Spaceship Crew Experience
(Version 1.00 - Last Modified: 07/22/2003)
Introduction
Although the actions and control of player characters is very important in a role-playing game, the players do
not control everything and the GM may not want to micromanage every NPC on a spaceship or in a fleet of
spaceships. This is especially important if the GM would like to simulate the abilities of a very good captain
in charge of a spaceship without having to try to reason through all of the actions of that captain. This may
be seen as a shortcut, but it can be crucial in speeding up large encounters in space where the GM would like
to provide a bit more depth and distinction to faceless space ships.
To provide more variation to a ship's abilities, this article creates distinctions for a ship's crew, from
green recruits to hardened soldiers to legendary veterans. There are a variety of levels and positions
provided in this article, but not all may be applicable to every ship. For example, a cargo ship with a crew
of only six should not be able to take modifiers for command positions and for the generic crew, as each
member of the ship's crew is probably in charge of a specific section of the ship, they could only take one or
the other. There are four levels of experience discussed in this document, the lowest level is Green and
represents people that are new to their positions or are incapable of performing the job at a normal level for
any other reason, such as incompetence. The standard level of experience is Trained and most never get beyond
this level. The highest levels, Veteran and Legendary, represent the pinnacles of achievement in a given area.
Generally, Green represents an average level of experience of 1, Trained represents an average level of
experience of 1D6+1, Veteran represents an average level of experience of 7+1D4, and Legendary represents an
average level of experience of 11+1D4.
Without training or real combat, Veteran and Legendary experience can be lost as needed skills become rusty and
old training becomes out of date with new equipment. To represent this, without at least one week of training
or one battle every three months, there is a possibility of losing experience. After 1D4 years of inadequate
activity, there is a 5% chance that a Veteran level will be reduced to Trained level. Roll once after 1D4 years
and again after each additional year. After 3D6 months of inadequate activity, there is a 5% chance that a
Legendary level will be reduced to Veteran level. Roll once after 3D6 months and again after each additional
three month period.
Captain
Captains are generally the ultimate authority on a ship. They are the ones that give the orders that the
ship's crew must obey. A captain must be able to command the respect and loyalty of the crew, or, at the very
least, their fear, and must be able to make quick decisions. Although there can be higher ranking authorities
on a ship, such as a political officer, the captain of a ship, no matter what rank he or she holds, is the one
giving the orders.
- Green
A green captain can be one of many things, he could be a captain that cannot command the respect and
authority that is position requires, he may be an incompetent fool that received a promotion for
political or family connections, or he may simply be inexperienced and unable to give proper commands.
Due to one of these reason, or some other reason, a green captain is less able to command a ship than
one that is better trained or smarter.
- Penalties: -1 combat action per melee, with a minimum of 1 combat action per melee round.
- Trained
A trained captain is the standard captain that has probably moved up through command structure, with
training, combat experience, and an air of respect from those the captain commands. Although a trained
captain does not have too many years of being a captain under his belt, or at least not too many
combat encounters during his years as a captain, they are very capable of performing all the duties of
their position.
- Bonuses: None
- Penalties: None
- Veteran
A veteran captain has been through a lot; they have seen battles, probably received some honors or
medals for their actions, and command the respect and admiration of their crew. A veteran captain may
be hard to work with, but they command a tight ship that functions very well.
- Bonuses: +1 combat action per melee
- Legendary
There are those that command a ship, and then there are those that COMMAND a ship. Legendary captains
are those with the experience to know what to do in a fight and with the respect that would let them
lead their crew into the fire of hell itself. Legendary captains are very rare, but when they arrive,
they can perform miracles that may surprise everyone.
- Bonuses: +2 combat action per melee
Crew
The crew is the heart of any ship and they provide the personnel that are needed to make the ship run
smoothly. Each department on a ship requires crew members, from damage control to weapons to administration.
The experience and performance of a crew can give a ship an edge during combat.
- Green
This crew is fresh out of training camp, but they have little actual combat training and no experience
to being under enemy fire. Even if this crew is well trained on how to use a ship's equipment and how
to perform their own jobs, they perform badly under enemy fire. A crew of this level could be the
result of not enough training, too much reliance on unrealistic live-fire training, or too much
reliance on virtual reality training. A green crew could also be an undisciplined, unskilled, or
uncooperative crew.
- Penalties: -1 combat action per melee, -1 to strike with all weapons, and when rolling internal
damage according to the Revised Rules for Internal Ship Damage modify rolls below 50 by -5 and modify
rolls above 51 by +5. For example, a roll of 38 would be modified to 33 and a roll of 80 would be
modified to 85.
- Trained
This is the standard level of training for a ship's crew. At this level, crew members know how to
perform their jobs and how to react when a ship is being attacked. While they can still be shaken up
when a battle goes to rough for the ship, they react well enough. Generally, lack of continued
training will bring the higher levels of crew experience down to this level after several months or
years of inactivity.
- Bonuses: None
- Penalties: None
- Veteran
Years of training and combat can transform a trained crew into a veteran crew. These people are not
fazed during combat even as the ship is falling to pieces around them. To improve a crew from trained
level to veteran level, a crew has to undergo either many battles or a large amount of very good
training over a period of time. Training must also be maintained or a veteran crew may be degraded to
only a trained crew.
- Bonuses: +1 to strike with all weapons, increase all sensor bonuses to detect, track, and
identify targets by +5%, and when rolling internal damage according to the Revised Rules for Internal
Ship Damage modify rolls below 50 by +5, with a maximum of 50, and modify rolls above 51 by -5, with
a minimum of 51. For example, a roll of 38 would be modified to 43 and a roll of 80 would be modified
to 75.
- Legendary
Sometimes training and good luck brings together a crew that is so good and so skilled that they go
beyond the Veteran level and becomes legendary in their own fleet. While a veteran crew can work in a
ship that is falling apart, a legendary crew can not only work, but can find the time to improve the
ship in ways no one else could dream of.
- Bonuses: +1 combat action per melee, +1 to strike with all weapons, increase all sensor bonuses
to detect, track, and identify targets by +5%, and when rolling internal damage according to the
Revised Rules for Internal Ship Damage modify rolls below 50 by +10, with a maximum of 50, and modify
rolls above 51 by -10, with a minimum of 51. For example, a roll of 38 would be modified to 48 and a
roll of 80 would be modified to 70.
Damage Control Officer
A damage control officer is in charge of repairing a ship when it is away from port or a repair facility. The
damage control officer's life becomes very busy during combat, when systems are constantly being destroyed or
damaged. Repair operations need to be effectively coordinated and prioritized so the ship remains in as good a
condition as possible.
- Green
An inexperienced damage control officer or a trained damage control officer in charge of a terrible
or inexperienced department is considered green. They lack the ability to effectively coordinate their
resources to repair damage quickly, although the end results may be the same.
- Penalties: When rolling internal damage according to the Revised Rules for Internal Ship
Damage modify rolls below 50 by -10 and modify rolls above 51 by +10. For example, a roll of 38
would be modified to 28 and a roll of 80 would be modified to 90.
- Trained
With normal training and an average crew, a damage control officer is able to repair a ship in decent
time, but their commanding officers should not expect too many miracles.
- Bonuses: None
- Penalties: None
- Veteran
With years of experience and a very good training schedule, a damage control officer achieves the
status of veteran. They are able to repair a ship faster and better then just a trained crew, making
them a much sought after part of a ship's crew.
- Bonuses: When rolling internal damage according to the Revised Rules for Internal Ship
Damage modify rolls below 50 by +10, with a maximum of 50, and modify rolls above 51 by -10, with
a minimum of 51. For example, a roll of 38 would be modified to 48 and a roll of 80 would be
modified to 70.
- Legendary
When a battle begins, a ship gets damaged; the heavier the damage, the better a captain hopes the
damage control officer is. A legendary damage control officer is probably renowned within their field
as one of the best available. They seem to work miracles and can repair items that any other officer
would consider to be broken.
- Bonuses: When rolling internal damage according to the Revised Rules for Internal Ship
Damage modify rolls below 50 by +15, with a maximum of 50, and modify rolls above 51 by -15, with
a minimum of 51. For example, a roll of 38 would be modified to 50 and a roll of 80 would be
modified to 65. Also, reduce all repair times by half, although destroyed systems will remain
destroyed.
Electronic Warfare Officer
Some space fleets recognize the importance of electronic warfare and how it has a profound effect on combat in
space. These space fleets generally have an entire department dedicated towards electronic warfare, or at the
very least, an officer whose job it is to control the ship's electronic warfare mechanisms. Ships that do not
have a dedicated Electronic Warfare Officer are assumed to have other personnel handle that duty and it is
these personnel as a group that can have an experience of green to legendary within the electronic warfare
area. For example, if a weapon control officer is in charge of the electronic warfare department, just because
they are considered to be a legendary electronic warfare officer, does not mean they are a legendary weapon
control officer.
- Green
A green electronics warfare officer is slow to respond to the opponents electronic counter measures
and slow to adapt to a rapidly changing electronic warfare situation. Either through lack of experience
or incompetence, the officer lacks the ability to think of original ideas that give the ship an edge
in combat using electronic warfare.
- Penalties: -1 to ECM and ECCM, with a minimum of 0.
- Trained
With average training, an electronics warfare officer should have everything they need to allow the
ship to reach its normal electronic warfare performance, nothing more and nothing less. Unfortunately,
this officer will not be useful beyond the normal range of operations that a ship is rated for.
- Bonuses: None
- Penalties: None
- Veteran
Years of experience in how to use and tweak an electronic warfare system allows a veteran officer to
get just a little more out the system then its normal rated values. Although not perfect, a veteran
officer can be a great asset to a ship during an intensive combat with heavy electronic warfare.
- Bonuses: +1 to either ECM or ECCM, this bonus can be switched between ECM and ECCM at the
beginning of each melee round.
- Legendary
Where the veteran officer seems to squeeze a little more out of the system, the legendary electronic
warfare officer seems to be using a completely different system. With skill, experience, and
initiative, the legendary officer is an incredibly asset for any ship to have.
- Bonuses: +1 to ECM, +1 to ECCM, and +1 to either ECM or ECCM, this bonus can be switched
at the beginning of each melee round. Also, the ship receives an additional combat action each
melee round that can only be used for an EWS function.
Engineering Officer
Engineers are the lifeblood of any ship. Without the engineers to ensure that the ship's power systems are
functioning normally, the ship's life support system would fail, the weapons would not fire, and the ship could
not move. The skill and ability of a ship's engineering department is often determined by the chief engineering
officer: if the officer is bad, the whole engineering department will suffer, but if the officer is good, then
a ship will run smoothly.
- Green
Either new to their job and inexperienced or incompetent, a Green Engineer cannot control their
engineering department very well. Small malfunctions will creep into a ship, but while they cause no
major problems, they create a ship that is not well suited for the rigors of combat.
- Penalties: Increase rolls on the Engine and Reactor Damage Tables in the Revised Rules for
Internal Ship Damage document by +30% and decrease rate of acceleration by 10%.
- Trained
A trained engineering officer is able to command the engineering department with adequate skill. Small
problems are mostly prevented and emergencies are dealt with professionally and in a timely manner, but
severe problems are generally too much for even a trained engineering to handle.
- Bonuses: None
- Veteran
A veteran engineering officer has seen it all. From reactor failures to mysterious power failures at
the wrong time, a veteran engineering officer takes it all in stride. The skill and experience the
officer brings to the ship cannot be overstated and their ability to lead their engineering department
is almost second to none.
- Bonuses: Decrease rolls on the Engine and Reactor Damage Tables in the Revised Rules for
Internal Ship Damage document by -20% and increase rate of acceleration by 5%.
- Legendary
While having a veteran engineering officer is definitely a bonus, having a legendary engineering officer
is a godsend. Even with a ship half in pieces and with a reactor breach imminent, a legendary engineer
still have faith in their own abilities and the abilities of their department.
- Bonuses: Decrease rolls on the Engine and Reactor Damage Tables in the Revised Rules for
Internal Ship Damage document by -50% and increase rate of acceleration by 10%.
Navigation Officer
Repairing damage is important, but avoiding damage is even better. In an age where ships fly between the stars
and can be attacked by highly maneuverable targets like fighters and monsters, navigation is even more important.
When even a tiny error can cause a ship to be light-years off course, navigating presents a large problem in that
is requires incredible precision, excellent reflexes, and great confidence.
- Green
Woefully inexperienced, a green navigation officer is bad at planning interstellar courses and has
terrible combat reflexes. Although most navigation officers do not remain green for very long, a benefit
of requiring a constant application of their skills, the problems of a green navigation officer are
even worse because they apply both in and out of combat.
- Penalties: -3 to dodge and all interstellar travel takes 10% longer.
- Trained
A trained navigation officer is often taken for granted. Their skills and experience ensure that they do
not make too many mistakes, and the mistakes they do make are quite small, but they are not very
exceptional at their jobs.
- Bonuses: None
- Penalties: None
- Veteran
When a captain needs someone to find the fastest root between two points and someone that has a very good
handle on a ship's limited maneuvering capabilities, they do not have to look any further then a veteran
navigation officer. With enough experience to know which gravity sources to avoid in order to shave a
small amount of time off a trip and how to hit the maneuvering thrusters at just the right time, a veteran
navigation officer is a welcome addition to any crew.
- Bonuses: +1 to dodge and all interstellar travel takes 5% less time.
- Legendary
Too many times a navigation officer does not know how to use the natural terrain in space to their
advantage, most look into the empty expanse in space and see nothing, but to the expert eye of a
legendary navigation officer, no place in space is empty. Able to move a ship faster and better then any
other officer, the legendary navigation officer can move a ship faster then even its designers thought
possible.
- Bonuses: +2 to dodge, increase ship's acceleration by 10%, and all interstellar travel takes
10% less time.
Sensor Control Officer
In the vastness of space, people cannot rely on their eyesight, they must instead rely on sensors. The Sensor
Control Officer is the person in charge of the sensors or is in charge of the department that oversees the
operation of the sensors. Being able to read sensors is not enough in the high tech world of space combat, being
able to read the absence of information and having the experience to develop hunches becomes even more important
then simply seeing the obvious.
- Green
A green sensor control officer runs a very loose department. They can be inexperienced or incompetent,
but in either case, the officer's critical department is unreliable. They can perform the most mundane
tasks, but the high pressure situations of combat are often too much for this officer.
- Penalties: Decrease all sensor bonuses to detect, track, and identify targets by -10% and
reduce Tactical Ship Intelligence by one level, with a minimum of level 0.
- Trained
Able to read the screens and remain calm during combat, a trained sensor control officer is reliable
under pressure, but do not expect any miracles from the sensor department.
- Bonuses: None
- Penalties: None
- Veteran
A veteran sensor control officer can squeeze every last bit of information from a sensor reading, they
also have the experience and technical expertise to improve a ship's sensors and are incredible calm
during combat. More then one ship has been saved from destruction by detecting an opponent sooner then
the opponent thought possible.
- Bonuses: Increase all sensor bonuses to detect, track, and identify targets by +10%.
- Legendary
A legendary sensor control officer is able to take a blank screen and see all of the enemies lurking in
the vastness of space. Tweaking the sensors to give the best information possible and gleaning
information that few other people could possibly understand are all the trademarks of a legendary sensor
control officer.
- Bonuses: Increase all sensor bonuses to detect, track, and identify targets by +25% and
increase Tactical Ship Intelligence by one level, with a maximum level of 5 and distances at level 0
are not improved.
Weapons Control Officer
Even with engines and sensors, a ship is virtually defenseless unless it has weapons and while the power of these
weapons are often the determining factor in a battle, the skill of the weapons control officer can be just as
important. From selecting targets of opportunity to determining the exact configuration of the point defense
weapons, the decisions the weapons control officer make can determine whether a ship lives or dies in a fight.
- Green
Whether inexperienced or incompetent, a green weapons control officer has many flaws and these flaws
quickly become apparent in a fight, at least to the people in his department. Bad decisions and bad
preparations quickly become evident, but it is satisfying to know that few truly bad weapons control
officers remain in charge for very long... generally they do not survive longer then their first battle.
- Penalties: All bonuses to strike from targeting computers are reduced by half, rounding
fractions down and all reload times, such as for missiles and rail guns, are doubled.
- Trained
A trained weapons control officer knows the basics of how to defend a ship. The officer knows how to
prepare a typical defensive screen for a ship or facility and knows how to select targets of opportunity
along very simple terms, but they lack originality or true skill.
- Bonuses: None
- Penalties: None
- Veteran
After many battles and more then their fair share of close calls, veteran weapons control officers know
just about everything they need to know about their weapons and their equipment. They are familiar with
the capabilities and limitations of their own weapons and can prepare a defensive screen to match what
they know of their defensive capabilities. Offensively, the veterans know how and where to shoot at a
level much higher then a simple trained officer.
- Bonuses: +1 to strike with all weapons and one weapon system, such as all L-3 Laser Cannons
on a ship, can fire an additional time per melee, but that weapon system cannot fire during the next
melee. For example, if the weapon system could fire twice per melee, it can now fire three times per
melee. A weapon system that can only fire once per melee or slower cannot be modified.
- Legendary
Although a veteran weapons control officer is a sight to behold, a truly legendary weapons control
officer can swing an entire battle in their favor with a few carefully selected shots. Often given
extreme leeway by their commanders, these officers have the skill and originality to decimate stronger
and larger opponents.
- Bonuses: +3 to strike with all weapons and one weapon system, such as all L-3 Laser Cannons
on a ship, can fire at twice its normal rate, but that weapon system cannot fire during the next
melee. For example, if the weapon system could fire twice per melee, it can now fire four times per
melee. A system that fires slower then once per melee cannot be modified. Reload times for weapons
such as missiles and rail guns is reduced by half.