Command Bridge

Prerequisite: Level 13, base cost 2,500 gp.   Facility Rating: 3 (Roomy, 8 Squares)   Supply: 2 Martial, 1 Luxury   Action: Recruit (character with Intimidation or Persuasion proficiency)     The Command Bridge is where you plan military actions in consultation with the officers of the vessel. The Command Bridge contains war memorabilia, maps and charts, and a large table surrounded by chairs. Typically the Helm of the vessel is situated on the Command Bridge.  
Crew Access
While your vessel has an active Command Bridge, you can recruit Veteran or Elite crew when you use the Recruit Action aboard the vessel. This is the only way to recruit Veteran or Elite crew.  
Install Options
When you use the Install Facility action to install a Command Bridge, you may install it incorporating an existing Navigation Room aboard the vessel. This reduces the base cost of the Command Bridge by 10%, and the Navigation Room is then removed from the vessel.  
Navigation Station
The Command Bridge contains a Navigation Station. During a Vessel Facility Turn one player may use this basic station as a Navigation Room without preventing any other player from making an action with the Command Bridge.  
Battle Command
During a combat encounter, one player aboard a vessel with an active Command Bridge may be nominated to be In Command of the vessel. While in command of the vessel a character must remain on the Command Bridge.  
In Command Options
While you are in command of the vessel, you may choose to make one of the following actions during your turn:   Command: Order Crew. You must have a Charisma of 15 or higher, or the Command Officer feat to perform this action. You spend your action to choose an action from the Crew Action list in Vessel Combat. One willing creature of your choosing aboard the vessel may immediately perform this action. If your proficiency modifier and/or ability modifier for your chosen action is higher than that of the creature, it may use your proficiency modifier and/or ability modifier in place of its own.   Command: Fleet Coordination. You must have a Charisma of 17 or higher and the Command Officer feat to perform this action. One vessel in the fleet is designated the Flagship, which is considered In Fleet while the fleet contains two or more powered vessels. You spend your action to coordinate your vessel and keep it In Fleet until the start of your next turn. If you are in command of the flagship you may select one hostile vessel or settlement as a target. All friendly ships In Fleet gain either +2 to hit against the target, or +2 AC when attacked by the target until the start of your next turn.   Command: Deploy Unit. You direct a single Unit aboard your vessel to deploy via shuttles, Teleportation Circle, over the side of your vessel, or some other means. Select one target hostile vessel or settlement and an order from the Unit Order list. Direct the unit to deal Lethal or Non-Lethal damage when you issue the order. The Unit may make a loyalty check to ignore your Lethal or Non-Lethal direction and fight as they see fit. While you remain In Command you may perform a Bonus Action to give the Unit a new Order while they remain deployed.   The Unit sorties against the target, and the DM will inform you of the result of the Unit Order at the end of your next Turn. The DM is encouraged to be creative and consider the size of the Unit, the nature of the target, and any other relevant considerations.  
 
Recruit Options
When you issue the Recruit order to this facility, choose one of the following options:   Recruit: Officer. To perform this action the party must have a renown of 15+ with a Port Authority. You recruit one Friendly Elite crew member of a specific Class and Background, whose Loyalty begins at 10.   Recruit: Ground Pounders. To perform this action the party must have a renown of 15+ with a Port Authority, or a number of Dedicated crew of loyalty 20. You form or hire a Unit of NPCs, see Hiring Crew.

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