BCRPG
Rules













Home | Map | Rules | Logos | Federation ships | Klingon ships | Romulan ships | Dominion ships | Cardassian ships | Rebel Confederacy Ships | -=UFP=- stations | -=RC=- stations | non-playable ships | -= UFP =- Upgrades | -= RC =- upgrades





Rules for the Bridge Commander RPG
















Joining

1. Each Person may choose a starting ship.
2. Spies are allowed but you have to have a seperate e-mail address for them and you have to notify the President and Vice-President of their identities .
3. Race Leaders cannot be spies for another race
4. You get one of the starting ships for your race
7. The positions listed are race leaders 1st three, after each person joins the President or Vice-President updates his/her list putting the person's name on the first post sign-up thread as a Captain.

Fleet Rules
1. Only Race leaders can control fleets.
2. All non captained ships start off at the player's home world.
3. Fleets can be used to colonize planets
4. Fleets move at the speed of the slowest vessel.
5. In combat the total strength of weapons and shields are divided by the number of ships of the smallest side's # of ships.
6. There can only be 50 Vessels per fleet.

Colonization Rules
1. Must be a neutral planet
2. Takes 40 Days
3. Once a planet is colonized, a bonus of 20,000 will be given to the economy.

Construction Rules
1. A Construction ship or Construction ships must be used.
2. Construction cannot be rushed, and battles in the sector of construction will stall contruction.
3. Construction ships can be attacked and destroyed.

Movement
1. Each ship has a set movement value that's the number of squares its allowed to move in a day, no diagonal movement.
2. Going through the wormhole does not count as a move

Cloaked Vessels

1. Cloaked Vessels are detected if at an opposing teams homeworld, or if at least 5 vessels with a weapon strength of 30 or more are present..
2. You can remain cloaked for 4 days at a time with 2 days maintence in between for a phase cloak.
3. You cannot be attacked even if detected while phase cloaked.
4. NO Federation ship may have a cloaking device, except as allowed for by the Romulans and/or Klingons.
5. absolutely NO firing while cloaked
6. Phase Cloak is detectable in the same way as normal ships, but cannot be attacked untill the ship decloaks, or unless Transphasic Torpedoes are used.

Timetravel
1. Not allowed

Ship Building

1. Only race leaders determine what ships are built
2. Each ship has an economic cost
3. It takes one day after a ship is lost for its economic cost to subtracted from you total economic cost.
4. to determine a ship's build time, subract the economic cost from 20, and what's left is how many you can build in one day.


Example:

quote:
Defiant economic cost is 16
30-16 = 14
14 Defiants can be built per day.



Example:

quote:
Arizona economic cost is 30
30-30 = 0
Since the economic cost is equal to or above 30, only 1 may be built per day.



5: If the economic cost is greater than 30, then only one ship may be built per day.

Stations

1. Each station type has its own buildtime, economic cost during construction, and economic gain
2. The build time cannot be less than 20% of the original buildtime.
3. Build bonuses occur only if you are 2 sectors away from another station, other than research stations, office complexes, and shipyards. Planets also provide bonuses.
4. Stations can only be built by construction vessels

Neutral Starbases

1. Neutral Starbase may join an individual side if they are invaded
2. Or a diplomatic mission occurs that lasts 3 days.
3. Neutral Starbases have a strength of 150/100

Alliances

1. Alliances may only be started by Race Leaders.
2. Alliances may only be abolished by the top Race Leader.
3. Both parties will agree to both side's terms for the alliance before an alliance may be formed.
4. There are four types of alliances: offensive, defensive, and neutral, trade
---Offensive: assistance in attacking a mutual enemy.
---Defensive: assistance if one group is attacked, regardless of the attacker.
---Neutral: no military assistance is given, but the groups will not attack each other.
---Trade: no military assistance is given, but one of the following will be traded: ships, technology, resources


Upgrades
1. An upgrade can not be "rushed". the time given is the time it will take. no exceptions are allowed.
2. Upgrades can not be "put on hold". If you stop an upgrade to do a mission, the upgrade will be reset, and you will be required to start over when you return.
3. upgrades may not be transferred to a new vessel, should you decide to "upgrade".
















Rules subject to change...