COMBAT RULES

When entering battle players gain power up to their main power stat (Though they are permitted to use batteries, but batteries must be recharged by allocating main power to
them).

The first things many players will do is raise shields. Shields power cost is equal to the shield stat divided by ten (IE: Shields of 210 cost 21 power to raise, or 210/10 = 21). Should players choose not to raise their shields then all hits on their ships go to hull and systems.

After shields have been raised (Or not, depending on players choice) the player can use his energy to attack. He can:

1)Fire beams. For each power point dedicated to a beam, the beam does 4 points of damage. So if you put 3 points into a beam it will do 12 points of damage. A beam can not do more damage then the max damage potential per emitter (The beam stat in the ship stats). So a ship with an emitter stat of 20 can not make a beam do more then 20 points of damage (For 5 power). However, a ship CAN fire as many beams as it likes up to it's emitter numbers per turn(Number of emitters for each ship is posted with the ship stats. For example, a Galaxy has 14 emitters. It can fire 14 20 damage point beams, though this would cost 70 power and the ship does not produce this much power). Bolt weapons are a little different. They aren't as accurate as beams but they can be fired multiple times from the same emmiter, as long as the ship has the energy to fire them

2)Fire a Torpedo. Torpedoes cost 4 power per torp (Except micro-torps which cost 3, and Borg torps, see below) and do varying amounts of damage (See ship stats for torpedo damage). A ship can only fire as many torpedoes as it's spread max in a round (For example: A Galaxy could fire 5 torpedoes a combat turn). The max spread for each ship will be posted with it's stats, but it follows this standard list:

Scouts/Fighters = max 2 torps
Frigates/Destroyers = max 3 torps
Light/Standard Cruisers = max 4 torps
Heavy/Battle cruisers = max 5 torps
Battleship/Dreadnought = max 6 torps
Borg Ships = max 6-10 torps

Borg torpedoes are a little different from other races torpedoes in power cost. They cost 10 power points per torpedo regardless of damage.

As ships take damage they may also use power to repair themselves according to the
following table:

1 power point = 4 shield points
4 power points = 1 hull point
1 power point = 5 system hit points
10 power points = brings a destroyed system back to 1 hp.

To repair system damage you can allocate 1 power point to repair 5 system hit points. If a system is destroyed it requires 10 power points to bring it back to 1 hp. From then on it can be repaired normally.

Borg ships are special. They don't have shields. However, they DO regenerate a certain amount of damage per turn (See individual ship stats) and it only costs a Borg ship 2 power points to repair 1 hull point, 1 power point to repair 8 system hp's and 5 power points to bring a destroyed system back to 1 hp.

A player can use emergency power to fire more weapons or do repairs. However, once used emergency power is gone. To get it back a player must dedicate power to his batteries (IE: If a ship has 52 main power and 15 emergency power and it uses it's emergency power [For an extra 15 power points that turn] then it needs to recharge it's batteries. So say on the next turn it has 52 main power and 0 emergency power. If it puts 15 power to emergency power [IE: recharging the batteries], then it would have 42 power to use that turn. But next turn it would have 52 main and 15 emergency again). Batteries are automatically recharged after a battle.

If a ship has it's minimum crew or less then it suffers a penalty to weapons power cost to
simulate the lack of manpower. It costs twice as much power as usual to fire (IE: It costs 2 power for 4 beam damage and 10 power per torpedo).

Ships suffer crew casualities comparitive to their hull stat. If a ship with 1000 crew suffers 50% hull damage, then it's crew falls to 500. If a ships hull is down to 25% then the crew would be at 250. The only ships exempt from these rules are Runabouts and
fighters. Their crew casualities are up to the Captain (Because these ships only have a
crew of 2 to 4).


To board a ship and capture it the defender ship must have it's shields down. The attacking ship must beam an equal number of crew into the defender equal to the
remaining crew on defender + 1/4 (So if a ship had 500 crew left an attacker would have
to beam 625 over to capture it). This results in 50% casualities to both attacker and
defender (So in that previous example 250 of the defender crew would be captured and 312 of the attacker crew would be left to guard them). At this point the attacker must beam the minimum amount of crew necessary to run the captured ship over to take control (So in that previous example, you'd have 250 prisoners, 312 guards and 250 controlling crew [Assuming the ship is a Galaxy] on board). Prisoners can be dealt with however the boarder wishes, though atrocities are frowned apon. Most races/factions will transfer them to a prison station, or try to convert them.

The only exception to the ship boarding rules is Borg vessels. Original Borg ships can not be captured (These ships are the: Borg Scout, Borg Sphere, Borg Diamond, Borg Tactical Cube, Borg Command Cube). You CAN, however, board and capture an ASSIMULATED ship. However, in that case the Borg NEVER surrender and CAN'T be captured. They fight to the death on a 2 on 1 ratio. So if an assimulated Borg ship is boarded and it has 1000 crew you'd have to send over 2000 crew yourself, and ALL would be slain (As would the Borg). You could then beam over a control crew.

VERY IMPORTANT!

Power recharges at a rate of 25% every 5 minutes. After using all your power you do not get anymore power for 5 minutes and at that time you only get 25%. At that time you can post and use your new power amount or wait until you have more power. The time from your post and your power supply is as follows:

5 minutes RT from post: 25% max power
10 minutes RT from post: 50% max power
15 minutes RT from post: 75% max power
20 minutes RT from post: 100% max power

This should keep combat flowing and allow players to participate at the rate they desire. Keep in mind that it's up to you to track your power, and the generation process doesn't start until the time you POST, not the time you start creating your post. As with many portions of this game this works under the honor system so please be honest.

Also, in single or small ship engagements the power rules do NOT need to be adhered to strictly. Feel free to have your power regenerate once all ships have fairly gone. These power rules are designed primarily to allow all to partake in large battles.