Solomani Confederation (Military)

Confederation Navy: Crewing Around

1. It's time to crew the frigate Liberty, and I tried to figure out how that's going to look like.

2. I had already decided to split up Gunnery, and let them specialize.

3. Ortillery can be offshored to a computer programme, since basically, they're sitting ducks, and you can have a human specialist as part of the Admiral's staff, not necessarily on each starwarship.

4. The Capitalists can concentrate on bay and spinal mounted systems.

5. Screen technicians would be closer to sensor operations.

6. Which leaves us with turrets, which essentially, are more of a defensive nature, though they can be offensive.

7. I thought I might just pass that to the Logistics branch, since they're not going have that much to do during combat, except reload the missiles and torpedoes.

8. And, since they're already doing that, might as well be in charge of manning those weapon stations.

9. And damage control.
 
Confederation Navy: Crewing Around

A. I missed my train, and since I only found a small, light carpet at the flea market, I thought I might as well walk home.

B. That gave me time to think, especially about what I wanted in a starwarship crew.

C. Speaking of which, why do I need a crew department?

D. If all they do is maintenance work, I might as well pass that to Logistics, as well.

E. Basically, starwarships crews could be divided into the ones that fire the guns, and the ones that keep the vessel moving.

F. And the moving part has been passed on to Engineering, and Flight.
 
Confederation Navy: Crewing Around

G. It's an interesting question as to what the skill Profession actually brings to character capabilities.

H. I suspect it's meant to cover skills that the game designers don't want to deal with, or can't figure out how to use.

I. We have Seafarer, which allows you to operate watercraft.

J. In theory, we could have Spacefarer, which would allow you to operate spacecraft,. and you get to specialize why particular type.

K. But, I rather suspect the the technologies involved with watercraft and spacecraft vary widely, so a non goer to add to the skill list.
 
Confederation Navy: Crewing Around

L. We do need a sort of jack of all trades to deal with the less specialized aspects of spacefaring.

M. This generalist would have to deal with ship security, inventory, and damage control.

N. We don't need him to be able to pilot, deal with sensors, nor look after the engines.

O. In theory, in a future technologically based civilization, you'd think that everyone would have the skill electronics.

P. But, in order to be consistent with character creation, the Confederation Navy Logistics Branch has the following service skills: Electronics, Vacuum Suit, Athletics, Gunner, Mechanic, and Gun Combat.
 
Confederation Navy: Crewing Around

Q. Athletics and Vacuum Suit would be mandatory in a space navy.

R. Or, only Athletics, if you don't care if the sailor can swim.

S. Mechanics would be taking care of the equipment, if it isn't working as it's supposed to.

T. Like combat damage.

U. At this point in time, cleaning would be more supervising a detail of Roombas.
 
Confederation Navy: Crewing Around

V. Vacuum Suit and Athletics are almost mandatory for space based (para)military recruits.

W. Gun Combat, I would guess, needs to be included.

X. Electronics, is more about how I think it's required in any advanced civilization.

Y. Mechanics and Engineering make up the final two.

Z. And that would be the service skills for the (spacecraft) Engineering Branch.
 
Confederation Navy: Crewing Around

V. Assuming I wanted the Gunnery Branch to fix their own weapon systems, I'd add Mechanic to Gunnery for the last two open slots.

W. In which case, you couldn't distinguish between them and Logistics: Electronics, Vacuum Suit, Athletics, Gunner, Mechanic, and Gun Combat.

X. It would have to be in terms of skill specialization.

Y. Gunnery would specialize in Gunner/Capital, and Electronics/Sensors.

Z. And if Logistics specialize, it would be Gunner/Turret, and Electronics/Remote Operations.
 
Confederation Navy: Crewing Around

1. Of course, we have the Science branch.

2. Representative of this, would be the medical practitioners onboard.

3. Given ratio for this, is one per hundred twenty personnel.

4. Cruiser size, you definitely want at least one doctor/surgeon, a bunch of nurses, and some medical orderlies.

4. But, at frigate and destroyer size, you might getaway with medical/one nurse.

5. Which, in combat, is not going to be enough.

6. Probably would go with one Corpsman per Marine squad.

7. The frigate would be mostly on patrol, but when the bovine ordure intercepts the axial ventilator, there likely to be a lot of casualties.

8. We could have three medical/zero assistants, who would also be responsible for adjacent health stuff, like nutrition, and one getting assigned to the Marine squad, when deployed off ship.

9. Could also be responsible for monitoring life support.
 
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