ATTENTION! THIS THREAD CONTAINS SOME MENTIONS OF VIOLENCE AND WEAPONRY! IF YOU DON'T LIKE THIS, TURN BACK! If you don't mind it, hopefully, welcome aboard SCN!
This is going to have to be worked out a bit
@
FeurSturm
If you would much rather fly planes than drive large boats, go
here!
Welcome to SCN!
As the kings of the seas, it's our job to protect our waters from enemies.
Theme song of the navy
Ranks
Fleet Admiral (FADM) Snowyfeathr
Admiral (ADM) Supersabre
Vice Admiral (VADM) Sleek
Submarine(s)(3 limit):
Destroyer(s)(No limit):
Cruiser(s)(No limit):
Battleship(s)(No limit): Spartan-117
Aircraft carrier(1 limit): The Doctor
Medic/Corpsmen(No limit): TheLostAmongTheStars[, bubblegum
All ranks are recruiting except FADM. The high ranks(FADM, ADM, VADM) follow a similar format to Clan high ranks. When one retires or is demoted by the FADM, the next in succession takes their place, unless the leaving rank appoints a seperate sucessor. For example, the FADM decides to retire. The ADM steps up and becomes FADM, the VADM becomes ADM, and the new FADM chooses a new VADM.
Divisions
Shadow-Destroyer Division-Ships: USS Fletcher, USS Farragut, DKM Z-52
Ghost-Submarine Division-Ships: DKM U-2501, USS Balao, HMS Thrasher
Phantom-Cruiser Division-Ships: USS Alaska, HMS Fiji, VMF Moskva
Angel-Medic Division-Ships: USNS Mercy
Wisp-Carrier Division-Ships: USS Lexington, USS Midway, HMS Audacious, HMS Queen Elizabeth (In progress, stage 5/30)
Wraith-Battleship Division-Ships: DKM Bismarck, IJN Yamato, USS Ohio
RULES
In Submarines, you have a limited amount of time you can be underwater for. This time varies from submarine.
When firing your guns, you first need to say "Aiming guns towards <user/target>. Then you will roll a D10 die, to determine if you hit your target or miss. Guns have a reload time! Time varies from ship. Submarines don't have main battery guns, but some have automatic secondaries that fire when in range of a target. Carriers do not have any guns mounted on the ship, excluding AA turrets.
Torpedos can only be aimed in certain directions, this varies between ship. Battleships do not have torpedos.
Planes take time to prepare, after launching from the carrier, and return to the ship, they will need to be prepared. This varies between carriers. Only carries have planes.
Repair party can only be used a limited amount of time on submarines. Only battleships have an enhanced repair party that allows them to heal minor damage. This includes fire/flooding and HE (high explosive) shell damage. AP (armor piercing) cannot be repaired.
Enhanced repair party has a limited use number of 3. After that, you cannot heal your ship anymore. ERP also has a cool down of 60 seconds.
Guns take time to traverse, this varies between ships.
Some of the stuff in this was borrowed from the SCAF thread.
Still working out rules for fighting, and examples of fighting.