Alright, it looks like RTDs are the only thing I enjoy doing, and since Squad RTD went failtrain, here's another one. This is mainly a space combat RTD, but
your main goal is to save humanity. So
you can land on planets and explore, though you might be needed elsewhere. THIS IS A FREE EXPLORING GAME.The year is 2415. You are a crew member of a currently unnamed USDF (United Sol Defense Force) Panther class frigate. It's up to you guys to decide a name.
You are currently docked at
Reach space station, which is orbiting Titania.
Your ship's computers are filled with history. Just ask about anything (once per turn) and you will get what you asked for, it may be brief if I can't be bothered to type anymore in.
Combat:When attacking a ship, you should pick a spot to fire at. Your turn roll (the main roll) gets replaced by the accuracy roll when you fire. Otherwise you will get a targeting roll. Remember to note which way the enemy is facing! You have to destroy the armor before you can attack a internal section. You can only attack center devices if you've broken through an armor section and can see the device. You will also do internal damage.
Targeting roll (if you didn't pick a spot to attack, or if you are attacking a section that you can't reach), after rolling this you also have to roll a Accuratcy roll:
1: Missed completely.
2: Hit the armor.
3: Hit a weak spot in the armor.
4: Hit a weapon.
5: Hit a device (Shield generators, engines, etc)
6: Hit a weapon.
Accuracy roll [AKA to-hit roll]:
1: Missed the ship completely.
2: Missed the ship completely.
3: Half the weapons hit (rounded down).
4: Hit.
5: Hit.
6: Half the weapons hit (rounded down).
When a ship's shields are up, each weapon you use is given a dice. The weapons then roll against the shield. The shield dice subtracts weapon dice from left to right until the weapon roll is equal or more than the shield roll. If the shield roll is higher than the weapon roll, then weapon dice subtract the shield dice until the shield roll is higher or equal to the weapon roll. When only a fraction of a shield roll is left, such as a shield roll of [1][4] and a damage roll of [3], the amount of shield rolls subtracted is rounded down, meaning it would leave 1 shield roll left.
Examples:
Shield resist roll: Shield:[3][5]=[8]. Damage roll:[4][6][5][1][2]=[18]. The first two weapon dice ([4][6]) are canceled by the shield dice ([3][5]). The shield is downed, and all the other dice goes though to a damage roll.
Shield resist roll: Shield:[1][2]=[3]. Damage roll:[6][5][2][1][4]=[18]. The first weapon dice ([6]) is canceled by the shield dice ([1][2]). The shield is downed, and all the other dice goes though to a damage roll.
Shield resist roll: Shield:[6][4]=[10]. Damage roll:[2][1][2][1][1]=[7]. The first shield dice ([6]) is canceled by the weapon dice ([2][1][2][1][1]). The shield resists and loses one shield roll.
Shield regeneration only counts on turns you aren't under attack. Meaning if you are hit, your shield regeneration is reset. So if you've recharged for 1 turn and are attacked, your regeneration is reset to 0. This is why you run when you lose your shield.
These are if you hit something. If you destroy an external device/weapon and still fire at it, you will damage the section of armor it was on.
DviD=Device Damage. As the device damage increases the more unstable the device gets. if the DviD points go past the limit, then the device is out of business.
Armor Damage roll:
1: Your shots glance off.
2: Your shots do no significant damage.
3: Your shots remove 1/2 points of armor.
4: Your shots remove 1 point of armor.
5: Your shots remove 2 points of armor.
6: Your shots remove 3 points of armor.
X: Your shots remove X-3 points of armor.
Device/Weapon Damage roll:
1: Your shots glance off.
2: You hit the device. But it is not effected.
3: You hit the device. Doing 1/8 points of DviD.
4: You hit the device. Doing 1/4 points of DviD.
5: 1/2 points of DviD.
6: 5/8 points of DviD.
X: X-1/8 points of DviD.
=InDmg. Once you break through armor, you can do internal damage if you keep attacking that section. The internals of a ship are usually very weak.
1: No InDmg.
2: No InDmg.
3: 1/4 points of InDmg.
4: 1/2 points of InDmg.
5: 1 point of InDmg.
6: 1 and 1/2 points of InDmg.
X: 1+[1/2]x[X-5].
The size serves no funtion. Though this allows you to visualize what the ship looks like from your character's eyes.
1: Size of a bus.
2: Size of a F22.
3: Size of a small commercial airliner.
4: Size of a medium commercial airliner.
5: Size of a large commercial airliner.
6: Size of a modern day aircraft carrier.
7: Size of a airport terminal.
8: Size of a average skyscraper.
9: Size of a large skyscraper.
9-49: Filler.
50: size of a small moon.
51-59: Filler.
60: Size of Mars.
61-79: Filler.
80: Size of Earth.
81-119: Filler.
120: Size of Jupiter.
121-499: Filler.
500 Size of Sol.
Whenever you spot a enemy unit, all reachable/see-able areas are colored in green. When no areas are colored green, the enemy is only spotted by long range sensors.
Ship crises:
Whenever a reactor is put under maximum stress (Regenerating shields while all guns are firing while the ship is moving) has it roll a stress/overheat roll. If the overheat/stress roll is 1 or 2, then the reactor will roll damage rolls every turn until the engineer fixes the stress/overheating. If it's 3-6 then the reactor holds on. Not needing any relief.
Damage rolls will do this:
1: Reactor overheats and shuts down until repaired. The ship is completely nonoperational until the reactor is repaired.
2: Reactor overheats and shuts down for one turn. You can't skip this penalty by repairing inside the penalty turn.
3: Reactor overheats and shuts down guns for one turn. You can't skip this penalty by repairing inside the penalty turn.
4: Reactor rolls a damage roll next turn.
5: Reactor stops overheating.
6: Reactor rolls a damage roll next turn.
Whenever an engine is damaged past it's DviD limit, you have one turn to shut it off. If you get a 1-3 then you fail at shutting it off, and thus suffer the damage rolls. If you get 4-6 then you successfully shut it off.
Damage rolls will do this:
1: Engine blows up. Doing 1d3 points of InDmg.
2: Engine blows up. Doing 1d2 points of InDmg.
3: Engine blows up. Doing 1 points of InDmg.
4: Engine shuts down peacefully.
5: Engine somehow keeps working fine.
6: Engine holds on. Allowing you an extra turn to turn it off.
FTL drives are what you would think of as a nuclear bomb that gets you places within your lifetime. Fragile, serves only one purpose, but is very important. If they are damaged past their DviD limit, focus on shutting them off over ALL OTHER SHIP SYSTEMS. You have only one turn to turn them off. If you get a 1-2 then you fail at shutting it off, and thus suffer the damage rolls. If you get 3-6 then you successfully shut it off.
Damage rolls will do this:
1: FTL drive blows up before you can escape. Goodbye ship and crew.
2: FTL drive goes critical. Allowing you one turn to escape.
3: FTL drive shuts down, but is beyond repair.
4: FTL drive shuts down.
5: FTL drive somehow keeps working fine.
6: FTL drive holds on. Allowing you an extra turn to turn it off.
Whenever a weapon is destroyed and it's ammo belt is active, it will roll a damage roll. Thus you should isolate the ammo belt of a severely damaged weapon if it looks like they are going to be destroyed soon. You always succeed when shutting off a belt.
Damage rolls will do this:
1: Entire ammo belt explodes. Rolling damage rolls for the gunner (if the gunner is in the weapon, like the APIMGT gunners) and the engineer. Also does 1 point of InDmg.
2: Part of the ammo belt explodes. Rolling damage rolls for the gunner (if the gunner is in the weapon, like the APIMGT gunners). Also does 1/2 points of InDmg.
3: Small part of the ammo belt explodes. Does 1/4 points of InDmg.
4: Ammo belt is unaffected.
5: Ammo belt is unaffected.
6: Ammo belt is unaffected.
Whenever a weapon is at half it's DviD limit, it rolls set 1 of malfunction dice whenever fired. If it's at one fourth, it rolls set 2. Set 3 if at one eighth. Weapon DviD is unrepairable. So the best you can do is shut the weapon off. You always succeed when shutting off a weapon. Missiles (not missile launchers) roll the missile set if they are damaged even in the slightest. If they aren't already destroyed.
Set 1:
1: Missfire, causing damage worth 1/2 a DviD point to the weapon.
2: Weapon doesn't fire that turn.
3: Weapon works fine that turn.
4: Weapon works fine that turn.
5: Weapon works fine that turn.
6: Weapon works fine that turn.
Set 2:
1: Missfire, causing damage worth 1 DviD point to the weapon.
2: Missfire, causing damage worth 1/2 a DviD point to the weapon.
3: Weapon doesn't fire that turn.
4: Weapon doesn't fire that turn.
5: Weapon works fine that turn.
6: Weapon works fine that turn.
Set 3:
1: Weapon explodes. Destroying the weapon and causing 1/2 points of InDmg.
2: Missfire, causing damage worth 1 DviD point to the weapon.
3: Missfire, causing damage worth 1/2 a DviD point to the weapon.
4: Weapon doesn't fire that turn.
5: Weapon doesn't fire that turn.
6: Weapon works fine that turn.
Missile set:
1: Missile explodes. Doing 1/2 the damage it normally does when fired and hit correctly against your armor.
2: Missile explodes. Doing 1/4 the damage it normally does when fired and hit correctly against your armor.
3: Ship auto-ejects it.
4: Ship auto-ejects it.
5: Missile somehow still works.
6: Ship auto-ejects it.
Whenever missiles (not missile launchers) are destroyed, they do 1/2 the damage it normally does when fired and hit correctly against your armor.
When repairing, you roll a dice. Here's what happens each roll. Weapons, missiles, ammo belts and engines are not valid targets of repairing:
1: Device suffers a 2 roll on it's respective problem. Like if you roll a 1 when fixing a FTL drive, it will get the "FTL drive goes critical. Allowing you one turn to escape." roll.
2: You do not repair it.
3: You do not repair it.
4: You repair 1/4 points worth of DviD.
5: You repair 1/2 points worth of DviD.
6: You repair 1 point worth of DviD.
Isolate weapon X's ammo belt.
Shut down weapon X.
Shut down engine X.
Shut down FTL drive.
Shut down Shield generator.
Shut down Reactor.
Improve X.
Un-isolate weapon X's ammo belt.
Start up weapon X.
Start up engine X.
Start up FTL drive.
Start up Shield generator.
Start up Reactor.
Eject missile(s).
Attempt to repair X (weapons and engines not allowed).
Stuff:1: Nomads, no technology.
2: Stone age. Basic houses, clans, tribes.
3: Bronze age. Metal, towns, groups.
4: Classical age. Fortified towns, stone walls, basic cites.
5: Medieval age. Castles, large cites, many towns.
6: Gunpowder.
7: Electricity.
8: Industrial age.
9: Modern age.
10: First probes sent into space.
11: First people sent off planet.
12: First extra-home planet colony.
13: Major colonies off home planet.
14: First warships.
15: Space age.
16: Multiple planets/moons with fully functioning colonies.
17: First energy weapons (simple lasers).
18: First extra-home system spaceship.
19: Solar age. FTL travel.
20: Colonies outside of home system.
21: Multiple colonies outside of home system.
22: More than 3 systems confirmed colonized.
23: Cheap FTL travel.
24: Lasers fit for ship-to-ship combat.
25: Tech age. Multiple upgrades to many things. Basic shields.
26: Gaian age. Cheap and easy terraforming.
27: Planetary age. Artificial heavenly bodies/stars.
28: Energy age. Plasma weaponry. Advanced shields.
29: Exodus age. If needed or wanted, the entire race could live in space ships.
30: Epic age. Entire planets can be made.
31: God age. Entire systems can be made with sufficient materials.
32: Ascend age. Beyond matter, space, and time.
1: None.
2: A few fighters.
3: Fighters and some frigates.
4: Fighters, frigates, and a few destroyers.
5: Fighters, frigates, and destroyers.
6: Fighters, frigates, destroyers, and some cruisers.
7: Fighters, frigates, destroyers, and cruisers.
8: Fighters, frigates, destroyers, cruisers, and a few battleships.
9: Fighters, frigates, destroyers, cruisers, and battleships.
10: Fighters, frigates, destroyers, cruisers, battleships, and a few dreadnoughts.
11: Fighters, frigates, destroyers, cruisers, battleships, and dreadnoughts.
12: Fighters, frigates, destroyers, cruisers, battleships, dreadnoughts, and a few super dreadnoughts.
13: Fighters, frigates, destroyers, cruisers, battleships, dreadnoughts, and super dreadnoughts.
In 2412, Pi-centhi, a small colony in Alpha Centari, detected strange signatures. Not of any kind previously known. Those were the Xecobia.
The PPF (Pi-centhi Protection Force) panther-C frigate Cutting Edge headed towards the signatures, at first, it seemed like it was going to be a friendly first contact.
It wasn't.
Two hundred KMs from the contacts, all hell broke lose, the Cutting Edge was hit in both engines by large plasma blasts, then, the Cutting Edge was hit with several plasma rounds. The Cutting Edge was obliterated.
Pi-centhi was glassed mercilessly. Everyone was killed before they could escape.
Similar things happened again and again, in total seventeen colonies were destroyed.
Then the Xecobia arrived at Omega Earth. The largest colony in Alpha Centari. By now, a massive fleet was stationed there. The Battle of Omega Earth had begun.
Units:
Omega Earth Defense Force:
Many Sprite-B class Fighters.
63 Panther-C class Frigates
47 Brightclad class Frigates
32 Duke-B class Destroyers
15 Andorra-A class Cruisers
3 Big Betty-A class Battleships
2 Hive-B class Carriers
Xecobia forces:
Unknown (Many)
Dead:
Omega Earth Defense Force:
Many Sprite-B class Fighters.
58 Panther-C class Frigates
45 Brightclad class Frigates
26 Duke-B class Destroyers
12 Andorra-A class Cruisers
3 Big Betty-A class Battleships
1 Hive-B class Carriers
Xecobia forces:
Many Fighters.
157 Frigates
133 Destroyers
62 Cruisers
17 Battleships
4 Carriers
1 Dreadnought
Omega Earth Defense Force defeated.
Omega Earth glassed.
During the retreat of UNSS forces from the battle of Omega Earth, one Andorra-A cruiser, the Winter Clad, commanded by Colonel Brigg, chose to stay behind so the others could escape. Brigg, facing a obviously superior force, told his crew to send their final goodbye letters. He Himself did the same.
He then rushed at max speed straight at a battleship. Opening fire with everything he had. He then turned hard right, causing him to collide with a frigate. Which then proceeded to crash into the battleship's left engine.
The battleship then opened fire on Brigg. Severely damaging his rear armor. Brigg retaliated by turning around and unloading on the shieldless battleship's already damaged left engine. The engine then blew up. Fracturing the left side of the battleship.
Brigg then came under attack by three frigates. He dodged downward into the debris field underneath the battleship. Causing one of the frigates to crash into a piece of the fractured battleship. Destroying it.
Brigg then pulled hard upwards, straight into fire from the battleship. He took a lot of damage to his top. However, the other two frigates were severely damaged and had to disengage.
Brigg's engines were then hit by another battleship's weapons. Crippling his ship.
Brigg then did the unthinkable. He detonated his FTL drive. Killing him and his crew. And Finishing off the frigates and the fractured battleship. Along with several other hundred enemy ships.
Brigg and his crew, for sacrificing their lives for the rest of the battered OEDF fleet, were given the medal of honor. And their names were engraved the armor of the unrepairable frigate Full metal jacket. Which now lies, forever damaged, in the city hall of Dawson, Mars. His home city. Everyone from admirals to family members attended his and his crew's funeral.
Glassing (Shamelessly stolen from Halo) is burning of the surface of a planet into glass. Anything caught directly underneath a glassing beam is dead, no exceptions.
The United Sol Defense Force was formed in 2413 as a response to the destruction and glassing of colonies in Alpha Centari. They have been building up a massive fleet to defend Sol. The member planets/moons of the USDF are:
Mercury, Earth, Luna, Mars, Europa, Callisto, Io, Ganymede, Titan, Rhea, Titania, Oberon, and Triton.
These are your closest allies, because you are a part of the USDF. Their technology level is 26. Their might is 9.
When the USDF was formed, the colonies outside of Sol formed an alliance, they are weak, but they will defend their planets fiercely.
These are your allies. Their technology level is 26. Their might is 7.
Your enemies, very little is known about them. There's no way to negotiate with them, except with the receiving end of a tungsten round.
These are your main enemies. Their technology level is 30. Their might is 12.
Ships and ship weapons.Signing up:
Pick one of the positions. And two skills you are basic in. It's that simple, I'm not going to make you type walls of text. If you want you can decide your character's gender, and if you want you can add some history.
Name: [Name here].
Position: [Position here].
Skills: [Skills here].
Gender: [Gender].
History:
[Spoiler with history here]
Turret: applies when using a turret.
Missiles: applies when using a ship's missiles.
Cannon: applies when using a ship's cannons.
Piloting: applies when piloting any airborne craft or a spaceship.
Driving: applies when driving a land or sea vehicle.
Pistol: applies when shooting a pistol.
Rifle: applies when shooting a rifle.
Melee: applies when attacking in melee.
Engineering: applies when doing mechanic work.
First Aid: applies when... Doing healing of any sort.
Rocket launcher: apples wh-... Wait, do you really need an explanation for this? It applies whenever you use a rocket launcher.
Shotgun: apples when using a shotgun.
Sniper rifle: applies when using a sniper rifle.
Current players:Ship 1: Roadviper
IronyOwl: Captain/Main pilot.Name: Thomas Silo
Position: Captain.
Skills: Piloting, Cannon
Gender: Male
History:
Silo has an interest in biology and science, and originally joined up to pursue more intellectual endeavors. The troubles on Alpha Centauri found him more and more dealing with practical issues, and he now serves as a fairly inquisitive captain with decent experience aboard vessels.
Frelock: Co-pilot. (frontal weaponry)Name: Frelock
Position: Co-Pilot
Skills: Piloting and Cannon
Gender: Male
History:
The son of a lowly Triton hydrocarbon farmer, Fre has always had a knack for piloting things. He also hates staying in one place for too long. He's a born wanderer, ever since he could walk he would never be content just sitting. Always moving, and never sleeping in the same place two nights in a row. "See the universe" was all the recruitment incentive he needed. Since he joined up as a lowly cannoneer, he's risen through the ranks, and has finally achieved the rank of first mate. His goal in life is to gain his own command, and explore the universe. However, he's loyal, so long as the captain doesn't have them running the shipping lanes between Earth and Luna.
Paranatural: Gunner (bottom weaponry).Name: Paranatural
Position: Gunner
Skills: Missiles & Turret
Gender: Male
History: Will add history later
Nimitz: Gunner (left APIMGT).Name: Nimitz
Position: Left gunner
Skills: Turret and Rifle
Gender: Male
History: Nimitz is a relatively new recruit in the USDF. He is Jovian, having been born on Io, but he and his family moved to Earth when he was 15. Nimitz soon found himself desperately wanting to see the rest of the galaxy, so he joined the Navy. The Xecobians attacked Alpha Centauri in the following year. Nimitz' primary skill is running turret stations, but if it's required, he can handle a rifle just fine, too. If he wasn't a sailor, he'd be a marine.
smjjames: Gunner (right APIMGT).Name: James Gutierrez
Position: Gunner, Right weapons bank.
Skills: Turret and Cannon
Gender: Male
History:
Born on Mars colony, he grew up in one of the oldest and largest cities on Mars. While he was from a middle class family, he came from a long line of people who served in the military (with breaks here and there), so when fighting broke out with the aliens, he signed up. Besides wanting to make aliens eat lead, he is a fan of explorer novels and is interested in biology in general. If the war hadn't broke out, he probably would be a scientist somewhere.
Ochita: Engineer.Name: Ochita
Position: Engineer
Skills: Pistol & maintaince
Gender: Male
History:Will add history later
Ship 2: VoidraperSHAD0Wdump: Captain/Main pilot.Name: SHAD0Wdump
Position: Captain
Skills: Piloting, Melee
Gender: Male
History: (I'm also bad with stories, sorry)
wolfchild: Co-pilot. (frontal weaponry)Name: Fenrir
Position: Co-Pilot
Skills: Cannon, Piloting
Gender: Male
History:
Only known by his assumed name, Fenrir is undeniably loyal to USDF and is highly ferrocius in battle, Fenrir was offered a captains position but is happy where he is, not wanting the captain's responsibility. Rumour has it that Fenrir is a genetic experiment, that is, of course BullS**T, Once fenrir decides you're ppart of the team, woe to anyone who threatens or harms you.
HailFire: Gunner (bottom weaponry).Name: Sierra "Thunder" Brannon
Position: Gunner (bottom)
Skills: Driving, Cannon
Gender: Female
History:
Sierra was born and raised on Omega Earth, and was formerly a member of the Omega Earth Second Heavy Armor Division; she narrowly escaped the Xecobian invasion on one of the Marines' heavy transports during the final hours of the evacuation. She was recommended to the USDF for a gunnery position by the transport's pilot after a spot of quick thinking saved the ship: she had depressurized and opened the ship's cargo bay, and was able to manually fend off pursuing Xecobian fighters with her tank until they were able to rendezvous with the remnants of the fleet escaping the system; if only just.
She was glad to accept the position offered as a chance to strike back and get revenge on the Xecobians for the annihilation of her homeworld; they didn't seem to care to mess around with planetary invasions anyway.
Waladil: Gunner (left APIMGT).Name: Waladil
Position: Left gunner
Skills: Rifle, Melee
Gender: Male
History:
Some people think that the Scions disappeared when the economy went global and governments started taking more power. Even though there was less room for the vigilantism often displayed by the Scions, cadres of them still exist, particularly in the military and police forces. This Waladil, having shed his birthname of Lucas Gehroff, followed a strict path of handheld weaponry and mixed martial arts... skills he constantly finds useless in the cold world of space combat.
USEC_OFFICER: Gunner (right APIMGT).Name: David Muller
Position: Right Gunner
Skills: Rifle,Turret
Gender: Male
History: David Muller was born on Earth, and orphaned at an early age. He got into the USDF on a scholarship, and reached the top of his class through dedication and hard work. He has been dedicated to the cause ever since. He voluentered for this mission as soon as he heard. While many call him cold and heartless, he is efficent at his job. He was among the survivors of the first wave of attacks.
Dervin: Engineer.Name: Roger Tippen
Position: Engineer
Skills: Pistol and Driving
Gender: Male
History: Born in a ghetto on Earth, Grew up wanting to be a infrantry soldier but bad eyesight prevented it. He settled to be a engineer in the USDF. He is still new to the USDF and hasn't had much experience in engineering.
Waiting list:tehstefan
maxicaxi
BEFORE YOU THINK ABOUT LEAVING YOUR POST:As XXX, it's your responsibility to
stay at your post until you are needed elsewhere, if you don't, your captain is fit to punish you any way he/she wants.
BEFORE YOU PICK CAPTAIN:As captain, you are responsible for your
entire crew.As captain, your men will rely on you to keep them alive.
And you will do everything in your power to keep them alive.As captain, you make all the big decisions. Think before giving orders.
As captain, you are fit to punish crew members any way you want, though you'd better have a good reason.
BEFORE YOU PICK CO-PILOT:As co-pilot, it's your duty to take over from your Captain if:
The captain is deceased.
The captain is insane (crew members vote).
The captain is away, or missing.
The captain is captured.
As co-pilot, you control the frontal guns until needed elsewhere.
BEFORE YOU PICK ENGINEER:As engineer, you will do everything in your power to keep this ship running.
How experience works.Every time you do something right, you get one point in the skill's direction.
Basic [0/4] Every time you roll a 1, you roll another dice. If it rolls a 3 or less, your roll still counts as a 1. If it rolls a 4 or higher, your roll counts as a 2. This cuts your epic fail rates in half.
Trained [0/12] All epic fails count as a regular fail.
Expert [0/24] All Overshoots count as regular success.
(Fictional) Star map (please ignore the accidental THING right next to Sol):