SHIP JOBS RT

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After much effort, I've compiled (most of) the information from the Careers, compared it to the chapter on Ship Combat, and ranked each Career based on how good they are at each action. I had to make certain assumptions regarding the applicability of certain Talents - specifically the various Peer and Good Reputation Talents.

It seemed to me that Peer (Imperial Navy) and Peer (Imperial Guard) would apply to all Fellowship based actions, and Peer (Workers) to the non-Command Fellowship-based actions. However, there's a definite argument that Peer (Imperial Guard) wouldn't apply to Put Your Backs Into It! Also, I ruled that Electro Graft Use would apply to all Tech-Use Tests. After all, when is an Explorator not going to be connected to a data-port? (Unless it's when conducting Emergency Repairs.) I have exact numbers, if people are interested.

Also, I rated the slow xp progression as being worth -5, and the fast xp progression as being worth +5. This seemed like a reasonable abstraction. Anyway, first off:

Piloting:

Voidmaster, by a country mile

then Rogue Trader' Navigator. Explorator. Seneschal Note that Navigators etc. can't Pilot (Space Craft) until Rank 6.

Gunnery:

Voidmaster

then Arch Militant; Rogue Trader/Explorator; Navigator/Seneschal; Astropath ; Missionary

The distinction here is fairly narrow, though a Voidmaster who takes Master of Gunnery

will be hands down the best. It's quite possible for a Navigator or Seneschal to be the best gunner on the ship.

Scrutiny: (for sensors, very important)

Voidmaster

then Astropath; Seneschal; Rogue Trader; Missionary; Navigator ; Arch Militant/Explorator

Command:

Rogue Trader

Voidmaster; then Arch Militant ;

then way down: Astropath; Missionary; Seneschal ;Navigator ;Explorator

Tech-Use:

Explorator (by far, and it's a very important skill)

then Seneschal; Voidmaster; Rogue Trader

Blather/Deceive:

Missionary

then Seneschal; Rogue Trader; Astropath Transcendent; Voidmaster; Navigator; Arch Militant; Explorator

Charm/Intimidation

Missionary

then Navigator; Rogue Trader; Arch Militant; Seneschal; Voidmaster; Astropath Transcendent

Medicae:

Missionary (by a neck); Explorator

Arch Militant (also ran)

Willpower: (or rather, when you get the Air of Authority Talent)

Rogue Trader

then Voidmaster; Navigator; Arch Militant; Astropath; Missionary

To summarise by Career:

Rogue Traders are good all rounders. They're great at leading away teams, though you'd probably prefer to keep them on the bridge, so they can hand out that +10.

Arch Militants are good security officers and gunners. This would be a narrow niche, except that it's not really possible to win a ship battle without shooting the ship's guns or shooting the enemy crew. Also, you may end up relying on them as your Medic.

Astropaths are, somewhat surprisingly, great tactical officers. They eventually get really, really good at all the Fellowship stuff, if they invest in it, but it takes them a long time. Except for lying. They're good at that from relatively early on.

Explorators are skilled Engineering and Medical specialists. They're kinda lousy at everything else.

Missionaries are good Medical Officers and Ship's Chaplains. They're surprisingly weak Security Officers, and not great on bridge stations.

Navigators are great at bullying the crew until Morale improves. They're mediocre gunners, and kinda bad at everything else. The decision not to give them Scrutiny before Rank 6 is baffling to me. They can guide a ship through the Warp, and can create amazing navigational charts, but they can't take a sensor reading. What the hell?

Seneschals are decent Tactical Officers and Commissars, and mediocre Gunners and Engineers.

A Voidmaster can be either by far the best Pilot, the best Gunner, or by far the best Tactical Officer in the crew. They're also good Security Officers, and at least mediocre at everything else, except being a Medical Officer, which they can't do at all. Their all-rounderness is mitigated by the fact that they're such good specialists that you probably don't want them doing the other stuff.

HOUSE RULES:

Talents for command, scrutiny, Air of A, etc , and crucial bridge functions can be hypno-taught

and learned early with an Elite pick costing 500 extra XP.

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