Space Pirate 2: Rising Empire
You are one of the many criminals on Valgon IV, you lie, you steal, you kill, and do whatever it takes to keep living in this hell-hole of a planet. Here thousands die a day, and gangs fight endless wars undeterred by the U.M. forces who stick to protecting the higher class citizens and anything they think is useful. Here on Valgon IV your either part of a gang or dead, while the rich folk sit in their fortified parts of the city everyone is left out here to die.
On Valgon IV however there's one thing every criminal hopes to achieve, those who've struck it rich or managed to get lucky and get off the planet more often then not look to Piracy. In a sector of space where the Galactic Empires reach only goes as far as their fortified stations, and planet-side fortresses piracy is a difficult career to follow. With out the Galactic Council's armament laws being enforced merchants now have fully armed cruisers, and warships, but the reward is more then worth it.
With such fledgling colonies comes massive amounts of things required or wanted, and even better artifacts to be found. Even here the ancient races had settled and already ships were uncovering new artifacts everyday, for a pirate those are his targets, things worth billions of credits an amount of money that every Valgon IVer wants. You six have looked to the stars everyday, but now is the day you act, now your either going to become a pirate or die trying.
Name: Quite obvious, just put your desired name here.
Gender: No explanation needed hopefully.
Age: How old is your character?
Race: What race is your character? (can potentially be anything as the Galatic Empires are numerous, but please use common sense)
Bio: Entirely optional, but would be nice to have one.
Occupation: ~Check Occupations Spoiler Below~
Possessions: Please list the items you get from your occupation here
Story-lines: Do you want me to make story-lines, not over-arching ones that will end the game story-lines, but ones for your character to delve into? [Yes/No]
Group: Do you wish to start off knowing the other players [Yes/No]
MinerDescription: You're a small time miner, with your own ship and a few bits of mining equipment you've made your living so far selling what you find in the thick asteroid belt near
Volgon IV. Whatever ambition brought you to becoming a pirate you've got a bit of a head-start, but not much.
Starting Items:+
Mining Transport -
Salvaged Prometheus Flak Turret - 2x
Light Class Mining Lasers - AR: 5/5
- Fuel: 80/80
- Cargo Space: 0/80
Handheld Mining Drill [Mining Rate: 5/turn]
8x Blast Charges [
]
Salvaged Mineral Refinery [
]
Deed to your tiny Housing Block
150 Credits
BodyguardDescription: You've done work guarding the rich people of this world, and those petty merchants that cheat people out of their lives for crumbs. Over all its been a rather pathetic line of work, you may have got in a few fights every now and then, but you regret helping the slimy bastards you had to guard. Now is time to change that...
Starting Items:PCX1791Standard Reinforced JacketService KnifeDeed to your tiny Housing Block
400 Credits
Custom Come up with your own and I'll work everything out for it.
Combat on ground will be handled entirely be rolling d6s for accuracy, and such. So its my typical form of combat just with a smaller dice
(AKA simpler version of Space Combat)
You'll gain a reputation with various factions throughout the game, this reputation could be good or bad depending on your actions that effected that group. Reputation will allow you to trade with gangs, get assassins sent to kill you, enable you to hire people from the populace to join you in your piracy, etc. This is of course kept abstract for simplicity and such.
Hideouts will be your guys bases of operations in systems, on planets, etc. And they will be fully built by you guys, if you feel your base on a planet needs its own personal pair of reactors for power then you guys can buy/find/steal the parts for that project and install it into your base. What to make, and how to model your base is up to your guys imaginations, the limitations of the game universe, and your characters needs such as a med bay to patch wounds, or the like.
Every hideout has a space rating, this rating determines how much stuff you can store in said base, what size structures you can build in them, how many structures they can hold, the number of people it can support, and more. As you build things and store supplies in this base the space rating will begin to fill, once its filled nothing more an be stored in the base, no more structures can be built, or anything like that.
Hideouts also have power outputs, this is the amount of power the reactors/generators/whatever generate for you base and that is the total amount of power your structures can use, anything over and the power supplying structures will shut-off/explode. Things that take power will have it clearly labelled in their statuses so no worries.
And thats pretty much it, more will be explained as we come to it, but the hideouts are mainly up to the players imaginations and the resources their characters have available.
This game will start all players off on the same planet, from there they will work their way up to becoming Space Pirates rather then starting as one right from the start. You can choose whether or not to form a group that will eventually become your pirate faction or strike out on your own if you wish. You can gain your money through means you see fit, and can pull off, you could rob a bank, build up some supporters and steal a U.M. vessel, and so on. I'll avoid creating story lines unless you guys want me to.
Turret Mount: Turret mounts are needed to add Point Defense Turrets, Flak Turrets, Laser Batteries, and other small weapons to your ships. For each one of these you have on your ship your ship can have one more point of Turret Class weapons (Weapon Classes are explained elsewhere).
Battery Mounts: Battery mounts are needed for the heavier anti-capital ship weapons most warships are equipped with. Each Battery mount allows the ship to have one battery installed into it, batteries are things like Plasma Batteries, Lances, and the like.
Missile Tubes: Missile Tubes are needed to launch missile and other missile type ordnance a starship may use. For every missile tube a ship has it an launch one missile from the tube (may vary due to missile type, and launch time.)
Special Weapons: Special weapons are things that don't use any of the above, but instead need to be specially installed into the superstructure of a ship or the like. Examples of these are Railguns, Plasma Launchers, and Mining Lasers.
Armor Rating: Armor Rating is the first (in some cases second) layer of hit-points a ship has, this can very greatly depending on the type of plating a ship has, ship's classification, etc. This takes damage first and prevents crits damage any of the internal systems (for the most part), and protects the inside from the horrors of the void of space.
Structural Rating: Structural Rating is the second (some cases third) layer of hit-points a ship has which is determined by the ships classification and any modifications or specialties a ship may have. When this takes damage your internal systems can be damaged and with crits vital systems like the warp drive, life support, or reactor core could take damage.
Shield Value: Shield Value is the amount of shields a vessel has, which may be rare but when a ship does have them it acts as a first layer of hp for the most part. Shields are unique in that they regen unlike AR or SR thus making them invaluable when outnumbered or outgunned.
Regen Rate: Regen Rate is the rate at which your shield's SV regens, this determines the number of SV you regain per turn in addition to remaining amount from the previous amount. If your SV is full it will not surpass that amount and simply stop refilling.
Cargo Space: This is the amount (in my favorite generic value UNITS) that a ship can carry in components and supplies like scrap metal, computers, electronic parts, etc. The more cargo bays your ship has the higher its max Cargo Space will be thus the more it will be able to hold and transport to where you want it.
Ship Capacity: This is the amount of fighters, shuttles, mining vessels, etc. that a ship can carry. Each Launch Bay increases the number of the max points by a certain amount, and you can have a number of ships on-board up to that amount, you cannot go above that amount.
Turret Class Weapons These are weapons that require turret mounts to be equipped to your ship.
Point Defense: Point Defense weapons (referred to as PD from now on) are basically anti-fighter and anti-missile weapons capable of keeping up with the fast speed of those two objects and being able to make contact (hopefully) with said object to neutralize the threat it may cause. PD weapons can only harm fighter type enemies and missile type weapons, they also have extremely high fire rates due to the difficulty of hitting such targets.
Cannons/Laser Batteries: These type of Turret Class Weapons are made for anti-ship purposes and will generally take up multiple turret mounts because of that fact. Unlike PD weapons this type cannot target fighters or missiles but they can instead target the larger ships like escorts and such. Many of these weapons have single fire rates due to their power and the type of munitions they use
Battery Class Weapons These are the main anti-capital ship weapons your ships will wield.
Normal Batteries: These are things like the plasma batteries, or some of the heavier laser batteries. These deal very high damage to armor but are near useless against shields due to the nature of these weapons, they also have moderate to very low fire rates depending on how powerful the weapon is. These will also be had in much lesser numbers then the Turret Class weapons.
Lances: Lances are powerful weapons to be feared by any ship, capable of cutting through shields like butter these weapons are pinpoint high power weapons, but lose a lot of power over a distance or when breaching through the shields of a ship. These weapons are highly rare as they are not manufactured by any empire, nation, etc. but are instead relics of ancient races.
Missiles
Interceptor Class Missiles: Interceptors are made for what their name implies, to intercept a target, they are mainly anti fighter weapons, but some are made to be anti-missile as well. They are launched quickly, and are highly agile allowing them to hit and destroy their targets, but have nearly no effect against larger targets like capital ships.
Warhead Class Missiles: Warheads are high payload missiles made specifically for dealing large damage to capital ships and the like. Tending to be slightly slower to launch Warheads are also easier to be hit by Interceptors or PD fire, but should they hit the damage could be catastrophic. Some Warheads that are nuclear payloads are made for killing space stations of installations thus they earned the name 'station busters'.
Buoy Class Missiles: These missiles vary and have extremely different effects from throwing off missile targeting systems to hitting fighters with EMP pulses. These are easy and quick to launch, but just as easy to destroy should your foes think to do so.
Special Weapons: ~ SECRET ~
Accuracy:
1-6: Miss
7-10: Glancing Hit
11-17: Direct Hit
18-20: Critical Hit [Roll for Critical]
AR Crit Chart:
1-20: No Effect
21-25: Turret Mount Damage (Disables a weapon)
26-30: 1d6 Turret Mount Damage (Disables 1d6 Weapons)
31-40: Battery Mount Damage (Disables a weapon)
41-50: Thruster/Engine Damage (+1 to enemy Accuracy Rolls when targeting you, add 1 more with each additional hit here)
51-55: Bridge Hit (Roll 1d10; 1-8 is fine. 9-10 causes you to skip next turn
56-100: No Effect
SR Crit Chart:
To be Determined
Interceptors can only target fighter-type ships, and missile-type objects. PD get a -1 to hitting these agile weapons, the missiles themselves get a +1 to hitting their target.
Warheads can only hit capital ships and the like, PD get a +1 to hitting them due to their slowness.
Point Defense has no effect against larger ships, but can harm fighter-type ships and missile-type objects with their full damage rating.
Batteries can only target capital ships and the like, they get +1 to hitting such large targets.
Lances ignore shields and deal damage directly to the AR or SR, all crits with these weapons are pumped up one type on the chart due to how weak they are once they hit the ship.
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.
Artifacts are items left behind by the Ancients, or some other long gone alien race, these objects usually hold great power since they were made by races far more advanced then the current ones. Most of these artifacts are related to ships, such as the shield generators some ships are lucky enough to have installed, most artifacts are found in the bases of the ancient races, but some can be found in the Ancient's Graveyards as they are called.
These places are very dangerous as who knows what systems may still be online within the Ancient ships, or what their enemies may have done to kill them. The rewards are just as a great as the danger though, and many a man has come home rich after daring the Graveyards though none has been seen in twelve centuries.
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.
>Pending Re-write<
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 ~
Jump travel is the process of using the jump drives of your ship to make short (atleast short compared to warp travel) jumps through a sector. These are capable of carrying you from planet to planet, and in some cases if the drive is strong enough from one end of a solar system to the other. Of course this form of travel is not meant for long distance travels even though the Marauders use this method (though theirs is a bastardized form of it).
Warp travel on the other hand is the process of syncing your jump drive to one of the Warp Gates left by the Ancients and using that to travel great distances, traversing entire sectors of space in seconds. Of course no one knows exactly how Warp travel is performed though they know it does not take place in the physical world like jumping does.
Exodius
AR: Light Dunarim Hull Plating - 15/15
SR: Frigate Class - 10/10
SV: Ancient Fighter Shield Generator - 5/5
SR: - 2 every two turns.
Cargo Space: 0/1500 Units
Ship Space: 3/3
Turret Mounts: 3, All Occupied
Battery Mounts: 1, Occupied
Missile Tubes: 2, Empty
Info
Weapons
3x Mk. I Lynbar Point Defense Turret [Atk: 2, Atk. Speed: 5, Mount Cost: 1]
1x Mk.IV Phalanx Laser Battery [Atk: 8, Atk. Speed: 4, Mount Cost: 1]
Ships: (1 Launch Bay, 3 Points for Capacity)
3x Mining Vessels
- AR: 5/5
- 2x Mining Laser [Atk: 2, Atk Speed: 5]
- Fuel: 50/50
Cargo: (3 Cargo Bays, 1500 Unit Storage Capacity)
None
Player List- Tiruin (reserved)
- Caellath
- Taricus
- 10ebbor10
- Tavik Toth
- Spinal_Taper
As a side note previous players of the game will get precedence for joining in, as will the wait listers if the players from the last game don't wish to continue. Of course you can still get on the wait list if you want and very likely the player list as well so feel free to join