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RP Rules 5.0.1
These were the rules released to the public before the major site update.R.5.0.1 ROLE-PLAY RULES: SPACE BATTLES AND RP: THE FURRY CONFLICT Space Battle RP is turn based. Each participant (excluding the moderator) is given a "turn" and in the space of that turn they are allowed to give a maximum of two commands for each capital ship, and/or two commands for each fighter squadron under their control. Fighter squadrons are composed of 24 ships, each of which can either be collectively commanded or individually commanded. Capital ships are any ships that are not considered fighters. In the space of a turn, a player may command his ships to "move", "advance", "retreat", "evade", "attack", "pursue", "F.T.L.", "special", "self destruct", or "remain." Regarding Errors and Post Revisions: If an error is made, it is only "fixable" up to instant before the next player posts their turn. All errors made and then discovered after the succeeding player has taken their turn are deemed "fair" and are unchangeable. The "MOVE" Command: The "move" command allows a ship to advance to a different position. However, a "move" command, does not dictate an "evade" command. I.E.: Enemy fire hits a ship that is fired upon and "moves" but does not "evade". A "F.T.L." command, however, doubles as an "evade" command as it removes the ship from the local battle map. The "move" command is used to put a vessel into the vicinity of or inside of a stellar object or an artificial station. The "move" command can also place vessels on the "far side" of planets to avoid shock waves or enemy fire, but does not necessarily put them in "orbit" of the planets.
ENGAGE S.L.A.M.:
Vehicles augmented with this upgrade are able to double their top sub-light speed by shunting power from the particle weapon batteries. They require an order to initiate and an additional order to maintain per turn. S.L.A.M. drives may only be engaged for the duration of two turns before the batteries onboard run dry. Two additional turns are needed before the particle weapon battery recharges, and in this time, the ship may not use particle weapons.
Moving into the orbit of Stars:
Ships equipped with "Metaphasic Shielding Technology" are capable of entering the orbit of a star without sustaining damage for a period of 5 turns. Ships that enter the orbit of a star without the proper shielding technology sustain 20% damage to their ship's Overall Strength Index for each turn they are in orbit, regardless of shield rating. After 5 turns, ships with Metaphasic Shields behave the same as ships without proper protection and sustain 20% damage to their Overall Strength Index for each turn they remain in orbit. A ship in orbit of a star cannot be hit by enemy fire, but it is also incapable of engaging its F.T.L. drive. It is also incapable of sending or receiving transmissions while in orbit.
Entering Nebulae:
Ships that enter nebulae have their weapons firepower reduced by 50% of it's original rating. This is because nebulae interfere with weapons locks and visibility and reduce accuracy. A ship inside of a nebula cannot be hit by fire originating outside. Nebulae may be composed of noble or reactive gasses. Noble gas nebulae are unaffected by torpedo explosions. However, nebulae with reactive gas deal equal damage to the ship hit as to the ship that launched the torpedo. Ships that enter dark matter nebulae have their weapons firepower reduced by 80%. Dark matter nebulae are always noble. Ships may engage their F.T.L. drives from inside normal nebulae, but they may not engage them while inside dark matter nebulae. Ships inside of nebulae are incapable of sending or receiving transmissions.
Entering Asteroid Fields:Capital ships that enter asteroid fields lose 5% of their shields per turn. Fighter squadrons lose one fighter per turn regardless of the strength of the collective or individual ships. If the shields of a capital ship are down while the ship is inside of an asteroid field, it suffers 100 damage to its hull armor rating for each turn it remains in the field. If the hull armor is gone, the ship receives 20% damage to its Overall Strength Index for every turn it spends in an asteroid field. Ships cannot engage their F.T.L. drives while inside an asteroid field. They also cannot transmit or receive signals.
Blockades:
Two or more capital ships in orbit of a planet or space station constitute a "blockade." An enemy blockade must be moved out of orbit or destroyed in order for an offending ship to enter orbit and gain access to the planet or station. Blockades prevent Federation ships from getting within transporter range of a planet or space station. A vessel must be in orbit of a planet or space station in order to affect it in any way. Any ship, however, with maneuverability rating of 1,500 or better may use the "move" command to attempt a "blockade run." Blockade runs have duration of two turns. During a blockade run, the Firepower Rating of the blockading ships is increased to 150% of its current rating. Halfway through the blockade run, the offending ships may order a "retreat" or "advance" into orbit. Once a ship is inside the perimeter of a blockade and in orbit, it may bombard the planet or space station, use transporters, or, attempt to land or dock. Once inside a blockade perimeter, offending ships must attempt a blockade run again in command to escape. Ships in orbit of a planet are incapable of engaging their F.T.L. drives, but are still capable of sending transmissions unless there is a blockade. Blockaded planets are unable to send or receive transmissions from the outside.
Landing and Docking:
Once a ship has "moved" into the orbit of a planet or space station, it can land or dock with it for protection. A ship may only land of a planet if it is capable of planetary landing. A "land" or "dock" command constitutes two commands. If another command is given to a ship in the same turn as the dock order, the player forfeits one command for that ship in the next turn. This principle holds for a "launch" command as well. A vessel landed or docked is incapable of the "evade" command.
Additional Information about Space Stations:
A space station behaves like a planet with no atmosphere. It can be blockaded, or "docked" with instead of landed on. The "dock" and "land" commands are essentially the same. Once a ship is "docked" with a space station, its shields protect it. If the ship actually enters the space station, then its hull also protects it. However, if the space station is destroyed, and ships are inside when this occurs, the ship is destroyed regardless of its Overall Strength Index. A ship may send and receive transmissions while docked on or in a space station; however, it may not engage its F.T.L. drive.
The "ADVANCE" Command:The "advance" command is a particulate of the "move" command. It is most often used during blockade runs in command to clarify which direction the offending ship is moving. The "RETREAT" Command: The "retreat" command is a particulate of the "move" command. It is most often used during blockade runs in command to clarify which direction the offending ship is moving. The "EVADE" Command: The "evade" command allows a ship to dodge incoming fire or objects. It costs one command. Ships that have a Combat Maneuverability Rating of less than 750 are not capable of using the "Evade" command. Instead, ships that have a Combat Maneuverability Rating of 750 or less are allowed to use the "attack" command twice. Ships that have a Combat Maneuverability Rating above 750 are not allowed to do this. A double "attack" command requires a double "evade" command in order to dodge all incoming fire. No capital ship can "evade" fire from fighters. In this scenario, ANY Capital ship may use the "attack" command twice on the offending fightercraft. However, a double attack command requires a double evade command from the fighter squadron in order to avoid it. A triple "attack" command (three ships firing on you) is impossible to avoid. Even with two "evade" commands, the third round of fire will hit the avoiding ship. Note: If a smaller vessel is flying between two ships and either one of the ships fire at the vessel, and it "Evades," the launched fire hits the opposite ship. I.E. If a Correllian Corvette flies between two Star Destroyers and they both miss the ship, the fire instead hits the other Star Destroyer. The "ATTACK" Command: The "attack" command allows a ship to fire any percentage or all of its weapons at desired targets. In a scenario like this, fighter squadrons count collectively as ships. The percent of the weapons fired from a given ship determines the amount of damage dealt to the receiving ship if it is hit. For example, a direct hit from a ship with a Beam Firepower Rating of 1,000 aiming 100% of it's weapons directly at a ship with a Shield Rating of 1,000 will collapse the shields in one turn. Once the shields of a ship are collapsed, Hull Armor Rating starts to decline, and when the Hull Armor Rating of a ship reaches zero, the Overall Strength Index of the ship begins to go down. As the Overall Strength Index of a ship is reduced, so is its weapons capability. Meaning: If a ship is down to an Overall Strength Index of 30%, it's total weapons power is only 30% of it's starting value.
Bombard:
A particulate of the "attack" command. A ship in orbit of a planet may "attack" the planet or any installation on it using the "bombard" technique. Particle weapons fire concentrated on a vessel or installation on a planet with an atmosphere is only 75% effective of it's current firing efficiency. (Meaning: If your ship only has 30% weapons, and it tries to bombard a planet, only 22.5% of your particle weapons will effectively reach the target). Particle weapons fire concentrated on a vessel or instillation on a planet without an atmosphere, however is 100% effective of it's current firing efficiency. (If you have 30% weapons concentrated on it, all 30% will reach the target). Likewise, particle weapons fire from a vessel or instillation on a planet with an atmosphere is only 75% effective of it's current firing efficiency on any spacebound target and 100% effective of it's current firing efficiency on planets without an atmosphere. Any torpedo or missile weapon remains 100% effective of its current firing efficiency regardless of weather it was launched from a planet or in space. A vessel or instillation on a planet shooting at another on the same planet, however, is 100% effective. A planet with an operational shield cannot be bombarded.
Target Weapons:
Phasers and fusion cannons are capable of targeting launched projectiles (photon torpedoes, missiles, etc). Launching a given amount of firepower at a fired projectile(s) cancels out the given amount from the amount launched. I.E. If a Star Destroyer launched 500 worth of torpedoes at a Federation starship, the weapons fire may be blocked by 500 points worth of return fire. Plasma or particle based weapons are not capable of being defeated in this way. Turbolasers are not capable of targeting projectiles. Missiles and other projectiles, however, are.
Additional Information Concerning the "Attack" Command:
When a vessel fires upon another, it can only affect the shields, hull, or Overall Strength Index in one turn. Meaning, even if a ship has it's shields down and it's Hull Armor Rating is down to 1, regardless of how much firepower is thrown at the vessel, only it's Armor can collapse. In this scenario, the Overall Strength Index remains unaffected and un affect able until the following turn. This is a safety to prevent ships with high Firepower Ratings from destroying weaker vessels before they receive a change to retaliate. This rule only applies for Capital Ship to Capital Ship or Fighter to Fighter attacks. This rule does not apply to shock waves or distortion waves.
Concerning Damage:
When the Overall Strength Index of a ship reaches 50% of it's starting value, the ship loses its F.T.L. drive capability. When the Overall Strength Index reaches 0%, the ship is destroyed.
Regarding Regenerative Shields:
Ships with regenerative shields gain 25 points shield power per turn until shields reach full power. Shield Ratings cannot exceed full power.
Ramming and Suicide Runs:
As a last resort, ships or fighters may attempt suicide runs at other vessels. A ramming attempt is subject to the same rules as missile fire. It can be evaded, provided the receiving ship has a Maneuverability Rating above that of the attacking ship. If a suicide run is successful, twice the attacking vessel's current Overall Strength Index is subtracted from the receiving ship's Overall Strength Index, and the attacking vessel is destroyed.
The "F.T.L." Command:This command removes a ship from the local battle map using Transwarp, Warp, or Hyperdrive. It can be "pursued" however, for the duration of two turns after the command is given using the "pursue" command. It constitutes two commands to F.T.L. A ship may also use F.T.L. to enter or re-enter the battle map. Ships coming out of F.T.L. require two "attack" orders to successfully target them. No new vessels may be introduced into a battle unless they are specifically reserved before the beginning of the battle. Reserved forces must be approved beforehand by the battle moderator. The "PURSUE" Command: This command allows a ship to be tailed after leaving the main battle map. Effectively, it leaves the retreating vessel open to attack for two extra turns and without the ability to "evade." It constitutes two commands to pursue, and only vessels capable of F.T.L. can pursue. The "REMAIN" Command: This command basically is a voluntary forfeit of a command to a ship. The "DESTRUCT" Command: Destroys the ordered ship. Can only be ordered if the ship has a living crew and the Overall Strength Index is over 100. If it drops below 100, the ship is no longer capable of initiating its destruct routines. The "SPECIAL" Command: The Special Command includes any creative or innovative ideas that a commander can think of on the battlefield. These include, but are not limited to: Activate Transporter Beam:
Beaming allows objects or personnel to be instantaneously transported to a planet surface or to a space station (as long as the ship is in orbit) or onto another nearby ship (that must drop its shields in order to receive transport). This costs 2 orders and leaves a ship's shields down for a period of 1 turn. A ship may only utilize it's full capacity of transporters once per order.
Separate or Multi-Vector Assault Mode:
Divide each of the Strength Indices of the separated starship by the number of modules that result. Multiply the Maneuverability index by the number of resulting modules.
Launch Fighters:Launch all or any percentage of the onboard craft aboard a vessel. The Scotty Maneuver:
(Beaming explosives to the reactor cores of enemy vessels) This tactic requires four orders. The vessel being targeted must have their shields down and they must remain down for the duration of the tactic, or the procedure will fail. A ship performing the maneuver may not evade for the duration. Beaming an explosive directly to the reactor of a vessel causes the offending vessel to lose F.T.L. and shields for the period of three turns after the tactic is initiated, regardless if it is successful or not. If successful, the Scotty Maneuver will result in the total and complete destruction of the targeted vessel, regardless of it's Overall Strength Index.
The Picard Maneuver:
The Picard Maneuver prevents a ship from being able to target a vessel for the period of one turn. It counts as a double order on the first turn, and costs the vessel an additional order on the following turn.
Cloak:
This allows a ship to become undetectable and untraceable by enemy weapons. A ship must drop its cloak in order to fire. Ships cannot fire while cloaked. Cloak / De-cloak count as one command. Shields are automatically dropped when a ship cloaks, and must be re-engaged (at the cost of one order) to bring them back up after de-cloaking. A ship that engages its cloak can only be targeted for the duration of the turn and then becomes "un-attack able." Stealth Coating decreases an attacking ship's firing effectiveness by 10%.
Activate Graviton Distortion Wave:
Multiply the magnitude of this attack by 100, and subtract that value from all ships in the area. Lose shields and weapons for 2 turns after this point.
Rotate Shield Modulation:
Add 50 points to shield strength and lose weapons for the period of one turn when fighting against the Borg.
The Riker Maneuver:
The Riker Maneuver destroys a ship's F.T.L. drive capability and deals damage equivalent to 1.5 x the ship's starting Overall Strength Index to all vessels in the vicinity. This attack is "un-evade able" and can affect the shields, hull armor, Overall Strength Index, or any combination of the three of ships in the area. Ships that are affected by this attack that do not have shields at the point when the reactor is launched have their crews irradiated and the ship is no longer orderable.
Activate Gravity Well Generator:
This prevents all ships in the battle area from engaging their F.T.L. drives if and only if Hyperdrive powers the ships. It counts for two orders to activate, and one order to "continue" in each turn after that.
Activate Grystal Gravwell Trap Sensors:
This allows your forces to know the position of cloaked vessels in the vicinity for the length of one turn. It costs two orders to activate Grystal Gravwel Trap Sensors:
Activate Tachyon Sweep:This is the Federation version of the Grystal Gravwell Trap method. Activate Superlaser:
Only a DEATH STAR can use this. It costs six orders to activate a Superlaser, and can be used to destroy any target on the battlefield, including planets and space stations, regardless if they are blockaded or not. Vessels in orbit of a destroyed planet are also destroyed. However, vessels in orbit of a destroyed space station are not. A Superlaser strike automatically knocks down a planetary shield.
Activate Tractor Beam:
This attack form is available to all ships and can be utilized, as many times as there are tractor beam generators on the performing ship. This attack can be evaded like any other. However, if not evaded, this attack will halve the Maneuverability Rating of any ship captured. If this takes the ship below the 750 cut-off point, then it can no longer evade for as long as the tractor beam is maintained. A ship may also concentrate more than 1 tractor beam on its target. For each tractor beam locked, the Maneuverability Rating is halved. The tractor beam can also be used to tow a ship to a desired location.
Tractor Swing:
Costs two orders. Must have operating tractor beam. Smaller ship latches onto a larger mass and uses it as an "anchor." Combine an Activate Tractor Beam, Move, and Evade command.
Tractor Shear:
Requires at least 4 tractor emitters. Shields of the targeted vessel must be down. Causes 200 damage directly to the Overall Strength Index of the targeted ship. This attack may be evaded, but the ship initiating the maneuver must remain stationary for the following turn.
Voss' Final Order:
This is a suicide attack. A ship engages its F.T.L. drive and smashes into a planet. It requires that a vessel have a functioning F.T.L. drive and length greater than 500 meters. It completely destroys the ship involved and destroys the planet targeted. It requires a total of 3 turns (6 orders) to execute.
1st Turn: Ship acquires target and changes course.
2nd Turn: Ship powers F.T.L. drive and transfers all power to propulsion.
3rd Turn: Ship initiates F.T.L. drive.
Temporal Attacks:
Akuzi's Pause:
Only ships with temporal shielding may execute this attack. Effectively, it pauses time for 1 turn. It gives the player who initiates it an extra turn. Only ships with temporal shielding are immune to this attack. It affects all ships on the playing field. It may only be used once during a match.
Akuzi's Reverse:
Only ships with temporal shielding may execute this attack. Effectively, it rewinds time one turn. Only ships with temporal shielding are immune to this attack and may change their orders. The orders of all other ships must remain the same. It may only be used once during a match.
FLEET YARDS AND CONSTRUCTION:THE FURRY CONFLICT Space Battle RP is dependent on fleets, which are built and maintained at Shipyards. Shipyards are concentrated bundles of construction facilities. There are two types of Shipyards: a Construction Yard and a Fleet Yard. A Shipyard must have at least 50 primary construction pylons to be considered a Fleet Yard. Construction Yards are not capable of doing Research and Development projects and can only construct or repair space vessels. General Rules: The rate at which a construction facility can produce is based on RP units called Cycles. A Cycle is equivalent to 42 turns (or 1 week Real Time). How long it takes to construct an object depends on its Overall Strength Index: Individual Federation drydocks are each capable of producing 450 Construction Units per cycle. Individual Imperial drydocks are each capable of producing 100 Construction Units per cycle. Individual Klingon drydocks are each capable of producing 200 Construction Units per cycle. A ship becomes "notably damaged" when a quarter or more of it's Hull Armor Rating is depleted, or if it loses it's F.T.L. Drive. "Notably Damaged" ships must report to a shipyard in order to be repaired. Ships that are less damaged than this are capable of self-repair. Self repair proceeds at 1/10th the speed of repair at a Shipyard. Construction Units can be added directly to a damaged ship's Overall Strength Index. Each Construction Unit counts as 4 Hull Armor Units when a ship is being repaired. When a ship is being built, Construction Units translate into raw Overall Strength Index Units. When a ship that is being constructed has its required Overall Strength Index met, the ship is completed. All ships that are built leave the construction facility with a full compliment of fighters, but these fighters remain non-operational until the ship is completed. When a construction pylon begins building, it must declare what it is building and continue with construction until the object is completed. It may not change the desired object mid-construction. It can, however, "scrap" the construction and begin building a new object. Construction pylons may only produce 1 object per turn. Construction Requirements:
Construction facilities are interdependent. Drydocks require support pylons and adequate defense.
Federation Construction Requirements:
For every 5 Type 1 Drydocks, an Odyssey Depot is required. If an Odyssey Depot is destroyed, the 5 closest Type 1 Drydocks become non-operational.
For every 4 Type 1 Drydocks, a Space Pad fueling station is required. If a Space Pad in a Shipyard is destroyed, the 4 closest Type 1 Drydocks become non-operational.
For every 10 Type 1 Drydocks, at least 1 Type 2 Drydock is required. (Repairs can only be done at Type 2 Drydocks.)
When the total number of Type 1 Drydocks reaches 50, a Spacedock is required. However, if it is destroyed, production continues on the Type 1 Drydocks and a new Spacedock must be constructed before additional Type 1 Drydocks can be built.
Defense platforms are optional, but wise.
Imperial Construction Requirements:
For every 2 primary construction pylons, a supply depot is required.
Repair pylons are optional, but wise.
Defense platforms are optional, but wise.
Klingon Construction Requirements:
For every 2 primary construction pylons, a supply depot is required.
Repair pylons are optional, but wise.
3. Defense platforms are optional, but wise.
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