So I recently both played Master of Orion 2 and stumbled upon my old Yes Arena, and uhhhhh.
Things happened!
Character Sheet of Explosive Decompression Combatant:
Captain Name:
Ship Type:
Hull Points:
Shields*:
Equipment**:
-Armor:
-Computers:
-Weapons:
-Integrals/Utilities:
*If you have any.
**To be able to participate in Explosive Decompression, you need an Armor and at least 1 Weapon. You start with 12 Starbux.
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Combat in Explosive Decompression:
Attacker's weapons use 1d10 for Hit roll, Defender uses 1d6 for Evasion roll.
If Hit > Evasion, Defender is hit and receives damage.
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Order of Turns on Explosive Decompression:
First, before a Space Battle begins, everyone has to choose then loadout from the Equipment they have: an Armor and at least 1 Weapon system must be equipped on a ship to allow it to fight.
The rest remains in their inventory but is not accessible until the end of the current space Battle.
Everyone posts their targets, then GM resolves the duels by the order in which they were posted. If no one is killed, the fight contines on.
If someone is killed, they're removed from the Battle. Everyone gains 2 Starbux, and the person who killed the removed player gains extra 2 Starbux.
Between space Battles, every ship is repaired to full Hull Points, and can spend Grade Points to buy new items and sell the ones they don't want (receiving 1 Grade Point less than they cost (toss that Low grade crap to trash can!)).
Also, the Transmutation Randomizer will activate, and one lucky player will have a chance to get something very nice! Read below for exciting details!
This continues until the Final Duel, between the two remaining players. The player who wins gains immortal glory!
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Fighters and Fighter Roles:
When you have a Fighter Bay, you can launch 1 Fighter Wing per Turn.
That Fighter Wing can be then assigned either Bombing or Interception role.
Bombing role means that the Fighter wing will approach enemy warship and, hopefully getting through Interceptors and PD weapons, attacking it with onboard beams.
Interception role means that the Fighter wing will be on watch for enemy Fighters coming at your ship and engage them.
Bombing and Interception Fighters do battle; Bombing Fighters roll for Evasion while Interceptors roll for Hit.
Any Bombing Fighters that lose the combat roll are hit and damaged (or even destroyed) and run away back to their mothership.
If a Bombing Fighter wins the combat roll, it then attacks the warship... unless it has any Lazor weapons set as Point Defense!
Bombing Fighters that get through PD weapons as well deliver their deadly payload and return to their Mothership.
Returning Fighters then need to spend 1 Turn at their mothership for refueling; if any were damaged but survived, they are also fully repaired.
Fighters lost during a space Battle will be replaced after current Battle's conclusion.
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Point Defense Weapons:
Bombing Fighters and Missiles are in danger of being intercepted by enemy Point Defense weapons.
Most Lazors can be set as Point Defense before beginning of a Battle; you cannot switch PD setting on/off in middle of a Battle.
Point Defense setting bestows a +4 Hit roll bonus to the weapon but also lowers their maximum Damage by 4 points.
Two Kinetik weapons, Mini-Flak and Heavy Flak, can be set as Point Defense too; these do not suffer damage reduction penalty.
Weapon set as Point Defense does not target enemy Warship; instead, it automatically attacks incoming Bombing Fighters and Missiles.
PD Weapon roll for Hit chance, while Bombing Fighters and Missiles roll for Evasion.
Victorious Missiles and Fighters deal damage to the warship; defeated Missiles are exploded while Fighters are damaged (or destroyed) and run away back to their mothership.
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Damage Types and Resistances:
Each weapon has a Damage type, expressed as three-letter combination in a square bracket. Through various means, you can obtain Resistances to these.
There are 4 damage types: Solid [SLD], Electrical [ELC], Heat [HET], and Plasma [PLS].
Resistances use + to indicate their level:
[+HET]: You receive 25% damage less (rounded down) from Heat; (the lowest possible here is 1)
[++HET]: You receive 50% damage less (rounded down) from Heat; (the lowest possible here is 1)
[+++HET]: You receive 75% damage less (rounded down) from Heat; (the lowest possible here is 1)
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System Disabling and Prevention Thereof:
Every time damage is done to your Ship, there's a small (10%) chance that a random system on board will be Disabled.
Disabled system does not work unless it is restored by Automated Damage Control or Multibot Repair Drone; Disabled systems are also restored at end of a Battle.
Armor and Integral systems are both immune to Disabling.
You can also prevent Disabling with System Insulator Matrix, a Master Grade Integral system.
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The Transmutation Randomizer!
Congratulations! You have been choosen by the Transmutation Randomizer to activate its marvelous engines!
You can back away from it, but why would you? Just bet a ship system and activate the Randomizer to obtain a higher grade system!
For example, if you bet a Low Grade System, the Randomizer will exchange it for 1 random item from Medium Grade Item category just for you! Ain't this cool, huh!?
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Ship Types: Every ship starts with 300 Hull Points, 1 Armor slot, 2 Computer slots, 3 Weapon slots and 4 Integral/Utility slots.
Dreadnought: Heavy, slow, and with weapon facilities powered by singularity inductor rather than standard fusion reactor. +200 Hull Points, all Weapons +1 Damage, -2 to Evasion rolls.
Hive Cluster: Fighter-carrier ship based on similar designs used by numerous insectoid hivemind entities across the galaxy. All Fighter Bays host 4 Wings instead of 2. +75 Hull Points.
Imperial War Galley: Heavily armored ship with specialized combat thrusters. +125 Hull Points, +1 to Evasion.
Mentat Science Vessel: Mentat scientists use these vessels to conduct hi-energy experiments with fragile equipment. [+ELC], +1 Computer slot.
Naiad Battlecruiser: Despite their charming looks, Naiads are best known for their aptitude for space combat and sturdy battlecruiser designs. +50 Hull Points, [+SLD], +1 Weapon slot.
Tholian Silkcraft: Delicate starship spun from heat-resilient crystalline silk fibers by Tholian Shipweavers. -50 Hull Points, [++HET], [+PLS].
Zorg Foldship: The dimensional travelers, the Zorg, operate their ships using a multi-dimensional phasing fields, which functions like Dimensional Displacement Device without taking any System slots.
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LOW GRADE EQUIPMENT (1 Starbux): {21}
Armor:
Titanium Armor: +50 Hull Points.
Computers:
Fire Control Mk1: All non-Lazor Weapons and Fighters +1 to Hit rolls. Not cumulative with other Fire Controls.
Targeter-34/85: Lazors +2 to Hit rolls. Not cumulative with other Targeters.
Integrals:
External Ablative Plating: [+SLD]
External Degaussing Units: [+ELC]
External Radiator Rods: [+HET]
Murder Arena PRO Broadcasting Set: You gain 1 Starbux more from killing enemies.
Structural Bulk: -2 to Evasion rolls. Your ship's base Hull Points are Doubled. Not cumulative with Structural Integrity Fields system.
Kinetiks:
Explogun: [SLD] 1-4 damage. Attacks 4 times.
Tungstenball: [SLD] 8-20 damage. Can attack every 2 Turns.
Lazors:
Pulser: [HET] 1-7 damage.
UV Beam: [ELC] 1-8 damage.
Turbolaser: [HET] 1-4 damage. Attacks 2 times.
Missiles:
Tempest: [SLD] 4-7 damage. Attacks 2 times.
Impaler: [SLD] 6-14 damage. +1 to Hit rolls.
Thunder: [ELC] 4-10 damage.
Utilities:
28th Century ECM: Incoming enemy Missiles have 10% chance to miss your ship after PD weapon rolls are resolved (if any PD weapons are present).
Hyperfoam Injector: At start of each Turn, 2 HP restored.
Pulse Detonation Thrusters: +1 to Evasion rolls.
Puddlejumper Bay: Hosts 2 wings of 4 Puddlejumper Fighters that carry Pulser lazors (Point Defense setting) and have 4 Hull Points and +2 to Evasion rolls.
Shields Rank I: 20 Shield Points, regen: 2 SP/Turn.
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MEDIUM GRADE EQUIPMENT (3 Starbux): {31}
Armor:
Carbonite Armor: [+PLS][+HET], +50 Hull Points.
Insulated Armor: [+ELC], +75 Hull Points.
Tritanium Armor: +125 Hull Points.
Computers:
Eidetic Matrix Bubble: All Fighters +3 to Hit rolls.
Fire Control Mk2: All non-Lazor Weapons and Fighters +2 to Hit rolls. Not cumulative with other Fire Controls.
Rangermaster Unit: Grants +4 Hit bonus to all your Lazors (essentially granting Point Defense setting bonus). Rangemaster Unit does not affect Point Defense setting.
Targeter-54: Lazors +3 to Hit rolls. Not cumulative with other Targeters.
Integrals:
HoloStream Transceiver: You gain 1 Starbux more from surviving a Space Battle.
Inertial Dampers: +2 to Evasion rolls vs Lazors and Kinetiks.
Internal Honeycomb Lattice: [++SLD]
Internal Coolant Network: [++HET]
Internal Stress Capacitors: [++ELC]
Mentat Brain Capsule: +1 to Hit rolls with all Weapons and +1 to Evasion rolls.
Neutron Matrix: Lowers all Damage received by 1.
Kinetiks:
Plasma Blaster: [PLS] 2-9 damage. Attacks 2 times.
Gauss Cannon: [SLD] 6-14 damage. +1 to Hit rolls.
Mini-Flak: [SLD] 6-12 damage. Can be used as Point Defense weapon with extra +2 Hit bonus.
Lazors:
Graviton Beam: 2-6 damage. +1 to Hit rolls. Damage cannot be lowered by any means.
Photon Cannon: [HET] 10-20 damage. No Point Defense setting. Can attack every 2 Turns.
Phasor: [ELC] 5-7 damage. No Point Defense setting. Deals 3x damage vs Shields.
Ruby Beam: [HET] 2-9 damage.
Missiles:
Merculite Launcher: [HET] 8-14 damage.
Fission Torpedo: [PLS] 9-22 damage. Can attack every 2 Turns.
Maghroz-44: [SLD] 5-10 damage. Attacks 2 times.
Utilities:
29th Century ECM: Incoming enemy Missiles have 15% chance to miss your ship after PD weapon rolls are resolved (if any PD weapons are present).
Automated Damage Control: At start of each Turn, 4 HP restored and 1 Disabled system fixed (if Automated Damage Control is Disabled, it will autofix itself instead).
Dauntless Guidance Unit: Enemy PD weapons receive -2 Hit roll penalty against your Missiles.
Shield Capacitors: Doubles your Shields' regen rating. Not cumulative with Hyper-X Capacitors.
Shields Rank III: 40 Shield Points, regen: 5 SP/Turn.
Weakpoint Exploiter: Doubles the chance to Disable enemy equipment on successful Hits with your weapons.
X-Wing Bay: Hosts 2 wings of 4 X-Wing Fighters that carry Ruby Beam lazors (Point Defense setting), and have 4 Hull Points and +4 to Evasion rolls.
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HIGH GRADE EQUIPMENT (6 Starbux): {30}
Armor:
Duranium Armor: [++SLD][+HET][+ELC]
Energium Armor: [++ELC][+HET][+SLD]
Frigerite Armor: [++HET][+SLD][+ELC]
Neutronium Armor: [+PLS], +100 Hull Points.
Computers:
Fire Control Mk3: All non-Lazor Weapons and Fighters +3 to Hit rolls. Not cumulative with other Fire Controls.
Structural Analyzer: Lazor weapons that directly strike Hull (because Shields are disabled/depleted/not present) deal +50% damage more. Not cumulative with Achilles Targeting Unit.
Targeter-72: Lazors +5 to Hit rolls. Not cumulative with other Targeters.
Integrals:
Galactic Cybernet Studio: You gain 2 Starbux more from killing enemies and surviving a Space Battle.
Hard Polaron Matrix: Lowers all Damage received by 3.
Inertial Nullifier: +4 to Evasion rolls vs Lazors and Kinetiks.
Limited Vacuum Collapser: If (or rather, when) your Ship will be destroyed, the LVC will detonate, causing 100 damage to all remaining Ships, potentially taking out someone with you.
Structural Integrity Fields: Your ship's base Hull Points are Tripled. Not cumulative with Structural Bulk system.
Kinetiks:
Heavy Flak: [SLD] 12-20 damage. Can be used as Point Defense weapon with extra +2 Hit bonus.
Mauler Device: [HET] 11-16 damage. +1 to Hit rolls.
Plasmatic Webber: [PLS] 6-10 damage. Deals 3x damage vs Shields.
Lazors:
Force Breaker: [HET] 12-14 damage. No Point Defense setting.
Ion Pulse Gun: [ELC] 4-8 damage. Automatically bypasses enemy Shields.
Positron Scrambler: [ELC] 10-18 damage. No Point Defense setting.
Tachyon Ray Gun: [ELC] 5-14 damage. +2 to Hit rolls.
Tractor Beam: No Point Defense setting. Upon successful Hit, targeted enemy receives -2 to Evasion rolls until you 'attack' someone else with Tractor Beam or the Tractor Beam is disabled. Not cumulative with Holding Beam.
Missiles:
Artemis: [SLD] 14-19 damage. +4 to Hit rolls.
Plasma Torpedo: [PLS] 17-29 damage. Can attack every 2 Turns.
Schrodinger: 8-16 damage, each Hit uses a different type of Damage (randomly choosen between [HET], [ELC] or [PLS]).
Utilities:
30th Century ECM: Incoming enemy Missiles have 25% chance to miss your ship after PD weapon rolls are resolved (if any PD weapons are present).
Akira Bay: Hosts 2 wings of 4 Akira Fighters that carry Tachyon Ray lazors (Point Defense setting) and have 8 Hull Points and +5 to Evasion rolls.
Artificial Noise Canceller: Enemy ECM systems behave against your Missiles as if they were 1 Grade worse (so 28th Century ECM won't work at all, 29th Century ECM will have only 10% chance to work, and so on).
Dual Fighter Catapult: If you have any Fighter Bay, you can launch up to 2 Fighter wings at once.
Ion Impulsor Thrusters: +3 to Evasion rolls.
Multibot Repair Drone: At start of each Turn, 10 HP restored and 1 Disabled system fixed (if Multibot Repair Drone is Disabled, it will autofix itself instead).
Prefire Accelerator: All Lazors +4 damage. Cannot co-exist with Supercharger.
Shields Rank V: 70 Shield Points, regen: 8 SP/Turn.
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MASTER GRADE EQUIPMENT (10 Starbux): {25}
Armor:
Adamantium Armor: [+SLD][+ELC][+HET][+PLS], +50 Hull Points.
Nullcharge Armor: [++ELC][+PLS], +75 Hull Points.
Surgerite Armor: [+++ELC], +100 Hull Points.
Trilarian Armor: [+++SLD], +100 Hull Points.
Valhallite Armor: [+++HET], +100 Hull Points.
Computers:
Fire Control Mk4: All non-Lazor Weapons and Fighters +4 to Hit rolls. Not cumulative with other Fire Controls.
Targeter-90: Lazors +7 to Hit rolls. Not cumulative with other Targeters.
Integrals:
System Insulator Matrix: Your ship systems cannot be Disabled by enemy Weapons.
Kinetiks:
Disruptor Cannon: [ELC] 10-14 damage. +1 to Hit rolls. Attacks 2 times.
Octogun: [SLD] 4-8 damage. Attacks 4 times.
Lazors:
Electron Annihilator: [ELC] 9-22 damage.
Hyperpulser: [HET] 5-12 damage. Attacks 2 times.
Prismatic Ray: 11-15 damage, each Hit uses a different type of Damage (randomly choosen between [HET], [ELC] or [PLS]).
Wave Motion Cannon: [HET] 30-50 damage. No Point Defense setting. Can attack every 2 Turns.
Missiles:
Lord Antimatter: 24-32 damage. Damage cannot be lowered by any means.
The Wolfpack: [SLD] 10-14 damage. Attacks 4 times.
Utilities:
Advanced ECM: Incoming enemy Missiles have 40% chance to miss your ship after PD weapon rolls are resolved (if any PD weapons are present).
Ares Bay: Hosts 2 wings of 4 Ares Fighters that carry Electron Annihilator lazors (Point Defense setting) and have 12 HUll Points and +6 to Evasion rolls.
Combat Repeater: Doubles fire rate of Lazors and Kinetiks (weapons that fired every 2 turns now fire each turn, weapons that fired once now fire twice, etc).
Frequency Harmonizer: Your weapons bypass enemy Shields (all Ranks).
Hyper-X Capacitors: Quadruples your Shields' regen rating. Not cumulative with Shield Capacitors.
Reflection Field Generator: 40% chance that incoming enemy Lazor attack will bounce back to the Attacker upon successful Hit (this applies before ranked Shields).
Roboteching Missile Calculator: Enemy PD weapons receive -4 Hit roll penalty against your Missiles.
Shields Rank VII: 100 Shield Points, regen: 12 SP/Turn.
Supercharger: Your [HET]-based Lazors will deal [PLS] damage if the targeted ship has higher [HET] than [PLS] Resistance. Cannot co-exist with Prefire Accelerator.
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ULTIMATE GRADE EQUIPMENT (15 Starbux): {19}
Armor:
Unobtanium Armor: [+++PLS][+SLD], +250 Hull Points.
Xentronium Armor: [++SLD][++ELC][++HET][+PLS], +75 Hull Points.
Computers:
Fire Control Mk5: All non-Lazor Weapons and Fighters +5 to Hit rolls. Not cumulative with other Fire Controls.
Achilles Targeting Unit: Lazor weapons that directly strike Hull (because Shields are disabled/depleted/not present) deal double damage. Not cumulative with Structural Analyzer.
Integrals:
Hull Regenerator: At start of each Turn, restores number of Hull Points equal to 5% of the ship's base Hull Points.
Antineutronium Coating: Lowers all Damage received by 5.
Kinetiks:
Lepton Exploder: [PLS] 16-23 damage.
Negatron Bubble Gun: [ELC] 9-14 damage. Auto-disables a System on successful hit. Can attack every 2 Turns.
Lazors:
Death Ray: 10-25 damage. Damage cannot be lowered by any means.
Holding Beam: No Point Defense setting. Upon successful Hit, targeted enemy receives -4 to Evasion rolls until you 'attack' someone else with Holding Beam or the Holding Beam is disabled. Not cumulative with Tractor Beam.
Quark Destroyer: [ELC] 11-16 damage. Deals 3x damage vs Shields.
Missiles:
Supernova Pod: [HET] 46-70 damage.
Proton Torpedo: [PLS] 20-25 damage. Autohits and cannot be shot down by PD weapons. Can attack every 2 Turns.
The Swarm: [SLD] 12-16 damage. Attacks 8 times.
Utilities:
Erinyes Bay: Hosts 2 wings of 4 Erinyes Fighters that carry Death Ray lazors (Point Defense setting) and have 16 Hull Points and +8 to Evasion rolls.
Dimensional Displacement Device: 30% chance to evade enemy attack(s). This is done BEFORE normal Hit/Evasion calculations. Dimensional Displacement Device does not work against Fighters.
Sardion Optimizer: Lazors and Kinetiks +2 to Hit rolls. Doubles fire rate of Lazors and Kinetiks (weapons that fired every 2 turns now fire each turn, weapons that fired once now fire twice, etc).
Shields Rank X: 150 Shield Points, regen: 20 SP/Turn.
Spatial Displacers: +6 to Evasion rolls.
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Needs a thorough proofread, though, as I'm fairly sure some numbers might be wonky in places.