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AESIR'S MOST WANTED

Kyoto Kitsune - W5,000


Alam Reil - W4,000


The Crossheart - W5

SHIP BASICS

Ship Classes

There are three classes of ships available to players:

Monopods - These are small one seat or two seat ships that are named for their life-support pods that can be transferred from ship to ship easily and act as escape pods. Monopods can also fly effectively in atmospheres. These ships are typically anywhere from 25 feet long to 100 feet long.

Frigates - Frigates are medium sized vessels that usually have their own built in life support and living quarters for their passengers. Frigates can also fly effectively in atmospheres. They are typically anywhere from 250 feet long to 650 feet long. Frigates typically take 3 crew members to effectively run and can usually hold up to 10 passengers.

Cruisers - Cruisers are often large ships that are designed and to only remain in space and typically rely on shuttles for surface based operations. They are typically 800 feet long to 1500 feet long. Cruisers typically take 5 crew members to effectively run and can usually hold up to 25 passengers.

CREW POSITIONS


On frigates and cruisers crew members are required to keep the ship running smoothly. With monopods these positions are all controlled by the pilot and sometimes they are forced to multi-task. Each ship needs at least a single pilot to onboard, unless controlled remotely or by AI.

Pilot - Controls the ships course and movement. Most ships have auto-pilot, but during emergencies and combat engagements often a pilot is needed to manually control the ship. The main skill for pilots is called Piloting.

Data Officers - Data officers usually man consoles and relay data to the pilot and other crew members and often protect the ship against electronic warfare or utilize it against other ships. They take in sensory information, redirect power and systems, and overall keep the ship running in emergency or combat engagements. The main skill for data officers is called CIS (Computer Information Systems.)

Gunners - On ships with weapons gunners are necessary to aim, direct, and utilize weaponry for point-defense and attack. Typically Ships having skilled gunners works well in combat situations. The main skill for gunners is called Marksmanship: Weapon Systems.

Engineer - Engineers typically are staged in the engine room of the ship. They closely monitor reactor output and the mechanical status of the ship. They communicate with data officers to make emergency repairs and keep the ship running smoothly in emergency and combat situations. The main skill for engineers is called Engineering.

*To Fill a crew position and become a ship crewmen learn the necessary Skills here.

SHIP ATTRIBUTES


Power - This describes the ships thrust capabilities in comparison to mass. Power can determine top speed compared to mass. Large ships typically have high power but slow top speed. Small ships with high power are usually faster.

Maneuverability - This describes the ships ability to make sudden and sharp turns, cuts, and movements. Small ships typically tend to have great maneuverability while large ones have a lot of mass to move around and can't make the sharp movements.

Defense - This describes the ships resistance to being damaged and its overall durability. Large ships can usually take tons of punishment and survive, while small ships are fragile and frail in comparison.

Data - This describes the ships capacity to send, receive, and interpret data. The higher data score a ship has the faster reaction times can be, and system capabilities are; a ship with a better monosystem, sensory arrays, and FCS’s typically has an edge over others in battle.

Ace Points - This is the pilot's skill reservoir and their ability to utilize the ship they're flying. Ace points are expended during combat as the pilot uses special actions. Ace points are only calculated for the pilot of a monopod.

Ace Points are calculated as pilot's Strength + 1/2 Guile + 1/2 Agility +Intelligence x Piloting Lv. skill multiplier.

For Example:
Spike: 10 Strength + 30 Guile + 30 Agility +15 Intelligence, Piloting (lv2) x2.5

30 + 30 x 2.5 = 213 (alway round up)

Crew Points - Crew points are a reservoir of all individuals and their ability to utilize the frigate or cruiser they're commanding. Crew points are expended during combat as the crew uses special actions.

Crew Points are calculated as 1/2 of each crew member's Guile + 1/2 of each crew member's Agility x each crew position's skill level modifier added together.

For Example:

  • Riznak (Gunner:) 30 Guile, 25 Agility, Lv. 3 Weapon Systems; +50%

  • Bana (Pilot:) 25 Guile, 28 Agility, Lv. 2 Piloting; x2

  • Yorst (Data Officer:) 25 Agility, 35 Intelligence, Lv.3 CIS = x2.5

    Riznak (30 + 25 + 50% = 83) + Bana (25 + 28 x 2 = 106) + Yorst (25 + 35 x 2.5 = 150) = 339

    SHIP PARTS


    Hull - The materials that compose the main armor and exoskeleton of the ship. Typically determines defense.

    Power Plant - This is where the ship's energy is generated for all things like propulsion, electricity, life support, weapons, and instruments. Typically determines power.

    Drives & Thrusters - These are the engines that propel the ship through space and atmosphere. They also determine how fast the ship can move in ratio to its mass. Typically determines maneuverability and increases power.

    Monosystem - This is the central computer that keeps all the other main systems functioning and working properly. MONO stands for Machine Operation Navigation of Outer space. Typically determines data.

    Sensor Array - The sensor array are instruments that allow the ship to perceive its surroundings. Sensors are typically have radar, infrared, and other spectroscopes. Typically increases data and defense.

    Fire Control System (FCS) - The fire control system is important on vessels with weapons. It is the link for targeting acquisition and point defense. Typically increases data and attack with weapons.

    Hard Points - These are areas for external equipment mounts like machine guns, cannons, and missiles.

    Installation Bays - These are areas for internal equipment mounts like turrets, missile racks, and storage compartments

    For information on individual ships and buying them please go to the Ships page.



    Back to "How to play"


    - Ship battles -


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