CUSTOM LEGENDARY OFFICERS SYSTEM This system allows you to mix and match minor Legendary Officer abilities. It uses the Service Division guidelines given in Prime Directive (pages 21-22), plus some of the skill ideas, but you don't need to Prime Directive to use this. It also presents many new Legendary abilities that don't appear anywhere else. The base CPV (Custom Point Value) cost of an officer is 5. Pick a major field below for the officer, and purchase abilities from that field. Abilities out of that group may be purchased, but they are at double cost. Divide CPV by 2.5, round up, and you get the BPV cost of the officer. HELM/NAVIGATION FIELD You take zero feedback damage from any source 4 You take zero collateral damage from any source 6 All your firing arcs are widened by 60 degrees (30 degrees each side) 8 All your Hull is also Armor: F Hull is FH, A Hull is RH, C Hull is 360 degree 10 -1 shift on Turn Mode number 20 -1 shift on Turn Mode letter 20 Can dock to any unit in your hex if both ships have 1 shield down 40 Sideslip mode becomes 0 for every other sideslip 45 -1/2 on Movement Cost (if below 1, halve it instead) 50 +1 to maximum warp factor 60 Aegis restrictions on seperate targets (Shotgun, 1X phasers) is removed 70 You automatically move last every impulse 90 COMMAND FIELD Acts as 1 Flag box 2 Acts as 1 Scty box 2 Probes can be used as weapons at any time 3 Can use all control spaces as Labs 4 Influence action as per Legendary Diplomat (see my TNG rules) 5 Can use all control spaces as Special Sensors 40 SpecSen may be used twice per turn 50 Can choose where ship starts on map at beginning of scenario 60 Can lose all other abilities and duplicate any other ability on this list 80 LIASON FIELD Double your transfer rate when docked 3 Can use one control space as a SpecComm 15 Can Bluff as per Legendary Captain 20 Your seeking weapons may use free movement, and can actively avoid obstacles 20 Your ship cannot mutiny 20 Take only 1/2 damage from monsters 50 TECHNICAL FIELD Can mix capacitors freely between Phasers, ESGs, and other capacitor weapons 1 If roll "1" to break a lock-on with SpecSen, you instead gain control of it 2 Tractor beam maximum range increased by 1 3 Acts as 1 Repair Box 3 Transporter maximum range increased by 1 4 Can launch and recover 2 shuttles per bay per impulse 4 During Impulse Activity you can add or remove "Emer" to any system 5 Your drone/plasma/mine racks and fighters reload themselves at 1 space/turn 5 Acts as 1 Construct Box 6 +4 power per turn for any purpose 8 Can repair any one box on the SSD per turn 8 Wild Weasels and Suicide Shuttles cost zero energy to hold 8 You completely ignore Critical Hit effects 9 When Cargo/Hold is destroyed, you lose only (1d6-1)x10 cargo units 10 +6 power per turn which can only be used for movement 11 Can rearm weapons the same turn they are fired 15 Each of your Hull boxes can take 2 damage, but costs 2 repair each to fix 20 Pick a weapon by name. Roll 2 dice and choose better when you fire 30 None of your weapons have cool-down periods 35 -1 to hit bonus with one predecided weapon type 35 Torpedoes that miss by 1 did not actually fire and can be fired next impulse 60 -2 to hit bonus with one predecided weapon type 65 -1 to hit bonus with all weapons 70 Can repair ExcDam hits for only 2 repair points 80 You completely ignore Shock effects 90 PERSONAL COMBAT FIELD Your shuttlecraft may act immediately upon launch (no delay) 1 Can adjust H&R raids (either for or against you) by +1 or -1 5 In shuttle: +2 speed, -1 to hit bonus, +1 damage bonus, +3 hit points, +1 DFR 5 All enemy boarding parties have -1 to hit while on your ship 9 All your boarding parties have +1 to hit 10 While on enemy ship, your boarding parties can each kill 1 Crew Unit per turn 15 Can attack other Officers: Each roll (1d6)*(their CPV cost), the loser dies 60 SCIENCE FIELD Counts as 1 Lab box 2 Roll 2 dice and choose better when using Labs for information 6 Each Tran can move 2 units if going from same source to same destination 6 Adds six 360 degree shield boxes (for races that use shields only) 9 All your Tac Intel levels are increased by 1 letter category 10 Tractor beam strengths are increased by 50% 15 You need to only lower your shield to Minimum levels to use Tran through it 15 Your Special Sensors cannot be blinded even if you fire heavy weapons 20 Shield Reinforcement is increased by 1 tech level 30 Can at will convert 2 generic power into 1 impulse or 1 warp power 35 +1 damage with each weapon of 1 predecided type 35 Direct-fire weapon modes (Hellbore, Plasma bolt) do full damage instead 40 Can use Transporters through your shields 60 +1 damage with each weapon 70 MEDIC FIELD All your Passenger units are indestructible 1 Your ship can hold double the number of crew (of all types) listed on the SSD 2 Cure 1 Crew Unit or Passenger per turn 2 Kill 1 Crew Unit per turn while on enemy ship 3 Cure 1 Deck Crew per turn 5 Cure 1 Boarding Party per turn 10 Kill 1 crew unit of any type per turn while on enemy ship 15 Cure 1 crew unit of any type per turn 20 You suffer only 1/2 normal crew unit casualties 50 Cure 1 Legendary Officer per turn 70 Kill 1 Legendary Officer of less CPV cost than yours (on same ship) per turn 80 Cure self (even if dead) once per week 90 PSIONIC FIELD Identify all drones and shuttles within 10 hexes continuously 10 Can look at Energy Allocations of all units within 20 hexes continuously 35 You can detect danger, and your ship will always be at WS III when needed 40 All your Legendary Officers escape automatically if the ship is destroyed 70 Acts as 1 C&C box (see my TNG rules) 75 "Turn off" all Legendary Officers of less CPV cost than yours within 5 hexes 90 OK, that's it for now. I'm sure there's a bunch of stuff I missed, but you get the idea.