Space Combat occurs whenever two or more vessels
from opposing sides come into range of each other's guns and they begin
to exchange fire.
The Planetary System
The Opening Moves of a Space Battle
The first move of any fleet attacking a planetary system and it's defending warships is for that fleet to exit hyperspace. From there, the attacker usually seeks to dominate space immedately around the planet by destroying all defending warships. Once this has happened, the attacker can declare a blockade has been enforced. While this has no realistic effect on the battle, the declaration usually indicates that the attacker can no longer be driven from the system by the defense forces currently located there.
The Combat Round
Combat rounds differ a from what most players are
used to from other games. No matter what, a round is the space of time
in which you conduct a variety of actions and then give your current status
(shields, hull, and starfighters). This is how our particular simming
community has always defined it, and it takes just a little getting used
to before it makes sense. A round for a capital ship may contain one of
the following:
1.Entering or exiting hyperspace.For fighters, any one of the following may be performed:
2.Any or all of the following:
- Firing all desired weapons once.
- Moving one planetary range, or section.
- Launching from or receiving into the docking bay up to four fighter squads or a dozen shuttles or transports.
You need not do all of these in every round,
but you must provide your status which includes: damage remaining on shields
and hull, your planetary section and range, and what actions you took in
this round.
All vessel must adhear to the order of actions. As can be seen, some actions are simply not possible because they are not in the correct order. For example, a vessel cannot exit hyperspace and then fire on opposing warships or fighters. Similarly, a vessel entering hyperspace cannot recover any fighters on the same post. Prior planning is required when committing a force to battle as you may end up depriving yourself of the ability to act later on.
Shield, Hull and Systems Ratings
In combat, a vessel will invariably take damage
and lose more and more of its ability to fight. This is measured by three
ratings: shields, hull and systems ratings.
Shields are invisible walls of energy that
generators onboard warships produce to absorb the incoming fire from other
warships. Unlike armor plates, shields are not physical objects and do
not need to be repaired in a space dock. Instead, the generators that produce
them must recharge in moments of calm. A vessel's shield rating is equal
to its length. Shields are affected by the enemy's weapons before either
the hull or systems ratings and all damage will deplete the shields first.
Once the shields are down, all damage will be inflicted on the vessel's
hull and shield ratings.
Every warship is equipped with meters of armor
plating as a protection from meteorites, laser cannon and collisions from
small fighter-type craft. In combat, a vessel will remain intact as long
as it has a hull rating. The total hull rating of a vessel is equal to
its length. Once a vessel's hull rating has dropped to zero, the vessel
will be destroyed and cannot be repaired.
The systems rating of a vessel is a representation
of the full power output of the ship. When damage is taken from enemy guns
the wiring and power conduits of the vessel are damaged and it cannot operate
as efficiently. A vessel's system rating is equal to its total length.
As a vessel's power output falls, certain systems will be affected.
Systems Rating
Effect
100%
All systems are operaing at full efficiency
50%
Half the vessel's weapons are now inoperable
40%
Hangar Operations has been disabled and no fighter craft may be launched
Tractor Beam Generators are now inoperable
30%
Shield Generators are now inoperable and shields cannot recharge
25%
All of the vessel's weapons are now inoperable
15%
The vessel's hyperdrive is now inoperable
Life Support Systems go to minimal operation, all onboard troops die, excluding
bridge staff.
10%
The vessel's sublight drive is now inoperable
5%
The vessel's self-destruct and escape pod systems are now inoperable
0%
All life support systems are now inoperable
Once a vessel's systems rating has fallen to 0% it is adift and inoperative until it can be towed to a friendly planet.
Weapon Damage Chart
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A Note on Weapon Types and Their Effects
There are two types of weapons used by conventional
forces: laser and ionic cannon. Laser type weaponry are constructed to
damage physical objects and batter an enemy craft to pieces. Ionic weapons
utilize electro-magnetic pulses to short out electronic equipment and disable
enemy craft. Each type is used to attain a specific type of objective.
In combat, laser type weapons such as Turbolasers
and Quad Lasers will batter apart the enemy craft's shields for the full
Damage Rating. Once down, these weapons will tear apart the hull of the
craft, dealing the full Damage Rating to the metal armor.
Ionic weapons will also damage the enemy shields
for their full Damage Rating. However, instead of doing damage to the enemy's
hull, these guns deal their full Damage Rating to the systems rating of
the enemy.
All weapons when used against fighter craft
will destroy these small vessels as they are delicate pieces of equipment
and are prone to fail when heavily damaged.
New to the galaxy are several types of non-conventional
weaponry. These weapons are used only on Sith craft, and use pure
Force energy to create the mass or beam doing the actual damage.
All of these do their full damage to both shields and hull rating.
Fighter versus Fighter Combat
Fighter to fighter combat begins when one player announces that
his fighters are entering a dogfight with another group of fighters.
Fighter Type | Fighter vs Fighter Combat Rating |
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Alpha Fighter | 4 |
Beta Fighter | 2 |
Z-95 Headhunter | 3 |
Naboo Star Fighter | 4 |
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Sith Interceptor | 4 |
Sith Bomber | 1 |
Sith Defender | 3 |
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3 | |
2 |
These ratings are for a squadron (12 ships) of fighters. If a squadron of Z-95's had 6/12 ships left then it's fighter rating is now 1.5 because it has lost half of its craft (always round up). If any squadron drops below a .5 rating (unrounded) then it is useless in fighter-fighter combat. Use normal rounding to one significant figure. If a squad had a rating of 2.46, then you round down to 2.
Each time someone posts, the damage for each fighter squadron is calculated. The squadron that attacked will have the advantage and thus only 75% of the opponent's fighter rating will count on the first post. This is for the first post only, any advantage after that will be lost. So you will calculate your damage to the opposing squadron and post how many ships are left and how many of yours are left on the first post. On the second post your opponent will calculate losses for each side. Here is an example:
A squadron of Alpha Fighters attacks a squadron of Sith Bombers. On the first post, 4 Bomers are lost and 1 Alpha Fighter is lost (1*.75=.75 rounded up). On the second post, 4 Bombers are lost (11/12 * 4 = 3.6 round up) and 1 more Aplhas (8/12 * 1 = .66 rounded up). At this point there are 10/12 Alpha Fighter left and 4/12 Bombers. This continues on until a squadron is destroyed or a squadron disengages.
If you have more than one squadron that are different in type attacking
one squadron then the fighter rating is cumulative, meaning you add up
the total fighter rating for either side.
Fighter versus Capital Ship Combat
There are 2 ways for a fighter squadron to
attack a capital ship. Either strafing it, which is simply flying
by firing all its non-torpedo weapons, doing the total ammount of damage
to the hull or shields, and bombing a ship.
Due to the ammount of calculations, you must prepair
a bombing run the round before it happens. Stats that your fighters
are prapairing a bombing run, and on the next turn, assuming they are still
alive, they may fire their torpedo weapons for the full ammount of damage
to the ship.
Fighter Craft Deployment
A capital ship may launch up to 4 fighter squadrons
per turn.
Fighter Craft Recovery
Basically the opposite maneuver of deploying fighter craft, recovering them is simply the process of bringing them back on board the capital ship. This is usually done before the capital ship enters hyperspace to retreat from a battle or to move on to another system. It may recover up to 4 fighter squadrons per turn.