Space Battle Guidelines/Smuggling Run

This is the guide to Space Combat for those doing smuggling runs. This guide currently applies to worlds within Imperial space, but may be applied to any location at the discretion of the players in the scene. The basic premise of the space system is to have players roll an attack score against a defense score, resulting hits get a damage roll and that number is subtracted from the defender's shields/hull.

Introduction
All players must be familiar with the following commands:

misc/emit - Used for posing misc/roll (dice) - Used to roll XD+X number of dice misc/+check (skill) - Used to check that particular skill

If the misc/emit command is not used to pose, it will be emitted only in your cockpit or bridge, and nobody will be able to see it but you. All poses will be seen by /everyone/ throughout the battle. Please note: There will be NO OOC CHATTER once the battle begins This is because it spams up the battle and takes away from the RP. Please use pages or channels for talk: @channel/on combat. Page the player in charge during battle for questions/comments.

For guidelines on how to effectively pose in combat, click here.

Pose Order / Detection
In this scenario, the non-smuggling side will pose first, setting up the scene for the smugglers to enter into. The smugglers will be subject to passing through the 'defense' either landing or departing a planet. If cleared through, they have passed and will be allowed to continue their mission. If detected, the smugglers must either break through or flee the defending forces. Depending on the standing orders of the defenders, smugglers may risk capture or destruction/death. (consent rules apply, however if taken down by the defenders the smuggler will be imprisoned and recieve applicable entries into their 'record')


 * The non-smuggling side should check sensors after the first round to detect the craft, counter roll will be applicable hide (any special cargo holds on the ship - those rules apply). This may be done twice per scene.


 * To check if the ship has a 'history' the non-smuggling side will check security, counter roll will be applicable hide or forgery. In the case where a craft has no history, this check does not apply.  All searches on a vessel's history will take 1 round to retrieve.  This only may be done once per scene. (Landing at a planet and departing a planet are two different scenes)

NOTE: both of these checks may be accomplished at the same time, usually done in the round after both sides have posed in.

Do note that these checks are not all encompasing as suspicious behaviour by any vessel will be noted and investigated. There also may be standing orders to perform more throurough searches (more than 2 searches may be performed but only under explicit orders and declared before the scene starts). This is just a guide to avoid detection as smuggling is inherently dangerous.

Comabt
Once the smugglers are found out (if it happens at all) this is the guidelines to resolving combat. It is up to the players involved to determine how they want to break free of the defening forces, but actual damage done may use this guide to resolve damage.

Capital Ships
This portion of the scene will be RP only. The two opposing leaders will coordinate what will be happening along these lines, though typically it will be something the non-smuggling side will have.

Starships / Fighters
Each ship does two checks. The resulting checks are added together for the attacker yielding an attack score and the same for the defender yielding a defense score. How to compute these scores is below:

See the individual ship's stat sheet for targetting and manuever modifiers

If the attack score is greater than the defense score the attacker hits, otherwise it is a miss. Tie rolls go to the attacker.

Ship Damage
After getting a good hit, the attacker will roll their appropriate damage die. The resulting roll will be subtracted first from the defender's shields, then to the hull as the shields go out. Extra internal failures are at the discretion of the player and will be RPed. Do note that enough damage will disable parts of a ship, and care should be taken to RP this out.

Character Damage
Should a craft take more damage than half its hull points, it is likely that the character in the vessel will take damage to their person. Below is a guide to passenger damage based off the 'news combat' files in game. Standard flightsuit armor is 0D+2.
 * NOTE: See the 'news combat' files in game for further information on damage to characters.

NPC Combat
Here's a guide to damage against a NPC ship (AKA extra defending fighters); this system will work for both systems as only 1 check will still be made, starship gunnery. Damage done to the NPC fighter is depicted below:

Extra Information
If there are any problems with this system or questions please contact Krieg.