Decamper
..!
- Joined
- Jul 28, 2014
- Messages
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The first fleet of FTL capable Starships have left their drydocks, and their eager Captains and crew look outwards, to see what is among the stars.
Go, Boldly is a game of exploration. Players take on the role of Captains, exploring space using their Starship and their crew. As they explore strange new worlds and seek out new life, they will develop their ships, grow their crew, and forge the future of humanity - whether that be one of peaceful coexistence with the wonders of the galaxy, or of domination and subjugation, or somewhere in between.
Joining
Spoiler :
To join, fill in the below form.
Captain Name: The name of the starship’s captain
Captain Experience: Choose one experience for the captain
Captain Trait: Choose one trait for the captain
Starship Name: The name of your ship (all ships will be given the prefix ESS, or Earth Star Ship)
Ship System Points: allocate the following points to their systems: 3,2,2,1,1
Weapons, Engines, Shields and Armour, Scanners and Comms, Stealth
Crew Points: allocate the following points to their crew sections: 3,2,2,1,1
Security, Command, Engineering, Science, Medical
Distinguished Officers: choose three officers, one Lieutenant, one First Lieutenant, and one Ensign
Ship Sprite and Colour: Choose one of the below sprites and a colour (with a hex code please) to represent your ship on the map:
Extra: Background of your Captain, crew, ship design, etc. Something I would particularly love to see are assignment patches.
Example
ESS Hypothetical
Captain Theoretical
Ship Points: Weapons 2, Engines 3, Shields and Armour 1, Scanners and Comms 2, Stealth 1
Crew Points: Security 1, Command 2, Engineering 2, Science 3, Medical 1
Distinguished Officers: Lt. Linguist Sato, 2nd Lt. Critical Sys Engineer, Ensign Medic Wright
Ship Sprite: Bottom left, maroon (#800000)
Captain Name: The name of the starship’s captain
Captain Experience: Choose one experience for the captain
Captain Trait: Choose one trait for the captain
Starship Name: The name of your ship (all ships will be given the prefix ESS, or Earth Star Ship)
Ship System Points: allocate the following points to their systems: 3,2,2,1,1
Weapons, Engines, Shields and Armour, Scanners and Comms, Stealth
Crew Points: allocate the following points to their crew sections: 3,2,2,1,1
Security, Command, Engineering, Science, Medical
Distinguished Officers: choose three officers, one Lieutenant, one First Lieutenant, and one Ensign
Ship Sprite and Colour: Choose one of the below sprites and a colour (with a hex code please) to represent your ship on the map:
Extra: Background of your Captain, crew, ship design, etc. Something I would particularly love to see are assignment patches.
Example
ESS Hypothetical
Captain Theoretical
Ship Points: Weapons 2, Engines 3, Shields and Armour 1, Scanners and Comms 2, Stealth 1
Crew Points: Security 1, Command 2, Engineering 2, Science 3, Medical 1
Distinguished Officers: Lt. Linguist Sato, 2nd Lt. Critical Sys Engineer, Ensign Medic Wright
Ship Sprite: Bottom left, maroon (#800000)
The Captain
Spoiler :
Captain Experiences
A Captain's experience describes what the captain did before taking the starship's centre chair, giving them an edge in situations they know well.
Veteran - +1 to Security rolls
Career Officer - +1 to Command rolls
Engineer - +1 to Engineering rolls
Academic - +1 to Science rolls
Doctor - +1 to Medical rolls
Captain Traits
Captain traits are the skills that give the captain an edge (or possibly a penalty) in certain situations. Additional traits may be earned through extreme experiences at later times.
Diplomatic - +2 to rolls for diplomatic actions
Wanderlust - +1 sector movement
Exploratory - +2 to sector Scanner rolls
Team Player - +1 to all rolls when cooperating with another ship or crew
Homesick - +2 to all rolls when in an Earth controlled sector
Slippery - +5 to retreat rolls
Battle Fury - +1 to damage and attack rolls, +1 to defense in ship combat
Crew Priority - +2 Crew Points restored for free each turn
Ship Priority - +2 Ship Points restored for free each turn
Haggler - 5% off all RC costs
A Captain's experience describes what the captain did before taking the starship's centre chair, giving them an edge in situations they know well.
Veteran - +1 to Security rolls
Career Officer - +1 to Command rolls
Engineer - +1 to Engineering rolls
Academic - +1 to Science rolls
Doctor - +1 to Medical rolls
Captain Traits
Captain traits are the skills that give the captain an edge (or possibly a penalty) in certain situations. Additional traits may be earned through extreme experiences at later times.
Diplomatic - +2 to rolls for diplomatic actions
Wanderlust - +1 sector movement
Exploratory - +2 to sector Scanner rolls
Team Player - +1 to all rolls when cooperating with another ship or crew
Homesick - +2 to all rolls when in an Earth controlled sector
Slippery - +5 to retreat rolls
Battle Fury - +1 to damage and attack rolls, +1 to defense in ship combat
Crew Priority - +2 Crew Points restored for free each turn
Ship Priority - +2 Ship Points restored for free each turn
Haggler - 5% off all RC costs
Crew and Ship Points
Spoiler :
Crew and Ship Points are your main stats, and determine the size, skill, and power of your crew and ship. You will use these points to complete Challenges, move your ship, engage in ground or ship combat, and anything else you may end up doing in Go, Boldly.
Ship
Weapons - Used in combat to deal damage. Can also be used for any challenge that requires very heavy damage dealing in space or from orbit.
Engines - Used to determine how fast and maneuverable the ship is. Also determines how far a ship can travel in a turn, with a ship being able travel sectors equal to its engine points. Makes a ship harder to hit in combat, as well as used to escape combat.
Shields and Armour - Used to protect against weapons. Can also be ‘extended’ to protect nearby ships or objects.
Scanners and Communication - Used to scan sectors or planets, as well as for locking onto targets. Used in combat to hit targets, and beat stealth.
Stealth - Used to keep the ship hidden from enemy scanners. Used in combat to get off first shots, or make a hidden escape.
Crew:
Security - Used for combat or security on away-missions or onboard ships. Directly opposed to other security rolls.
Command - Used for diplomatic or administrative tasks. Can assist in almost any other task, though only with half rolls.
Engineering - Used for repairs, construction, or any other tasks involving machinery or technical equipment. Can repair Ship Points equal to Engineering Points every turn.
Science - Used for surveying, research, experimenting, or any other scientific matters.
Medical - Used for medical treatment, diagnosis, combat support, or any other health matters. Can replenish depleted crew points equal to its score every turn.
Ship
Weapons - Used in combat to deal damage. Can also be used for any challenge that requires very heavy damage dealing in space or from orbit.
Engines - Used to determine how fast and maneuverable the ship is. Also determines how far a ship can travel in a turn, with a ship being able travel sectors equal to its engine points. Makes a ship harder to hit in combat, as well as used to escape combat.
Shields and Armour - Used to protect against weapons. Can also be ‘extended’ to protect nearby ships or objects.
Scanners and Communication - Used to scan sectors or planets, as well as for locking onto targets. Used in combat to hit targets, and beat stealth.
Stealth - Used to keep the ship hidden from enemy scanners. Used in combat to get off first shots, or make a hidden escape.
Crew:
Security - Used for combat or security on away-missions or onboard ships. Directly opposed to other security rolls.
Command - Used for diplomatic or administrative tasks. Can assist in almost any other task, though only with half rolls.
Engineering - Used for repairs, construction, or any other tasks involving machinery or technical equipment. Can repair Ship Points equal to Engineering Points every turn.
Science - Used for surveying, research, experimenting, or any other scientific matters.
Medical - Used for medical treatment, diagnosis, combat support, or any other health matters. Can replenish depleted crew points equal to its score every turn.
Distinguished Officers
Spoiler :
Distinguished officer are crew members that excel in a particular field, and contribute a bonus depending on their rank to any associated rolls in a challenge or in combat.
Linguist - can work out alien languages quickly, and is useful in almost any diplomatic setting
Android - can do rapid calculations on the spot, and directly interface with computers
Astrophysicist - can analyse and understand all manner of space phenomena
Psychologist - can understand the thinking of crew and possible aliens
Geoarchaeologist - can analyse and understand exoplanets and ancient artifacts or civilisations
Theologist - can analyse and understand xeno religions, as well as provide chaplain services
Biologist - can analyse, understand, and work with animal life
Botanist - can analyse, understand, and work with plant life
Tactician - can provide planning and execution of plans on the smaller, tactical scale
Strategist - can provide planning and execution of plans on the larger, strategic scale
Special Operative - can provide combat expertise to ship and away-team security and infiltration
Bomb Tech - can arm, disarm, find, handle, and analyse explosive devices
Investigator - can do detective work; finding evidence, motives, and interrogating suspects
Pilot - can expertly maneuver starships, as well as lesser vehicles
Gunner - can maintain, enhance, and understand various weapons systems
Support Systems Engineer - can maintain, enhance, and understand the various support systems, such as oxygen, heating, water, waste disposal, etc
Critical Systems Engineer - can maintain, enhance, and understand the various critical systems, such as engines, shields, power, etc
Medic - can provide immediate aid in rough conditions, such as on away missions or during combat
Surgeon - can undertake complicated medical procedures with precision instruments
Counselor - can smooth over inter-personal issues between the crew, or possible aliens
Cook - can make food real good
Steward - can requisition stores and inventory, handles crew pay and material requests
Entertainer - can entertain crew, visitors, or dignitaries, good for boosting morale when times are tough
Ranks:
The rank of an officer determines what bonus the officer provides to a roll. Officers can rank up if crew or ship points’ they are assisting rolls a natural 20.
Commander: +5
Lieutenant Commander: +4
Lieutenant: +3
Second Lieutenant: +2
Ensign: +1
Linguist - can work out alien languages quickly, and is useful in almost any diplomatic setting
Android - can do rapid calculations on the spot, and directly interface with computers
Astrophysicist - can analyse and understand all manner of space phenomena
Psychologist - can understand the thinking of crew and possible aliens
Geoarchaeologist - can analyse and understand exoplanets and ancient artifacts or civilisations
Theologist - can analyse and understand xeno religions, as well as provide chaplain services
Biologist - can analyse, understand, and work with animal life
Botanist - can analyse, understand, and work with plant life
Tactician - can provide planning and execution of plans on the smaller, tactical scale
Strategist - can provide planning and execution of plans on the larger, strategic scale
Special Operative - can provide combat expertise to ship and away-team security and infiltration
Bomb Tech - can arm, disarm, find, handle, and analyse explosive devices
Investigator - can do detective work; finding evidence, motives, and interrogating suspects
Pilot - can expertly maneuver starships, as well as lesser vehicles
Gunner - can maintain, enhance, and understand various weapons systems
Support Systems Engineer - can maintain, enhance, and understand the various support systems, such as oxygen, heating, water, waste disposal, etc
Critical Systems Engineer - can maintain, enhance, and understand the various critical systems, such as engines, shields, power, etc
Medic - can provide immediate aid in rough conditions, such as on away missions or during combat
Surgeon - can undertake complicated medical procedures with precision instruments
Counselor - can smooth over inter-personal issues between the crew, or possible aliens
Cook - can make food real good
Steward - can requisition stores and inventory, handles crew pay and material requests
Entertainer - can entertain crew, visitors, or dignitaries, good for boosting morale when times are tough
Ranks:
The rank of an officer determines what bonus the officer provides to a roll. Officers can rank up if crew or ship points’ they are assisting rolls a natural 20.
Commander: +5
Lieutenant Commander: +4
Lieutenant: +3
Second Lieutenant: +2
Ensign: +1
Challenges
Spoiler :
The main way you will use Crew or Ship Points is in Challenges. A Challenge has a hidden number, called a DC (difficulty class), which you will be required to beat by allocating the appropriate Crew or Ship Points. During a challenge, each Point is equal to one twenty-sided die roll. You may assign any number of your Points in any combination of types, but you can only use a Point once in a turn, it must be used in the same sector as your ship, and it must be used in a way that makes sense. Unused Crew or Ship Points will by default remain on the ship and be used for defense.
While the exact DC of Challenges is hidden, there are four ‘Alert’ groups that indicate roughly how difficult a Challenge will be. Blue Alert (DC 0-50), Yellow Alert (DC 50-150), Red Alert (DC 150-300), and Double Red Alert (DC 300+). The degree of failure or success in a challenge is determined by how below or above the DC your crew/ship points roll, with harsher penalties for worse failures, and more rewards for better successes.
There are three main types of Challenges. The most common are sector Challenges, which are restricted to any ships in the sector. The second most common are ship Challenges, which are of course subject only to a particular ship. Lastly are universal Challenges, which are rare events where every ship can interact with the Challenge, regardless of location.
Here is an example of a ship, as well as how it could handle a challenge.
Example Ship:
ESS Hypothetical
Captain Theoretical,
Ship: Weapons 2, Engines 3, Shields and Armour 1, Scanners and Comms 2, Stealth 1
Crew: Security 1, Command 2, Engineering 2, Science 2, Medical 1
Distinguished Officers: Ensign Medic Wright (+1), 2nd Lt. Critical Sys Engineer (+2)
Example Challenge:
Blue Alert
Description: The colony on Example Planet II has been overrun by aggressive and rapidly growing plant life. Not only have the plants damaged or destroyed the colonial facilities and equipment by growing into and through them, but it has also injured and killed hundreds of the colonists. The first ‘attacks’ occurred overnight, with plants rapidly overgrowing the colonists as they slept, somehow undetected by security systems. The colonists awoke to find their bodies intertwined with the plants, and separating bodies from the plants has resulted in the death of every patient. Colonial security officers have so far prevented anyone from leaving the planet for fear of spreading the plants to other sectors.
Example Orders:
The SEAS Hypothetical sends the following crew to the planet surface; 1 point of security, 1 point of command, 1 point of science, and 1 point of medical,and Ensign Medic Wright. The security crew are to protect the colonists and the Hypothetical’s crew from the plant life, the command crew are to negotiate with the colonists to keep them calm and on the planet, the science crew are to attempt to study the plant life and find a way to stop its spread or kill it, and the medical crew along with Ensign Wright are to try to save the surviving ‘overgrown’ colonists and see if they can safely remove ingrown plants.
Meanwhile, the Hypothetical will use 1 point of weapons and 2 points of scanners to assist the crew. The weapons will be used to orbitally bombard the plants if they become over aggressive, while the scanners are to scan the rest of the planet to either find the source of the plants, or at least how much of the planet’s surface is covered by the plants.
The remaining crew and ship points could then be used for any other Challenges in the Sector, or could be left unused as passive defense.
Example Result:
8d20+1=79(14,6,17,11,14,5,1,+1)
Total Successes
79 vs. DC 30
Extreme Success
(In some cases, individual rolls can fail if they are below ten, in which case the associated crew or ship point may be damaged)
Immediately upon landing on the planet’s surface, plants began rapidly growing towards the colonists’ stronghold. Security personnel, supported by orbital bombardment from the Hypothetical, were able to hold back the plant lift, allowing the command crew and colonial authorities were able to quell the panicking colonists. With the threat of the plants dealt with for the time being, and the colonists calm enough to deal with, the science and medical crew set to work examining and treating the ‘intertwined’ colonists. Ensign Wright and the medical crew determined that it was impossible to remove the ingrown plants, as they had melded with the patients’ central nervous systems. Observing odd behaviour from the intertwined colonists and the nearby plants, and corroborating with the Hypothetical’s sensor readings, the science crew came to the conclusion that the plants were sentient, and had numerous ‘cities’ around the planet, one of which was right next to the colony. The science and medical staff managed to stabilise the intertwined colonists, and found that with a particular drug cocktail were able to open up the colonists consciousness to the wider plant hive minds. After some awkward communication attempts, command got across the point that the colonists were not intending to harm the plants, and that the plants’ actions were very much harming the colonists. Negotiations over the next few days between the colonists and plants was successful, resulting in not only peaceful coexistence, but in a combining of the colony with the neighbour ‘city’, along with further intertwining of willing colonists with the plants. One of the Hypothetical’s botanists even underwent the intertwining, and has gained a new perspective on their work.
Effect: +200 Requisition Credits, +Ensign Botanist, Example Planet II colony strengthened.
While the exact DC of Challenges is hidden, there are four ‘Alert’ groups that indicate roughly how difficult a Challenge will be. Blue Alert (DC 0-50), Yellow Alert (DC 50-150), Red Alert (DC 150-300), and Double Red Alert (DC 300+). The degree of failure or success in a challenge is determined by how below or above the DC your crew/ship points roll, with harsher penalties for worse failures, and more rewards for better successes.
There are three main types of Challenges. The most common are sector Challenges, which are restricted to any ships in the sector. The second most common are ship Challenges, which are of course subject only to a particular ship. Lastly are universal Challenges, which are rare events where every ship can interact with the Challenge, regardless of location.
Here is an example of a ship, as well as how it could handle a challenge.
Example Ship:
ESS Hypothetical
Captain Theoretical,
Ship: Weapons 2, Engines 3, Shields and Armour 1, Scanners and Comms 2, Stealth 1
Crew: Security 1, Command 2, Engineering 2, Science 2, Medical 1
Distinguished Officers: Ensign Medic Wright (+1), 2nd Lt. Critical Sys Engineer (+2)
Example Challenge:
Blue Alert
Description: The colony on Example Planet II has been overrun by aggressive and rapidly growing plant life. Not only have the plants damaged or destroyed the colonial facilities and equipment by growing into and through them, but it has also injured and killed hundreds of the colonists. The first ‘attacks’ occurred overnight, with plants rapidly overgrowing the colonists as they slept, somehow undetected by security systems. The colonists awoke to find their bodies intertwined with the plants, and separating bodies from the plants has resulted in the death of every patient. Colonial security officers have so far prevented anyone from leaving the planet for fear of spreading the plants to other sectors.
Example Orders:
The SEAS Hypothetical sends the following crew to the planet surface; 1 point of security, 1 point of command, 1 point of science, and 1 point of medical,and Ensign Medic Wright. The security crew are to protect the colonists and the Hypothetical’s crew from the plant life, the command crew are to negotiate with the colonists to keep them calm and on the planet, the science crew are to attempt to study the plant life and find a way to stop its spread or kill it, and the medical crew along with Ensign Wright are to try to save the surviving ‘overgrown’ colonists and see if they can safely remove ingrown plants.
Meanwhile, the Hypothetical will use 1 point of weapons and 2 points of scanners to assist the crew. The weapons will be used to orbitally bombard the plants if they become over aggressive, while the scanners are to scan the rest of the planet to either find the source of the plants, or at least how much of the planet’s surface is covered by the plants.
The remaining crew and ship points could then be used for any other Challenges in the Sector, or could be left unused as passive defense.
Example Result:
8d20+1=79(14,6,17,11,14,5,1,+1)
Total Successes
79 vs. DC 30
Extreme Success
(In some cases, individual rolls can fail if they are below ten, in which case the associated crew or ship point may be damaged)
Immediately upon landing on the planet’s surface, plants began rapidly growing towards the colonists’ stronghold. Security personnel, supported by orbital bombardment from the Hypothetical, were able to hold back the plant lift, allowing the command crew and colonial authorities were able to quell the panicking colonists. With the threat of the plants dealt with for the time being, and the colonists calm enough to deal with, the science and medical crew set to work examining and treating the ‘intertwined’ colonists. Ensign Wright and the medical crew determined that it was impossible to remove the ingrown plants, as they had melded with the patients’ central nervous systems. Observing odd behaviour from the intertwined colonists and the nearby plants, and corroborating with the Hypothetical’s sensor readings, the science crew came to the conclusion that the plants were sentient, and had numerous ‘cities’ around the planet, one of which was right next to the colony. The science and medical staff managed to stabilise the intertwined colonists, and found that with a particular drug cocktail were able to open up the colonists consciousness to the wider plant hive minds. After some awkward communication attempts, command got across the point that the colonists were not intending to harm the plants, and that the plants’ actions were very much harming the colonists. Negotiations over the next few days between the colonists and plants was successful, resulting in not only peaceful coexistence, but in a combining of the colony with the neighbour ‘city’, along with further intertwining of willing colonists with the plants. One of the Hypothetical’s botanists even underwent the intertwining, and has gained a new perspective on their work.
Effect: +200 Requisition Credits, +Ensign Botanist, Example Planet II colony strengthened.
Exploration
Spoiler :
You will often have minimal information about a sector when first entering it. When entering a system, your ship will use its Scanners, aided by the Science crew, to discover what it can about the system, revealing celestial bodies, anomalies, life forms, and possible contact with those life forms. Depending on your Scanners and Science roll, you may only reveal a fraction of the sector’s contents, and further Scanner rolls will be required to discover more. You will receive Requisition Credits for scanning sectors equal to the % revealed.
The amount the Science crew is limited by the ship's Scanners, the maximum Science points that will be rolled when exploring a sector is limited to the Scanners points.
The amount the Science crew is limited by the ship's Scanners, the maximum Science points that will be rolled when exploring a sector is limited to the Scanners points.
Combat
Spoiler :
Crew and ship points are also used in combat. Combat may arise during challenges, or by direct attacks by players onto NPC ships, or NPC ships onto player ships (or, in extreme cases, player on player attacks).
Combat between crews within challenges is usually contained within the DC, but in certain circumstances security points will be directly rolled against other security-like points, along with any modifiers.
Combat between ships is handled differently. Ships trade attacks until one either retreats, surrenders, is disabled, or is destroyed.
Detection and Stealth Strike - When ships first enter combat, they must each make a Scanner vs. Stealth check. If both sides fail (are unable to detect each other), they roll again. If both succeed, they enter combat normally, with the one making a higher Scanner roll attacking first. If one side succeeds and the other fails, then the winner gets a free attack, then makes the first attack of normal combat.
Attack - When attacking, the attacker rolls a d20+Scanners and Comms points against the opponent's defense.
Defense - For the attacking ship to hit, it must score above 10+Shields and Armour+Engines.
Damage - If the attacker hits, it deals damage equal to its Weapons points, with this damage taking away the defending ship’s points, starting with its Shields and Armour, then being able to freely target other systems at will afterwards.
Destroying Systems - Removing all the points from a system will change how a ship functions in combat in various ways: removing Weapons renders the ship unable to attack, removing Engines makes all future attacks against the ship automatically hit and renders the ship unable to retreat, removing Scanners and Communication gives the ship a -5 to all attack rolls, and removing stealth means the ship cannot attempt to stealth retreat.
Retreat - There are two ways for a ship to retreat. A ship can attempt to retreat by making three successful d20+engine rolls against the same rolls by its opponent. Alternatively, a ship can retreat by making three successful d20+stealth rolls against a d20+Scanners roll by its opponent.
Success - If a ship doesn’t surrender, it must have its Shields, Engines and Weapons reduced to zero to render it disabled. A ship is destroyed if it takes damage without any remaining system points.
Boarding - To board a ship, it must be disabled by reducing its Shields, Engines and Weapons to zero points. A forceful boarding will require a direct roll between the two crews’ Security points, and any additional modifiers, such as relevant distinguished officers.
Emergency Repairs
When a ship starts taking damage, it can forgo an attack to conduct emergency repairs, allowing for a Engineering roll to make repairs, with the result/10 points of systems being repaired.
Crew Losses
Once a ship's Shields and Armour are depleted,the crew may begin taking losses. For each point of damage taken, the a d20+Medical Points roll must be made. If the result is under 10, a Crew Point will be lost at random.
Combat Orders - When writing orders for combat, you may give ‘standing orders’ for combat if you desire, such as which systems your ship should target first, if and when it should attempt to retreat, and whether it should aim to kill or disable its opponent. You can be as specific as you want with conditions, or leave it entirely automated. Your crew will do their best to keep the ship alive.
Combat between crews within challenges is usually contained within the DC, but in certain circumstances security points will be directly rolled against other security-like points, along with any modifiers.
Combat between ships is handled differently. Ships trade attacks until one either retreats, surrenders, is disabled, or is destroyed.
Detection and Stealth Strike - When ships first enter combat, they must each make a Scanner vs. Stealth check. If both sides fail (are unable to detect each other), they roll again. If both succeed, they enter combat normally, with the one making a higher Scanner roll attacking first. If one side succeeds and the other fails, then the winner gets a free attack, then makes the first attack of normal combat.
Attack - When attacking, the attacker rolls a d20+Scanners and Comms points against the opponent's defense.
Defense - For the attacking ship to hit, it must score above 10+Shields and Armour+Engines.
Damage - If the attacker hits, it deals damage equal to its Weapons points, with this damage taking away the defending ship’s points, starting with its Shields and Armour, then being able to freely target other systems at will afterwards.
Destroying Systems - Removing all the points from a system will change how a ship functions in combat in various ways: removing Weapons renders the ship unable to attack, removing Engines makes all future attacks against the ship automatically hit and renders the ship unable to retreat, removing Scanners and Communication gives the ship a -5 to all attack rolls, and removing stealth means the ship cannot attempt to stealth retreat.
Retreat - There are two ways for a ship to retreat. A ship can attempt to retreat by making three successful d20+engine rolls against the same rolls by its opponent. Alternatively, a ship can retreat by making three successful d20+stealth rolls against a d20+Scanners roll by its opponent.
Success - If a ship doesn’t surrender, it must have its Shields, Engines and Weapons reduced to zero to render it disabled. A ship is destroyed if it takes damage without any remaining system points.
Boarding - To board a ship, it must be disabled by reducing its Shields, Engines and Weapons to zero points. A forceful boarding will require a direct roll between the two crews’ Security points, and any additional modifiers, such as relevant distinguished officers.
Emergency Repairs
When a ship starts taking damage, it can forgo an attack to conduct emergency repairs, allowing for a Engineering roll to make repairs, with the result/10 points of systems being repaired.
Crew Losses
Once a ship's Shields and Armour are depleted,the crew may begin taking losses. For each point of damage taken, the a d20+Medical Points roll must be made. If the result is under 10, a Crew Point will be lost at random.
Combat Orders - When writing orders for combat, you may give ‘standing orders’ for combat if you desire, such as which systems your ship should target first, if and when it should attempt to retreat, and whether it should aim to kill or disable its opponent. You can be as specific as you want with conditions, or leave it entirely automated. Your crew will do their best to keep the ship alive.
Cooperation
Spoiler :
Ships and crews can cooperate with other ships and crews in almost any situation, whether it in Exploration, Challenges, or Combat. In many cases, it is much more efficient to work with other Captains, as it will minimise the risk to your own ship and crew, and greatly increase chances of success. The rewards for completing Challenges, Combat, or Exploration will be split between the ships and crews involved, according to their performance.
When in combat, there a few special cooperative actions that can be taken.
Extend Shields - A ship can use its Shield Points to protect another ship, sacrificing its own defenses.
Aid Targeting - a hip can use its Scanners Points to improve the attacks of another ship, sacrificing its own attack bonus.
When in combat, there a few special cooperative actions that can be taken.
Extend Shields - A ship can use its Shield Points to protect another ship, sacrificing its own defenses.
Aid Targeting - a hip can use its Scanners Points to improve the attacks of another ship, sacrificing its own attack bonus.
Requisition Credits and Costs
Spoiler :
RC’s are gained from exploring and completing challenges, and used to upgrade your ship and recruit new distinguished officers. NOTE: You must be within 4 sectors from the nearest friendly settled sector to use RCs.
Crew and Ship Points
2nd level point - 100RC
3rd level point - 225RC
4th level point - 375RC
5th level point - 550RC
6th level point - 750RC
7th level point - 975RC
8th level point - 1225RC
9th level point - 1500RC
10th level point - 1800RC
Replenish crew/ship point - 50RC
Officers
Ensign officer - 200RC
2nd Lt. officer - 350RC
1st Lt. officer - 500RC
Lt. Cdr. - 650RC
Cdr. officer - 800RC
Crew and Ship Points
2nd level point - 100RC
3rd level point - 225RC
4th level point - 375RC
5th level point - 550RC
6th level point - 750RC
7th level point - 975RC
8th level point - 1225RC
9th level point - 1500RC
10th level point - 1800RC
Replenish crew/ship point - 50RC
Officers
Ensign officer - 200RC
2nd Lt. officer - 350RC
1st Lt. officer - 500RC
Lt. Cdr. - 650RC
Cdr. officer - 800RC
Setting Bible
Spoiler :
Supranational Earth Authority (SEA)
The Third World War in the first half of the 21st century, and the ensuing chaos and regional wars of the second half, thoroughly weakened the nation states that had once dominated Earth’s politics. Multinational corporations and the surviving elements of the United Nations and other international organisations began to accrue more influence among the war weary population, eventually leading to the rise of the Supranational Earth Authority (SEA) in the opening decades of 22nd century. While nation states continued to exist, they were thoroughly defanged by the 2150s. The next hundred years saw the steady rise of living standards, expansion of space development, and the continued integration of the SEA into all levels of government around the world, from municipal to global. The discovery of FTL drives on the eve of the 24th century arrived in a world where a united Earth has been the norm for nearly two hundred years.
Sol Outer Colonies
The Outer Colonies are described as any human settlement not on Earth or Luna. The largest non-Terran settlement in the solar system is Mars, followed by the Saturnian and Jovian systems, and lastly the combined asteroid belt stations. The SEA control of its colonies has always been fairly authoritarian in nature, seeing them as an extension of Earth rather than distinct political bodies. This disregard led to the 2292-93 Earth-Free Alliance War, and the loss of nearly a million lives, ending in a SEA victory. At the dawn of the 24th century, the outer colonies are still recovering from the war.
Earth Space Force (ESF)
The ESF began as the Supranational Earth Authority Space Agency (SEASA) in the late 22nd century as the colonisation of mars began in earnest. It changed into the ESF as humanity spread throughout the solar system and private spacecraft became more widespread, and with them the prospect of non-governmental armed vessels, resulting in the arming of the Space Agency. The discovery of stable FTL drives has seen a massive increase in ESF spending and recruitment, resulting in the construction of a fleet of new Starships, ready to explore humanity’s neighbouring space sectors. And in the wake of those Starships, large colony ships are already being finished and stocked with goods and eager colonists.
Alchemy Oven
The alchemy oven is the cornerstone technology that has enabled Earth to flourish. It automatically breaks down material into its raw elements and reconstructs them into completed items, equipment, or even food. For starships, carrying nutrient or material blocks saves space and time, as their is no need to carry large stores of replacement equipment or various foods. Crew can simply ‘cook’ whatever meal or parts they need at the time.
FTL Drive
The FTL Drive has enabled humanity to reach beyond Sol to other stars for the first time. The Drive is still not entirely stable, with about 5% of tested FTL jumps resulting in some sort of anomaly or accident, but is deemed safe enough for use in starships.
Free Alliance - Earth War
Relations between Earth and her colonies had always been tense, but with the development and improvement of the Alchemy Oven, these tensions came to a breaking point. The SEA had long held the Mars and the outer colonies with a tight grip, but its reliance on their mining wealth had at least ensured that the colonial workers would be well payed and supplied. But the Oven allowed Earth (and Mars, to an extent) to become much more self-sufficient, leaving many of the outer colonies' workers out of work, and their stations' infrastructure budgets drying out. If the outer colonies weren't even going to get economic support from Earth, then they felt they should at least have autonomy, but the SEA was proving slow in recognizing this desire, and even slower in shifting any power off of Earth.
In mid 2292, the outer colonies of the asteroid belt and Jupiter and Saturn's moons declared independence from Earth, and under the flag of the Free Alliance launched an attempted surprise attack on the Earth Space Force's colonial holdings. Word of the Free Alliance's military build up had leaked quite early on though, as Earth still had many personnel and supporters in the outer colonies, allowing for the ESF to pull back and rally most of its forces before they could be cut off from Earth.
The first few months of the war saw gains for the Free Alliance, with most of the asteroid belt and Saturnian and Jovian moons freed from ESF control. Skirmishes resulted in heavy losses for both sides, and the entrance of Mars into the Free Alliance further tipped the balance of the war. But as losses on the Free Alliance side mounted, it became clear that the SEA could repair its own ships faster than they could be destroyed. The discovery and destruction of the Free Alliance's outer dry docks were seen as the killing blow, though it would take over a year for Mars, followed by the moons and the belt, to surrender.
ESF reestablished control over the outer colonies, further restricting freedoms and autonomy, but the SEA was quick in passing new economic aid packages to the colonies. Further talks of reparation and possible devolution of power continued, but stalled with the development of FTL, and the discovery of the Alpha Centauri signal. While the military capabilities of the colonies has been shattered, and much of the independence movement demoralised, anti-SEA sentiment on Mars, in the Saturnian and Jovian systems, and in the Belt, is as high as ever.
The Third World War in the first half of the 21st century, and the ensuing chaos and regional wars of the second half, thoroughly weakened the nation states that had once dominated Earth’s politics. Multinational corporations and the surviving elements of the United Nations and other international organisations began to accrue more influence among the war weary population, eventually leading to the rise of the Supranational Earth Authority (SEA) in the opening decades of 22nd century. While nation states continued to exist, they were thoroughly defanged by the 2150s. The next hundred years saw the steady rise of living standards, expansion of space development, and the continued integration of the SEA into all levels of government around the world, from municipal to global. The discovery of FTL drives on the eve of the 24th century arrived in a world where a united Earth has been the norm for nearly two hundred years.
Sol Outer Colonies
The Outer Colonies are described as any human settlement not on Earth or Luna. The largest non-Terran settlement in the solar system is Mars, followed by the Saturnian and Jovian systems, and lastly the combined asteroid belt stations. The SEA control of its colonies has always been fairly authoritarian in nature, seeing them as an extension of Earth rather than distinct political bodies. This disregard led to the 2292-93 Earth-Free Alliance War, and the loss of nearly a million lives, ending in a SEA victory. At the dawn of the 24th century, the outer colonies are still recovering from the war.
Earth Space Force (ESF)
The ESF began as the Supranational Earth Authority Space Agency (SEASA) in the late 22nd century as the colonisation of mars began in earnest. It changed into the ESF as humanity spread throughout the solar system and private spacecraft became more widespread, and with them the prospect of non-governmental armed vessels, resulting in the arming of the Space Agency. The discovery of stable FTL drives has seen a massive increase in ESF spending and recruitment, resulting in the construction of a fleet of new Starships, ready to explore humanity’s neighbouring space sectors. And in the wake of those Starships, large colony ships are already being finished and stocked with goods and eager colonists.
Alchemy Oven
The alchemy oven is the cornerstone technology that has enabled Earth to flourish. It automatically breaks down material into its raw elements and reconstructs them into completed items, equipment, or even food. For starships, carrying nutrient or material blocks saves space and time, as their is no need to carry large stores of replacement equipment or various foods. Crew can simply ‘cook’ whatever meal or parts they need at the time.
FTL Drive
The FTL Drive has enabled humanity to reach beyond Sol to other stars for the first time. The Drive is still not entirely stable, with about 5% of tested FTL jumps resulting in some sort of anomaly or accident, but is deemed safe enough for use in starships.
Free Alliance - Earth War
Relations between Earth and her colonies had always been tense, but with the development and improvement of the Alchemy Oven, these tensions came to a breaking point. The SEA had long held the Mars and the outer colonies with a tight grip, but its reliance on their mining wealth had at least ensured that the colonial workers would be well payed and supplied. But the Oven allowed Earth (and Mars, to an extent) to become much more self-sufficient, leaving many of the outer colonies' workers out of work, and their stations' infrastructure budgets drying out. If the outer colonies weren't even going to get economic support from Earth, then they felt they should at least have autonomy, but the SEA was proving slow in recognizing this desire, and even slower in shifting any power off of Earth.
In mid 2292, the outer colonies of the asteroid belt and Jupiter and Saturn's moons declared independence from Earth, and under the flag of the Free Alliance launched an attempted surprise attack on the Earth Space Force's colonial holdings. Word of the Free Alliance's military build up had leaked quite early on though, as Earth still had many personnel and supporters in the outer colonies, allowing for the ESF to pull back and rally most of its forces before they could be cut off from Earth.
The first few months of the war saw gains for the Free Alliance, with most of the asteroid belt and Saturnian and Jovian moons freed from ESF control. Skirmishes resulted in heavy losses for both sides, and the entrance of Mars into the Free Alliance further tipped the balance of the war. But as losses on the Free Alliance side mounted, it became clear that the SEA could repair its own ships faster than they could be destroyed. The discovery and destruction of the Free Alliance's outer dry docks were seen as the killing blow, though it would take over a year for Mars, followed by the moons and the belt, to surrender.
ESF reestablished control over the outer colonies, further restricting freedoms and autonomy, but the SEA was quick in passing new economic aid packages to the colonies. Further talks of reparation and possible devolution of power continued, but stalled with the development of FTL, and the discovery of the Alpha Centauri signal. While the military capabilities of the colonies has been shattered, and much of the independence movement demoralised, anti-SEA sentiment on Mars, in the Saturnian and Jovian systems, and in the Belt, is as high as ever.
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