SpaceRoles:Gunner

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This role needs

- none additional abilities at low levels

- none additional abilities at medium levels

- none additional abilities at high levels

- none additional abilities at variable levels

Surplus variable abilities may be used as joker for levels at which their are available or start to be available.

Inhaltsverzeichnis

Tasks

- Select targets for weapon systems (might also be a job for the Commander)

- Causing Conditions on enemy ships (disabling subsystems, causing penalties and so on) (or shooting at them? or is that not to be regarded as a Gunner "job"?)

- Improve Hit chances of weapon systems (locking weapons) and Increase inflicted damage (target weak spots)

- Gain Intelligence on other ships (scanning)

- Discover cloaked or concealed ships.

Abilities

Called Shot

Level: Variable

Effect: The gunner can make an attack with a no penalty to attack. If he hits, the damage is increased by a variable amount (low on low levels, high on high levels).

Difficulty/Frequency: Moderate/Sometimes

Make 'em Dance

Level: Medium

Effect: The gunner designates a direction relative to the targeted ship. If the ship moves to this direction before the next action of the gunner, it is hit by gunfire and takes normal damage. No attack roll is necessary, but using this powers counts as firing the used weapon for that round.

Difficulty/Frequency: Easy/Often

Strafe Shot

Level: Variable

Effect: The gunner gains a variable bonus to attack (low on low levels, high on high levels) and if the target is hit, it takes normal damage.

Difficulty/Frequency: Moderate/Sometimes


Target Lock

Level: High

Effect (Success): The gunner gets an additional attack against the locked target. (If this action can be made in addition to attacks during the gunner's action it grants a bonus until the next action of the gunner. If this ability uses an attack action, the bonus lasts until the gunner locks another target or until he dismisses the lock.) The gunner may only lock one target at a time.

Difficulty/Frequency: Easy/Often


Scan Ship

Level: Low

Effect (Success):The gunner must be in close or point blank range to the scanned ship. The gunner gains detailed information about the ship (like crew, cargo, cloaked information, maybe depending on success level). The gunner may also lock the target if the wishes to. If he does not lock the target any existing lock is not lost.

Difficulty/Frequency: Moderate/Sometimes


Track Ship

Level: High

Effect (Success): The gunner may track the route of a ship over long distances (e.g. hyperspace travel). The longer the distance the more variation is in the tracks, but even when the target has traveled the longest routes, the gunner should be able to point out the solar system the target is in. This ability can only be used on targets that have been locked by the gunner.

Difficulty/Frequency: Hard/Seldom


Sensor Defection

Level: Variable, starting at medium

Effect (Success): The gunner uses the sensors to actively hamper the sensors of enemy ships. Any attempt to scan, lock or otherwise use the sensors of an enemy ship on the gunner's ship has a variably (starting at moderate) increased difficulty. The effect may be sustained easily.

Difficulty/Frequency: Moderate/Sometimes


Cloak Ship

Level: Medium

Effect (success): The gunner disables active sensor action and uses mainly passive sensors to hide the ship from the sensors of other ships. It becomes more difficult to establish a lock on the gunner's ship and if the ship has been hidden by other means (like the pilot's "Delve into the debris cloud" ability) the effects of this ability last one turn longer, even if the ship is again in line of sight or detectable by sensors.

Difficulty/Frequency: Hard/Seldom


All Out Attack

Level: High

Effect: The gunner fires all weapon systems of the ship simultaneously at a single target. He gains no bonuses for attack or damage from this ability (but from others).

Difficulty/Frequency: Difficult/Rare



Empty ability template for copying:

EmptyAbilityName

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