CONTENTS LIST:1. Crew Structure & Recruitment
2. Character Sheet
3. Races
4. Resources
5. Systems
6. Subsystems
7. Upgrading
8. Crew Skills
9. Ship-to-Ship Combat
10. Room Damage by Crew
11. Fires, Spread, Extinguishing
12. Experience System
CREW STRUCTURE & RECRUITMENT:One person has Captain rank. He/She is the one who has the control over the ship.
He has Multitool which allows him to control Power Distribution and Doors remotely.
And of course, he/she gives orders to the Crewmen.
All other players are Crewmen, basic grunts and ship operators.
If 'Captain' dies, the Ship Computer (GM) will ask the remaining crew to democratically elect new 'Captain'.
Just remember that as long as there's no official 'Captain', Power Distribution/Door Control is unavailable!
...Unfortunately, you didn't made it as the Original Crew? No worries!
The next time the Crew finds a new Crewmember, we will roll the waiting list and pick someone at random.
Mind you, that the Race of the new Crewmember will be random (unless bought at Slaver) and you start with all skills at 0.
If you don't want to be that particular race, feel free to PM a GM so we can roll someone else to take up the spot.
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CHARACTER SHEET:Name:
Race:
[race bonuses here]
HP: x/x
Skills: One skill starts with +5 EXP, rest is 0 EXP.
PLT:
ENG:
SHD:
WEP:
CMB:
REP:
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RACES:1. Humans:
The Founders of Federation, Humans are wise and bold explorers of space. Whilst there are inside factions trying to cripple the government, the Humans are often peaceful toward all other races. The most prominent militarisitc faction are Rebels ('Purists' they call themselves) which call for isolation of Human Federation from all other races and expelling non-Human citizens from the Human worlds. Few years ago, they actually managed to amass a great fleet but it was destroyed during Battle of Sector 08.
HP: 10
Halved EXP needed to improve in a Skill
2. Engi:
According to the specialized charts, a default Engi is 84.2% machine. You can say it's more of a machine with fleshy bits rather than creature with mechanical bits. Engi are skilled workers and manufacturers, and they have a knack for repairs. They are not great fighters, though. Allied to the Federation, Engi are allowed to take dual-citizenship within Federation, allowing them to serve on Federation vessels. Engi are also friends with Zoltan race. The nemesis of Engi are Mantis, who often raid Engi colonies for goods and work slaves.
HP: 10
Fist damage is 0-1
-1 to Repair time
3. Zoltan:
Mystical race of energy beings, Zoltans are very enigmatic, isolationist and territorial. Their inner energy can be transferred into the very room in which they reside, as well as to amplify the output of laser pistol they carry. These beings are very often scientists and mystics, sometimes very fanatical an devoted to their beliefs. Zoltans, whilst being cautious, are friends with Engi and Federation, the later quite often employing the energy beings as crew of their ships.
HP: 7
Fist damage is 0-1
Pistol damage is 2
Provides 1 Energy bar to currently occupied room
4. Mantis:
Warlike race of giant Mantis. Their powerful pincers can be lethal in close combat. They are often working as raiders, mercenaries, pirates, slavers, and such. Mantis see Engi as enemies because of the Mantis' technophobical dogmas, yet often Mantis hunt Engi to turn them into work slaves for their ships and factories. Federation rarely deal with Mantis or recruit them, because they don't want to disrupt the profitable ties between Humans and Engi.
HP: 10
Fist damage range is 1-3
Repair time doubled
5. Slug:
Slugs are very enigmatic, and telepathic creatures. This allows them to 'feel' intruders even if on-board sensors are off. They can also telepathically tap into minds of their enemies, searching for their next move, allowing them to calibrate weapons for better hitting chances. Slugs are nebulae-dwellers, with the homeworlds hidden in deep Canceris Nebula. Members of this race are very often thieves and hijackers, as well as smugglers.
HP: 10
Can sense intruders (just like lvl1 sensors)
+5% to ship weapons hit chance when manning Weapons console
6. Rockman:
Rockmen (often abbreviated to Rocks) are yet another isolationist race. Their unique anatomy renders them immune to fires, and they can crush steel like paper with their fists, however, the dense body slows them down and the molecular density requires a stronger teleport beam for successful transport. Rocks have developed a giant network of transport services - their resilient ships and combat endurance prove effective at scaring off potential raiders and pirates.
HP: 15
Immune to fire
Takes 2 turns to move from one room to another
Counts as 2 people for teleport (lvl 2 teleporter needed to teleport a Rockman!)
Doubled damage against doors
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RESOURCES:Fuel: Each time you jump with FTL, 1 Fuel is used up. No Fuel, no FTL. Pray to your local deity that you don't run out of fuel near a solar corona.
Missiles: Needed to use Missile Launchers and Bombs. You can forget about this if you don't use aforementioned systems at all.
Drone Parts: Needed to deploy/activate Drones. Like above, if you don't have Drones, you don't have to worry about this resource.
Components: Called 'Scrap' in FTL, Components are used to upgrade your Systems/Subsystems and repair your Ship are space stations.
Credits: Integalactic currency (diamond chips!) used in trade at space stations, payment in quests, etc.
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SYSTEMS:Reactor:
-Reactor has maximum capacity of 25 energy bars.
-Each level raises the capacity by 1.
Energy consumption is 1 bar per 1 'active' level.
Shields:
-Each level takes 2 bars. Max level: 4 (8 bars)
-Each level blocks 1 damage.
-1 Shield restored per turn if not manned.
-Missiles go through, bombs teleport through, lasers deal normal damage, ions weaken, beams cannot get through.
Engines:
-Basic FTL need 15 'bars' to be used, fills 1 FTL bar per turn, needed to use FTL (duh!)
-Destroyed Engines give you opponent 100% chance to hit your ship.
-Max level: 8
-At Levels 2, 4, 6, 8 = +1 'FTL bar' per turn (+5 bars at lvl
-At Levels 3, 5, 7 = -5% to enemy weapons chance to hit (-15% at lvl 7)
Weapons:
-Max level: 8
-Each level gives 1 bar of weapon power
Drones:
-Max level: 8
-Each level gives 1 bar of drone power
Life Support:
-Max level: 3
-Each level gives x+1 maximum Oxygen bars for a room, where x = Life Support lvl.
-Level = Oxygen bars replenished in CLOSED room per turn.
-Each room with hull breach/connected to open airlock will lose all oxygen in 1 turn.
-When in a room without Oxygen, -2 HP per turn for all crew in said room.
Medbay:
-Max level: 3
-Level = HP of crewmember inside restored.
Cloak:
-Max level: 3
-When active, chance to hit Cloaked ship are set to 5%, all hit/evade modifiers nullified
-Level 1 has 2 turns of being cloaked, 6 turns reload
-Level 2 has 4 turns of being cloaked, 4 turns reload
-Level 3 has 6 turns of being cloaked, 2 turns reload
Teleporter:
-Max level: 3
-Can perform X teleport operations (onto enemy ship, or back to player ship) per turn, where X is teleporter level.
-You need to be in Teleporter room to teleport from Player ship to Enemy Ship.
-Teleporter can take you back from any of Enemy's ship rooms.
-Does not work through Zoltan Supershields.
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SUBSYSTEMS:Subsystems don't consume energy.
Piloting:
-Max level: 3
-Special sybsystem/room that needs to be manned to use FTL engine or Evade enemy hits.
-At level 2, grants Auto-pilot which is like Novice Pilot when not manned
-At level 3, grants Auto-pilot which is like Advanced Pilot when not manned
Sensors:
-Max level: 3
-At level 1, informs crew where intruders are, allows targeting systems of enemy ship
-At level 2, +5% to hit with ships weapons
-At level 3, +10% to hit with ships weapons
Doors:
-Max level: 3
-Allows remote opening/closing of doors (force-opened doors close after 1 turn)
-At level 1, doors open for everyone, fires has 50% chance per turn to spread to adjacent room
-At level 2, doors have 5 HP against intruders, fires has 25% chance per turn to spread to adjacent room
-At level 3, doors have 10 HP against intruders, fires blocked
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CREW SKILLS:Piloting:
-Novice: -5% to enemy weapons chance to hit
-Advanced: -10% to enemy weapons chance to hit
-Master: -15% to enemy weapons chance to hit
Engines:
-Novice: +1 FTL bar per turn
-Advanced: -5% to enemy weapons chance to hit, +2 FTL bars per turn
-Master: -5% to enemy weapons chance to hit, +3 FTL bars per turn
Shields:
-Novice: 2 Shields restored per turn
-Advanced: 3 Shields restored per turn
-Master: 4 Shields restored per turn
Weapons:
-Novice: -1 reload time
-Advanced: -1 reload time, +5% to hit with ship weapons
-Master: -2 reload time, +5% to hit with ship weapons
(Ion Blast II takes 1 turn to reload. Fire, reload, fire. Even with just a novice at console, you can shoot every turn)
Medical: Helps healing HP in Medbay when manning Medbay console
-Novice: +1 HP per 2 turns to each Crew in Medbay
-Advanced: +1 HP per turn to each Crew in Medbay
-Master: +2 HP per turn to each Crew in Medbay
Sensors: Increases ship weapons hit chance when manning Sensors console
-Novice: +5% to hit with ships weapons
-Advanced: +10% to hit with ships weapons
-Master: +15% to hit with ships weapons
Repairs: 1 bar of a system/subsystem damage takes 4 turns to repair, same for a hull breach.
-Novice: ---
-Advanced: -1 repair turn
-Master: -2 repair turns
Combat:
-Novice: ---
-Advanced: +1 to fist damage
-Master: +2 to fist damage
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UPGRADING:Each new level of a System/Subsystem costs (X*10)+10 Componenets, where X is current level.
For example, to upgrade Engines from level 4 to 5, you need 60 Components.
You can also call 'Components' the equivalent of FTL 'Scrap'.
SHIP-TO-SHIP COMBAT:Base Chance to Hit is 100%, which is then modified:
Base Chance + Hit Bonus - Enemy's Evade.
If a weapon takes 2 turns to reload, the turn layout is as follows:
Firing turn -> Reload turn -> Reload turn -> Firing turn
Lasers need to get shields down first to damage the hull.
Missiles fly through shields, and bombs teleport through shields.
Ions don't deal damage, but knock down certain amount of energy from hit system.
Beams don't deal damage to shields at all.
Breach: Causes oxygen leak in the room and all other rooms adjacent to it which have doors opened.
Fire: Oh gods fire is worst thing ever, look at related section please.
For actual Weapons list, please look to WEAPONS spoiler.
Priority of multiple hits in the same turn:
Lasers -> Missiles -> Ions -> Bombs -> Beams -> Drones
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CREW COMBAT:Fist does 0-2 damage
Laser Pistol does 1 damage
Crew engages in 1 vs 1 melee, 'allies' in the same room use Pistols.
Mantis deal +1 Fist damage (1-3)
Engi deal -1 Fist damage (0-1)
When bashing a Door, you can choose if you use Pistol or Fists.
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ROOM DAMAGE BY CREW:It takes 4 turns for 1 Crew to deal 1 damage to a room.
2 Crew = 2 turns
3 Crew = 1 turn
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FIRES, SPREAD, EXTINGUISHING:Fire takes 2 turns to deal 1 damage to system/subsystem and deplete 1 oxygen bar of the room.
When a system room is brought to 0 bars by a fire, it deals 1 damage to Ship HP.
Fire takes 2 turns to be extinguished by 1 crew.
Each turn spent in fire deals 2 HP damage to a crewman.
Each turn, a fire has 50% to spread into adjacent room. Upgrading door control lowers the chances or even blocks the spread.
When room runs out of oxygen, fire disappears.
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EXPERIENCE SYSTEM:You gain 1 EXP to respective Skill each time when:
-Your ship dodges a hit when you man Piloting console (Piloting skill)
-Your ship uses it's FTL engine when you man Engines console (Engines skill)
-Your ship scores a hit when you man Weapons console (Weapons skill)
-Your shields replenish when you man Shields console (Shields skill)
-5HP total you heal on Crew when you man Medbay console (Doctor skill)
-Your ship scores a hit when you man Sensors console (Sensors skill)
-Repair a hull breach/damage point of a room (Repair skill)
-You kill an enemy/bash open a door (Combat skill)
Experience needed to gain next levels:
Weapons/Shields/Engines/Piloting/Doctor/Sensors: 30 EXP for Advanced, 50 EXP for Master (80 EXP total)
Combat/Repair: 20 EXP for Advanced, 40 EXP for Master (60 EXP total)
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