Topic: Legendary Officers
These rules are adapted from the same rules present in Star Fleet Battles. We are using these in our New Romulan Armada Campaign that we kicked off tonight. They are based on the same rules from the Star Fleet Battles Commander's Edition.
Legendary Officers in Klingon Armada
(See SFB Rule G22.0) For each ship in the fleet roll 2d6.
2 Captain plus roll again. If second ‘2', ship has one of each officer type.
3 Weapons Officer
4 Navigator
5 Ship's Doctor
6,7,8 None
9 Science Officer
10 Marine Major
11 Chief Engineer
12 Captain
Captain
Bluff
1. Once per scenario, a LC may attempt to bluff one enemy ship. There is a 50% chance The ship disengages, but no points are scored. The chance of success is increased or decreased by 1% for every BPV point that the captain's forces outnumber their opponents. The chance of success can never be higher than 75% or lower than 35%.
2. A Legendary Captain has a chance of 1 on a 1d6 of ending up in control of a ship within transporter range if his ship is destroyed. The target ship must be of the same size class or smaller. All boarding parties and officers go with him as well.
3. A Legendary Captain can perform any one Legendary function except Doctor.
Weapons Officer
Adds +1 to the die roll of one weapons systems type. For example, he could add +1 to the fire of the X Batteries.
Navigator
1. Ship may use evasive maneuvers without movement penalty.
2. Ship may ignore firing penalty for using evasive maneuvers.
3. Ship may make one two hex side turn for free during turn.
Ship's Doctor
May cure one crew or one boarding party each turn. May cure legendary officer for free.
Science Officer
The Science Officer can perform any one job function each turn.
1. Operate as 30 extra Lab spaces.
2. Perform an extra Damage Control roll.
3. Add -1 to attempts to locate cloaked or silent ships.
Chief Engineer
The Chief Engineer can perform any one job function each turn.
1. Perform an extra Damage Control roll.
2. Provides a +1 when rolling for Damage Control (not cumulative with 1).
3. Can add 1 to the speed of the ship without risk of damage.
4. Can break out an extra shuttle for use in the same game.
Note: Tholians can never have a Chief Engineer
Major of Marines
The Major can modify boarding combat or weapons fire but not both.
1. Can transport free with any boarding party
2. Shifts combat rolls by 1 in the favor of his side. Affects dice rolled by his side and dice rolled against his side.
3. Can add +1 the fire of one ships weapon.