Reborn on the Moonless Seas: System
This system was created with help from:
CV12Hornet: Number Crunching, Naval Advice, and Sanity
TaleSwapper: Ideas!
Wobulator: Sanity Check and Naval Advice
Hydrokinesis: Sanity Check
Thank you all for your assistance with both this quest and the yet unpublished fic!
Innate Values (These generally do not Change)
Health:
This is the amount of health a shipgirl has. Once it's gone, you sink! Deplete the Abyssal's health to 0 to win in combat.
- Submarines: No Health, Hit to Kill
- Destroyers: 200~400 Health
- Light Cruiser: 500~1000 Health
- Heavy Cruisers: 1000~1500 Health
- Battleships: 4000~4500 Health
- Superheavy Battleships: 5000+ Health
- Light Carriers: 1000~1500
- Carrier and Armored Carrier: 2000~2500
Armor:
The armor stat does not contain numerical values! Rather, they have word values. No Armor, Light Armor, Medium Armor, Heavy Armor, and Super Heavy Armor. For example, Suzaku would have Medium Armor, being an armored carrier.
- Destroyers, Submarines, and Light Carriers have No Armor. No armor has no effect in combat, as you don't really have any.
- Light Cruisers and Carriers have Light Armor. Light armor reduces damage from light guns (5") by ¼.
- Heavy Cruisers, Battlecruisers, and Armored Carriers have Medium Armor. Medium armor reduces damage from light guns by ½ and damage from medium guns (6"~8") by ¼.
- Battleships have Heavy Armor. Heavy armor NEGATES damage from light guns, reduces damage from medium guns by ½, and heavy guns (12"~16") by ¼.
- Super Heavy Battleships have Super Heavy Armor. Super Heavy armor NEGATES light and medium guns, reduces damage from heavy guns by ⅓ and Super Heavy guns (18+") by ⅛.
Range:
Range dictates how far a shipgirl can engage a target. While ships have an ideal range, this is simply the maximum range they can engage targets at. This stat is ignored by carriers, who use aircraft to reach out and touch other ships. They do still have this stat, but it is short range or medium range, and simply dictates the range an enemy must close to to be hit by their dual-purpose guns.
- Destroyer have Short Range, or, occasionally, Medium Range
- Light Cruisers have Medium Range
- Heavy Cruisers have Long Range
- Battleships and Battlecruisers have either Long or Super Long Range
- Carriers have Short or Medium Range while being able to engage an Enemy Fleet without being in Shelling Range.
Speed:
How fast a ship is! Having a fleet composed of ships with similar top speeds will award a +1 to all evasion rolls. Here is a list of speeds (All Values in Knots):
- 35+ Is Destroyer
- 31~34 is Cruiser
- 27~30 is Fast
- 26~24 is Medium
- 23~20 is Slow
Firepower:
How much firepower a ship has. This stat is determined based on the items below. Firepower is listed, but you generally cannot bring it all to bear on one target. More often than not, I will say how much FP is available to be used or will be used.
- 3 Inch: 10 PER GUN
- 5 Inch: 24 FP PER GUN (Light)
- 6 Inch: 32 FP PER GUN (Medium)
- 8 Inch: 30 FP PER GUN (Medium)
- 12 Inch: 40 FP PER GUN (Medium)
- 14 Inch: 54 FP PER GUN (Heavy)
- 15 Inch: 70 FP PER GUN (Heavy)
- 16 Inch: 84 FP PER GUN (Heavy)
- 18 Inch: 117 FP PER GUN (Super Heavy)
Torpedos (Unaffected by Armor)
- 533mm: 480 FP Per Torpedo
- 610mm: 720 FP Per Torpedo
Aircraft Bombs (UNAFFECTED BY ARMOR):
- 250lbs: 120 FP Per Bomb
- 500lbs: 240 FP Per Bomb
- 1000lbs: 480 FP Per Bomb
- 1600lbs: 640 FP Per Bomb
Rockets (Affected by Armor)
- HVAR: 24 FP Per Rocket
- Tiny Tim: 240 FP Per Rocket
Aircraft Torps
- 18 Inch: 240 FP
- 19 Inch: 480 FP
- 22.4 Inch: 720 FP
Combat Values (These can change)
Morale:
This stat determines how happy a shipgirl is. High Morale at the start of a sortie increases the effectiveness of the girls in question, while Low Morale decreases it, as well as making the girls unhappy in general.
- High Morale: +1 to all dice rolls
- Low Morale: -1 to all dice rolls
- Normal Morale: No Modifiers
Evasion:
Evasion is a dice roll vs the accuracy roll of an enemy ship. Obviously, this depends partially on your size and speed. The values listed below are the general values added when
actively evading. There is no passive evasion. If you do not choose to evade, you are inviting the enemy's accuracy bonus to screw you. However, while evading actively, you suffer an accuracy bonus of -4, unless the girl is equipped with a fire control computer, in which case, the penalty is halved. When rolling for evasion, in case of a tie, you win. Carriers do not suffer an evasion demerit while attacking with aircraft. Evasion vs Aircraft ignores speed bonuses, but not class bonuses.
- Speed Bonus:
- Destroyer: Flat +4 to all evasion rolls
- Cruiser: Flat +2 to all evasion rolls
- Fast: No Bonus or Malus
- Medium: -2 to all evasion rolls
- Slow: -4 to all evasion rolls.
- Class Bonus:
- SS: (N/A)
- Destroyer: +1 to all evasion rolls
- Light Cruiser: +1 to all evasion rolls
- Heavy Cruiser: No Modifier
- Light Carrier: +1 to all evasion
- Fleet Carrier: No modifier
- Armored Carrier: No modifier
- Battlecruiser: No modifier
- Battleship: -1 to all rolls
- Super Heavy Battleship: -2 to all rolls
Accuracy:
Accuracy is a dice roll vs the evasion roll of an enemy ship. Much like evasion, being of a certain class of vessel will give you bonuses, however, unlike Evasion, most of your accuracy comes from equipment modifiers! In the event of a tie, when rolling for accuracy, the enemy wins.
- Class Bonuses:
- BB: +1 to all rolls
- Super Heavy Battleship: +2 to all rolls
- Carrier: +3 to all rolls while not under fire. -3 to all rolls while under fire
Damage Control:
Damage Control. How much HP a ship can regenerate in the space of five turns, or, alternatively, a measure for how long it will take a ship outside of combat to recover combat capability or restore health. Determined by rolling a 2d20, with modifiers added by crew skill, equipment, and morale.
- Roll 2d20 every five turns. Restore health based on that roll, with modifiers added by morale and crew skill, as well as some equipment. Cannot Regenerate once you hit percentage marks. Specifically, once you hit 50%, you cannot regenerate past 75%. Once you hit 25% you cannot regenerate past 50%. Shipgirls with certain equipment can bypass this requirement, or if they are assisted by an AR.
Health Thresholds
- Carriers (All): Lose the Ability to Launch Planes at 70% HP. Lose Half-Speed at 25% HP
- Destroyers: Lose Combat Capability at 33% HP. 25% HP halves speed
- Cruisers: Lose Combat Ability at 25% HP, along with half speed
- Battleships: Loses half-speed at 25% HP, loses combat capability at 10% HP
Crew and Equipment
Crew:
All shipgirls have a crew. This means that they too, modify how effective the girl is in combat. Crews have Different Levels of Training, each with their own bonuses!
- Civilian: Never has seen combat or been trained for it. Training will help someone overcome this weakness, increasing them to rookie or green. Unique to Suzaku and civilians. -3 to all rolls
- Green: Rapid Bootcamp. Marginally better than a Civilian. Extra training can increase this to Rookie. -2 to all rolls
- Rookie: Bootcamp trained, then specialized training after. Drills can increase this to Standard. No change to rolls
- Standard: The expectation. Cannot go past this point without being involved in live combat. +1 to all rolls
- Veteran: Has survived many battles through skill. +2 to all rolls
- Skilled Veteran: Has survived many battles, and learned greatly from them. +3 to all rolls
- Ace: Peak of skill. Once in a lifetime crew. +4 to all rolls.
Equipment:
All shipgirls have equipment! Specifically, all shipgirls have "Slots" of equipment that they can modify! Isn't that great? The bad news? You have to have equipment available to change it, and getting equipment won't be easy for a good while.
Slots for Equipment:
- Air Radar
- AA Fire Control Radar
- Surface Search Radar
- Main Battery Fire Control Radar
- Sonar
- *Main Battery
- *Secondary Battery
- Anti Air
- Fire Control
- Fire Control Computer
- Floatplanes
- Carrier Aircraft
- Shells (VT, Super Heavy, Star, Bombardment, ETC)
- Searchlights
- Misc
*Cannot be Replaced unless via a major remodel, AKA Kai and Kai Ni.