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lupos:earth_fleet_officer_s_handbook [2012/02/04 15:20] – JasonP | lupos:earth_fleet_officer_s_handbook [2012/02/04 16:38] (current) – [Standard Ship Operations] JasonP | ||
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===== General Orders ===== | ===== General Orders ===== | ||
- | Earth fleet gives its officers a small set of crucial, don't break these!, orders. They are known as general orders. Here are the general orders of Earth Fleet, and what they mean in play. Violations of general orders are harshly disciplined. | + | Earth fleet gives its officers a small set of crucial, don't break these!, orders. They are known as general orders. Here are the general orders of Earth Fleet, and what they mean in play. Violations of general orders are harshly disciplined. The general orders are listed in order of importance, from one to three. One supersedes two, and that supersedes three. |
* **Order 1**, //Hesitate and Think//: This isn't meant to mean inaction, or delaying needed action. Instead order one simply means that Earth fleet personnel think first. They never act brashly, never shoot first and ask questions later, they think and plan first. The way we refer to this in the game is //acting with hesitation// | * **Order 1**, //Hesitate and Think//: This isn't meant to mean inaction, or delaying needed action. Instead order one simply means that Earth fleet personnel think first. They never act brashly, never shoot first and ask questions later, they think and plan first. The way we refer to this in the game is //acting with hesitation// | ||
* **Order 2**, //Never Surrender//: | * **Order 2**, //Never Surrender//: | ||
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===== Standard Ship Operations ===== | ===== Standard Ship Operations ===== | ||
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+ | This is a guide to the operations of a standard starship in Earth Fleet, we cover everything from security calls to emergency self-destruct. | ||
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+ | * **Security Calls**: When security is called, it will take one round for 1d4+1 security personnel to arrive. From that point, more security comes (as needed, reinforcements) every 1d6 rounds. The number of personnel arriving increases as so: 1d6+2, 1d8+3, and finally 1d10+4 which is the maximum for one set of reinforcements. If any alert status is set, assume 1d4+1 personnel are already available around the corner and arrive on demand. | ||
+ | * **Bridge Operations**: | ||
+ | * **Engine Power Down**: The engine may not be fully powered down quickly. In a situation, it'll take five rounds for it to power down. Powering it down quicker than that risks a critical breach, roll a d10 for each round ignored. The engineer may roll a challenge against this outcome. The highest outcome of the dice roll is number of criticals done to the ship (ships can't survive criticals beyond their scale). | ||
+ | * **Engine Power Up**: The engine may not be powered up quickly. In a situation, it'll take five rounds for it to power up. Powering it up quicker than that risks a serious issue, and possible destruction of the engine main grid. Roll a d10 for each round ignored. The engineer may roll a challenge against this outcome. The highest outcome of the dice roll is the number of criticals done to the ship's power grid (Every power grid as a ship system, has five critical squares that can be filled before its totally destroyed). | ||
+ | * **Engineering Operations**: | ||
+ | * **Shuttlecraft Protocols**: | ||
+ | * **Power Gird Transfers**: | ||
+ | * **Shield and Deflectors**: | ||
+ | * **Emergency Self-destruct**: | ||
+ | * **Setting Distress Call**: ? | ||
+ | * **Open Secure Link**: ? | ||
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+ | ===== Away Team Standard Operating Procedures ===== | ||
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+ | ===== Fleet Standard Gear ===== | ||
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+ | ===== Common Ship Tactics ===== | ||
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