IC Thread is here!Captain's Log, Spacedate 15000.1
After receiving my promotion to the rank of Captain, I have been given command of a Voyager-class cruiser, USS Excellence. The ship have recently finished its test runs and have been moved into active duty, with crew rosters being slowly organized. Therefore, both me, the crew and the ship will soon become acquitained with each other. Hopefully, we will all be able to maintain a good working relationship.
Hello and welcome to my newest forumgame: The Strange Space Adventure of USS Excellence! In this detailed forum game you will become part of the crew of USS Excellence! It is Star Trek-like ships operations game, where every crewmember has a chance to become the 'star' of the current mission. With plethora of 'maneuvers', including re-routing auxiliary power and adjusting sensors, you can truly 'feel' how to run a Spaceship. Each new mission, or 'Episode', will follow a short and not overly plot. There will be VIP-escorting, ship-to-ship combat, escaping negative space wedgies and much, much more.
Player requirements:
8 minimum, but there is place for up to
28 players!TURNS:
The game itself is divided between freeform RP sessions as well as Turn-based 'event time'; the latter can be emergency situation or combat engagement, amongst others.
During Event Times, each Crewmember can perform one action; either operate a console or traverse one room/corridor.
After each and every active Crewmember performs their action, next turn occurs.
CONSOLE OPERATIONS:
Almost all Maneuvers require you to operate a proper Console; there are Tactical, Science and Engineering consoles, were variety of respective Maneuvers can be performed, and there are specific consoles (for example Shields console, Security console etc) for specific, single-skill related Maneuvers.
There are also Universal Consoles, which can be configured by an Engineer, so other crewmembers can use them for specific Maneuvers (for example, Universal Console gets configured as Medical Console, so it can be used to perform Medical Maneuvers).
Only one Crewmember can operate a single Console per Turn.
SKILL ROLLS AND ROLL DIFFICULTIES:
Many times you will have to roll to determine the success of your actions. Formula for the skill roll is simple:
Roll Difficulty vs (Related Skill + d6)
If the sum of the roll and your skill exceeds Roll Difficulty, you perform the action successfully. Combat rolls are different and are detailed further down this spoiler.
Skills also add passive bonuses to the certain ship operations (Weapons Hit, for example) as long as an Officer is manning related Console. Only the highest Rank grants bonuses to the ship.
For example, if there are three officers, first with Shields Rank 6, second with Shields Rank 9 and third with Shields Rank 11, only the third one's bonus shall apply.
OFFICERS AND REDSHIRTS:
Each commissioned officer, from Ensigns to Captains, have so-called 'Redshirts' under them. When bad thing happens, the poor Redshirts suffer most.
They sacrifice their lives so that the Officer might live - is it not beautiful?
However, if you run out of Redshirts, be wary! A mere mishap, exploding console, or ship damage might kill you. Care for your Redshirts (if you know how to)!
RANGES:
There are four Combat Ranges that the ships might fight at:
Point Blank: Ships are very close to each other. Weapons of both Ships gain +25% bonus to both Hit and Damage.
Short Range: Ships maintain short distance from each other. Instant-hitting weapons like Beams gain +10% bonus to Hit at this range.
Medium Range: Ships maintain medium distance. Torpedo and Special (Collimator Beam, for example) weapons aren't very effective at such range, and these weapons gain -25% to Hit.
Long Range: Ships fight at very long distance. Only Beams and Disruptors can be used at such a long range, and even they gain -25% to Hit anyways.
Outside Range: Ships are so far from each other that no weapon can reach the opponent. A good moment to do repairs or prepare equipment for another round of fighting, et cetera.
COMBAT FORMULAS:
Weapon Hit: (Base Weapon %Hit + Ship Hit Bonuses) - (Base Enemy %Evasion + Enemy Ship Evasion Bonuses) = Final Hit Chance
Damage: (Base Weapon Damage + bonuses) - Enemy Shields' Damage Absorption = Final Damage*
*In case Final Damage exceeds current Shield Points of the target, the Shields drop and remainder of damage impacts the Hull (no System Damage roll)
SYSTEM TARGETING:
If you wish to, you can specify which System of the enemy ship you target. This increases System Damage % by 15, but lowers overall Hit chance by 30.
SYSTEM DAMAGE AND REDSHIRTS:
Numerous weapons have chance to deal System Damage; if Shields are down, the weapons' listed chance to do so is doubled (10% and more base chance) or even quadrupled (under 10% base chance).
When a room/corridor suffers from System Damage, one Redshirt of randomly choosen officer inside gets wounded; if not healed by a Medical crewmember, the Redshirt dies and the Officer cannot 'regain' his/her Redshirt till visit at Starbase.
Rooms or Corridors that received System Damage can suffer from various malfunctions and penalties; refer to Damage Control page for detailed descriptions
WEAPON RELOADING:
While Phasors and Disruptors can fire every round, other weapons require few turns before they can fire again.
OFFICER COMBAT:
When enemy boards your ship, you can battle one opponent as long as you're in the same room/corridor.
Both combatants roll a dice and their Security ranks are added to the roll. The combatant with score lower than other by 4 loses 1 Redshirt; if the difference in rolls in lower than 4, nothing happens.
---Experience Ranks---
CAPTAIN (x1):
6 Redshirts
25 Rank Points to spend at character creation
At least 6 points must be spent in Leadership
COMMANDER (x1):
5 Redshirts
20 Rank Points to spend at character creation
At least 3 points must be spent in Leadership
LT.COMMANDER (x3):
4 Redshirts
15 Rank Points to spend at character creation
At least 1 point must be spent in Leadership
LIEUTENANT (x7):
3 Redshirts
10 Rank Points to spend at character creation
Can spend points in Leadership
ENSIGN (x16):
2 Redshirts
5 Rank Points to spend at character creation
No more than 3 Points in one Skill
---Ship Ranks---
() indicates that this position must be filled.
(SHIP CAPTAIN):
Highest ranking Officer on the ship, often Captain (seldom a Commander). Issues Commands. Usually on the Bridge.
(FIRST OFFICER):
Commander or Lt.Commander. Issues Commands. Usually on the Bridge.
(CHIEF ENGINEER):
Lieutenant or higher with at least total 10 Engineering ranks. Usually in the Engineering.
(CHIEF SCIENCE OFFICER):
Lieutenant or higher with at least total 10 Science ranks. Usually on the Bridge.
(WEAPONS OFFICER):
Lieutenant or higher with at least 6 Weapons ranks. Usually on the Bridge.
(TRANSPORTER CHIEF):
Lieutenant or higher with at least 6 Transporter ranks. Usually in Transporter Room.
(CHIEF MEDICAL OFFICER):
Lieutenant or higher with at least 6 Medical ranks. Usually in the Sickbay.
(CHIEF OF SECURITY):
Lieutenant or higher with at least 6 Security ranks. Usually on the Bridge.
FIRE CONTROLLER:
Any Crewmember with at least 3 Weapons ranks.
SHIELD OPERATOR:
Any Crewmember with at least 3 Shields ranks.
SECURITY:
Any Crewmember with at least 3 Security ranks.
SENSOR OPERATOR:
Any Crewmember with at least 3 Sensors ranks.
NURSE:
Any Crewmember with at least 3 Medical ranks.
SCIENTIST:
Any Crewmember with at least 3 Computer ranks.
WARP TECHNICIAN:
Any Crewmember with at least 3 Engine ranks.
DAMAGE TECHNICIAN:
Any Crewmember with at least 3 Dmg.Control ranks.
TRANSPORTER OPERATOR:
Any Crewmember with at least 3 Transporter ranks.
CREWMEMBER:
Non-descript rank.
EXPERIENCE AND SKILL GAIN
At the end of every Chapter, every active and surviving officer receives 1 Rank point they can spend on whichever skill they want to.
Every so often, there will be possibility of one man/group 'side missions', like doing a survey of a planet, attending a seminar, assisting in certain research project and so on.
Accomplishing such a mission grants 2 Rank Points in one skill, however an officer that is away on a 'side mission' does not partake in ship operations during the main mission.
Cap on Skills is 20 points; 10 for Leadership Skills.
TACTICAL:
Weapons Operations:
+1% Hit to all Weapons per Rank
Shield Operations:
+1 Shield Point restored per Turn per Rank
Security Operations:
+1 to Combat rolls per Rank
+1 to Ship Security rolls per Rank
SCIENCE:
Sensors Operations:
+0.5% Hit to all Weapons per Rank
+1 to Sensor rolls per Rank
Medical Operations:
+1 to Medical rolls per Rank
Computer Operations:
+1 to Computer rolls per Rank
ENGINEERING:
Engine Operations:
+0.5% Ship Evasion per Rank
Damage Control Operations:
+1 to Damage COntrol rolls per Rank
Transporter Operations:
+1 to Transporter Operations rolls per Rank
LEADERSHIP:
Tactical Guidance:
+1 to Tactical Officer rolls (if not applicable, +1% success rate) per Rank when Commanding, requires same or higher total amount of Tactical ranks
Scientific Guidance:
+1 to Science Officer rolls (if not applicable, +1% success rate) per Rank when Commanding, requires same or higher total amount of Science ranks
Engineering Guidance:
+1 to Engineering Officer rolls (if not applicable, +1% success rate) per Rank when Commanding, requires same or higher total amount of Engineering ranks
Tactical Maneuvers:
Raise Shields (total Tactical r.1, at Console): Shields are raised. If used after shields drop during combat, it instead restores 10 Shield Points.
Fire Weapon (total Tactical r.1, at Console): Fires choosen Weapon at choosen target.
Beam Targeting Calibrations (Weapons r.1, at Console): Choosen Beam weapon gains +6% to Hit rolls this Turn.
Security Alert! (Security r.1, at Console): +2 to all Security Rolls for next 5 Turns.
Reinforce Shields (Shield r.1, at Console): Immediately restores 18 Shield Points and increases Damage Absorption by 2 Points for next 3 Turns.
Range Change (total Tactical r.2, at Console): Utilize thrusters and Impulse Drive to change Range settings (even multiple) by 1 setting; Point Blank, Short Range, Medium Range and Long Range.
Torpedo Overload (Weapons r.2, at Console): Choosen Torpedo Weapon deals 18% Damage more during next attack.
Collimation Sequence (Weapons r.2, at Console): Adds 1 level of Collimator Beam preparations. When at Level 3, Collimator Beam is ready to fire via 'Fire Weapon' Maneuver.
Evasive Maneuvers! (total Tactical r.5, at Console): Ship gains +12% to Evasion; each next Turn this bonus is lowered by 4% till it reaches zero.
Modulate Shield Phase (Shield r.3, at Console): 33% Chance to double Shield specs for 2 Turns.
Beam Saturation Procedure (Weapons r.3, at Console): Choosen Beam weapon gaints deals 6% Damage more during next attack.
Weaponry Conduit Bypass (Weapons r.4, at Console): 25% chance to properly use Damaged Weapon system.
Commando Team Control (Security r.5, only with Commando Team): Commando Teams gain +3 to their Rolls when defending the ship/boarding enemy vessel.
Collimator Beam Calibration (Weapons r.5, at Console): Collimator Beam Array gets +10% Hit and deals 5% more Damage during next Collimator Beam strike.
Medical Emergency! (total Tactical r.5 + Medical r.5): Increases base % for 'Redshirt Save' and 'Surgery' by 15% till all Crewmembers are Healed or 10 Turns pass. Stacks with 'Re-Route Auxiliary Power to Sickbay'.
Shield Frequency Adjustment (Shields r.6, at Console): Nullifies all Damage bonuses against the ship this turn.
Re-route Auxiliary Power to Thrusters (total Tactical r.10, at Console, requires teamwork with Engineering Console operator): Allocates Auxiliary Power to maneuvering thrusters, boosting Ship Evasion by 13% as long as Auxiliary Power is being re-routed or till Auxiliary Reactor gets damaged.
Torpedo Seeking Calibrations (Weapons r.9, at Console): Choosen Torpedo Weapons gains 16% Hit chance bonus during next attack.
Re-route Auxiliary Power to Sensors (total Tactical r.12, at Console, requires teamwork with Science Console operator): Allocates Auxiliary Power to sensors, boosting Hit chance of all weapons by 8% and lower difficulty of Sensor rolls by 3 as long as Auxiliary Power is being re-routed or till Auxiliary Reactor gets damaged.
Force Field Deployment (Security r.10, at Console): Choosen enemy Commando Team gains -4 penalty to all their rolls when boarding your Ship.
Re-route Auxiliary Power to Phasors (total Tactical r.14, at Console, requires teamwork with another Tactical Console operator): Allocates Auxiliary Power to Phasor Arrays, boosting their Hit chances by 12% and Damage by 5% as long as Auxiliary Power is being re-routed or till Auxiliary Reactor gets damaged.
Re-route Auxiliary Power to Sickbay (total Tactical r.14, at Console, requires teamwork with Science Console operator): Allocates Auxiliary Power to Sickbay; Increases base % for 'Redshirt Save' and 'Surgery' by 15% as long as Auxiliary Power is being re-routed or till Auxiliary Reactor gets damaged. Stacks with 'Medical Emergency!'.
Emergency Maneuvers! (total Tactical r.14, at Console, requires teamwork with Engineering Console operator): Saturates engines so the Ship can perform a sudden maneuver; increases Evasion by 40% this Turn but there is 1 in 3 chances for Impulse Drive Damage, 15% Hull Damage, or Power Grid Malfunction status.
Re-route Auxiliary Power to Damage Control (total Tactical r.16, at Console, requires teamwork with Engineering Console operator): Allocates Auxiliary Power to Damage Control; increases Hull Repair by 4 points and increases System Damage repair maneuvers chances by 15% as long as Auxiliary Power is being re-routed or till Auxiliary Reactor gets damaged.
Re-route Auxiliary Power to Torpedo Launchers (total Tactical r.16, at Console, requires teamwork with another Tactical Console operator): Allocates Auxiliary Power to Torpedo Launchers, boosting their Hit chances by 12% and lowering cooldown by 1 Turn as long as Auxiliary Power is being re-routed or till Auxiliary Reactor gets damaged.
Re-route Auxiliary Power to Collimator Beam (total Tactical r.16, at Console, requires teamwork with another Tactical Console operator): Allocates Auxiliary Power to Collimator Beam, boosting its Hit and Damage by 10% as long as Auxiliary Power is being re-routed or till Auxiliary Reactor gets damaged.
Re-route Auxiliary Power to Shields (total Tactical r.16, at Console, requires teamwork with another Tactical Console operator): Allocates Auxiliary Power to Shields, increasing their Damage Absorption by 5 Points and increases Shield Regeneration by 10% as long as Auxiliary Power is being re-routed or till Auxiliary Reactor gets damaged.
Science Maneuvers:
Launch Probe (total Science r.1, at Console): Launches a Probe; +1 to Sensor and Computer rolls and +5% Hit chance to all Weapons as long as Probe is deployed and intact.
Prepare Sensor Sweep (Sensors r.1, at Console): Next Sensors roll will have its difficulty lowered by 3 Points.
Redshirt Save (Medical r.1, in room with wounded Redshirt): Restores 1 Redshirt. This Maneuver must be performed immediately after the Redshirt is wounded, else it will fail.
Check Computer Routines (Computers r.1, at Console): Next Computer roll will have its difficulty lowered by 3 Points.
Enhance Sensor Imaging (Sensors r.2, at Console): +1 to all Sensors rolls and +5% Hit chance to all Weapons for next 5 Turns. Not cumulative with 'Sensor Array Calibration'.
Medical Equipment Calibrations (Medical r.2, at Console or Sickbay): Next Medical roll will have its difficulty lowered by 3 Points.
Torpedo vs Target Trajectory Calculations (Computers r.2, at Console): Next Torpedo attack will have +12% Hit chance bonus.
Emergency Medical Transport (Medical r.3, in room with critically wounded Officer, requires teamwork with Transporter Console operator): Transports the officer who performs this Maneuver as well as choosen critically wounded Officer to Sickbay.
Surgery (Medical r.3 at Sickbay): Attempts to revive critically wounded Officer with (base 45% + 1% per Medical rank) success chance.
Tachyon Detection Sweep (Sensors r.3, at Console): Reduces Evasion bonus from Cloaking of Enemy ships by 1/4 for next 2 Turns.
Subspace Scan (Sensors r.5, at Console): Combines 'Prepare Sensor Sweep' and 'Tachyon Detection Sweep' in one Maneuver.
Probe Calibrations (Computers r.5, at Console): Doubles currently deployed Probe's bonuses for next 2 Turns.
Medical Emergency! (Medical r.5 + total Tactical r.5): Increases base % for 'Redshirt Save' and 'Surgery' by 15% till all Crewmembers are Healed or 10 Turns pass. Stacks with 'Re-Route Auxiliary Power to Sickbay'.
Sensor Array Calibration (Sensors r.7): +2 to all Sensors rolls and +10% Hit chance to all Weapons for next 5 Turns. Not cumulative with 'Enhance Sensor Imaging'.
Re-route Auxiliary Power to Sensors (total Science r.12, at Console, requires teamwork with Tactical Console operator): Allocates Auxiliary Power to sensors, boosting Hit chance of all weapons by 8% and lower difficulty of Sensor rolls by 3 as long as Auxiliary Power is being re-routed or till Auxiliary Reactor gets damaged.
Initiate Tetryon Pulse (Sensors r.10, at Console): Powerful energy pulse that might de-Cloak enemy ships; there's 66% chance at Point Blank range and 33% at Short Range.
Perform Quantum Disturbance Search (Sensors r.10, at Console): Next Sensors roll will have its difficulty lowered by 6 Points.
Analyze Computer Data (Computers r.10, at Console): Next Computer roll will have its difficulty lowered by 6 Points.
Re-route Auxiliary Power to Sickbay (total Science r.14, at Console, requires teamwork with Tactical Console operator): Allocates Auxiliary Power to Sickbay; Increases base % for 'Redshirt Save' and 'Surgery' by 15% as long as Auxiliary Power is being re-routed or till Auxiliary Reactor gets damaged. Stacks with 'Medical Emergency!'.
Initiate Inverted Tetryon Pulse (Sensors r.15, at Console): Powerful energy pulse that disrupts Cloaking devices at Point Blank and Short ranges, effectively de-Cloaking enemy ships.
Engineering Maneuvers:
Universal Console Switch (total Engineering r.1, at Universal Consoles): Changes the Universal Console display to different type (for example, from Sensors to Damage Control).
Engage Warp Drive (Engines r.1, at Console): Ship engages its Warp Drive, allowing it to move to next Sector.
Quick Fix (Damage Control r.1, at Damaged System room): Quick patch-up of damaged system; there's 33% chance that the damage might be fixed.
Damage Control Alert! (Damage Control r.1, at Console): Puts all damage control personnel to work; boosts Quick Fix by 7% and System Damage Repair by 15% for next 5 Turns.
Impulse Drive Adjustments (Engines r.1, at Console): +4% Ship Evasion for next 5 Turns. Not cumulative with 'Enhance Thruster Output Efficiency' and 'Intermix Chamber Calibrations'.
Transport (Transporter r.1): Transports something or someone off/onto the Ship.
Level 4 Diagnostic (total Engineering r.5, at Console): Performs diagnostic of Security, Computer and Transporter systems for next 4 Turns; after that, grants +1 to all Security, Computer and Transporter rolls for next 8 Turns.
Enhance Thruster Output Efficiency (Engines r.5, at Console): +9% Ship Evasion for next 5 Turns. Not cumulative with 'Impulse Drive Adjustments' and 'Intermix Chamber Calibrations'.
System Damage Repair (Damage Control r.5, at Damaged System room): Performs repair of damaged system; there's 50% chance (+2% per 1 rank of Damage Control) that the damage might be fixed.
Warp Core Ejection (Engines r.5, at Console): Attempts to dump Warp Core suffering from a Breach with a 30% (+2% per Engines rank) success chance.
Level 3 Diagnostic (total Engineering r.7, at Console): Performs diagnostic of Shield, Medical and Damage Control systems for next 4 Turns; after that, boosts Shields' Damage Absorption by 1, grants +1 to all Medical rolls and boosts Hull Repair by 1 point for next 8 Turns.
Emergency Transport (Transporter r.6, at Transporter Room): Performs emergency transportation of a person off or onto the Ship; this bypasses all limitations but there's only 33% (+2% per 1 rank of Transporter Ops) chance of success.
Re-route Auxiliary Power to Thrusters (total Engineering r.10, at Console, requires teamwork with Tactical Console operator): Allocates Auxiliary Power to maneuvering thrusters, boosting Ship Evasion by 13% as long as Auxiliary Power is being re-routed or till Auxiliary Reactor gets damaged.
Level 2 Diagnostic (total Engineering r.10, at Console): Performs diagnostic of Weapons, Sensors and Engine systems for next 4 Turns; after that, increases Hit of all Weapons by 12%, grants +1 to all Sensors rolls and increases Ship Evasion by 8% for next 8 Turns.
Intermix Chamber Calibrations (Engines r.10, at Console): +16% Ship Evasion for next 5 Turns. Not cumulative with 'Impulse Drive Adjustments' and 'Enhance Thruster Output Efficiency'.
Re-route Auxiliary Power to Damage Control (total Engineering r.16, at Console, requires teamwork with Tactical Console operator): Allocates Auxiliary Power to Damage Control; increases Hull Repair by 4 points and increases System Damage repair maneuvers chances by 15% as long as Auxiliary Power is being re-routed or till Auxiliary Reactor gets damaged.
Level 1 Diagnostic (total Engineering r.16, at Console): Combines Level 4, 3 and 2 Diagnostics into one maneuver. Level 1 Diagnostic takes 8 Turns to complete, however, instead of usual 4.
DAMAGE CONTROL:
Whenever Ship Hull suffers damage via external weapons and other things, Damage Control restores X Hull Points per turn, depending on the efficiency of the Damage Control.
However, when a Ship System/Room is damaged, it requires fixing from a skilled Crewmember via 'Quick Fix' or 'System Damage Repair' Maneuvers.
POWER GRID MALFUNCTION:
This status might occur randomly when Main Engineering or Warp Core gets damaged.
During this status, at beginning of each Turn, randomly choosen System (both main Systems and Weapons) will be offline for the duration of the Turn.
Power Grid Malfunction(s) can be repaired at the room they occured at, but it's more efficient to repair Main Engineering/Warp Core first.
WARP CORE BREACH:
This dreaded event might occur randomly when Warp Core gets heavily damaged. Once Warp Core Breach begins, Engineers are advised to focus on repairs:
Three Damage Control rolls must be successfully passed. These and all other Warp Core Breach rolls have randomly rolled difficulties, ranging from 5 to 15.
If one roll is failed, the Breach is contained for now but not stopped, and all rolls will have to be repeated next turn.
If two rolls are failed, the Breach goes worse and additional two Damage Control rolls must be passed (in the same turn).
In case of all three base Rolls being failed or any of the additional rolls fails, the Warp Core Breach reaches critical status. There's one last chance for ship to survive:
'Warp Core Ejection' Maneuver! If it fails, the ship goes boom. If it succeeds, the warp core is ejected and the ship gets some distance before the ejected core explodes.
The ship suffers further damage from that explosion, equal to 33% Hull Points (which might actually destroy the Ship), and every room and corridor gets Damaged (or the Damage worsens if the place was already damaged).
Furthermore, every Officer loses 1 Redshirt, or gets Wounded him/herself if he had no Redshirts left during the explosion.
DAMAGES:
Yellow (light) Damage:
Corridors: nothing
Bridge: -1 to all rolls when using Consoles at Bridge
Weapons Room: All Weapons -5% Hit
-Torpedo Launchers: Torpedo Launchers take 1 turn more to reload
-Beam Arrays: Phasors take 1 turn to reload
Collimator Beam Room: -10% Damage when firing Collimator Beam
Shields Room: -25% to Shield Recharge rate
Sensors: -1 to all Sensors rolls
Sickbay: -1 to all Medical rolls when in Sickbay
Science Room: -1 to all Computer rolls when in Science Room
Transporters: -1 to all Transporter rolls
Ward Room: -1 to all Security rolls
Main Engineering: -1 to rolls when using Consoles in Main Engineering
Warp Core: 10% each turn for Power Grid Malfunction status
Auxiliary Reactor #1: 25% chance to spontaneously disrupt Re-Route maneuver that draws power from this Reactor
Auxiliary Reactor #2: 25% chance to spontaneously disrupt Re-Route maneuver that draws power from this Reactor
Orange (medium) Damage:
Corridors: 10% chance to Wound random Officer inside
Bridge: -2 to all rolls when using Consoles at Bridge
Weapons Room: All Weapons -20% Hit
-Torpedo Launchers: Torpedo Launchers take 1 turn more to reload, and receive 50% penalty to Hit and Damage
-Beam Arrays: Phasors take 1 turn to reload, and receive 50% penalty to Hit and Damage
Collimator Beam Room: -25% Damage when firing Collimator Beam, 'Collimation Sequence' requires 2 Turns instead of usual 1
Shields Room: -50% to Shield Recharge rate, -5 to Damage Absorption (to minimum of 2)
Sensors: -2 to all Sensors rolls, all Weapons -10% Hit
Sickbay: -2 to all Medical rolls when in Sickbay, 'Redshirt Save' and 'Surgery' takes two times longer than usual
Science Room: -2 to all Computer rolls when in Science Room, -1 to all Science rolls everywhere else
Transporters: -2 to all Transporter rolls
Ward Room: -2 to all Security rolls
Main Engineering: -2 to rolls when using Consoles in Main Engineering, -1 everywhere else
Warp Core: 33% chance each turn for Power Grid Malfunction status, -10% Ship Evasion
Auxiliary Reactor #1: 50% chance to spontaneously disrupt Re-Route maneuver that draws power from this Reactor, 10% each turn for Power Grind Malfunction status
Auxiliary Reactor #2: 50% chance to spontaneously disrupt Re-Route maneuver that draws power from this Reactor, 10% each turn for Power Grind Malfunction status
Red (heavy) Damage:
Corridors: 25% chance to Wound random Officer inside
Bridge: -3 to all rolls when using Consoles at Bridge
Weapons Room: All Weapons -50% Hit
-Torpedo Launchers: Torpedo Launchers cannot fire (take 2 turns more to reload and receive 50% penalty to Hit and Damage if they do fire via 'Weaponry Conduit Bypass' Maneuver)
-Beam Arrays: Phasors cannot fire (take 2 turns to reload and receive 50% penalty to Hit and Damage if they do fire via 'Weaponry Conduit Bypass' Maneuver)
Collimator Beam Room: Collimator Beam cannot be sequenced or fired
Shields Room: -75% to Shield Recharge rate, -10 to Damage Absorption (to minimum of 1)
Sensors: -3 to all Sensors rolls, all Weapons -25% Hit
Sickbay: -3 to all medical rolls when in Sickbay, 'Redshirt Save' and 'Surgery' takes four times longer than usual
Science Room: -3 to all Computer rolls when in Science Room, -2 to all Science rolls everywhere else
Transporters: Transporters cannot be used
Ward Room: -3 to all Security rolls
Main Engineering: -3 to rolls when using Consoles in Main Engineering, -1 everywhere else, 33% chance each turn for Power Grid Malfunction status
Warp Core: 66% chance each turn for Power Grid Malfunction status, -25% Ship Evasion, 10% chance each turn for Warp Core Breach
Auxiliary Reactor #1: Disrupts Re-Route maneuver that draws power from this Reactor, and afterwards this Reactor cannot be used for 'Re-Route' maneuvers
Auxiliary Reactor #2: Disrupts Re-Route maneuver that draws power from this Reactor, and afterwards this Reactor cannot be used for 'Re-Route' maneuvers
USS EXCELLENCE, Voyager-class Cruiser:
Multi-purpose medium-sized cruiser, perfoming admirably during variety of different missions and combat situations.
Hull Points: 1200/1200
Shields: 1600/1600, Recharge: 80, DMG.Absorption: 14
Damage Repair Rating: 8.5
Crew Complement: 200 (including 28 commissioned officers)
Weaponry:
-Dual Phasor Array
-Dual Proton Torpedo Array (200/200 Proton Torpedoes)
-Collimator Beam
Dedicated Operations Rooms (19 Consoles, including 3 Universal Configurable Multi-Purpose Consoles): Bridge, Sickbay, Science Room, Weapons Control, Sensors, Collimator Beam Room, Shields Generator, Transporter Room, Ward Room, Main Engineering, Auxiliary Reactor #1, Auxiliary Reactor #2
SPACEFLEET SHIP WEAPONS:
Phasor Array:
Weapon type: Beam
Base %Hit: 80
Reload: instant
Damage Output: 10-25
System Damage %: 4
Special: -
Proton Torpedo Launcher:
Weapon type: Torpedo
Base %Hit: 60
Reload: 2
Damage Output: 40-70
System Damage %: 20
Special: -
Collimator Beam:
Weapon type: Special
Base %Hit: 70
Reload: special (manual and sequential)
Damage Output: 80-110
System Damage %: 40
Special: Heavy System Damage (Upon System Damage, another System Damage might occur at halved base chance)
How to apply:Name: character's name (forum username)
Experience Rank: take note of Rank allowances; there can be 1 Captain, 1 Commander, 3 Lt.Commanders, etc.
Ship Rank: whichever you wish and applies to your character based on his/her stats; note that there are 8 Positions (Ship Captain, First Officer, Chief Engineer, Chief Science Officer, Weapons Officer, Transporter Chief, Chief Medical Officer and Chief of Security) that must be filled.
Skills: please write in format: TACTICAL (x Weapons, y Shields, z Security) SCIENCE (x Sensors, y Medical, z Computers) ENGINEERING (x Enginers, y Damage Control, z Transporters) TOTAL: number of all rank points total
Description: Please at least state age and gender; cadets usually finish Spacefleet Academy and become Ensigns at age 25.