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 twenty for polarized hull plating or the sield stat divided by twenty and multiplied by 1.5 for deflector shields (IE: Polarized hull plating of 20 costs 1 power to raise, plating of 40 takes 2 points, ect. Deflector sheields of 20 cost 1 [1.5 rounded down], deflector shields of 40 cost 3 [40/20 * 1.5]. If in doubt, just look at your ship's statistics on the ships page. The power to raise shields is listed there.) Should players choose not to raise their shields, or should their shields subsequently fail, 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 2 points of damage. So if you put 3 points into a beam it will do 6 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 8 can not make a beam do more then 8 points of damage (for 4 power) per shot. However, a ship CAN fire as many beams as it likes up to its emitter numbers per turn (number of emitters for each ship is posted with the ship stats. For example, an NX class has 3 Phase Cannons. It can fire 3 4 damage point beams, though this would cost 6 power total [2 power for each cannon shot dealing 4 damage with each shot.]) Bolt weapons are a little different. They aren't as accurate as beams but they can be fired multiple times from the same emitter, as long as the ship has the energy to fire them.

2)Fire a Torpedo. Ships come with a set number of torpedo tubes. Each turn of combat, the ship may load and fire a torpedo of the captain's choice from each tube. The cost of this action depends on the torpedo, with more powerful torpedoes costing more energy to fire, but also doing more damage when they score a successful hit. The table is as follows:
Spatial Torpedoes: 10 damage, 3 power points to fire (older Human ships)
Photonic Torpedoes: 15 damage, 4 power points to fire (most Federation ships)
Photon Torpedoes: 25 damage, 5 power points to fire (standard on Klingon ships)
A ship's torpedo tubes also have a facing, either forward or aft. In general, ships use forward torpedoes for attacks. Aft torpedoes are fired when a ship is fleeing or being persued at warp (and yes, torpedoes can be fired at warp BACKWARDS, though accuracy is sevearly hampered.) A ship pulling out of a battlefield area may still fire any aft tubes that they have while fleeing or feigning a retreat.

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

1 power point = 1 shield points
2 power points = 1 polarized plating shield points
4 power points = 1 hull point
1 power point = 2 system hit points
5 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.

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 its emergency power [for an extra 15 power points that turn] then it needs to recharge its 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 its 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 2 beam damage and 6/8/10 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 shuttles and fighters (which currently don't exist in the game outside of an RPG element.) Their crew casualities are up to the captain (Because these ships only have a crew of 2 to 4).
Note: I will be putting a qualifier on this so it isn't a direct transition. For example, if a ship survives a battle with 25% of its hull, it would have 25% + X of its crew survive. I will probably roll a d20 to determine this amount (and I'll write up the rule for that here once I figure it out. ^_^)
Essentially, it should work out to (d20 - 2n) * 5% + (n/20)% of the ship's crew, where n/20 is the % hull remaining. So if a Raptor finished a battle with 10 hull remaining (25%), then n would = 4 (another way of saying this is 4 is 25% of 20.) I would roll the d20, subtract 2x that value and multiply by 5%. This is the % value of the crew that survived in addition to the ammount sheltered by the hull.
Example: USS Daedalus (Daedalus class) survives a battle with 20% of its hull. It went into the battle will standard 150 crew. This means 30 of the crew were sheltered by the hull directly and are safe. Now we apply our n/20 = 0.2 (20%) to find n. n = (0.2)*(20) = 4. So the ammount of additional crew that survived is (d20 - 2n) * 5%. Suppose we roll a 10. 10 - 2*4 = 10 - 8 = 2. 2 * 5% = 10% This means an additional 15 crewmen survived. Add this to the amount we already know survived (the 30) and we get 45. Alternatively, this is 20% + 10% or 30% of the original crew: (d20 - 2n) * 5% + (n/20)% is the total % of the crew that survives. So in this case, that's 150 * 0.3, which equals 45, the same number. ^_^
In summation:
X% of the crew survies based on the X% of the hull remaining (X% = hull remaining * 100 / max hull)
An additional Y% of the crew survives. This is (d20 - 2n) * 5%
X% = (n/20)%, so n is found by taking X% * 20
The final Z% of the crew that survives is X% + Y%. In simple number of crewmen this is [(d20 - 2n) * 5% + (n/20)%] * C, where C is the crew the ship had aboard at the start of the battle. Simple, right? :D

To board a ship and capture it the defender ship must have it's shields down, this is also true of hull plating. 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 on board.) Prisoners can be dealt with however the boarder wishes, though atrocities are frowned apon. Most empiress will transfer them to a prison station, or try to convert them.

A disabled or derelict ship may be boarded out of combat by directly docking onto it and sending over a boarding party. If the ship has been abandoned and is derelict, it will likely require towing. If it is still functional, than repairs may be conducted to get the ship running and a minimum crew transfered aboard to fly the ship. If it is still crewed, than a battle may occur depending on the relations between the two peoples involved or, if they have had no prior relations, to the natural tendencies of the crews in question. If battle occurs, it happens with the same rules as above.

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), although derelict ships... You CAN, however, board and capture an ASSIMILATED 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 15 minutes. After using all your power you do not get anymore power for 15 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:

15 minutes RT from post: 25% max power
30 minutes RT from post: 50% max power
45 minutes RT from post: 75% max power
60 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.

RANDOM NUMBER TABLES

RANDOM NUMBER TABLES

In combat there are natural inaccuracies when firing weapons. For the sake of the game, these are determined by random dice rolls. Both electronic and real dice work. Some of these tables are optional, such as making called shots instead of pelting an enemy ship into oblivion. The optional tables are marked.

These are the numbers you need to "roll" to achieve the desired affect. When you see a number prefaced by a d, IE: d20, that means a 20 sided die. So if you see "4+ on a d20" this means you must get a 4 or higher on a 20 sided die to hit.


Combat to hit numbers:

Beam weapons (Phasers, disruptor beams, plasma beams, etc):
4+ on a d20 (80%)

Bolt weapons (Pulse phasers, disruptor bolts, etc):
6+ on a d20 (70%)

Secondary weapons (Torpedoes, compression beams, etc):
9+ on a d20 (55%)


Ship size differential: (This is what you alter the to hit number by, either adding to it [Making it harder], or subtracting from it [Making it easier]. A 20 will always hit and a 1 will always miss). These numbers apply to all weapons (Beams, bolts and secondaries) This table is currently optional/not in use:

Shuttlecraft/Fighters firing on:
Shuttlecraft/Fighters: 0
Frigate/Destroyers: -1
Light/Standard Cruiser: -1
Heavy/Battle Cruiser: -2
Battleship/Dreadnought: -3
Borg built ships: -4

Frigate/Destroyers firing on:
Shuttlecraft/Fighters: 0
Frigate/Destroyers: 0
Light/Standard Cruiser: -1
Heavy/Battle Cruiser: -1
Battleship/Dreadnought: -2
Borg built ships: -3

Light/Standard Cruisers firing on:
Shuttlecraft/Fighters: +1
Frigate/Destroyers: 0
Light/Standard Cruiser: 0
Heavy/Battle Cruiser: -1
Battleship/Dreadnought: -1
Borg built ships: -2

Heavy/Battle Cruisers firing on:
Shuttlecraft/Fighters: +1
Frigate/Destroyers: +1
Light/Standard Cruiser: 0
Heavy/Battle Cruiser: 0
Battleship/Dreadnought: -1
Borg built ships: -2

Battleship/Dreadnoughts firing on:
Shuttlecraft/Fighters: +2
Frigate/Destroyers: +1
Light/Standard Cruiser: +1
Heavy/Battle Cruiser: 0
Battleship/Dreadnought: 0
Borg built ships: -1

Borg built ships firing on:
Shuttlecraft/Fighters: +4
Frigate/Destroyers: +3
Light/Standard Cruiser: +2
Heavy/Battle Cruiser: +1
Battleship/Dreadnought: +0
Borg built ships: -1

For example, a Runabout fires on a Galaxy class ship with two torpedoes. Normally, it would take 12+ on a d20. But because a Galaxy is a Heavy Cruiser and so much larger then the Runabout, the Runabout gains a bonus of -2. So it now needs 10+ on a d20 to hit.


Hit locations: Ships have different systems which may be targeted by using called shots. Called shots are used to weaken or disable a ship, either if you don't wish to destroy it or if you want to try capturing it. This is useful for pacifists or potentially militaries that would like to get a leg up on their opposition. A ships shields MUST be down before it can be the target of called shots, since no matter where you aim, damage is absorbed by the shields first. Targeting specific areas of an enemy ship is more difficult than simply aiming at the hull, and so carries an added difficulty modifier based off of the target of the shot. The systems and added difficulties are listed in the following table: This table is optional:

Bridge: +8
Communications: +8
Engineering: +6
Lifesupport: +10
Impulse Engines: +7
Sensors: +8
Shield Control: +9
Transporters: +10
Warp Engines: +4
Beam/Bolt Emitter: +7
Secondary Weapon Bay: +6
Ship Specials: +8

For example, if you wanted to hit a ship's warp engines with beams you'd take your to hit number (4+), add the ship size differential (We're assuming for this example that the ships are the same size, so the change is 0), and add the called shot penalty (+4) and put them together you get your new to hit number (4+4=8+). If you miss on a called shot, BUT get higher then twice your normal to hit number (IE: 8 for beams, 12 for bolts, 18 for torpedoes) then you still hit the ship, but this damage goes directly to the hull.


Hit Points of each hit location and effects of hit: There are four numbers for hit points. The first one is used by Shuttlecraft/Fighters and Frigates/Destroyers. The second is used by all Cruisers (Light, Standard, Heavy and Battle). The third is used by Battleships/Dreadnoughts. Note that these numbers are only used when making called shots on ships.

Bridge: 20-40-60 hp. Hits to the bridge damage controls and potentially injure crew. When the bridge is destroyed the ship can no longer be controlled from there, and there are often casualities amongst the bridge crew.

Communications: 15-30-45 hp. Hits to communication make transmitting and reciving comms difficult. When communications are destroyed the ship can no longer transmit or recieve comms.

Engineering: 45-90-135 hp. Hits to engineering make repairing the ship more difficult (+1 to power cost for repairs) as well as lower the amount of main power generated (If engineering is at 50%, then power generation is at 50%. Main power generation can not drop below 10%.) When engineering is destroyed the ship can no longer do juryrig repairs and only generates 10% of maximum main power.

Lifesupport: 25-50-75 hp. When lifesupport is damaged the ship can not carry more then 50% of it's max crew number. When lifesupport is destroyed crew starts to die once the remaining heat and oxygen is depleted (This can take anywhere from 15 minutes to several hours.)

Impulse Engines: 20-40-60 hp. When impulse engines are damaged then the ship can not go faster then half impulse (When using impulse engines. Warp drives still operate normally.) This is represented in game by halving all requirements to hit the ship (e.g. 2+ for a beam hit, 3+ for a bolt hit, and 5+ [4.5 rounded up] for a torpedo hit.) When impulse engines are destroyed the ship is adrift with no way to travel at sub warp speeds. It may still jump to warp, but must do so from the spot.

Sensors: 15-30-45 hp. When sensors are damaged it becomes more difficult to scan objects OR lock on to targets in combat (+3 to hit when sensors damaged.) When sensors are destroyed objects can no longer be scanned and weapons must be targeted manually (+6 to hit when sensors destroyed.)

Shield Control: 25-50-75 hp. When shield control is damaged it costs 1 and a half power points to raise shields (If it normally takes 20 power to raise shields it now takes 30). Also shield repair is half as effective (1 power point to repair 4 shield points instead of 2, or 1 power for 5 hull plating instead of 10.) When shield controls are destroyed shields can no longer be raised or repaired.

Transporters: 20-40-60 hp. When transporters are damaged they can only transport half as many people as normal. When transporters are destroyed the ship can no longer use transporters.

Warp Engines: 40-80-120 hp. When warp drives are damaged the ship loses 1 warp factor of speed from its max. When warp drives are at 50% the ship can only go at half its normal warp speed. When warp engines are destroyed the ship can no longer enter warp. The ship may still move at impulse speeds.

Beam/Bolt Emitter: 5-10-15 hp. When a beam emitter is destroyed then the ship loses one emitter/spread. If an emitter is just damaged, it requires +1 power to fire.

Secondary Weapon Bay/Torpedo Tube: 10-20-30 hp. When a secondary weapon bay is destroyed the ship's available torpedo tubes are reduced by 1. If all tubes are destroyed, the ship can no longer fire torpedoes. If the torpedo tube is damaged, the accuracy of the fired torpedoes decreases (+1 to hit when tube is damaged.)

Ship specials: 20-40-60 hp. Ship specials are different for every vessels, and some ships have more then one. For ships that have more then one the player can choose which systems are hit. Examples of special systems would be: Module units for Miranda's, Nebula's and Vor'Cha's, cloaking devices for Romulan and Klingon vessels, regeneration ability on Borg vessels (Their free regeneration), etc. These systems operate at 50% effeciency when damaged, but when they're destroyed they no longer operate. NOTE: This is not currently used in the game as there are no player ships with specials.


If you don't have a random number generator you can download one for use when you post, or, if you don't want to use those you can get yourself some 20 sided dice from most local game stores. Just ask the clerk for 20 sided dice. Doing a yahoo/google search for dice roller program (or similar searches) can also yield useful results.

Be honest in the use of this system, since it's likely that no one but you will be able to see your rolls! BUT, keep in mind that moderators look over battle results. If you get 100% accuracy with your torpedoes (hit with every torpedo you fire), for example, it becomes somewhat obvious that something is wrong. ;)