Operator
Overview
“Watcher’s Confidence", please proceed to docking bay ninety-four,” comes over the freighter’s speakers for a third time. Frantically, the chiss operator types as fast as he can, attempting to disguise his ship’s transponder code and true designation. Finally, with a satisfied sigh and a single keystroke, he completes the new temporary identity to his ship.
Methodically, the voss operator types away on the datapad in front of her, one eye on the console and the other on her quarry. As she sees the ship’s trajectory abruptly change, she completes her commands, overloading their systems. The ship immediately slows, it’s turning become sluggish, enabling the voss to overtake it.
As the light freighter exits hyperspace, the hull starts to vibrate with the impacts of cannon fire. The human operator immediately jumps into the co-pilot’s seat and interfaces with the control panel. He engages a comm scrambler, disrupting the communications of the enemy ships, in an effort to diminish their coordination.
Operators share their love of a challenge; to overcome the obstacle that few others can comprehend. While they aren’t always celebrated, operators are an integral part of any ship’s crew e, please proceed to docking bay ninety-four,” comes over the freighter’s speakers for a third time. Frantically, the chiss operator types as fast as he can, attempting to disguise his ship’s transponder code and true designation. Finally, with a satisfied sigh and a single keystroke, he completes the new temporary identity to his ship.
Methodically, the voss operator types away on the datapad in front of her, one eye on the console and the other on her quarry. As she sees the ship’s trajectory abruptly change, she completes her commands, overloading their systems. The ship immediately slows, it’s turning become sluggish, enabling the voss to overtake it.
As the light freighter exits hyperspace, the hull starts to vibrate with the impacts of cannon fire. The human operator immediately jumps into the co-pilot’s seat and interfaces with the control panel. He engages a comm scrambler, disrupting the communications of the enemy ships, in an effort to diminish their coordination.
Operators share their love of a challenge; to overcome the obstacle that few others can comprehend. While they aren’t always celebrated, operators are an integral part of any ship’s crew
Rank | Features |
---|
1 | Venture, System Disruption |
2 | Improved Interference, Disrupted Defenses |
3 | Versatile Operator, Threat Assessment |
4 | Masterful Interference, Haywire |
5 | Paragon Operator, Overload Systems |
Rank One Features
Venture
Beginning when you choose this deployment as your specialty, at 1st rank, and again at 2nd, 3rd, 4th, and 5th rank, you can choose a venture (see Chapter 6 for a list of ventures).
System Disruption
Also at 1st rank, as a bonus action, you can choose a ship that you can see within 1,000 feet and target its systems for disruption, as long as you understand how they function. For the next minute, or until you disrupt another target, you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it.
Additionally, when the ship makes an ability check, attack roll, or damage roll, you can use your reaction to disrupt the ship’s functions. Roll a System Disruption die, which is a 1d4 , and subtract it from the ability check, attack roll, or saving throw. You can choose to use this feature after the ship makes its roll, but before the GM says whether the roll succeeds or fails. You can use this feature twice. You gain another use of this feature at 2nd, 3rd, 4th, and 5th rank in this deployment. You regain any expended uses when you finish a long rest.
Your System Disruption die changes when you reach certain ranks in this deployment. The die becomes a 1d6 at 2nd rank, a 1d8 at 3rd rank, a 1d10 at 4th rank, and a 1d12 at 5th rank
Rank Two Features
Improved Interference
At 2nd rank, when you use take the Interfere action, you have advantage on the Intelligence (Technology) check. If you already have advantage, you can instead reroll one of the dice once.
Disrupted Defenses
Also at 2nd rank, the first time the target of your System Disruption takes damage each round, it takes additional damage equal to your System Disruption die. The damage is of the same type dealt by the original attack.
Rank Three Features
Versatile Operator
Starting at 3rd rank, when you would expend a System Disruption die, you can instead use a 1d4 . You can only use this feature once per round.
Threat Assessment
Also at 3rd rank, as a bonus action, you can learn certain information about the capabilities of the target of your System Disruption. The GM tells you if the ship is your ship’s equal, superior, or inferior in regard to two of the following characteristics of your choice:
Strength score
Dexterity score
Constitution score
Armor Class
Current total hit and shield points
Total ship tiers (if any)
Total deployment ranks (if any)
Rank Four Features
Masterful Interference
At 4th rank, when you take the Interfere action, you can choose to forgo your proficiency bonus. If you succeed on the check, the target has disadvantage on all ability checks or attack rolls it makes before the start of your next turn, instead of one.
Haywire
Also at 4th rank, when you target a ship with your System Disruption feature, it must make a Constitution saving throw (DC = 8 + your bonus to Technology checks). On a failed save, while it is the target of your System Disruption feature, the first time it makes an attack roll or a saving throw each round, the target must roll a 1d4 and subtract the number rolled from the attack roll or saving throw.
Rank Five Features
Paragon Operator
As of 5th tier, you are a paragon of your deployment. You regain all expended uses of your System Disruption feature when you finish a short or long rest.
Additionally, when you would make a Technology check while deployed as an operator, you can take the maximum instead of rolling. You can use this feature before or after making the roll, but before any effects of the roll are determined. Once you’ve used this feature, you must complete a short or long rest before you can use it again.
Overload Systems
Also at 5th rank, you learn how to overload the systems of a ship remotely. As an action, you can attempt to breach the systems of the target of your System Disruption. The ship must make a Constitution saving throw (DC = 8 + your bonus to Technology checks). On a failed save, the target’s flying speed reduced by half, it’s turning speed is doubled, it takes a -2 penalty to AC and Dexterity saving throws, it’s shields no longer regenerate, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the ship’s abilities, crew, or equipment, it can’t make more than one melee or ranged attack during its turn.
The ship’s pilot makes another Constitution saving throw at the end of its turns. On a successful save, the effect ends.
Once you’ve use this feature, you must finish a short or long rest before you can use it again.