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Downtime Rules
Chapter 2: Starship Combat
/
Armada Combat
/
Officers
Chief Caster
Source
Starship Operations Manual pg. 61
You and your crew oversee the mystical rites of your fleet.
Associated Skill:
Mysticism
Officer Bonus:
AC against enemy gunnery checks
Conjure (Engineering Phase):
Choose 1 hex and attempt a DC 10 flat check. If you succeed, your mystical crew conjures cosmic debris in that hex and all adjacent hexes that lasts until the end of the round. Any fleet that ends its turn in that area takes an amount of damage equal to your officer bonus, and any fleet attacks that pass through the affected area take a –1 penalty to gunnery checks.
Enchant (Engineering Phase):
You lead your mystics in enchanting a fleet’s weapons. Choose a fleet and attempt a check against that fleet’s AC. If you succeed, that fleet’s range increases by 2, and its gunnery checks can deal critical damage on a 19 or 20. These effects last until the end of the round.
Precognition (Engineering Phase):
You and your crew predict enemy movements. Attempt a DC 10 flat check. If you succeed, your admiral rolls 1d4 and adds the result to their next check to determine the order in which fleets move during the helm phase.