Post by Darth Malificus on Nov 20, 2008 22:03:50 GMT -8
Each major group can have 2 superweapon carrying ships. Each minor group can have 1 superweapon carrying ship only. They must attain this superweapon legitimately, and their group must be large enough to support such an endeavour. Currently the only superweapons allowed, and their groups, are as follows:<o:p></o:p>
Superlaser: The Empire and the CSA.
Ion Tube: The New Republic.
Repulsor Cannon: The Bakuran Alliance.<o:p></o:p>
In order to apply for permission to have a superweapon capable ship a minor group should post in the fleet forum and plead their case. If an exisiting superweapon holder (listed above) gives permission to use their superweapon, the process becomes easier, but the group will still be evaluated for permission to have a superweapons. Groups of 1 member are not likely to be allowed a superweapon, unless they have shown incredible maturity. Groups can also develop their own superweapon, but it must be approved by the fleet council, and at least 2 months of research must be done IC. (one post a week regarding the project.). Take fair warning however, in that we don't want a glut of superweapons on these boards, unless it's something novel and interesting, it is unlikely to be approved.<o:p></o:p>
Superweapon useage:<o:p></o:p>
Superweapons take 5 of your own posts to charge, addendums do not count as posts. Charge is lost if a ship enters hyperspace. The weapon is fired on the sixth post, after five posts of charging.<o:p></o:p>
In the post the super laser is fired no other weapons can be fired.<o:p></o:p>
Superweapon Damage:<o:p></o:p>
Superlaser: <o:p></o:p>
Vessels under 2,000 metres will be destroyed when struck by a Superlaser.
Vessels between 2,001 and 4,000 metres will have 50% of their weaponry destroyed, and their shields will remain down for 4 of their posts.
Vessels between 4,001 and 8,000 metres will have 40% of their weaponry destroyed, and their shields will remain down for 3 of their posts.
Vessels between 8,001 and 14,000 metres will have 33% of their weaponry destroyed, and their shields will remain down for 2 of their posts.
Vessels over 14,000 metres will have 25% of their weaponry destroyed, and their shields will remain down for 2 of their posts.<o:p></o:p>
1 shot takes out 1 planetary shield. After all planetary shields are destroyed 1 shot will destroy a city.<o:p></o:p>
Ion Tube: <o:p></o:p>
Vessels under 2,000 metres will be disabled for the duration of the battle when struck by an Ion Tube.
Vessels between 2,001 and 4,000 metres will be disabled for 4 of their posts.
Vessels between 4,001 and 8,000 metres will be disabled for 3 of their posts.
Vessels between 8,001 and 14,000 metres will be disabled for 2 of their posts.
Vessels over 14,000 metres will have their shields stripped for 2 of their posts, movement disabled for 3 of their posts, and 1/4 of their weaponry disabled for 6 of their posts.<o:p></o:p>
1 Shot can take out a planetary shield permanently (they aren't very resiliant). After all planetary shields have been taken out 1 shot completely disables 1 city. <o:p></o:p>
Repulsor Cannon: <o:p></o:p>
Vessels under 2,000 metres will be crushed, suffering irrepairable damage. Some crew may still be recovered, and the ship itself can be salvaged.
Vessels between 2,001 and 4,000 metres will have their weaponry 50% destroyed, be pushed 6 travelling posts away from the battlefield and suffer severe physical damage.
Vessels between 4,001 and 8,000 metres will have their weaponry 40% destroyed, be pushed 3 travelling posts away from the battlefield and suffer heavy physical damage.
Vessels between 8,001 and 14,000 metres will have their weaponry 33% destroyed, be pushed 3 travelling posts away from battle and suffer moderate physical damage.
Vessels over 14,000 metres will have their weaponry 25% destroyed, be pushed 2 travelling posts away from battle, and suffer light physical damage.<o:p></o:p>
1 shot can overwhelm 1 planetary shield. After all planetary shields are destroyed 1 shot will destroy a city.<o:p></o:p>
Ship Design:<o:p></o:p>
Each group will have three threads where the ship specifications for their group will be listed. They will have one thread for fighters, one thread for capital ships, and one for defensive stations. Before a new ship or station is posted here it must be approved by at least three members of the fleet committee, and have no votes against it, otherwise a majority (4) is needed.<o:p></o:p>
New weapons and technology must likewise be passed through the fleet committee. Keep in mind that in terms of weapons we would like to try and keep this RP fairly close to official Star Wars sources. While we do enjoy new weapons and technologies they can overcomplicate the RPG and create barriers to battling and entry into the fleet portion of this RPG in general.<o:p></o:p>
General Ship Guidelines: All ships, fighters, and stations must reasonably approximate established star wars ships in terms of stats. The Fleet council has the final say, however, and can approve exceptionally different ships, provided a case is made. All the rules in this document should be considered flexible as far as the fleet council is concerned. They are more guidelines than rules.<o:p></o:p>
A word on shielding: This RPG assumes Star Wars ships to have two shields, particle shields, deflecting incoming high-speed and small-size matter, and energy shields, used against weapons. Particle shields are always one, while energy shields consume a tremendous amount of energy and pust be turned on. Missiles strike against particle shields, not energy shields. If the shields are sufficiently close (which they usually are) the energy from the blast also damages the energy shields. Once particle shields are down, missiles no longer do damage to the energy shield, and instead travel through to the hull. Planetary shields are very costly to operate, and work the same way. In all cases the energy shield must be outside the particle shield, and not vice-versa. Nothing can be projected outside an energy shield as it would be blocked by your own shield. Particle shields must also be lowered to launch fighters, and missiles. Both particle and energy shielding recharges over time.<o:p></o:p>
The following format should be used when presenting new ships/fighters/stations.<o:p></o:p>
For Fighters:<o:p></o:p>
Name: The name of this class of fighter
Length: The length of the fighter
Crew: How many people can fit. (Room for an astromech?)
Weapons: The weaponry of the fighter. (See weaponry and ordnance sections.)
Speed: The speed in MGLT
Acceleration: The acceleration in G's.
Hyperdirve: Yes/No. If you want tell us if it has a nav-computer or not.
Shields: The shield strength in SBDs.
Hull: The Hull strenght in RUs.
Special: Anything special about the fighter.<o:p></o:p>
For Capital Ships: <o:p></o:p>
Name: Name of ship class
Length: The length of the ship is the dimension of the longest side. For example, if a ship is 50 m long, 50 m tall, and 100 m wide, the length of the ship is considered 100 m.
Weapons: List all weapons here, see the weaponry section for details.
Crew: How many people to run the ship.
Cargo: How much cargo can you carry? ((Really only relevent for freighters.))
Troops: How many troops/walkers/speeders can you carry?
Hangar: If applicable, write the hangar capacity in terms of number of squadrons that can be carried. Squadrons consist of 12 fighters. If you carry less than a squadron, tell us how many fighters.
Hull: List the hull strength in terms of RUs. If you are unsure what to put, look at similar sized similar purpose ships, and use their value.
Shields: List the shield strength in terms of SBDs. If you are unsure what to put, look at similar sized similar purpose ships, and use their value.
Backup shields: If applicable, most ships do not have backup shields.
Speed: Write the speed in MGLT. If you are unsure what to put, look at similar sized similar purpose ships, and use their value.
Hyperdirve: Write the Hyperdrive speed in terms of X and a number ie. X2, X3. Please remember that the lower the number, the faster the hyperdrive. The fastest capital ships rate X1.
Special: If your ship has any other special features that we should know about, for example, planetary landing capability, onboard factories, exraordinary acceleration, or anything else, list it here.
Superlaser: The Empire and the CSA.
Ion Tube: The New Republic.
Repulsor Cannon: The Bakuran Alliance.<o:p></o:p>
In order to apply for permission to have a superweapon capable ship a minor group should post in the fleet forum and plead their case. If an exisiting superweapon holder (listed above) gives permission to use their superweapon, the process becomes easier, but the group will still be evaluated for permission to have a superweapons. Groups of 1 member are not likely to be allowed a superweapon, unless they have shown incredible maturity. Groups can also develop their own superweapon, but it must be approved by the fleet council, and at least 2 months of research must be done IC. (one post a week regarding the project.). Take fair warning however, in that we don't want a glut of superweapons on these boards, unless it's something novel and interesting, it is unlikely to be approved.<o:p></o:p>
Superweapon useage:<o:p></o:p>
Superweapons take 5 of your own posts to charge, addendums do not count as posts. Charge is lost if a ship enters hyperspace. The weapon is fired on the sixth post, after five posts of charging.<o:p></o:p>
In the post the super laser is fired no other weapons can be fired.<o:p></o:p>
Superweapon Damage:<o:p></o:p>
Superlaser: <o:p></o:p>
Vessels under 2,000 metres will be destroyed when struck by a Superlaser.
Vessels between 2,001 and 4,000 metres will have 50% of their weaponry destroyed, and their shields will remain down for 4 of their posts.
Vessels between 4,001 and 8,000 metres will have 40% of their weaponry destroyed, and their shields will remain down for 3 of their posts.
Vessels between 8,001 and 14,000 metres will have 33% of their weaponry destroyed, and their shields will remain down for 2 of their posts.
Vessels over 14,000 metres will have 25% of their weaponry destroyed, and their shields will remain down for 2 of their posts.<o:p></o:p>
1 shot takes out 1 planetary shield. After all planetary shields are destroyed 1 shot will destroy a city.<o:p></o:p>
Ion Tube: <o:p></o:p>
Vessels under 2,000 metres will be disabled for the duration of the battle when struck by an Ion Tube.
Vessels between 2,001 and 4,000 metres will be disabled for 4 of their posts.
Vessels between 4,001 and 8,000 metres will be disabled for 3 of their posts.
Vessels between 8,001 and 14,000 metres will be disabled for 2 of their posts.
Vessels over 14,000 metres will have their shields stripped for 2 of their posts, movement disabled for 3 of their posts, and 1/4 of their weaponry disabled for 6 of their posts.<o:p></o:p>
1 Shot can take out a planetary shield permanently (they aren't very resiliant). After all planetary shields have been taken out 1 shot completely disables 1 city. <o:p></o:p>
Repulsor Cannon: <o:p></o:p>
Vessels under 2,000 metres will be crushed, suffering irrepairable damage. Some crew may still be recovered, and the ship itself can be salvaged.
Vessels between 2,001 and 4,000 metres will have their weaponry 50% destroyed, be pushed 6 travelling posts away from the battlefield and suffer severe physical damage.
Vessels between 4,001 and 8,000 metres will have their weaponry 40% destroyed, be pushed 3 travelling posts away from the battlefield and suffer heavy physical damage.
Vessels between 8,001 and 14,000 metres will have their weaponry 33% destroyed, be pushed 3 travelling posts away from battle and suffer moderate physical damage.
Vessels over 14,000 metres will have their weaponry 25% destroyed, be pushed 2 travelling posts away from battle, and suffer light physical damage.<o:p></o:p>
1 shot can overwhelm 1 planetary shield. After all planetary shields are destroyed 1 shot will destroy a city.<o:p></o:p>
Ship Design:<o:p></o:p>
Each group will have three threads where the ship specifications for their group will be listed. They will have one thread for fighters, one thread for capital ships, and one for defensive stations. Before a new ship or station is posted here it must be approved by at least three members of the fleet committee, and have no votes against it, otherwise a majority (4) is needed.<o:p></o:p>
New weapons and technology must likewise be passed through the fleet committee. Keep in mind that in terms of weapons we would like to try and keep this RP fairly close to official Star Wars sources. While we do enjoy new weapons and technologies they can overcomplicate the RPG and create barriers to battling and entry into the fleet portion of this RPG in general.<o:p></o:p>
General Ship Guidelines: All ships, fighters, and stations must reasonably approximate established star wars ships in terms of stats. The Fleet council has the final say, however, and can approve exceptionally different ships, provided a case is made. All the rules in this document should be considered flexible as far as the fleet council is concerned. They are more guidelines than rules.<o:p></o:p>
A word on shielding: This RPG assumes Star Wars ships to have two shields, particle shields, deflecting incoming high-speed and small-size matter, and energy shields, used against weapons. Particle shields are always one, while energy shields consume a tremendous amount of energy and pust be turned on. Missiles strike against particle shields, not energy shields. If the shields are sufficiently close (which they usually are) the energy from the blast also damages the energy shields. Once particle shields are down, missiles no longer do damage to the energy shield, and instead travel through to the hull. Planetary shields are very costly to operate, and work the same way. In all cases the energy shield must be outside the particle shield, and not vice-versa. Nothing can be projected outside an energy shield as it would be blocked by your own shield. Particle shields must also be lowered to launch fighters, and missiles. Both particle and energy shielding recharges over time.<o:p></o:p>
The following format should be used when presenting new ships/fighters/stations.<o:p></o:p>
For Fighters:<o:p></o:p>
Name: The name of this class of fighter
Length: The length of the fighter
Crew: How many people can fit. (Room for an astromech?)
Weapons: The weaponry of the fighter. (See weaponry and ordnance sections.)
Speed: The speed in MGLT
Acceleration: The acceleration in G's.
Hyperdirve: Yes/No. If you want tell us if it has a nav-computer or not.
Shields: The shield strength in SBDs.
Hull: The Hull strenght in RUs.
Special: Anything special about the fighter.<o:p></o:p>
For Capital Ships: <o:p></o:p>
Name: Name of ship class
Length: The length of the ship is the dimension of the longest side. For example, if a ship is 50 m long, 50 m tall, and 100 m wide, the length of the ship is considered 100 m.
Weapons: List all weapons here, see the weaponry section for details.
Crew: How many people to run the ship.
Cargo: How much cargo can you carry? ((Really only relevent for freighters.))
Troops: How many troops/walkers/speeders can you carry?
Hangar: If applicable, write the hangar capacity in terms of number of squadrons that can be carried. Squadrons consist of 12 fighters. If you carry less than a squadron, tell us how many fighters.
Hull: List the hull strength in terms of RUs. If you are unsure what to put, look at similar sized similar purpose ships, and use their value.
Shields: List the shield strength in terms of SBDs. If you are unsure what to put, look at similar sized similar purpose ships, and use their value.
Backup shields: If applicable, most ships do not have backup shields.
Speed: Write the speed in MGLT. If you are unsure what to put, look at similar sized similar purpose ships, and use their value.
Hyperdirve: Write the Hyperdrive speed in terms of X and a number ie. X2, X3. Please remember that the lower the number, the faster the hyperdrive. The fastest capital ships rate X1.
Special: If your ship has any other special features that we should know about, for example, planetary landing capability, onboard factories, exraordinary acceleration, or anything else, list it here.