RP talk:TB/Sandbox

=Expansion of Rules=

SHIP TO SHIP COMBAT RULES

 * 1) Human ships are vastly inferior to their Covenant counterparts. Roleplay your ship fights accordingly.
 * 2) One to two plasma torpedo hits will be enough to destroy a UNSC capital ship. (EXCEPTION: UNSC Battleships and UNSC Supercarriers, which take four to five hits. There are only two of each ship)
 * 3) UNSC Longswords easily dominate Covenant Seraphs. Roleplay your dogfights accordingly.
 * 4) Only units designated as "Carriers" can carry more than sixteen fighters.
 * 5) It takes three MAC rounds from light UNSC ships (Frigate, Cruiser, Corvette) to bring down a Covenant ship's shields, and two more MAC rounds to destroy it. Roleplay accordingly.
 * 6) It takes ONE Super MAC or Heavy MAC round to bring down a Covenant ship's shields, and only one more to destroy it.
 * 7) Please ask a Chief Moderator for permission to be a ship's captain.

SHIP TO MAC GUN COMBAT RULES

 * 1) The only person in charge of the Super MAC platforms' fire controls is the Fleet Admiral, who will be appointed by the Chief Moderators.
 * 2) See above rules for MAC rounds for damages.
 * 3) It is almost impossible for Covenant capital ships to make it through the Orbital Defense Grid. Instead, Covenant forces must use dropships and boarding craft to deploy a bomb onto the MAC platform. (Halo 2 style)

MAC To Ground

 * 1) If using a MAC Gun on a vessel, you can fire one round at the surface of a body (planet, asteroid, ect.) every half hour. This gives cover fire to ground forces. If a Scarab is deployed, one MAC round can destroy it.
 * 2) MAC rounds cannot hit dropships often. The chances of that are 143:1.

ONE ON ONE FIGHTS

 * 1) Here is the overall strength chart of races;

1st-Hunters

2nd-Tank Forms

3rd-Brutes

4th-Elites/SPARTAN-IIs

5th-SPARTAN-IIIs

6th-SPARTAN-Is

7th-Combat Forms

8th-Marines

9th-Jackals

10th-Grunts

11th-Drones

12th-Prophets

13th-Infection Forms
 * 1) With guns, things are different. This is a chart of weapon strengths

Plasma-->Flesh/Shielding

Bullets-->Armor/Shielding

Tentacles-->Flesh/Basic Armor

Brute Blades-->Flesh

Grenades/Rockets-->All

Gravity Hammers/Energy Swords-->All

Sentinel Beams-->All (Depending on how long it stays hitting target)

Snipers-->Flesh/Armor, All(Normal:Headshots. Flood:Chest shots, where the Infection Form is, or Sensory Stalks in Pure Forms) (Credit to the H:GO Team for the rules above)
 * 1) Luck is a constant factor, but do not use it too much. You're not the Master Chief.
 * 2) If you suffer from injuries, don't heal immediately. Add blacking out and permanent scars/injuries to your roleplay.

Slipspace travel time
The slipspace travel time (from one rp to the other) is as follows:

-Real time-
 * Covenant: 12 Hours

(all Humans)
 * UNSC: 24 Hours

Additional Operations of the Slipsace
If you are controlling a UNSC frigate, and are being assisted by Separatists or other Covenant faction, you can dock inside the covenant based Assault Carrier and use the Covenant Slipsace rules.

Assault Carrier/Frigate Rules

 * 1) Frigate Carrying Capacity: Up to Three Frigates can be docked in the Assault Carrier, however this leaves no room for Assault Carrier Dropships, or fighters. One Frigate leaves room for everything. (Suggested)

Glassing Rules
Depending on the ship you are using, you can glass a certain part of a planet, Asteroid, ect.


 * 1) --Individual Ships--
 * 2) -Using real Time-
 * Covenant Frigate: 9 Hours to cover 300 Square Miles


 * Covenant Battle Cruiser: 9 Hours to cover 700 Square miles


 * Covenant Assault Carrier: 12 Hours to cover half a continent


 * (If using more than one ship at a time just multiply the number of ships by the space being covered)