Legendary Officer dies then any ability that he produces can be carried on by the Legendary Yoeman for the rest of the turn, except those which would normally carry on for the rest of the turn inwhich case they can be carried on in the turn after that as well.


The Legendary Yoeman is a resoarse and can aid the Legendary captain in his resoasrefulness:-

• A Legendary Yoeman keeps his captain's uniform so neat and his boots so polished that the Captain can bluff more successfully; treat the bluff die roll as being 10% greater in favour of the Legendary Captain...it also increases the maximum die roll shift to 70%.

• A Legendary Yoeman increases the chance of a miraculous escape ( G22.223 ) to 2%.

• A Legendary Yoeman carries on the functions of a Lendary Captain he is aiding ( and in the same control box as ) that is performing another role in so far as G22.221!

• A Legendary Yoeman may councel the Legendary captain to review the data and thus under G22.222 the captain may still search for a method to destroy a monster even if he has received both a "you can not destroy this monster" and "you can but you've lost the ability to do that", result.

• Through being the captain's "body man" the Legendary Yoeman may free up the captain to act more quicky and thus the captain is not restricted by G22.231!
As listed above the effect of the Legendary Yoeman is to free the captain from G22.32!

• A Legendary Yoeman may function in the place of a wounded captain for G22.24!


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• A legendary Yoeman may aid a Legendary Science officer by collating and analysisng data, thus allowing the Legendary Science officer to act as four Lab boxes.


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• By aiding the Legendary Engineer by retreaving tools and also providing correct spare parts in his paperwork, the Legendary Yoeman may ( when standing next to a Legendary Engineer ) increase the success rate of G22.411 to 1-2.

• The post scenario repairs may be increased to four times ( G22.414 ) through both correct inventory of spares & tools and the aid of the Yoeman.

• The Legendary Yoeman may aid the Legendary Engineer at the controls of power producing systems and shall increase the number of boxes that the Legendary Engineer may double to 5.

• If a Legendary Engineer is in any control room ( whenther acting in any of his own Legendary functions of not ), he may aid a Legendary Yoeman in the same location as a shuttle via subspace raido based instruction such that the Legendary Yoeman may repair 1 point of damage to a shuttle per turn.


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• A legendary Yoeman may aid any Legendary Major of Marines by providing a +1 die roll shift to the area of the ship where BP combat involving the LMoM is occouring by using any station in any control box. The Legendary Yoeman will then cause the control box to act like a limited Klingon Security station, giving a single +1 to the area in which the LMoM is.
This is cumulative with Klingon Security stations with a maximum +3 modifier. The LMoM does not loose his G22.51 modifier for this to happen but with the aid of Klingon security station a modifier of no greater than +3 may be made.

• A Legendary Yoeman may accompany a LMoM on dangerous missions and increase the chance of success for the LMoM by a -1 die roll shift (G22.52).


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• Through first aid the Legenadry Yeoman may aid a wounded Legendary Doctor to the point that he takes only one turn to heal himself instead of two.

• Through collation of data, if a Legendary Yoeman is in the same box as a Legendary Doctor then the Leg' Dr is able to function as a 2 lab boxes for the collection of scientic information about a monster.


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• Aiding a Legendary Weapon's Officer, a Legendary Yoeman may opperate one weapon with a -1 die roll shift as though he was the legendary Weapon's offcier even though the LWO is not current able to opperate the weapon or apply the modifer ( specifically if wounded or fighting in Boarding party comabt as a LMoM). He does not need to be in the same box as the Weapon's officer for this but the Legendary Yoeman must be in a Control box or at the Weapon box.


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• A Legendary Officer has a sixth sense and can tell when trouble is comming. When aiding a Legendary Navigator the Leg' Nav' may increase the change of entry position ability (G22.82) to 22 hexes.

• Through careful paperwork and tracking of maintainance schedules the Legendary Yoeman may increase the number of times a Legendary Navigator uses his Bonus to 3 times in a scenario.

By Jeff Wile (Jswile) on Monday, February 16, 2004 - 09:23 am: Edit

A legendary Yeoman should be able to assist with inventory and arsenal documentation beyond the ability listed above...that of errors committed by shore establishment and discovered by the LY!

once per reload opportunity (between scenarios when a ship receives new drone supplies) one standard type I drone is discovered to be a random type...roll first to see if it is a limited or restricted availability item...then roll for speed (slow, medium or fast depending on which speeds are available for the DOS) and roll for type.

By Michael C. Grafton (Mike_Grafton) on Monday, February 16, 2004 - 09:29 am: Edit

The legendary Yeowoman should have an increased chance to quell mutinies by the first officer (by eliminating some of those irritating ponfarr urges...) Wasn't some of this in TOS/the source tapes??? Hot Go Go boots for Ms Rand and all of that?

By Loren Knight (Loren) on Monday, February 16, 2004 - 10:37 am: Edit

The Legendary 1st doesn't add to the capabilities of other Leg. Officers. He/She KNOWS they are beeter at their jobs than him and leaves them alone. Leg. 1st enhances good Officers while working directly with them (i.e. is where they are and is noted as such).

Jeff: I'd give these answers,

Yes,
No,
No,
and ya right. Ha ha.


==============

Leg. Yoeman: Silly to think an low grade officer could be legendary. With the experience it takes to become so they would be out of that post long before such status.

Sorry guys if you thought I wasn't serious. I thought I had a good president for such a proposal in the various series. A First Officer has a lot to do with how a ship is managed and trained and I thought I had come up with something that reflected that. Additionally, I've see in the series that the First Officer often helps other officers get difficult things done. As a result, and since I needed a value in combat, I felt this would be in giving non-legendary officers some bennefit of their type of Legendary capabilities when teemed with this officer. Not all but just one capability or a new one. (For instance, when helping a weapons officer he can't help him target better as he'd just be in the way, but he could assist in weapons management and bring ONE of the weapons on line an impulse earlier from another station.)

The round die rolls up is not a major bonus but can be very helpful and is a unique ability.

The Leg. 1st is designed to be less affective in the presence of other Leg. Officers (i.e. he can't improve on their greatness).

Leg.1st's are rare as they tend to get promoted to Captains but often have a good amount of experience towards Leg. Captain status. There could be a die roll at transfer to see how the transfer goes.

By Loren Knight (Loren) on Monday, February 16, 2004 - 10:40 am: Edit

BTW: While Spock would be regarded as a Legendary Science Officer in SFB, in Star Trek he was regarded Legendary for his possition as First Officer. I never heard any mention that he was legendary for his science skills.

By michael john campbell (Michaelcampbell) on Monday, February 16, 2004 - 09:33 pm: Edit

"Mr Spock, I trust your guess better than most people's facts."

By Gary Plana (Garyplana) on Tuesday, February 17, 2004 - 12:12 pm: Edit

There's been some discussion in the GPD topics about a Legendary Shuttlecraft Pilot (as opposed to a Fighter Pilot, Aces, etc) for the functions an Admin, MRS, or even SWAC can do (like acting like a Lab box, etc).

One thought was that ANY Legendary officer could act as a LSP, but the fact that any LO costs several times as much as the shuttlecraft itself makes me think that a separate LSP might be useful.

+1 on all rolls, 5-10 BPV for the guy. Unlimited Availablity, but no more than one LSP for 1-4 non-fighters carried, 2 for 5-8 shuttles, etc.

By Jeff Wile (Jswile) on Tuesday, February 17, 2004 - 12:59 pm: Edit

There is the school of thought that the skills and abilities that lead to an individual being classed as a legendary pilot (of any type small craft) would be equally applicable to any subtype he (or she or it) might happen to be flying.

things such as heightened situational awareness, fast reflexes, exceptional periferal vision, magnificent skills at the small craft flight controls, tolerance of High 'G' forces etc...

IMO the individual skills should be enhanced by the vehicle, not determined by it.

By Glenn Hoepfner (Ikabar) on Tuesday, February 17, 2004 - 03:42 pm: Edit

The LSP could have an additional 1ECM, a -1 on weapons fire, a favorable 1 added to lab rolls, the ability to repair 1 point of damage in his own shuttle during flight at the end of the turn, able to go erratics with no reduction in speed, act like a guided (unmanned) shuttle, Could man a SP -- crack the drones -- and then be a regular shuttle, makes it so that it requires one more internal to cripple the shuttle. Could man a suicide shuttle -- but what would be the point?

By Richard Sherman (Rich) on Tuesday, February 17, 2004 - 05:04 pm: Edit

"Hey, Gordo! Who's the best pilot ya ever saw?"

:)

By michael john campbell (Michaelcampbell) on Tuesday, February 17, 2004 - 05:29 pm: Edit

The weird thing is I can't remember what Denis Quaid said next.

By Robert Snook (Verdick) on Tuesday, February 17, 2004 - 06:15 pm: Edit

"Well, uh, you're looking at him."
here

By Steve Cain (Stevecain) on Saturday, February 21, 2004 - 02:03 am: Edit

There are some excellent legends published in various sources. My favorites are actually in the SF Times. There are lesser legends such as the legendary phaser gunner and the legendary cargo officer (I think this is in Campaign Designer's Manual). The all time BEST of THE WORST (L. idiot, L. Klingon, and other incompetent officers) give REAL flavor to having to fight with a Klingon PENAL FRIGATE! I think that there can be some great flavors added by using partially outstanding crews (or officers) as described in Campaign Designer's Manual. There have also been some interesting ideas batted around on the legendary seeking weapons control officer front.
Just an idea...
drone slingers: better % available OR lower recycle time (6 impulse delay between launches instead of 8 over turn break).
Plasma: extended range or x # of points added to the warhead strength OR 2 Turn REGULAR strength torps (still have to pay FULL charging power)
Either: Add A wep. or 2(MAX!) in flight at any given time.
These could be VERY dangerous changes and would need CAREFUL play test before anyone made ANY sort of serious attempt to get them published

By Robert Eddy (Tar_Zhay) on Thursday, February 26, 2004 - 01:50 pm: Edit

the only legendary officer on a Klingon PENAL FRIGATE. Legendary Slave Driver!!!!!

By michael john campbell (Michaelcampbell) on Thursday, February 26, 2004 - 07:16 pm: Edit

Legendary Agorniser Booth Opperator.

By Gary Plana (Garyplana) on Thursday, February 26, 2004 - 07:24 pm: Edit

Climb into the Booth, Michael -- we'll give your idea a try!

By Jeff Tonglet (Blackbeard) on Thursday, February 26, 2004 - 07:57 pm: Edit

Let's put on some mood music for the Booth. 80's speed metal on a 45 record, played at 33 1/3.

Once you get strapped in nice and tight (and we give the strap one more tug after it's tight), we have a double feature of Leonard Part Six and Arachophobia. Oh by the way, you're not going to watch Arachnophobia, you're going to be the star.

For those of the conservative persuasion, we also have The Hillary Clinton Movie. And for those of the liberal persuasion, we will have Pat Buchanan's greatest sermons. If you avoid politics, the Booth will show wall to wall coverage of Bush vs. Kerry.

By Randy O. Green (Hollywood750) on Thursday, February 26, 2004 - 09:49 pm: Edit

A question on the LWO. If the only thing the Weapons Officer actually does is designate a target for a gunner, how can he be, well, legendary? (Page 96, Gurps Klingon)

By Loren Knight (Loren) on Thursday, February 26, 2004 - 10:45 pm: Edit

Well, given whatyou cite I suppose the only one that can answer that would be SVC.

Prior to GK I would have had a long answer but...

By Jeff Wile (Jswile) on Friday, February 27, 2004 - 09:59 am: Edit

Re the Legenary Weapons Officer...

Just to float an idea, but I would think that since there are multiple "gunners" operating many varied and diverse weapons systems, the Legendary Weapon Officer is one who can "get the most" out of his people...ie able to motivate and inspire exceptional performance from the team.

Other than that, I just don't see how one person can effect weapons performance given the system presented in the Captains Log article.

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