The Resistance RPG
Data
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Man-to-man combat is pretty easy. You will all have one action point at the begining of combat. You post an attack, which can either be a regular attack, and specify which weapon you use, which enemy you attack, and if you aim for a certain area of that enemy. You also can use feats. Feats are special abilities that can either improve upon skills, or are skills themselves. You can use a feat during your move instead of an attack. If you use a feat, please, say it in bold.
 
After you post whatever you do, I'll calculate stuff, you know the deal with that. After you make one move, you get another action point back after other players have posted.
 
There are several types of space combat, so i'll go over all of them for you.
 
Fighter combat is pretty basic. All fighters only have a one-man crew, so that player does everything. The fighter is basically an extension of the player. You post an attack, saying what weapons you fire, what enemy, you know the deal. Space combat posting works the same as man-to-man, one action, then wait for other players to post. Space combat has it's own feats.
 
Medium sized ships run pretty similar to fighters. There is a pilot and a copilot. The pilot controls evasion, boarding, and other piloting skills. The pilot can also control one turret, at a reduced effectiveness. The pilot can fire the turrets, using one action point. The copilot controls the ships's main weapons. These weapons use normal attack rules, you can fire one weapon once for the cost of one action point. Other turrets may be controled by players, under normal battle rules.
 
Heavy ships is where it begins to get complicated. There is a pilot, who controls piloting jobs, like boarding other ships. The pilot can also control a turret, at reduced effectiveness. The copilot can control the main weapons, under normal rules, if there are any on the ship. If there are no main guns, the copilot can control two turrets, able to fire both using one action point. There are also three navigators, which CAN be player controlled, but they do nothing. These slots are optional for heavy ships, but having three navigators will highly increase the ship's effectiveness. NPC navigators, and other crewmen, may be purchased. Players may also control the ship's turrets and other weapon systems, firing one attack for one action point. Heavy ships may have a captain, who controls the NPCs, as well as boosting other's proformance. The Captain also should give the orders on the ship, it is his desicsion of what he wants his ship to do.
 
Capital Class ships are basically bigass heavy ships, so not much more complicated them them. One pilot, in command of the ship and all it's functions, such as planetary bombardment, or launching fighters. The pilot may also control two turrets at reduced effectinveness, but able to fire both with one action point. The copilot controls four or less turrets, able to fire all four of them with one action point. There are also eight navigators, once again, able to be controlled by players, but reccomended to get some NPC crewmen. For capital ships, you are required to have five at least. There are also eight gunners. These guys control the ship's main weapons. They may be player controled, able to fire one shot per action point. These men are not required. Gunners, just like navigators, may be NPCs. Players may be a gunner, controling a main weapon, navigating, doing nothing, or do several other things. If the capital ship has fighter bays, they may launch in a figher or other ship. You may purchase NPC pilots for these fighters. Players may also man turrets and other weapon systems. All capital class ships must have a captain. The captain orders the NPCs about, and also boost the proformance of all onboard his ship. The captain also can give orders to the pilot to have him launch fighters, board a ship, and so on.
 
Think of the copilots in all cases as gunners, pilots as pilots, and other players as the crew. The crew can man turrets (they get boosted effectiveness), repair the ship, play holo-chess...
 
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The ranks on board are those used by the United States Navy in 2004 by some odd coincidence. The lower ranks should follow the higher ranks orders, they still have free will and thus are allowed to reject orders but that is considered insubordinate.

Ensign - ENS

Lieutenant - Junior Grade LTJG

Lieutenant - LT

Lieutenant Commander - LCDR

Commander - CDR

Captain - CAPT

Only the Captain can give a promotion on the ship, as he is the commanding officer. However, if the Captain is unable to command the ship for any reason, command falls to the second highest in rank.
 
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A starship has several primary systems, all at the crew's disposal. The most basic ones are as follows:
 
Life-Support: Maintained by several different kinds of replicators throughout the ship. Most of the life-support replicators are redundant to prevent enemies from targeting life support. Energy can be diverted to life-support in order to quickly replenish oxygen and other requirements of life.

Shields: Four shield generators are on board, on command they can create a bubble of spatial distortions that reduce the amount of damage suffered by weapons fire and other space hazards. Shields must be activated and drain power from other systems. Increasing power to shields increases the amount of damage they absorb.

Armor: The damage that passes through the shields is then reduced by the armor. Armor is always active and can stop some radiation but not much. When armor is destroyed it must be replaced in space-dock or by landing on a planet. You cannot divert power to armor.

Weapons: Weapons inflict damage on targets selected by their user. Damage to a weapon decreases the possible damage it can deliver. By diverting power to weapons you increase the damage that can be done to the target. Weapons can be set to overload, damaging the weapon to the point of non-functionality and forces the ship to suffer minor structural damage but it delivers massive amounts of damage to its targets.

Engines: Engines allow the ship to move at sub-light velocity. Increasing power to engines allow the ship to move and maneuver more nimbly. Damage to the engines decrease speed and maneuverability.

Sensors: Sensors allow a crew to know whats going on outside the ship without resorting to looking out windows. Increasing power to sensors allows much more detail on sensors scans and a increase of range.