The Operation Specialists class skills (and the key ability for each skill) are:
+1 Rank in Technophile
+1 Rank Navigator
Perception (Wis),
Pilot/Drive (Dex),
Stealth (Dex),
Weapon Arts (Str),
1: Career Ability I
2: Career Ability II | Mag Bauble x2
3: Cross-Career Ability I
4: Bonus Talent
5: Career Ability III | Mag Bauble x2
6: Career Ability IV
7: Cross-Career Ability II | Mag Bauble x2
8: Career Ability V
9: Bonus Talent
10: Cross-Specialist Ability | Mag Bauble x2
Cross Career Ability is used to buy an ability from another Specialization path.
It can also be used with with the Agent Class to Buy Agent abilities. If another class has modular purchases similar to the Agent and you possess levels in the class, you may check with staff to see if the relevant class can be added to this list.
Cross-Specialist Ability - Buy an ability from another Specialist class. You cannot take levels in this class. You may consume Talent slots to buy additional abilities from the locked-out specialist class.
Specialization Helm
Operations Specializing in Helm Control are natural astrogators, able to calculate coordinates without the use of a navicomputer. A Helm Specialists no longer takes a -5 penalty when calculating FTL without the aid of a navicomputer (see calculating hyperspace jumps).
Additionally, when a Helm Specialist does have access to a navicomputer when calculating FTL, all calculation times are reduced by 50%. This includes the time to calculate a new route between systems, even if the Helm Specialist doesn’t know his starting point.
A Helm Specialist at Helm Control can add her Defense bonus derived from her Operations Specialist levels to the Defense of any starfighter,Transport or Capital ship.
The Helm Specialist’s starship evasion improves. A successful Pilot check negates all damage suffered by the attack.
An Helm Specialist can still only make 1 evasion check per round.
A Helm Specialist gains a sense of when Jump or warp engines are likely to fail. If a Jump or Warp calculated by a Helm Specialist would normally result in a FTL mishap, the pilot is allowed a second Navigate check with all the same modifiers (but requiring no time). If the second check is successful, the Jump or Warp fails, and the ship does not enter FTL, but no mishap occurs. A new set of calculations must then be made, taking additional time.
The Helm Specialist can make a Pilot check to lessen the damage dealt by a successful hit against a starfighter, transport or Capital Ship she is piloting. If the Pilot check exceeds the attack roll, the damage dealt to the pilot’s ship is halved (round fractions down, minimum of 1 point of damage). A Helm Specialist can make an evasion check once per round.
A Helmsman may spend 5 chakra per vessel size category to temporarily give a destroyed craft (reduced to zero or fewer hit points) he is flying 1 hit point. He may take no actions but move actions, and must try to land the craft or get it to a safe haven. In starship combat, the “destroyed” ship is assumed to have one control space and one engine space, and nothing else.
Specialization Communications
You have the ability to operate any communication device with a minimum of training.
When boosting the signal of any communications array with which you are familiar, add +2 to your Computer use skill check. You may gain familiarity with an alien communications array by making a successful Knowledge (technology) skill check, therefore removing the penalty for using alien technology.
Normal: The use of any standard communication device requires a Computer use skill check.
Once per game session, the Communications Specialist may intercept any communication originating from a specific person or location, and clandestinely listen in without making a Computer use skill check.
You may make contact with friendly forces as long as the enemy is not actively jamming your signal.
Benefit: You are able to make a call for assistance while under enemy fire. This includes making calls for extraction, aid, and fire support, although the GM can decide if the request is granted or not.
You know how to operate a robot remotely.
Benefit: If you have a remote operation rig and access to a robot with the remote operation upgrade, you can control the robot’s actions through a wireless communications link. The robot will do any task you command to the best of its ability. If you make an attack using the robot, you may either use your attack bonus with a - 4 penalty or you may simply issue the commands and use the robot’s attack bonus.
Once per game session, the Communications Specialist may automatically figure out one password or similar piece of information. This ability requires at least a full action to use, and the GM may require the team to perform a task, such as breaking into a certain building, in order to acquire the information. This can be taken a Second time allowing the specialist to use this ability twice per game session.
A Communications Specialist is a master of conversation, both in speech and in reading the clues of those she speaks with and what they unwittingly reveal about themselves. As such, she gains +2 to Bluff, Diplomacy, and Sense Motive.
Specialization Tactical
A Tactical Specialist must choose to specialize in either capital ships or transports. After operating the weapons of a starship of the chosen class for at least thirty days, they become familiar with them, gains a +1 bonus on all attack and damage rolls made with those weapons.
A Tactical specialist gains the ability to make a disabling shot. This allows a them to attempt to target a specific system on a starship, damaging it without harming any other part of the starship. To attempt this, they must choose one system to disable on a target ship (one battery of weapons or a set of fire-linked weapons are considered one system). They then makes a single attack roll at a -4 penalty. If the attack hits, they roll damage, adding his base attack bonus to the total. This damage is not applied to the starship. Instead, they roll on the Battle Damage table and adds his damage total to the roll. If the result is equal or greater than the result needed to disable the target system, the system has been disabled. A disabling shot never destroys a system – it can always be fixed with a Repair check (DC 20 if no other DC is given).
Making a disabling shot is a full-round action.
A Tactical or administrative Specialist has trained himself to see the weakness of others and knows how to exploit them to his advantage.
A Tactical Specialist may make one additional attack of opportunity per round during space combat while Serving as Tactical Officer on a Capital ship or transport.
The Tactical Specialist gains +1 bonus to hit with all space-craft mounted weapons.
The Tactical Specialist is skilled at coordinating fighters from the CnC in combat. All checks made by fighters linked to his ship gain a +2 bonus. This may be selected up to three times (for a total of a +6 bonus).
When flying a fighter or star-ship with a shield generator, the Tactical Specialist may spend 5 chakra per vessel size category to negate a successful hit. This must be done before damage is determined.
Specialization Administration
An Administrator at Helm Control can add her Defense bonus derived from her Operations Specialist levels to the Defense of any starfighter,Transport or Capital ship.
The Administrator can make a Pilot check to lessen the damage dealt by a successful hit against a starfighter, transport or Capital Ship she is piloting. If the Pilot check exceeds the attack roll, the damage dealt to the pilot’s ship is halved (round fractions down, minimum of 1 point of damage). An Administrator Specialist can make an evasion check once per round.
The Administrative is skilled at coordinating fighters from the CnC in combat. All checks made by fighters linked to his ship gain a +2 bonus. This may be selected up to three times (for a total of a +6 bonus).
An Administrative Specialist has trained himself to see the weakness of others and knows how to exploit them to his advantage.
An Administrative Specialist may make one additional attack of opportunity per round during space combat while Serving as Administrative Officer on a Capital ship or transport.
You have the ability to operate any communication device with a minimum of training.
When boosting the signal of any communications array with which you are familiar, add +2 to your Computer use skill check. You may gain familiarity with
an alien communications array by making a successful Knowledge (technology) skill check, therefore removing the penalty for using alien technology.
Normal: The use of any standard communication device requires a Computer use skill check.
You may make contact with friendly forces as long as the enemy is not actively jamming your signal.
Benefit: You are able to make a call for assistance while under enemy fire. This includes making calls for extraction, aid, and fire support, although the GM can decide if the request is granted or not.
Taiga notes
Starting Meseta: 1000-might 1250-magic 1500-civilian [This should be likely + 1 zero more on each. to be done when coupons are updated!]
Basic classes use 11 points split among [HP, Energy, skills and proficiencies]
+1 HP [1] +2 HP [2]
1d4 control [0] 1d6 [1] 1d8 [2] 1d10 [3]
4 + Int at level 1 ||| 2 + Int per level after [0] 6 + Int at level 1 ||| 4 + Int per level after [2]
Highly skilled increases [Per level after] up to match Initial and costs [2]
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Advanced classes use 7
Skill base is 2 + Int per level. [0]
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Prestige is likely less [points] then adv