You ARE a Suicide Scout
The year is 4824. This is a brief summary of human expansion. Humans have been colonizing the milky way galaxy ever since the first colony was established on Renewed Hope in the year 2145. Before this, almost all of the iron within the solar system had been used, in a desperate attempt, a ramshackle colonizing ship was sent to Alpha Centauri B, the closest star to Sol. The planet they landed on was like a godsend. Renewed hope was an iron-rich planet orbiting Alpha Centauri B. It was just what humanity needed. When the first shipment of Giga-tonnes of iron reached the solar system, humanity wasted no time in sending thousands of colonizing ships to other nearby stars. Humanity flourished. However, in the year 3735, tensions among the two main factions, the earth-based Uranites and the Renewed Hope-based Mercinians erupted into civil wars, the independent governments of all the colonies scrambled to join the stronghold that promised the most resources. Although more joined the Uranites, the abundance of resources in the Mercinian dominion balanced the scales. The civil war lasted more then a millennial and the Uranites had all but ran out of resources. One final fleet, stronger that all others in history was sent to destroy the Mercinians at their source, New Hope. However, the fleet was intercepted a mere .02 light years from Alpha Centauri, after the fleet had already begun decelerating. A massive battle was inevitable, and it would decide the outcome of the war. If the Uranites win, New Hope will be destroyed. If the Mercinians win, the Uranites, now lacking resources, will be powerless to stop any counterattack.
You are a part of this battle.
There are two battleships at a standoff. The Uranite Space Ship (USS) Tritium, and the Mercinian Space Ship (MSS) Cesium. They have already masked their heat with countermeasures and have their capacitors filled. At the captains command, the 2 Supermassive Heat Lasers (SHL) the ships wield will inflict their catastrophic damage on the other, most likely winning the standoff. The only problem is, they don't know where the other ship is. Someone has to find the other ship.
That's where you come in.
You are a suicide scout. The corps is officially referred to as the Battleship reconnaissance force, but nobody calls it that. You fly a tiny scout ship. Your job is to head in the direction that the enemy battleship is, find the battleship, then, send the coordinates of the enemy battleship to your battleship, so it can disable the enemy weapons and win the battle. However, the enemy will attack you the second you send the coordinates. Your scout ship is no match for the enemy's anti-scout turrets which will no doubt be stationed around the battleship, and the enemy’s scouts can hurt you just as much as you hurt them. If a few Gauss projectiles hit your ship, your life is almost certainly forfeit. The brigade known by almost everyone as the suicide scouts for good reason.
These are your system locations:
Many of your ship systems require a certain amount of power per turn (pwr) and some create heat per turn (heat). Your ship's speed is measured in squares per turn (spt). Your ship’s acceleration is measured in acc. One acc will increase your spt by 1. This is a list of all the systems, their uses, what happens if they are hit, and their requirements/wastes. The scout ship automatically vents one heat per turn.
Fusion reactor: This is the main method of generating pwr for your ship. It produces 6 pwr and 2 heat at peak performance, 3 pwr and 1 heat at half performance, and 0 pwr 0 heat at no performance. It is also dependant on fuel (see hydrogen/Deuterium below.) If the reactor is hit, it will cease to produce power, but it will keep producing heat at the same level it was when it was hit. It is impossible to change the performance of the reactor after it has been hit. If you can't get rid of the heat it generates while the reactor is damaged, it will vaporize itself, and anything attached to it.
Radiators Your ship comes equipped with 2 radiators. These are your main method of dispensing heat. They require 1 pwr to get rid of 1 heat, and 2 pwr to get rid of 2 heat. If they are hit, they will cease to function.
Coolant Also known as Heat Sinks. These are a temporary method of storing heat. Each one can store up to 2 heat and requires 0 pwr. At the start, both coolants have 0 heat stored. If one is hit, it will cease to function, and all heat stored inside of it will have to be evacuated by next turn or else it will vaporize itself, and anything attached to it.
Main Engine This is the main method of propulsion. At max output, it takes 2 pwr and generates 2 heat to produce 3 or 4 acc. (your choice) At half output, it takes 1 pwr and generates 1 heat to provide 1 or 2 acc. At zero output, it needs 1 pwr to remain idle, generates 0 heat and 0 acc. If you decide to turn it off, it would require 0 pwr while it is off. However, it will require 6 pwr to restart. If it is hit, similar to the reactor, it will stop providing acc. But still produce the same amount of heat. If this heat cannot be dissapated, it will vaporise anything attached to it.
Hydrogen/Deuterium These are the fuel for the Fission Reactor. If one fuel is hit, the reactor would be forced to reduce to half performance. If both fuels are hit, the fusion reactor would turn off.
Reaction Wheels This is the main method of rotating your ship. At the cost of 2 pwr, you can rotate your ship into any direction you please. If it is hit, It will cease to function and it has a chance to cause collateral damage to the nearby coolants.
Emergency decoupler This is for EMERGENCIES ONLY!!! it It is a method of splitting you ship in twain. Performing this action will cause all of the above systems to immediately cease to function. The only situation where this action is recommended is if you do not have sufficient heat displacement and either the Main Engine, the Fusion Reactor, or the Coolant are about to vaporize the ship. Decoupling in this situation will save you from that fate, but is irreversible. It is impossible to damage or destroy this system.
Fission Reactor This is a secondary method of generating power. While it only produces 2 pwr, it releases 0 heat. If it is hit, it will cease to function.
Cockpit This is where you reside during your excursions. If it is hit, the pilot dies and the whole ship ceases to function.
Life Support This is a vital system for keeping the pilot alive. The system has levels 0, 1, 2, and 3. Levels 1-3 are sufficient to keeping the pilot alive, at level 0, the pilot will die and the ship will cease to function. The game starts with system at level 3. Each turn, the level will go down 1 and it requires 1 pwr for each level you wish it to go up. For example, to keep it at level 3, it requires 1 pwr. If it is at 1 and you want it to go up to 3, it costs 3 pwr. If it is hit, you will no longer be able to increase the level. the pilot would have at most 3 turns before he or she dies.
Capacitor The ship is equipped with two of these systems, each one can store up to 3 pwr. At the start, your ship has both capacitors completely filled at 3 pwr. This power can be stored as long as you like, and used at your leisure. If one is hit, it will cease to function, and all pwr stored in it will be lost.
Gauss Cannons These are your ships armament. Your ship is equipped with two. Each one required 3 pwr to fire. (more details on firing later) Some method of rotation is required to target as well, either Reaction Wheels or RCS Thtusters. If one is hit, it will cease to function and have a chance to cause collateral damage to the nearby capacitor and RCS Fuel.
Auxiliary Engine This is a weak engine normally only used for docking, but it can be used in an emergency, or if you simply don’t want to turn your ship around. It costs 1 pwr to produce 1 acc. It generates 0 heat. This engine does not require power to remain idle. If it is hit, it will cease to function.
RCS Thrusters These thrusters are an alternate way of rotating your ship. They do not require any pwr, but they do require 1 RCS fuel each turn you want to reorient your ship. At the cost of 2 fuel, you can also provide your ship with 1 acc in any direction (rotation not required). You can rotate and provide acceleration in the same turn, if you want to fire weapons and accelerate, provided you have enough fuel to do so. It is impossible to damage or destroy this system.
RCS Fuel This is the fuel that powers the RCS Thrusters. It contains 30 RCS fuel. This system does not use any pwr. If it is hit, all of it’s fuel will be lost and the RCS Thrusters will cease to function.
Bonus System A special system slot for the pilot to install an extra system (more on that below)
Each Pilot has a choice of one extra system Possible choices include:
Light Armor This is armor around your whole ship that protects all internal systems (not the Radiators, Main Engine, Auxiliary Engine, or Gauss Cannons.) If it is hit once, it will stop protecting the internal systems
Weapon supercharger This powers you weapons even further allowing them to inflict twice as much damage (destroy one system, then continue to destroy another one further in). However, each gun requires 5 pwr to fire in this manner. You can still fire your weapons normally. If this system is hit, you will no longer have the option to supercharge your weapons.
Afterburner This allows you to give 3 power to your main engine, generate 3 heat, and get 6 acc. Alternatively, you can give 2 power to your auxiliary engine and get 2 acc. If this system is hit, you will not be able to boost your engines.
Extra Fission Reactor Gives you an extra Fission Reactor, all stats are the same.
Extra RCS Fuel Gives you 20 more turns use of RCS fuel. All other stats are the same.
Extra Capacitor Gives you an extra 6 pwr storage. All other stats are the same.
Extra Coolant Gives you 4 extra heat storage. All stats are the same EXCEPT if it is hit, all stored heat will just dissapear.
Startup and Map InformationThis battle takes place on a 15x11x11 grid (Yes, space is 3d)
This is what the map will look like to you.
z-5z-4z-3z-2z-1z=0z+1z+2z+3z+4z+5 Each tile on the grid represents a square.
The numbers in the squares are the numbers of heat signatures detected. The enemy battleship is one of the numbers. It is more likely to be one of the six in the very middle, but it could be hiding in one of the ones. The starting location will be randomized.
The grey areas are possible starting locations for scouts. Your starting location is completely randomize as well.
Each tile you enter has a chance of having an anti-scout turret spot you. This chance increases the closer you are to the battleship, but the exact chance is not given.
The goal is to get your ship into the same square as the enemy battleship is in. The first player to do that wins the game for his or her team.
Each player also receives a score. The player with the highest score at the end of the game is the single winner. The points are as follows.
destroying a system on an enemy ship: 2 points
rendering an enemy ship completely inert (no way to control movement or fire weapons): 20 points
Killing an enemy pilot: 30 points.
Locating the enemy battleship: 100 points
For each destroyed system on your own ship:-1 point
Using the emergency decoupler: -10 points
Death: -50 points
Your TurnThe teams alternate turns. All members of the same team can post at the same time.
When you post your turn please show me:
Your power and Heat generation. Fusion Reactor at maximum: 6 pwr 2 heat
Fission Generator: 2 pwr
From capacitors:
Main Engine at half: 1 heat
heat-1
Total pwr: 14
Total heat: 2
Your Power usage and heat distribution Main Engine at half: 1 pwr
1 Radiator at full: 2pwr -2 heat
Life support:0
Reaction Wheels: 2
Both Gauss Cannons: 6
Your direction you want to point and acc. you want. The max amount of acc of acceleration depends on the amount of power you put in your engine. Using the above example, this person has a max of 2 acc He could select 0, 1, or 2 acc.
For each g of acceleration, you gain 6,000 m/s of velocity in the direction you were pointing. This equates to one “square per turn.” You can keep one direction of movement and add to it, slow yourself down, or keep drifting in that direction and start moving in another direction as well to move diagonally.
For my sanity’s sake, the only directions you can point are:
Up (towards z+5,)
Down (towards z-5,)
Right,
Left,
Forward (Towards the Uranites side, “top” of the map)
Backward (Towards the Mercinians side, the “bottom” of the map,)
Firing weaponsYou can only shoot a ship that is in the same tile as you are.
To be able to fire weapons, you must have sufficient power to operate the weapon(s) and the rotation mechanism (either the Reaction wheels or RCS fuel)
To shoot at them, you must:
Specify which ship you are aiming at if there are multiple.
Say which area on the ship’s grid you would like to target. Say either a letter or number. The shot will come from that side. You can also place a negative in front of the letter or number if you want the shot to come from the other side.
shoot at
-J destroy his engine!!!!
Your hit chances are based on a few dice rolls.
1: miss and your guns overheat for 2 turns
2: miss
3: Slight miss 7-9 units left or right (another dice roll)
4:Slight miss 4-6 units left or right (another dice roll)
5: Slight miss either 1-3 units left or right (another dice roll)
6: Direct hit right where you were aiming.
The resulting damage will destroy the system it hits. If another shot is fired on the same spot, it will ignore that system and penetrate deeper until hits hits the next system. Weapon Superchargers, however, will penetrate 2 systems, destroying the top one, and the one underneath.
Optional RPG element If you wish, you can talk to your electronic diary during this battle, to give yourself some character.
My TurnAfter all players have submitted their turn, I will present the result of the actions.
At the beginning, there will be a map showing where all players were before their actions.
Then, for each player, I will:
show their actions.
Give their resulting speed in each dimension and the direction that they are pointing
You are now moving 600 m/s left, 1200 m/s down, and 2400 m/s Backward. You are facing left.
I will show the results of their shots against enemies, and shots from enemies that they took.
Your left Gauss cannon aimed for player 2’s ship at -J, you rolled a :4(slight miss 4-6 spaces left or right) Second roll: 3 (4 Spaces left)
Your left Gauss Cannon strikes player 2’s ship in the left radiator, completely destroying it.
I will then give a diagram of you ship with damages taken into account.
I will also give you the current points the player gained and now has.
Finally, I will update your current electronic diary.
I will do this for every player.Finally, I will show the new map with the location of all the players now,
The locations that have been explored by scouts,
The total scoreboard of points,
and the list of players still alive and the ones that are dead.
End of GameAfter a player has located the enemy battleship, both battleships will become revealed and the remaining players must get back to their battleship to end the game.
The game will end on three conditions.
1. One member of a team locates the enemy battleship and all living players with able ships return to their battleship.
2. One team loses all scouts.
3. The only living scouts are still, but unable to change velocity.
General RulesThese are some general rules intended to keep this game moving along and prevent the thread from being deleted.
1. Post your turn withing 48 hours of the beginning of the turn. Weekends count as 0 hours. If a player does not post in the time allotted, their ship will be defaulted to only the fission generator running and life support and idle engine powered. A replacement request will also be sent out. If a player fails to post for 2 turns in a row, they will be modkilled UNLESS a replacement is found.
2. No vulgar content. Please.
3. Try to keep the thread content based only. If you have a question, PM me and, if i feel that the whole group needs to know it, I’ll put a post with your quote and my answer.
4. More rules as needed.
Singing UpTo sign up, first say the battleship reconnaissance force pledge of allegiance.
“I am a suicide scout”
Then, fill out the application form.
Name: (First Name, Last Name eg. Ambrosino Zito)
Faction: (Urinites or Mercinians eg. Mercinians)
Color: (The color square you will appear on the map. Uranites are Warm Colors and Mercinians are Cool Colors eg. Indigo)
Bonus System Choice: (eg: Weapons Supercharger)
Gender: (Male or Female eg. Male)
Age: (eg. 27)
Ship Name: (eg. The Basilisk)
Home Planet: (eg. Kermarion B)
Physical Description: (eg. Tall, Handsome, blue eyes, blonde hair, european descendance)
Backstory: (Grown Up on a totalitarian Planet dependent on constant shipments of iron and other minerals from the New Hope area. Taught to hate Uranites as a result.)
Reason for becoming a Suicide Scout: (Wanted to kick some Uranite butt and this was the highest paying job that didn't require extensive schooling.
Current Game StatusPlayers:Uranites:
[Available]
[Available]
[Available]
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[Available]
Mercinians:
[Available]
[Available]
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[Available]