Simple.
1. You will do as you are ordered, the orders you are given REGARDLESS OF RANK UP TILL CAPTIAN are:
- Defend- This is an order to defend a ship of your choosing and ONLY that ship. The Fleet leader will get ONE of the best ships following him at least at all times.
- Capture/Defend- you are tasked with capturing a random point on the map. if there is only one, cap and defend!
- Attack- you will attack a designated ship as best you can and stay alive. This is a chance of any ship of your size or smaller. so frigates will attack frigates or Fighters, Destoryers will attack frigates and below. etc etc. Retreat when you are near death or likely going to die!
- free-will - You are given no orders,
PANIC! YAY! :3
2.
If the grunt loses his ship, he has the potential to die IF:
He can not get to a life-pod in time. (1 dice roll of 10 or higher)
He is caught in the ship's explosion and the pod fails (1 dice role 5 or higher)
He get's into a bad pod an simply dies (req. Crap teired/D or "old" ships 1 die roll 7 or higher)
3. if the fleet starts to lose ships IN COMBAT orders may change based on dice roll once again but you CAN NOT do the same role.
The FL can also issue the FULL RETREAT order IF a major ship is lost- a carrier or Key destroyer -with a dice-roll of YOUR ship being told to keep the enemy at bay, defend a running ship, or simply book it!
all dice roles for retreat are as follows:
- Defend- Much the same as the inital role assigned to you. Defend the parent ship till it is dead and ONLY that ship.
1 die roll of 16-20 or above - Keep away- Similar to Attack, the goal for you is to simply keep the enemy distracted as best you can- if your fleet gets away you get a new ship with stnadard load out of the same teir or type depending on rank.
1 die of 1 - 9 - GET. THE +^@& OUT! you heard him, GIT! 1 die roll of 10-15