RTD Name Thanks to Digital Hellhound!
Thanks for that Digital!Intro
It was the year 2088, Earth's resources were nearly depleted, and war was ever present as everything from oil to trees were fought over, and the world began to break down into savagery, and death. In attempt to save some of mankind all the nations that remained banded together, and began Project
Eden, it was to become Mankind's greatest triumph, and it goal was to give us the ability to colonize a distant Earth like planet. At first all they manged was constant failure, and the outlook of Mankind grew grim, but just before the world was set to collapse they made a discovery in the deepest parts of Antarctica, buried under five miles of ice they found a massive ship it took up miles upon miles of space.
It was a relic from an age long gone, a symbol of hope when mankind most needed it, and it was a sign of something beyond their small planet. Within a year the Union of Mankind, as the nations had become known as, put down all wars, and began to repair the relic which was now known as
Hope's Remnant. Billions flocked to the relic, and it was completed by the end of the year 2090. By then only two million humans remained, more then enough to pilot the relic ship, but nowhere near close enough to fill it.
With that they left Earth, a dying husk covered in poisonous gases, volcanic ash, and constant earthquakes slowly tearing the planet to pieces. They set off into the stars to try, and salvage what remained of mankind. As the ship traveled through the stars, finding habitable planet after habitable planet, mankind slowly split up into groups of four to five thousand per planet until finally
Hope's Remnant disappeared among the stars, the fifty thousand that remained on the ship to make it their hope never to be found again.
As the years past those that were left behind on the varying planets either withered away, and died, or flourished, those who survived used the knowledge they had gained from the relic to build similar ships that could travel light years in an hour, and such. Mankind flourished as never before as they reached their grip out through the stars. At first they believed themselves to be alone as the relic moved farther out off their minds, but within fifteen years of their expansion they came into contact with hundreds of different races that lived among the stars.
Mankind grew along side these alien beings, and soon enough they lived in peace together, worked beside each other, and waged war with each other. Even in the dark reaches of space the atrocity of war that nearly wiped out mankind was present, and growing rapidly with the introduction of the ever ambitious humans. Among the thousands of faction that wage war through the stars lies an even larger faction, the Space Pirates, renegades who have chosen to steal, and wage war against any they choose to become rich. They have an allegiance only to those they wish to give it, and follow no rules, but their own. Six new Space Pirates emerge in the hopes of striking it rich among the deadly spaces of the Galactic Empires, and Federations.
Name:
Gender:
Age:
Bio:
Race: (Come up with your own if you want to, or just choose to be Human)
Ship Name:
Ship Class: (See Ship Class Spoiler)
Ship Armaments: (See Armaments Spoiler)
Linyar Light Frigate - The Linyar Light Frigate was a universal star ship used by all races before the Third Galactic War. The Linyar Light Frigate is rumored to have been built in an excess of three trillion before most were wiped out in the War.
Ship Details:Fenbar Light Dinarium Alloy Hull PlatingTurret Mounts - 6 (All Empty)
Battery Mounts - 2 (All Empty)
Missile Tubes - 8 (All Empty)
'Shinra' Spec. Ops. Carrier - The Shinra is a small, and agile Carrier built to warp in, unleash a horde of fighter-bombers, and damage the enemy fleet beyond repair. These ships have long since become obsolete in the wars engulfing Galactic Space, but for Pirating it serves its purpose well.
Ship Details:Shinam Dunarim Hull PlatingTurret Mounts - 4 (All Empty)
Missile Tubes - 10 (All Empty)
Fighter Capacity - 0/15
Custom!: Make your own! (You have 100 Points)
Fenbar Light Dinarium Alloy Hull Plating or
Shinam Dunarim Hull Plating or
Helsburg Heavy Dunarim Hull PlatingTurret Mounts - (5 Points Per Turret Mount)
Battery Mounts - (15 Points Per Battery Mount)
Missile Tubes - (5 Points Per Missile Tube)
Fighter Capacity - (2 Points Per Fighter Capacity)
YOU HAVE 5000 GALACTIC CREDITS TO SPENDTurrets:Mk. I Lynbar Point Defense Turret: Atk: 2, Atk. Speed: 5, Mount Cost: 1, Ammo: P.D. Rounds, Price: 150 G.C.
- 500x Point Defense Round - Price: 350 G.C.
Mk. III Shinra Cannon: Atk: 8, Atk. Speed: 1, Mount Cost: 3, Ammo: H.D. Shells, Price: 750 G.C.
- 50x High Density Shells: Price: 200 G.C.
Missiles: (Can be shot down by Point Defense)
Mk.I Lynx Interceptors: Atk: 10, Atk. Speed: 1, Price: 50 G.C., Anti-Fighter Missile (Double Damage Against Fighter, Half Against Larger Ships)
Mk. III Breaker Warhead: Atk: 30, Atk: Speed: 0.5 (Two Turns to Fire), Price: 250 G.C., Anti-Warship Missile (Double Damage to Light Frigates to Cruisers)
Mk.I Velix Nuclear Missile: Atk: 50, Speed: 0.25 (Four Turns to Fire), Price: 1000 G.C., Station Breaker (Used to Destroy Stations, and Heavy Platforms)
Weapon Batteries:Mk.IV Phalanx Laser Battery: Atk: 8, Atk. Speed: 4, Price: 850 G.C.
Mk. IX Shield Plasma Battery: Atk: 12, Atk. Speed: 2, Price: 1000 G.C.
Fighters:Mk. I Stingray Fighter: The Stingray Fighter, it got its name , because it looks similar to, thats right a Stingray. The Stingray Fighters are fast, and graceful fighters built to take down incoming fighters, and bombers. [Price: 750 G.C.]
Dunarim Light Fighter Hull PlatingFuel: 50/50
Weapons:2x Mk. I Friend Lasers [Atk: 2, Atk. Speed: 2]
1x Missile Holster [Missiles: 0/1]
Mk. VI Antilion Missile Fighter: The Antilion is a missile fighter, it was made to close the distance between your ship, and the enemies while dodging enemy point defense fire, and unleash the missiles at point blank range, devastating ships, and giving you the upper hand in a battle. They are pretty much useless against other fighters, and require escorts to protect them from enemy fighters. [Price: 750 G.C.]
Dunarim Light Fighter Hull PlatingFuel: 50/50
Weapons:4x Missile Holsters [Missiles: 0/4]
Stingray Interceptor: The Stingray Interceptors are Stingrays that have been modified, by removing the missile holster, and replacing it with a Laser they were able to expand the fuel tank quite a bit, and enable the Stingray to become a Long-Distance Interceptor to slow down enemy advances, and take out fighter units before they are spotted. [Price: 1000 G.C.]
Dunarim Light Fighter Hull PlatingFuel: 75/75
Weapons:3x Mk. I Friend Lasers [Atk: 2, Atk. Speed: 2]
Accuracy:
1-6: Miss
7-10: Glancing Hit
11-17: Direct Hit
18-20: Critical Hit Chance [Roll a 1d20; 1-12: Normal Damage; 13-16: Double Damage; 17-20: !CRITICAL! Triple Damage]
Missiles: Missiles deal direct damage to one specific target. For example an Interceptor Missile deals all of its damage to the hull of one fighter. Missiles are usually anti-fighter/anti-boarding ship weapons, so they will deal relatively high damage to one target. Missiles are abundant, and relatively cheap if you have the right connections, and can be bought on just about every planet/station. PD Turrets suffer a -1 to accuracy when trying to gun down Missiles.
Warheads: Warheads deal splash damage, and spread their damage out over adjacent sections of hull plating, Warheads will generally do larger amounts of damage, but that is abated a bit as it spreads out over the hull segments. Warheads are uncommon, and can generally only be bought from corrupt military officials, and the shady Black Market Dealers you find everywhere on stations. -3 to accuracy against fighters
Point Defense Turrets: PD Turrets are made specifically to combat fighters, missiles, and other small craft/projectile weapons. They deal massive damage to all of those, but when they are used to attack a larger ship they deal .25 damage to AP per hit. Most Point Defense Turrets use PD Shells, and thus require large amounts of ammo as the fire numerous rounds quickly. PD Turrets aren't extremely expensive weapons, but buying them, adding mounts to your ships, and then placing them in their can rasie the prices up pretty high.
Cannons: Cannons are high damage, single shot weapons that take up numerous turret mounts on ships. They are generally made to act as anti-ship weapons, and can punch holes into enemy plating with ease. Though the only shoot once, so they have the advantage of dealing high damages sometimes, but if they miss you lose one of your more expensive ammo units, and have to wait till next turn to fire. Cannons are extremely expensive weaponry that require numerous mounts to be added per weapon, so the prices are massive for adding them onto your ship. -5 to accuracy against fighters, and such vessels.
Batteries: Batteries are made to deal large amounts of damage with multiple shots, but their unwieldy size, and poor targeting systems gives them bad accuracy. -4 To Accuracy against Everything
Deep Space is anywhere that is not traveled by the people of the Galactic Empires, in Deep Space lie the forgotten ruins, and remnants of past civilizations, Marauder bases, and many places far worse then there. Entire armies could hide in the areas, and structures left behind in Deep Space, and entire civilizations could do, so as well. Every area that has been abandoned by the Galactic Empires has fallen to shambles, and the people their have either reverted back to their former technology level, or joined forces with the Marauders to get revenge on those who abandoned them.
> More Info Pending <
Fighters are fast, agile, and small space craft piloted by one man, or in some cases a drone. Fighters are hard to hit for most weapons due to their small size, and the unwieldy size of certain weapons, they are made to work in groups, and combat each other while attempting to bomb enemy ships from point-blank range for wide spread damage. The only weapons that are truly effective against fighters are point defense turrets, interceptor missiles, and other fighters made specifically to combat their own kind.
Fuel all fighters have a score called fuel in their status, this score represents the number of turns they have of flight before they run out of fuel, and are left drifting through the void of space. To regain fuel they'll need to dock with your ship, and fuel up before launching again to combat your foes. Fighters can also refuel at space stations, and planet-based space docks (Very rare). Fuel is also used to power the mini-warp drives installed into fighters, most of these require massive amounts of fuel, and are only used as last ditch efforts to survive.
Missiles equipped to fighters work slightly differently from those equipped to larger ships, instead of taking time to launch fighters can launch any missile of any type (Well almost) in one turn, and have it hit their target in the same turn. Warheads used by fighters gain a +5 to damage dealt to all hull sections hit to simulate point-blank launch methods.
Fighter Types
Interceptors - Interceptors are fighters made for long range strikes, these strikes are usually made to prevent fleet escapes, and allow your ships time to close in, and finish off any fleeing forces. Interceptors are usually equipped with only turret based weaponry, with the odd missile capable ship to annoy the larger ships, and prevent the fleet advancing into warp-space. Interceptors are slightly more expensive with, usually, laser-based weaponry, and increased fuel-capacity to allow for longer flight times, and larger zones of effectiveness.
Effects
+1 to Accuracy Against Fighters
+More Fuel Capacity (Each Fuel Unit lasts 2 turns instead of one)
+Can travel much greater distances easily
+All have Warp-Drives
Dog-fighters - (Calling these DFs for less work) DFs are primarily used to fight down other ships, and quickly mow through hordes of unprepared fighters before they can respond. Usually used to take out fighter escorts to allow strike at the fragile bombers, these ships are quite useful in sustained space combat, and surprise attacks to reduce numbers effectively, and with ease. DFs usually are loaded down with more weaponry, and thus have less overall flight time.
Effects
+2 to Accuracy Against Fighters
+Armed with More weapons then other Fighters
+Higher AP
-Less Fuel Capacity
Bombers - Bomber are fighters made for the sole purpose of dealing wide-spread, high-quality damage to larger ships, aiming to cripple them, and avoid fights with other fighters. Their mortal enemy is the Dog-fighter with its numerous weapons made for dealing with fighters, but not large ships. Most bomber are armed with numerous missiles, or torpedo bays with a single turret based weapon of some sort for emergency defense. Bombers have medium fuel-capacity, and are usually armed with very few, but very powerful weaponry.
Effects
+More Fuel Capacity
+Stronger Anti-Ship Weapons
-Less AP
-2 to Accuracy against Fighters
Boarding Vessels - ~ To Be Decided; Suggestions Welcome ~
Ship Modifications, or mods, are special changes you've made to your ship that make it different from a ship of the same type, for example a two Lynbar Frigates may face in combat, but one may win due to a specialized mod the other ship made to increase the fire rate of their Cannons drastically. Most Mods can be done without cash, or special items, but such mods are called Unorthodox Mods. These types of mods have great effects, and all, but they can have severe drawbacks if their condition falls to low. The other types of mods are known as Conventional Mods, these mods have conditions as well, but once they fall past a certain point their effectiveness decreases, and eventually stops entirely, but they have no real bad effects on your ship, compared to mods of the other kind these are generally weaker due to the uniform way they are built to last.
Large Battles are broken up into three different types of combat which those are then broken up into phases where ships from the same side with similar initiative are grouped together and there attacks are made in the same phase. Phases last until another sides ship (or ships) get to take action at which point a new phase is made including that ship (or ships).
The three combat types are Long Range Combat, Close Range Combat, Fighter Combat.
In Long Range Combat units that are firing missiles or similar long range weapons launch the number attacks indicated in their orders and the targets for those attacks are chosen randomly unless their commanders specify otherwise. Then the turns continue as normal until the targets are required to roll for P.D. at which point they get 1 shot from each of their P.D. weapons to try and shoot down the incoming projectile if its possible. (For some long range weapons its impossible to shoot their munitions down, you'll see one soon.)
In Close Range Combat units that are firing their main weapons alongside any other weapons are put face to face, weapons used in close range are restricted to cannons, P.D. weapons, batteries, and similar to avoid damage splashing back onto allied ships. Battle is otherwise rolled normally except for the fact that the stern plating of all ships locked in Close Range Combat can not be targeted by other ships that are in Close Range Combat.
Fighter Combat takes place between fighters only, only ships set on Overwatch may have their P.D. weapons take part in this combat type, in this type fighters attack each other, or attempt to make bombing runs on enemy vessels. Fighter vs. Fighter combat is handled as it normally is, but if a fighter wing is making a bombing run on an ship then that ships P.D. weapons get to try and shoot the wing down before it gets to bomb, any units surviving afterwards (if there are any that is) get to unleash their missiles/bombs/torpedoes and make their escape back to their ship for rearmament and refueling.
Any ship (other then fighters) can be put on Overwatch, Overwatch is a state where the ship does not take part in normal combat, but instead focuses all its attention on shooting down enemy fighters, missiles, and ordnance to protect their fleet. Any ship in this mode may use their full attack speed to shoot down any missiles in Long Range Combat, and their P.D. weapons may now participate in Fighter Combat. Effects out of Large Battles undecided.
Structural Integrity is basically the health you have after your plating has been depleted, when a section of plating has their AP reach 0 all damage taken to that section will instead go to the Structural Integrity of the ship. As this takes damage various systems will begin to shut down, and there is a chance of a catastrophic malfunction/hit to the ship. In other words every time the structural integrity takes damage a roll is made on a chart to determine the effect. All ships have a class, and that class determines their SI (Structural Integrity). SI is only used outside of Large Battles so as to keep my workload at a a manageable level, in Large Battles if a hit is made where the plating of a ship is depleted then it is destroyed unless it is a PC ship, or otherwise important vessel.
1-10: No Malfunction
11: Main Gun is Destroyed
12: Point Defense Weapon is Destroyed
13: Missile Tube Explodes
14: Life Support is Damaged (1d100 chance each turn of the ship becoming a lifeless shell, 1-50 is failure & 51-100 success)
15: Targeting Systems Damaged (-2 to all accuracy rolls)
16: Engines Damaged (Ship can no longer move)
17: Reactor Damaged (All energy weapons become useless, and 1d10 chance of ship exploding (8-10 it explodes))
18: Warp Drive Destroyed (Ship Explodes)
19: Bridge Destroyed (Ship becomes a lifeless shell)
20: Full System Catastrophic Meltdown (1d6 ships nearby receive 1d20 damage)
Light Frigate: 20 SI
Heavy Frigate: 25 SI
Destroyer: 30 SI
Light Carrier: 30 SI
Heavy Carrier: 35 SI
Missile Ship: 25 SI
Mining Vessel: 15 SI
Cargo Ship: 15 SI
Science Vessel: 10 SI
Current Players: Player Name | Captain Name | Ship Name
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Nirur Torir, Captain Nrelshy,
Mr. Success a 'Shinra' Spec. Ops. Carrier
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Sinpwn, K'zan,
Star's Glare an Array V1
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empfan, Captain Jack Scott,
Void's End a Black Crusader Millitary Class V Frigate
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Caellath, Narthendal Alens,
Tendril of Darkness a Custom-Built Light Carrier
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Dwarmin, Captain Sai'oda Fresa,
Endless Fury a Unique Carrier Frigate
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Tiruin, Aurin Velias,
Misericordia Nex a Firelance Cruiser
Waiting List:-
Spartan-
Tavik Toth-
mesoth-
10ebbor10-
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