Valiens Nantaris
Head Admin
[member="Alexandra Feanor"] [member="Captain Larraq"] [member="Verz Horak"] [member="Rach Vizla"] [member="Aedan Miles"] [member="Zofia Marek"] [member="Lyth Meran"] [member="Korro Kenyu"] [member="Werah Unon"] [member="Corrax Talrus"]
[member="Sanya Val Swift"] [member="Suravi Teigra"] [member="Astarii Saren"] [member="Zark"] [member="Zenva Vrotoa"] [member="Matthias Hull"] [member="Horus"] [member="Stokely McFadden"] [member="Allison Martha Iversson"] [member="Gir Quee"] [member="Reshmar"]
[member="Cyrus Tregessar"] [member="Carlyle Rausgeber"] [member="Roderik von Brinkerhoff"] [member="Sara Lee Jones"] [member="Flora Burn"] [member="Valessia Brentioch"] [member="Tanomas Graf"]
Participation/Faction Unknown
[member="Fatty"] [member="Charzon Loulan"] [member="Kalis Affassa"]
Please reply to this thread with your fleet selections! If you have already selected them elsewhere paste them here.
The void around Castameer is about to be the scene of the largest battle in this board’s history. Gather your ships and triumph!
Please see this thread for an introduction.
Selection:
Additionally, the production of a particular ship limits how many of them can be selected. Ships are selected by the ‘first come, first served’ rule as related to unique ships and battlefield limits.
Rules:
Movement:
Ships can move a certain number of hexes each turn based on their speed.
Since SWRP has had two movement gauges in the past it is important to work the correct speed out. The chart below helps illustrate the details.
http://i.imgur.com/WEeEwDK.jpg
Turning:
The large the ship is, the heavier it is and harder to turn. This is reflected in the ‘Manoeuvre’ stat or the ‘Speed’ stat on the old scale.
http://i.imgur.com/skejlz8.jpg
The image above lists how many turns a ship can make per round. This is mostly a guideline as it cannot be strictly enforced. However, it is strongly advised to write your ships with their agility in mind.
Stacking:
Up to 3,200m worth of ships can be present in the same hex. On the map the largest ship will be shown.
Entering the Battle:
All ships start the battle in one of the specified hexes. These hexes have no stacking limit. Ships must try and vacate these hexes as soon as possible.
Ranges:
‘Defence’ weapons including point-defence, quad-lasers and flak-cannons have a range of 1 hex. Regular capital ship weapons have a range of 10 hexes. ‘Long-Range’ weapons have a range of 20 hexes.
Attack craft have a range of 0 as they attack targets by moving ‘through’ them.
Choosing a Target:
A ship must fire all its weapons on a single target. All ships within a single hex must fire on a single enemy hex, though different ships may select different targets within that hex.
An exception for this is escorts firing on attack craft in adjacent hexes.
This is an important rule for me maintaining and keeping this thread up to date. With so many ships and targets the level of complexity must be kept down to preserve my sanity. Simply move ships between hexes to have better targeting options.
Attack Craft:
Attack Craft is a term which covers all ships smaller than corvettes including fighters, bombers, gunships and interceptors. All the Attack Craft from a single vessel must remain in the same hex. Thus, it is a wise idea for your ships to carry compliments which can work together.
Attack craft attack by moving into the hex with an enemy and passing through. It is important to consider enemy attack craft and defence guns and take losses accordingly on your attack runs.
Attack craft may make only one such attack per round.
Attack craft may not pass within 1 hex of enemy attack craft without engaging them. IE, they cannot move past or through them.
Victory:
Points can be earned by the following means.
The Omega Sanction:
The Omega might end up firing, determined by a dice roll each round. Be watchful for a targeted line of hexes and get out of the way! You will have a round to get out of the way.
Taking Losses and General Notes:
Though there is no rules system in place for administering damage, there are some notes to make here:
Fleeting Suggestions:
Dispute Resolution:
If you have a dispute with another writer, please PM them. If you cannot resolve the issue please PM myself and [member="Irajah Ven"]. We will make a judgement on the issue so things can keep moving.
Passive-aggressive behaviour, insults or power gaming will not be tolerated.
Speed of Thread:
So that the thread does not bog down, I will make a post a day no less than 24 hours after the last one. This post will contain a map update. If your opponent has not responded and you wish to continue, you may do so though you must wait for their reply before attacking them again.
Posting Template:
This is the template you should post for each ship, each round. The whole fleet should be enclosed in [ spoiler] [/ spoiler] brackets.
Ship Name: () Class: (Hyperlink approved sub in name) Shield/Hull: (Ships start with shields and hull equal to their length. Shields can recharge, hull cannot. A ship at 0 hull is destroyed.)
Armament/Defence: (For older ships without this estimate based on the new template) Hanger: (How many squadrons can it hold and what is their status?)
Movement: (Which hex is it moving from and to?) Firing At: (Who is the ship firing on? Name ship, hex coordinates and character.)
Example:
Ship Name: Adventure Class: Frontier Corvette Shield/Hull: 150/150 Armament/Defence: 4/10 Hanger: 1 sq interceptors – deployed at 10.11.
Movement: 08.10 to 10.10 Firing At: Crimson Ferret’s Revenge, 12.10, Irajah Ven
[member="Sanya Val Swift"] [member="Suravi Teigra"] [member="Astarii Saren"] [member="Zark"] [member="Zenva Vrotoa"] [member="Matthias Hull"] [member="Horus"] [member="Stokely McFadden"] [member="Allison Martha Iversson"] [member="Gir Quee"] [member="Reshmar"]
[member="Cyrus Tregessar"] [member="Carlyle Rausgeber"] [member="Roderik von Brinkerhoff"] [member="Sara Lee Jones"] [member="Flora Burn"] [member="Valessia Brentioch"] [member="Tanomas Graf"]
Participation/Faction Unknown
[member="Fatty"] [member="Charzon Loulan"] [member="Kalis Affassa"]
Please reply to this thread with your fleet selections! If you have already selected them elsewhere paste them here.
The void around Castameer is about to be the scene of the largest battle in this board’s history. Gather your ships and triumph!
Please see this thread for an introduction.
Selection:
- Major faction writers have 10,000m to select from.
- Minor faction writers have 2,500m to select from.
- Corporations have an amount equal to their tier multiplied by 1,000m to choose from. The maximum size of any single ship is this number divided by 3.
- There is a hard limit of 10,000m per writer. One cannot combine major, minor or corporate fleets to get a higher limit.
- Escorts (Corvettes & Frigates) must be purchased in groups of 3 or more and stick together in the same hex as squadrons. These squadrons can be of different classes. If you wish to purchase escorts out of this arrangement you must pay double cost for them.
- Escorts may be attached to capital ships. If this is done they must remain in the same hex.
- Attack Craft (Interceptors, Fighters & Bombers) do not count for length if they start inside the hangers of a ship. If they are purchased separately they do so at full cost.
- All the Attack Craft from a single vessel must remain in the same hex. Thus, it is a wise idea for your ships to carry compliments which can work together.
- A variance of up to 50 metres over the limit is allowed.
- You may select any ship you have reasonable access/permission to. If the owner of the ship denies access to a certain ship you cannot take it.
Additionally, the production of a particular ship limits how many of them can be selected. Ships are selected by the ‘first come, first served’ rule as related to unique ships and battlefield limits.
- Mass Production – As many as you can afford. No battlefield limit.
- Minor Production – 5 per writer. Battlefield limit of 10.
- Limited Production – 3 per writer. Battlefield limit of 6.
- Semi-Unique Production – 1 per writer. Battlefield limit of 2.
- Unique Production – There can only be one on the battlefield.
Rules:
Movement:
Ships can move a certain number of hexes each turn based on their speed.
Since SWRP has had two movement gauges in the past it is important to work the correct speed out. The chart below helps illustrate the details.
http://i.imgur.com/WEeEwDK.jpg
Turning:
The large the ship is, the heavier it is and harder to turn. This is reflected in the ‘Manoeuvre’ stat or the ‘Speed’ stat on the old scale.
http://i.imgur.com/skejlz8.jpg
The image above lists how many turns a ship can make per round. This is mostly a guideline as it cannot be strictly enforced. However, it is strongly advised to write your ships with their agility in mind.
Stacking:
Up to 3,200m worth of ships can be present in the same hex. On the map the largest ship will be shown.
Entering the Battle:
All ships start the battle in one of the specified hexes. These hexes have no stacking limit. Ships must try and vacate these hexes as soon as possible.
Ranges:
‘Defence’ weapons including point-defence, quad-lasers and flak-cannons have a range of 1 hex. Regular capital ship weapons have a range of 10 hexes. ‘Long-Range’ weapons have a range of 20 hexes.
Attack craft have a range of 0 as they attack targets by moving ‘through’ them.
Choosing a Target:
A ship must fire all its weapons on a single target. All ships within a single hex must fire on a single enemy hex, though different ships may select different targets within that hex.
An exception for this is escorts firing on attack craft in adjacent hexes.
This is an important rule for me maintaining and keeping this thread up to date. With so many ships and targets the level of complexity must be kept down to preserve my sanity. Simply move ships between hexes to have better targeting options.
Attack Craft:
Attack Craft is a term which covers all ships smaller than corvettes including fighters, bombers, gunships and interceptors. All the Attack Craft from a single vessel must remain in the same hex. Thus, it is a wise idea for your ships to carry compliments which can work together.
Attack craft attack by moving into the hex with an enemy and passing through. It is important to consider enemy attack craft and defence guns and take losses accordingly on your attack runs.
Attack craft may make only one such attack per round.
Attack craft may not pass within 1 hex of enemy attack craft without engaging them. IE, they cannot move past or through them.
Victory:
Points can be earned by the following means.
- Win the battle by destroying more metres of ships than your enemies. This can be both Rogue Sith and enemy writers. The ship which makes the killing blow claims the kill.
- Ships reduced to less than half their initial damage count as ¼ of the total metres if they are not destroyed later.
- Break through the Rogue Sith and move ships off that map edge bordered by the red outline. These metres count double when judging winners.
- Destroy Immortals. It’s a tradition.
The Omega Sanction:
The Omega might end up firing, determined by a dice roll each round. Be watchful for a targeted line of hexes and get out of the way! You will have a round to get out of the way.
Taking Losses and General Notes:
Though there is no rules system in place for administering damage, there are some notes to make here:
- Taking casualties is sometimes hard to write, but it shows respect to your opponent and makes them more likely to fairly respond in turn.
- Fairness rather than outright victory is the most important characteristic for judges looking over the thread. Taking your fair share will endear you more than refusing to take any.
- Clearly label the hex locations of all ships and where they move to. Follow the template to avoid confusion.
- Alliances are not fixed! Watch your ‘allies’ just in case they turn on you.
Fleeting Suggestions:
- Consider your enemy’s range, weapon types and speed comparison. Ion weapons tear through shields, missiles do more damage to hull etc.
- Attack craft follow a broad rock-paper-scissors approach as follows interceptors>bombers>capital ships>escorts>fighters>interceptors. Keep this in mind. Escorts with defence guns will deal heavy damage to attack craft.
- Smaller ships can duck and evade bigger ship’s fire, but will still take hits from them. The more barrels concentrated into a single gun, the harder it is to quickly traverse and aim.
- Firing at range, especially long-range’ is bound to cause misses, increasing exponentially by high size and speed differences.
Dispute Resolution:
If you have a dispute with another writer, please PM them. If you cannot resolve the issue please PM myself and [member="Irajah Ven"]. We will make a judgement on the issue so things can keep moving.
Passive-aggressive behaviour, insults or power gaming will not be tolerated.
Speed of Thread:
So that the thread does not bog down, I will make a post a day no less than 24 hours after the last one. This post will contain a map update. If your opponent has not responded and you wish to continue, you may do so though you must wait for their reply before attacking them again.
Posting Template:
This is the template you should post for each ship, each round. The whole fleet should be enclosed in [ spoiler] [/ spoiler] brackets.
Ship Name: () Class: (Hyperlink approved sub in name) Shield/Hull: (Ships start with shields and hull equal to their length. Shields can recharge, hull cannot. A ship at 0 hull is destroyed.)
Armament/Defence: (For older ships without this estimate based on the new template) Hanger: (How many squadrons can it hold and what is their status?)
Movement: (Which hex is it moving from and to?) Firing At: (Who is the ship firing on? Name ship, hex coordinates and character.)
Example:
Ship Name: Adventure Class: Frontier Corvette Shield/Hull: 150/150 Armament/Defence: 4/10 Hanger: 1 sq interceptors – deployed at 10.11.
Movement: 08.10 to 10.10 Firing At: Crimson Ferret’s Revenge, 12.10, Irajah Ven