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Combat For any combat generation to be processed; a player must role play 3 quality posts. After which a request in the generation forum should be posted with the following information included: 1. A link to the RP. 2. The characters, vehicles, and/or starships involved. 3. The stats of your character which are relevant to battle. 4. The stats of your equipment; such as weapons and armour. 5. The stats of your opponent, as well as equipment. 6. Any other factors which should be considered (such as profession bonuses). 7. Combat orders: This basically is where you get to direct your character with what they should do. Note: Combat Orders A player's combat orders may be simply 'shooting opponent all rounds', alternatively a player may state 'retreating after severe wounds have been inflicted upon the player' or 'stunning opponent all rounds'. When doing this, please note that you must keep the orders to a sensible length, and not have 50 orders covering all bases. Remember, this is an RP and no character is perfect. Note: NPC Opponents An opponent's stats, weapons or armour are at the discretion of the staff member generating it. If the battle is deemed too easy a staff member has the right to modify or even reject the generation. How A Battle Works: Ground Combat: Battles are generated in lots of 3 rounds, unless the player is fleeing from combat. Pre-combat - Check to see which characters are using what weapons; ranged characters have a pre-emptive strike against melee characters. Force Powers can be used, as long as they do not require massive amounts of concentration (need to state which ones are considered usable on a whim within the Force skills section) Combat - Players may engage each other normally; melee characters gain a +5% chance to hit as it is harder for ranged characters to evade and hit while in melee range Players may flee from combat after the first round Force powers are restricted when armour is worn (unless specifically stated otherwise) When a player multi-wields weapons he incurs as -5 to hit penalty per additional weapon wielded. Post Combat - XP is calculated by the amount of times a player's character hits an opponent. Each time a weapon connects, that is 5 'free' XP, which can be invested in any of the character's skills An additional 5 XP is given if the player has used the same weapon for the full three rounds; however this XP goes into the mandatory skill for that weapon (EG: Vibroblade for three rounds will result in 5 Melee Combat XP). If the player used aggressive Force Powers for the duration of the three rounds then he/she will gain XP for Force. Switching weapons in combat forfeits the additional 5 XP Credits are calculated by the amount of damage dealt to an opponent, you will get a minimum of 150 credits every battle plus seven times the amount of damage dealt to the opponent in credits. (EG: 20 damage would equate to 140 credits, that plus the minimum 150 results in 290 credits) If a character flees combat and the player has dealt damage in the rounds prior to fleeing; then he/she gains XP and credits for the damage dealt A battle may generate another 3 rounds if the player role plays; this new post must be of decent length. Misc. Ground Combat Rules: Deflection: Deflection, the Force User uses his/her lightsaber to send an energy bolt away off harmlessly. The Character's melee is used against the attackers range. Failure results in a hit. LSC Form -X% to be hit is added to your chance of blocking. The number of opponents decreases your chance of blocking. If there is more then 1 opponent, this penalty is -5% * the number of opponents. Reflection: Reflection, the Force User uses his/her lightsaber to use the opponent's own energy bolt against them. The Character's range is used against the attackers range. Failure results in the character being hit. LSC Form +X% to hit is added to your chance of hitting your opponent with the bolt. The number of opponents decreases your chance of reflecting blaster energy bolts. If there is more then 1 opponent, this penalty is -5% * the number of opponents. Misc: A wielder can choose to target a foe's weapon with a lightsaber instead of attacking the person. A to hit check is done as normal and if the ligtsaber hits successfully then there is a 50% chance the opponent's weapon is destroyed. Does not affect armors, cortosis weave weapons, or other lightsabers. Stun Setting: Weapons with a stun setting, if set to stun no damage is done. There is a cumulative 25% chance per attempt to stun someone. For every energy protection the target has reduces the chance by an equal amount. 10 e = -10% chance to be stunned.
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