Combat Rules
Design :: Archive :: Rules and Enrolment :: RPG Rules
Page 1 of 1
Combat Rules
****MUST READ****
Ok well now, this should be fun, making a whole new combat system, out of nothing, because this one diddnt work out.
Combat:
Your ship can do 3 things a turn, like each ship can do 3 things, that is the limit.
Um.....for each turn, you must not go over your three thing per turn thing on each ship, if you do you will be only allowed to read these rules......
Examplel of turn:
MY ship
Attacks
Cloaks
Warps out
Enemy ship: can not do anything if they cloak and warp out.
You cant do this:
Uncloak
Attack
Cloak
that is uber, and unfair, you must give them a turn after you uncloak, if they dont attack, you can attack, then cloak, then warp out.
FOr ships without cloaks, it is the same, only you cant warp in, attack, warp out, you can do other things.
Everything that counts as part of your turn for each ship.
Cloaking
Uncloaking
Launching 1 shuttle
Attacking
Tractor Beam
Warping In
Warping Out
Landing on the planet
Taking off from a planet
Things that dont count as part of a turn:
Hailing the enemy ship
------------------------------------------------------------------------------------------------
OK Hard Points:
PBS means Protected by Shields
Prefix N, on PBS means not protected by shields
Something is disables after 75% of its HP points are taken away, if a ship is disabled, life support is the only thing online, same with docking ports.
Impulse: Protected by Shields, Once Destroyed the ship cant defend agenst a tractor beam (50 HP)
Warp Drive: Protected By Shields, Once destroyed they cant leave the system without being tractored out (50 HP)
Warp Core: Protected By Shields, Once destroyed the ship blows up (100 HP)
Weapons 1: PBS, Takes 50% of the Ships weapons Power away (20 HP)
Weapons 2: PBS, Takes the other 50% away (20 Hp)
Tractor Beam: PBS, once destroyed you cant tractor anything (25 HP)
Shields Generator: NPBS, Once destroyed the ships shields go down, once disabled the shields go down for 1 turn (200 HP)
Docking Ports: PBS, Allows you to dock with ships (50 HP)
Life Support: PBS, Keeps everyone alive, if this goes offline everyone on the ship dies (500 HP)
Ok well now, this should be fun, making a whole new combat system, out of nothing, because this one diddnt work out.
Combat:
Your ship can do 3 things a turn, like each ship can do 3 things, that is the limit.
Um.....for each turn, you must not go over your three thing per turn thing on each ship, if you do you will be only allowed to read these rules......
Examplel of turn:
MY ship
Attacks
Cloaks
Warps out
Enemy ship: can not do anything if they cloak and warp out.
You cant do this:
Uncloak
Attack
Cloak
that is uber, and unfair, you must give them a turn after you uncloak, if they dont attack, you can attack, then cloak, then warp out.
FOr ships without cloaks, it is the same, only you cant warp in, attack, warp out, you can do other things.
Everything that counts as part of your turn for each ship.
Cloaking
Uncloaking
Launching 1 shuttle
Attacking
Tractor Beam
Warping In
Warping Out
Landing on the planet
Taking off from a planet
Things that dont count as part of a turn:
Hailing the enemy ship
------------------------------------------------------------------------------------------------
OK Hard Points:
PBS means Protected by Shields
Prefix N, on PBS means not protected by shields
Something is disables after 75% of its HP points are taken away, if a ship is disabled, life support is the only thing online, same with docking ports.
Impulse: Protected by Shields, Once Destroyed the ship cant defend agenst a tractor beam (50 HP)
Warp Drive: Protected By Shields, Once destroyed they cant leave the system without being tractored out (50 HP)
Warp Core: Protected By Shields, Once destroyed the ship blows up (100 HP)
Weapons 1: PBS, Takes 50% of the Ships weapons Power away (20 HP)
Weapons 2: PBS, Takes the other 50% away (20 Hp)
Tractor Beam: PBS, once destroyed you cant tractor anything (25 HP)
Shields Generator: NPBS, Once destroyed the ships shields go down, once disabled the shields go down for 1 turn (200 HP)
Docking Ports: PBS, Allows you to dock with ships (50 HP)
Life Support: PBS, Keeps everyone alive, if this goes offline everyone on the ship dies (500 HP)
Last edited by Evil Person on Sun Apr 25, 2010 11:55 am; edited 1 time in total
Evil Person- User 600 Posts
- Posts : 625
Activity Points : 5936
Join date : 2010-03-25
Re: Combat Rules
Ok Special Abbilities
Cloak: the player can detect you warp in, because i said so. But this is the cool part, they cant shoot you!!!! Well intill you shoot them that is. Also you can transport to there ship if there shields are down. But if there shields are up and you transport, GOOD BYE, you have lost 90 HP out of 100 HP.
Tractor Beam: Everyship, Accept Shuttles/Fighters has these, they can be used to tow a ship (At best speed/warp 2) And They can tractor Shuttles/Fighters into your shuttle bay if you have an open space
Shuttlebays: Almost everyship has them, they are listed as Shuttles in the production thred. YOur ship does not start with a compliment of shuttles. YOu must buy them.
Conditions: Ok you make up your fleets conditinos statuses, like for the Federation it might be Red Aleart, Yellow Aleart and Green alert. OK So the captain of the ship may be like Red Aleart. There can be as many conditions as the LEADER of the faction likes. So the leader can make it Condition Cookie, Condition Fire and Condition Explode, i really dont care as long as when your person says it below it they put this:
My post:
"Oh no, a Romulan Warbird just decloaked of our port bow, there weapons are charged." said the Ensign
"Red Aleart, shields up" Said I
(Read Aleart = Shields up and weapons charged)
Cloak: the player can detect you warp in, because i said so. But this is the cool part, they cant shoot you!!!! Well intill you shoot them that is. Also you can transport to there ship if there shields are down. But if there shields are up and you transport, GOOD BYE, you have lost 90 HP out of 100 HP.
Tractor Beam: Everyship, Accept Shuttles/Fighters has these, they can be used to tow a ship (At best speed/warp 2) And They can tractor Shuttles/Fighters into your shuttle bay if you have an open space
Shuttlebays: Almost everyship has them, they are listed as Shuttles in the production thred. YOur ship does not start with a compliment of shuttles. YOu must buy them.
Conditions: Ok you make up your fleets conditinos statuses, like for the Federation it might be Red Aleart, Yellow Aleart and Green alert. OK So the captain of the ship may be like Red Aleart. There can be as many conditions as the LEADER of the faction likes. So the leader can make it Condition Cookie, Condition Fire and Condition Explode, i really dont care as long as when your person says it below it they put this:
My post:
"Oh no, a Romulan Warbird just decloaked of our port bow, there weapons are charged." said the Ensign
"Red Aleart, shields up" Said I
(Read Aleart = Shields up and weapons charged)
Evil Person- User 600 Posts
- Posts : 625
Activity Points : 5936
Join date : 2010-03-25
Re: Combat Rules
OK New Rules,
Cloak: If the cloak is active, you cant fire on that ship, since you can see the warp logs in the travel thing, you must pretend you dont know about it, also you must pretend you dont know what forces they have.
Cloak: If the cloak is active, you cant fire on that ship, since you can see the warp logs in the travel thing, you must pretend you dont know about it, also you must pretend you dont know what forces they have.
Evil Person- User 600 Posts
- Posts : 625
Activity Points : 5936
Join date : 2010-03-25
Re: Combat Rules
Shuttles/fighters are the only ships that dont need there engines to be disabled to be caught in a tractor beam, any other type of ship needs to have its engines disabled.
Evil Person- User 600 Posts
- Posts : 625
Activity Points : 5936
Join date : 2010-03-25
Design :: Archive :: Rules and Enrolment :: RPG Rules
Page 1 of 1
Permissions in this forum:
You cannot reply to topics in this forum