Author Topic: Imperial Technology & Specifications  (Read 21935 times)

Offline SWSF Hale

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Imperial Technology & Specifications
« on: February 21, 2011, 11:29:39 PM »
Table of Contents
1. Capital Ships
2. Auxiliary Craft
3. Starfighters
4. Ground Units
5. Facilities
« Last Edit: April 11, 2012, 11:20:12 AM by GCW Hale »
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Offline SWSF Hale

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Re: Imperial Technology & Specifications
« Reply #1 on: February 25, 2011, 01:45:10 AM »
Death Star III
Cost: 18,000 KCs
Production Time: 180 Days
Diameter: 16 kilometers
Hyperdrive: x7
Shields: 16,000
Armor: 8,000
Hull: 8,000
Systems: 8,000
Speed: Orbital (1)
Maneuver: Rotational (0)
Weapons:
1000 Turbolaser Cannons (8000)
100 Tractor Beam Projectors (10km)
1 Mark-III Superlaser (10,000)
Onboard Units:
72 TIE Starfighter Squadrons
144 Auxiliary Craft
1600 Imperial Fleet Trooper Squads (Crew)
3200 Stormtrooper Squads (Security)
Notes: The Death Star III is an ambitious attempt to recreate one of the galaxy's most feared superweapons in a smaller and more capable package. Designed to be a "pocket Death Star" from the very beginning, the Death Star III is only 1/10th the diameter of the original Death Star. While the Death Star III is not capable of destroying a planet with the Mark-III Superlaser, it is a powerful space-to-surface weapon that if fired from the A-Ring to an adjacent G-Grid Space, will completely destroy all units in that space and permanently convert the terrain to a Wasteland (aka "Base Delta Zero"). The Mark-III Superlaser may also be fired at capital ships 1 grid space away. The Mark-III Superlaser requires a full 48 hours to recharge after each shot.

-------------------------------------------------------------------------

CAPITAL SHIPS

Super Star Destroyer (SSD)
Type: Armada-class
Cost: 9000 KCs
Production time: 90 Days
Length: 4800 meters
Hyperdrive: x2
Shields: 4800
Armor: 4800
Hull: 4800
Systems: 2400
Speed: Slow (1)
Maneuver: (0)
Weapons:
180 Heavy Turbolaser Batteries (2700)
180 Ion Cannons (540)
180 Laser Cannons (180)
180 Concussion Missile Tubes (360)
30 Tractor Beam Projectors (3000m)
Onboard Units:
6 TIE Fighter Squadrons
6 TIE Bomber Squadrons
6 TIE Interceptor Squadrons
6 TIE Avenger Squadrons
24 Stormtrooper Transports
24 Sentinel-class Landing Shuttles
24 Lambda-class Shuttles
12 Viper Probe Droids
30 Landing Barges
3000 Stormtrooper Squads
30 AT-AT Walkers
60 AT-ST Walkers
90 Speeder Bikes
3 Prebricated Imperial Fleet Depot
Notes: Designed to effectively be three ISDs in one ship, the Armada-class is a formidable fleet-stopping command ship that is the last bastion of the massive Imperial war machine. This ship comes equipped with a HOLONET Transceiver, and (1) is prestationed at Coruscant as part of it's PDF.

Imperial-II Star Destroyer (ISD-II)
Cost: 2300 KCs
Production time: 23 Days
Length: 1600 meters
Hyperdrive: x1
Shields: 1800
Armor: 1800
Hull: 1600
Systems: 900
Speed: Slow (1)
Maneuver: (2)
Weapons:
50 Turbolaser Batteries (600)
50 Heavy Turbolaser Cannons (500)
20 Ion Batteries (100)
10 Tractor Beam Projectors (1000m)
Onboard Units:
6 TIE Starfighter Squadrons
36 Auxiliary Craft
10 Viper Probe Droids
15 Landing Barges
1500 Infantry Squads
90 GAVs
1 Prefabricated Imperial Fleet Depot
Notes: The most powerful ship-of-the-line in the galaxy. Capable of taking on entire fleets or planets by itself. Comes equipped with a HOLONET Transceiver.

Imperial Star Destroyer (ISD)
Cost: 1900 KCs
Production time: 19 Days
Length: 1600 meters
Hyperdrive: x2
Shields: 1600
Armor: 1600
Hull: 1600
Systems: 800
Speed: Slow (1)
Maneuver: (2)
Weapons:
60 Heavy Turbolaser Batteries (900)
60 Heavy Ion Cannons (240)
10 Tractor Beam Projectors (1000m)
Onboard Units:
6 TIE Starfighter Squadrons
36 Auxiliary Craft
10 Viper Probe Droids
10 Landing Barges
1000 Infantry Squads
60 GAVs
1 Prebricated Imperial Fleet Depot

Victory-II Star Destroyer (VSD-II)
Cost: 1100 KCs
Production time: 11 Days
Length: 900 meters
Hyperdrive: x1
Shields: 1000
Armor: 1000
Hull: 900
Systems: 500
Speed: Fast (2)
Maneuver: (2)
Weapons:
20 Turbolaser Batteries (300)
20 Dual Turbolaser Cannons (320)
20 Ion Cannons (60)
5 Tractor Beam Projectors (500m)
Onboard Units:
3 TIE Starfighter Squadrons
24 Auxiliary Craft
5 Landing Barges
500 Infantry Squads
30 GAVs
Notes: Can enter atmosphere and make planetary landings.

Victory Star Destroyer (VSD)
Cost: 1000 KCs
Production time: 10 Days
Length: 900 meters
Hyperdrive: x1
Shields: 900
Armor: 900
Hull: 900
Systems: 450
Speed: Slow (1)
Maneuver: (2)
Weapons:
10 Quad Turbolaser Cannons (320)
40 Dual Light Turbolasers (480)
80 Concussion Missile Tubes (160)
5 Tractor Beam Projectors (500m)
Onboard Units:
2 TIE Starfighter Squadrons
12 Auxiliary Craft
2 Landing Barge
200 Infantry Squads
12 GAVs
Notes: Can enter atmosphere and make planetary landings.

Acclamator Assault Ship (ACC)
Cost: 1200 KCs
Production time: 12 Days
Length: 750 meters
Hyperdrive: x1
Shields: 750
Armor: 750
Hull: 375
Systems: 400
Speed: Slow (1)
Maneuver: (2)
Weapons:
12 Quad Turbolaser Cannons (384)
24 Laser Batteries (72)
4 Proton Torpedo Tubes (12)
2 Tractor Beam Projectors (200m)
Onboard Units:
2 TIE Starfighter Squadrons
36 Auxiliary Craft
1000 Infantry Squads
60 GAVs
Notes: Can enter atmosphere and make planetary landings.


Vindicator Heavy Cruiser (VHC)
Cost: 700 KCs
Production Time: 7 Days
Length: 600 meters
Hyperdrive: x2
Shields: 600
Armor: 600
Hull: 300
Systems: 300
Speed: Fast (2)
Maneuver: (2)
Weapons:
25 Light Turbolaser Cannons (150)
20 Light Quad Turbolasers (480)
20 Light Ion Cannons (40)
3 Tractor Beam Projectors (300m)
Onboard Units:
2 TIE Starfighter Squadrons
6 Auxiliary Craft
40 Infantry Squads
Notes: May enter the atmosphere. The Vindicator Heavy Cruiser is the same ship platform that the Interdictor-class is built from. Informally classified as an intermediate warship, the Vindicator-class is capable of handling missions where either a Star Destroyer is too big or a secondary ship is too small or poorly equipped.

Strike-class Medium Cruiser (STRK)
Cost: 500 KCs
Production time: 5 Days
Length: 450 meters
Hyperdrive: x2
Shields: 450
Armor: 450
Hull: 150
Systems: 225
Speed: Fast (2)
Maneuver: (3)
Weapons:
20 Heavy Turbolaser Cannon (200)
20 Ion Cannons (60)
20 Heavy Laser Cannons (40)
1 Tractor Beam Projector (100m)
Onboard Units:
2 TIE Starfighter Squadrons
12 Auxiliary Craft
2 Landing Barges
200 Infantry Squads
12 GAVs

Imperial Dreadnaught (Imp/DREAD)
Cost: 700 KCs
Production Time: 7 Days
Length: 700 meters
Hyperdrive: x2
Shields: 700
Armor: 700
Hull: 700
Systems: 350
Speed: Slow (1)
Maneuver: (2)
Weapons:
20 Turbolaser Cannons (160)
10 Turbolaser Batteries (120)
10 Heavy Ion Cannons (40)
10 Concussion Missile Tubes (20)
1 Tractor Beam Projectors (100m)
Onboard Units:
2 TIE Starfighter Squadrons
12 Auxiliary Transports
300 Infantry Squads
Notes: Can enter atmosphere and make planetary landings.

Nebulon-B Imperial Frigate (NEB/I)
Cost: 300 KCs
Production Time: 3 Days
Length: 300 meters
Hyperdrive: x1
Shields: 300
Armor: 300
Hull: 150
Systems: 150
Speed: Fast (2)
Maneuver: (3)
Weapons:
12 Turbolaser Batteries (144)
12 Quad Laser Cannons (48)
2 Advanced Missile Launchers (6)
Onboard Units:
2 TIE Starfighter Squadrons
2 Auxiliary Craft
External Units:
1 Auxiliary Craft

Interdictor Heavy Cruiser (INT)
Cost: 600 KCs
Production time: 5 Days
Length: 600 meters
Hyperdrive: x1
Shields: 600
Armor: 600
Hull: 300
Systems: 600
Speed: Slow (1)
Maneuver: (2)
Weapons:
20 Turbolaser Cannons (160)
2 Tractor Beam Projectors (200m)
4 Gravity Well Generators
Onboard Units:
2 TIE Starfighter Squadrons
6 Auxiliary Craft
Notes: When Gravity Well generators are online, this ship cannot move or attack. Furthermore, all ships exiting hyperspace must do so in a grid space adjacent to the Interdictor; all ships desiring to enter hyperspace must do so in DEEP SPACE ZONES only.

Carrack Cruiser (CRAK)
Cost: 350 KCs
Production time: 3 Days
Length: 350 meters
Hyperdrive: x1
Shields: 350
Armor: 350
Hull: 700
Systems: 350
Speed: Fast (2)
Maneuver: (4)
Weapons:
10 Heavy Turbolaser Cannons (120)
10 Heavy Ion Cannons (40)
10 Quad Laser Cannon (40)
2 Tractor Beam Projectors (200m)
Onboard Units:
100 Infantry Squads
External Units:
1 TIE Starfighter Squadron
Notes: Can enter the atmosphere and make planetary landings. The Carrack's sturdy design and system redundancies make it one of the most well constructed capital ships in the galaxy. Reports of space battle survivors living aboard wreckage is a testament to the Carrack's hull integrity and life support systems - even if the ship has long been destroyed.  

Imperial Escort Carrier (ESC)
Cost: 500 KCs
Production time: 5 Days
Length: 500 meters
Hyperdrive: x2
Shields: 500
Armor: 500
Hull: 125
Systems: 250
Speed: Fast (2)
Maneuver: (2)
Weapons:
10 Dual Laser Cannons (20)
12 Auxiliary Tractor Beams (275m)
Onboard Units:
6 TIE Starfighter Squadrons
2 Auxiliary Craft
Notes: Limited to (2) per Fleet max.

StarGalleon Assault Frigate (SGAF)
Cost: 300 KCs
Production time: 3 Days
Length: 300 meters
Hyperdrive: x1
Shields: 300
Armor: 300
Hull: 150
Systems: 150
Speed: Slow (1)
Maneuver: (3)
Weapons:
10 Turbolaser Cannons (80)
10 Concussion Missile Tubes (20)
Onboard Units:
12 Auxiliary Transports
240 Stormtrooper Squads
Notes: Can enter atmosphere and make planetary landings. Essentially designed to be one big stormtrooper transport, SGAF's are often overlooked but can help a fleet top off its ground assault or AUX support capabilities.

Lancer Frigate (LANF)
Cost: 250 KCs
Production time: 2 Days
Length: 250 meter
Hyperdrive: x1
Shields: 250
Armor: 250
Hull: 125
Systems: 125
Speed: Slow (1)
Maneuver: (4)
Weapons:
20 Heavy Quad Laser Cannons (160)
10 Quad Laser Cannons (40)
Onboard Units:
2 Lambda-class Shuttles
Notes: Due to specialized weapons targeting computers, the Lancer gets +1 UCR when attacking Starfighters.


IPV-1 Imperial Patrol Vessel (IPV-1)
Cost: FREE
Production time: 7 Days
Command Points: 1
Length: 150 meters
Hyperdrive: x2
Shields: 150
Armor: 150
Hull: 150
Systems: 75
Speed: Fast (2)
Maneuver: (4)
Weapons:
6 Dual Turbolaser Cannons (96)
2 Concussion Missile Launchers (4)
Notes: Stock unit for PDF purposes; free cost is offset by lengthy production time.
« Last Edit: January 02, 2013, 03:43:53 PM by GCW Hale »
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Offline SWSF Hale

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Re: Imperial Technology & Specifications
« Reply #2 on: February 25, 2011, 01:46:01 AM »
AUXILIARY CRAFT

Skipray Blastboat (SKIP)
Cost: 40 KCs
Production time: 1 day
Length: 25 meters
Hyperdrive: x2
Shields: 25
Armor: 25
Speed: Fast (2)
Maneuver: (3)
Weapons:
3 Ion Cannons (6)
2 Laser Batteries (6)
1 Advanced Proton Torpedo Launcher (4)
1 Concussion Missile Launcher (2)
Notes: Can perform Bombing Runs.


Gamma-class Assault Shuttle (GAS)
Cost: 60 KCs
Production Time: 1 Day
Length: 30 meters
Hyperdrive: x2
Shields: 30
Armor: 30
Speed: Fast (2)
Maneuver: (2)
Weapons:
4 Turbolaser Cannons (32)
2 Light Ion Cannons (2)
2 Laser Cannons (2)
1 Auxiliary Tractor Beam Projector (50m)
Onboard Units:
5 Infantry Squads
Notes: Gamma-class Shuttle provides multi-role support as well as improved boarding capability over the Stormtrooper Transport.


Imperial Landing Barge (L/BARGE)
Cost: 100 KCs
Production Time: 1 day
Length: 100 meters
Hyperdrive: NO
Shields: 100
Armor: 100
Systems: 100
Speed: Slow (1)
Maneuver: (0)
Weapons: NONE
Passenger Capacity:
100 Infantry Squads
6 GAVs
Notes: Takes damage like a capital ship.


Stormtrooper Transport (STORM)
Cost: 50 KCs
Production time: 1 Day
Length: 20 meters
Hyperdrive: NO
Shields: 30
Armor: 20
Speed: Fast (2)
Maneuver: (2)
Weapons:
8 Heavy Laser Cannons (16)
4 Light Ion Cannons (4)
2 Proton Torpedo Launchers (6)
Onboard Units:
3 Infantry Squads
Notes: Although lacking the firepower of its bigger brothers, Stormtrooper Transports feature boosted shields for more combat durability, making them the go-to Auxiliary for rapid support.

Sentinel-class Landing Shuttle (SENT)
Cost: 60 KCs
Production time: 1 Day
Length: 40 meters
Hyperdrive: x2
Shields: 40
Armor: 40
Speed: Fast (2)
Maneuver: (2)
Weapons:
8 Heavy Laser Cannons (16)
2 Light Ion Cannons (4)
2 Concussion Missile Launchers (4)
Onboard Units:
5 Infantry Squads
5 Speeder Bikes


Lambda-class Shuttle (L/SHU)
Cost: FREE
Production Time: 7 days
Length: 20 meters
Hyperdrive: x2
Shields: 20
Armor: 20
Speed: Fast (2)
Maneuver: (3)
Weapons:
6 Laser Batteries (18)
Onboard Units:
2 Infantry Squads
Notes: Can enter atmosphere and make planetary landings. Stock Auxiliary Craft for all capital ships; free cost is offset by extended production time.
« Last Edit: August 15, 2012, 11:02:23 AM by GCW Hale »
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Offline SWSF Hale

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Re: Imperial Technology & Specifications
« Reply #3 on: February 25, 2011, 01:47:03 AM »
IMPERIAL STARFIGHTERS

TIE Fighter Squadron (TIE/F)
Unit Cost: FREE
Production time: 7 Days
Length: 6 meters
Hyperdrive: NO
Shields: None
Armor: 144
Speed: Fast (2)
Maneuver: (6)
Weapons:
24 SFS Laser Cannons (48)
Notes: Stock TIE Starfighter for all starships and facilities; free cost is offset by lengthy production time.

A-9 Vigilance Interceptor (A-9)
Unit Cost: 80 KCs
Production Time: 1 Day
Length: 8 Meters
Hyperdrive: None
Shields: None
Armor: 192
Speed: Very Fast (3)
Maneuver: (5)
Weapons:
24 KDY Laser Cannons (60)

TIE Bomber Squadron (TIE/B)
Unit Cost: 80 KCs
Production Time: 1 Day
Length: 8 meters
Hyperdrive: NO
Shields: None
Armor: 192
Speed: Fast (2)
Maneuver: (4)
Weapons:
24 SFS Laser Cannons (48)
24 Proton Torpedo Launchers (72)
Notes: Limited to (3) Squadrons per ship.

TIE Interceptor Squadron (TIE/Int)
Unit Cost: 60 KCs
Production time: 1 Day
Length: 10 meters
Hyperdrive: NO
Shields: None
Armor: 240
Speed: Very Fast (3)
Maneuver: (7)
Weapons:
48 SFS Laser Cannons (96)

Elite TIE Interceptor Squadron (TIE/E)
Unit Cost: 120 KCs
Production time: 7 Days
Length: 10 meters
Hyperdrive: x1
Shields: None
Armor: 360
Speed: Very Fast (3)
Maneuver: (7)
Weapons:
48 Advanced SFS Laser Cannons (144)
Notes: Limited to 1 per Fleet. While on Combat Space Patrol, it takes 2 squadrons/capital ships to occupy this squadron instead of 1.

TIE Advanced Squadron (TIE/x1)
Unit Cost: 90 KCs
Production Time: 1 Day
Length: 9 meters
Hyperdrive: x2
Shields: 216
Armor: 216
Speed: Fast (2)
Maneuver: (5)
Weapons:
24 Advanced SFS Laser Cannons (72)

TIE Avenger Squadron (TIE/Avg)
Unit Cost: 120 KCs
Production time: 7 Days
Length: 10 meters
Hyperdrive: x2
Shields: 240
Armor: 240
Speed: Very Fast (3)
Maneuver: (6)
Weapons:
48 SFS Laser Cannons (96)
24 Advanced Missile Launchers (72)
Notes: One of the most powerful starfighters in the galaxy. Limited to (1) Squadron per ship.

XG-1 Assault Gunboat Squadron (XG-1)
Unit Cost: 120 KCs
Production Time: 1 Day
Length: 15 meters
Hyperdrive: x2
Shields: 270
Armor: 270
Speed: Slow (1)
Maneuver: (4)
Weapons:
24 SFS Laser Cannons (48)
24 Light Ion Cannons (24)
12 Concussion Missile Launchers (24)
12 Proton Torpedo Launchers (36)
Notes: Due to their larger size, XG-1s can be exchanged on a 2:1 basis when changing starfighter compliments; or on a 12:1 basis for auxiliary craft.

Viper Probe Droid (VIPER)
Unit Cost: 10 KCs (for 1 Unit)
Production Time: 1 Day
Length: 10 meters
Hyperdrive: x0.75
Shields: None
Armor: 20
Speed: Very Fast (3)
Maneuver: (7)
Weapons:
1 Laser Cannon (1)
Notes: Capable of performing SCANNING operations like a capital ship.
« Last Edit: June 25, 2012, 01:37:08 AM by GCW Hale »
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Offline SWSF Hale

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Re: Imperial Technology & Specifications
« Reply #4 on: March 14, 2011, 06:18:16 PM »
Imperial Fleet Trooper Squad
Unit Cost: FREE
Production Time: 14 Days
UCR: 5
Hit Points: 6
Attack Rating: 3
Notes: Stock Ground Infantry for all starships and facilities; free cost is offset by lengthy production time. Fleet Troopers are also trained in a specific job regarding starship operations, and so while they are more than capable of engaging in full-scale ground combat, these troopers would prefer to stand watch on facilities and starships as sentries and crewmen.

Imperial Army Trooper Squad
Unit Cost: 2 KCs
Production Time: 7 Days
UCR: 6
Hit Points: 7
Attack Rating: 4
Notes: These troopers are the backbone of planetary subjugation and garrison forces, as they are more equipped than their Navy counterparts and trained specifically for ground combat instead of starship operations and sentry duty. Army Troopers wear green fatigues with open-face plastoid helmets and breastplates.

Imperial Stormtrooper Squad
Unit Cost: 3 KCs
Production Time: 14 Days
UCR: 6
Hit Points: 8
Attack Rating: 5
Notes: While stationed onboard a capital ship, Stormtroopers can rig their equipment and armor to accommodate any hazardous terrain type to mitigate any UCR penalties (with exception to mountains); this process takes 7 Days once in-system. Afterwards, they can be referred to as "Sandtroopers" or "Jungletroopers".

Imperial ARC Trooper Squad
Unit Cost: 4 KCs
Production Time: 14 Days
UCR: 9
Hit Points: 8
Attack Rating: 6
Notes: These elite special operations units are trained in counter-insurgency warfare, close-quarters battle, hostage rescue, covert strikes, and breach assaults; they also employ some of the most sophisticated tools as well as weapons to aide them in their missions. They can enter enemy facilities and attack defending Garrisoned units from within (the Facility's Defensive UCR is ignored).

Imperial Royal Guard Squad
Unit Cost: 10 KCs
Production Time: 28 Days
UCR: 12
Hit Points: 16
Attack Rating: 8
Notes: No more than (100) Squads may be in service by any player.

Speeder Bike
Unit Cost: FREE
Production Time: 7 Days
UCR: 10
Hit Points: 10
Attack Rating: 10
Notes: Stock GAV for all starships and ground facilities.

All-Terrain Scout-Transport
Unit Cost: 30 KCs
Production Time: 7 Days
UCR: 7
Hit Points: 60
Attack Rating: 30

All-Terrain Tactical-Enforcer
Unit Cost: 50 KCs
Production Time: 7 Days
UCR: 6
Hit Points: 100
Attack Rating: 50
Notes: Takes up (2) GAV spaces for unit compliments.

All-Terrain Armored-Transport
Unit Cost: 200 KCs
Production Time: 14 Days
UCR: 10
Hit Points: 400
Attack Rating: 200
Notes: Takes up (3) GAV spaces for unit compliments.
« Last Edit: August 28, 2012, 10:59:05 PM by GCW Hale »
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Offline SWSF Hale

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Re: Imperial Technology & Specifications
« Reply #5 on: March 16, 2011, 05:08:34 PM »
IMPERIAL CENTER PALACE
Production Cost: N/A
Production Time: N/A
Size: 1000 meters
Shields: 2000
Armor: 1000
Hull: 1000
Systems: 1000
Defense UCR: 15 (Heavily Armored Ground Facility)
Industrial Output: None
Onboard Units:
1000 Stormtrooper Squads
100 AT-STs
3 TIE Fighter Squadrons
3 TIE Bomber Squadrons
3 TIE Interceptor Squadrons
3 TIE Avenger Squadrons
Capabilities:
1. Enables production of all Imperial Heroes, facilities, ground units, starfighters, auxiliary craft, and Super Star Destroyers (all without the need for related production facilities).
2. Includes HOLONET transceiver.
Notes: Stationed in Coruscant's Palace District, the Emperor's Palace stands as the centerpiece to all galactic power - hence the renaming to Imperial Center Palace. Players must destroy both the SSD and this facility in order to be proclaimed winner. A secondary ICP is stationed at Byss (but is unimportant to the victory conditions of this game).


IMPERIAL SECTOR PALACE
Production Cost: 1000 KCs
Production Time: 7 Days
Size: 1000 meters
Shields: 1000
Armor: 1000
Hull: 1000
Systems: 1000
Defense UCR: 10 (Armored Ground Facility)
Industrial Output: 150 KCs / Action Day
Onboard Units:
500 Stormtrooper Squads
10 AT-ATs
20 AT-STs
30 Speeder Bikes
3 TIE Fighter Squadrons
3 TIE Bomber Squadrons
3 TIE Interceptor Squadrons
Capabilities:
1. Enables production of all Imperial facilities in same system.
2. Can produce Imperial Hero Units.
3. Includes HOLONET transceiver.
Notes: Limited to (1) per planet.


IMPERIAL SHIPYARD
Production Cost: 500 KCs
Production Time: 7 Days
Size: 1000 meters
Shields: None
Armor: 2000
Hull: 1000
Speed: 0 (Stationary)
Maneuver: 1 (Rotational Orbit)
Industrial Output: 0 KCs (Military Facility)
PDF Bonus: +1 CP
Onboard Units:
3 TIE Starfighter Squadrons
Capabilities:
1. Enables production of all Imperial starships.


ADVANCED ENGINEERING INSTALLATION
Production Cost: 1000 KCs
Production Time: 7 Days
Size: 1000 meters
Shields: 1000
Armor: 1000
Hull: 1000
Systems: 1000
Speed: Orbital (1)
Maneuver: Rotational (1)
Industrial Output: +1000 KCs to Special Projects Account / Action Day
Weapons:
100 Turbolaser Cannons (800)
10 Tractor Beam Projectors (1000m)
Onboard Units:
6 TIE Starfighter Squadrons
12 Auxiliary Craft
Capabilities:
1. Enables production of the Death Star III in the same system.
2. Enables production of a Super Star Destroyer (without the need for a shipyard) in the same system.
3. If stationed at KESSEL, this facility effectively becomes "The Maw Installation" (Industrial Output increased to +1250 KCs).
Notes: Limited to (1) per Imperial Leader. If destroyed while the Death Star III is in-production, the Death Star III is destroyed as well. Cannot be stationed at a player Stronghold.


IMPERIAL ACADEMY
Cost: 500 KCs
Production Time: 7 Days
Size: 500 meters
Shields: 500
Armor: 500
Hull: 500
Systems: 500
Defense UCR: 10 (Armored Ground Facility)
Industrial Output: 0 KCs (Military Facility)
Onboard Units: 300 Infantry Squads
Capabilities:
1. Enables production of all Imperial infantry units.


IMPERIAL FLEET DEPOT
Cost: 500 KCs
Production Time: 7 Days
Size: 100 meters
Shields: 100
Armor: 100
Hull: 100
Systems: 100
Defense UCR: 10 (Armored Ground Facility)
Industrial Output: 100 KCs / Action Day
Onboard Units:
1 TIE Starfighter Squadron
100 Infantry Squads
10 GAVs
Capabilities:
1. Equipped with HyperComm-III Transceiver which sends messages at x1 hyperspace.
2. Enables on-site training and production for all Imperial stock units (even IPV-1s).
3. Can be built without an Imperial Sector Palace in same system.
Notes: Imperial Fleet Depots are well-equipped command centers that function as supply storage houses, restocking facilities, and communication relay compounds all in one building. They enable Imperial commanders to rapidly acquire a presence on foreign systems without the need for a full established headquarters.


IMPERIAL FACTORY
Cost: 500 KCs
Production Time: 7 Days
Size: 200 meters
Shields: 200
Armor: 200
Hull: 200
Systems: 200
Defense UCR: 15 (Heavily Armored Ground Facility)
Industrial Output: 100 KCs / Action Day
Onboard Units: 30 GAVs
Production Capabilities:
1. Enables production of all Imperial vehicles, Planetary Turbolasers, and Orbital Relay Shield Generators.


IMPERIAL COMSCAN OUTPOST
Cost: 500 KCs
Production Time: 7 Days
Size: 100 meters
Shields: 100
Armor: 100
Hull: 100
Systems: 100
Defense UCR: 10 (Armored Ground Facility)
Industrial Output: 0 KCs (Military Facility)
Onboard Units: 1 Imperial Fleet Trooper Squad (Staff)
Capabilities:
1. Provides PLANETARY SENSOR JAMMING (units will not be able to perform Ground Scans until they are in the Atmosphere).
2. Includes HyperComm-IV Transceiver (sends messages at x0.25 hyperspace).
3. Provides continuous ACTIVE SCANNING of the entire System (to include DEEP SPACE).
4. Includes HOLONET Transceiver (for instantaneous communications with HOLONET-equipped units and facilities).


KDY-10x PLANET DEFENDER TURBOLASER
Cost: 1000 KCs
Production Time: 15 Days
Size: 100 meters
Shields: 100
Armor: 100
Hull: 100
Systems: 100
Defense UCR: 15 (Heavily Armored Ground Facility)
Weapons:
1 Planetary Turbolaser (1000) [UCR 3]
Onboard Units:
100 Imperial Fleet Troopers
Notes: Can fire at any ships in the adjacent A-Ring or Atmosphere grid spaces from the surface. Limited to 1 per Ground Grid zone. Counts as a facility.


ORBITAL RELAY SHIELD GENERATOR
Cost: 1000 KCs
Production Time: 15 Days
Size: 500 meters
Shields: 10,000*
Armor: 500
Hull: 500
Systems: 500
Defense UCR: 15 (Heavily Armored Ground Facility)
Weapons: None
Onboard Units:
100 Stormtrooper Squads
1 AT-AT
Notes: Shield coverage extends to any single A-Ring grid space. If raised, the shield is so strong it prevents ALL units from passing through the adjacent Atmosphere Grid and the A-Ring grid space it covers. Units in the protected grid space cannot move or fire weapons because of the shield. Limited to (1) per Ground Grid; counts as a facility.


IMPERIAL OPERATIONS CENTER
Cost: 100 KCs
Production Time: 1 Day
Restrictions: This facility is a renovation kit for the Delta-class Multipurpose Base that converts it into an Imperial Operations Center permanently. Only one kit per Delta Base is allowed.
Bonuses:
1. Doubles the shields, armor, and hull of the original Delta Base.
2. Doubles the onboard unit capacity for infantry squads, GAVs, and Aux Craft.
3. Adds 3 TIE Starfighter Squadrons to the onboard unit capacity.
4. Increases scanning range of the COTS ComScan to the C-Ring.
5. Doubles the Industrial Output to 50 KCs each Action Day.
6. Allows onsite production of Stormtroopers, AT-STs, and TIE Interceptors.
Notes: Trying to make due without the limited resources, the Imperial Operations Center expands a Delta-class Multipurpose Base into a fully functional operations and support facility capable of increasing the flow of resources as well as the ability to field train and produce advanced fighting forces to continue fighting the Republic.

« Last Edit: October 17, 2012, 09:54:54 AM by GCW Hale »
LUCIDIUS HALE
STAR WARS SIMMING FORUM

Offline SWSF Hale

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Re: Imperial Technology & Specifications
« Reply #6 on: April 23, 2012, 07:51:30 PM »
IMPERIAL OFFICER
Unit Cost: 2000 KCs
UCR: 10
Armor: 100
Health: 100
Attack: 100
Capabilities: These units begin as either an Army (Colonel) or Navy (Commodore). Additional abilities can be purchased for 1000 KCs each. No more than 1 ability can be learned each Action Day.
1. COMMODORE: Your Fleet Flagship has +10% Attack Damage, +10% Shields, +10% Armor, and +10% Hull.
2. COLONEL: Ground units in your same grid have +1 UCR, +10% Total Attack (round up), and +1 Hit Points (for Infantry)/+10% Armor (for Vehicles). This unit's Armor, Health, and Attack is increased to 150.
3. ADMIRAL: +1 Command Points. (Prerequisite: Commodore)
4. GENERAL: Your ground units can move from G-grid to G-grid without penalty during a planetary battle. This unit's Armor, Health, and Attack is increased to 175. You may add (1) SGAF to your Fleet without Command Point penalty. (Prerequisite: Colonel)
5. EXECUTIVE MANAGEMENT: This hero gains an Industrial Output of 100 KCs/Action Day. All infantry units you purchase cost -1 KC less. GAVs are -10 KCs. Starfighters and auxiliaries cost -10% KCs less. (Prerequisite: Admiral/General)
6. FLEET ADMIRAL: All ships in your fleet receive the Flagship bonus.  (Prerequisite: Admiral)
7. LORD GENERAL: All ground units on the same planet receive the same Colonel bonus. Your ground units on same planet are immune to the Logistics limitation. This unit's Armor, Health, and Attack is increased to 200. You may add another (+1) SGAF to your Fleet without Command Point penalty. (Prerequisite: General)
8. STRATEGIC LEADERSHIP: Industrial Output is increased to 200 KCs/Action Day. (Prerequisite: Fleet Admiral/Lord General)
9. GRAND ADMIRAL: +1 Command Points. (Prerequsite: Fleet Admiral)
10. SUPREME EXECUTOR: Prestige Rank. Industrial Output is increased to 300 KCs/Action Day. If this Hero's Fleet is attacking Coruscant, he may bring his Stronghold PDF Fleet along with him for the battle (up to 23 CPs); if defending Coruscant, then the SSD gets the Flagship bonus. (Prerequsite: Leadership)


IMPERIAL LEADER
Unit Cost: 2000 KCs
UCR: 10
Armor: 100
Health: 100
Attack: 100
Capabilities: These units begins as a Consular or an Ambassador in the New Republic Diplomatic Corps. Additional abilities can be purchased for 1000 KCs each. No more than 1 ability can be learned each Action Day.
1. CONSULAR: Your Fleet Flagship is hereby designated as the "Consular Flagship of the Empire" and has +20% Shields, +10% Armor, and +10% Hull.
2. AMBASSADOR: Your Fleet Flagship is hereby designated as a "Consular Ship". Ground units in your same grid (operating as your "Military Escort") have +1 UCR and +20% Armor (round down). This unit's Armor and Health is increased to 200.
3. SENATOR: Your stock units take -3 Days to build. This hero gains an Industrial Output of 100 KCs/Action Day. This hero also gains an Advanced Engineering Installation for free to place anywhere (except Stronghold), and also gains access to a Special Projects Account which is a separate line of credit that can be used to build and construct an additional SSD or the Death Star III; the SPA opens with 0 KCs, but on each Action Day, an amount equal to your total earnings is added. (Prerequisite: Consular or Ambassador)
4. GOVERNOR: Your ground units can move from G-grid to G-grid without penalty during a planetary battle. This unit's Armor, Health, and Attack is increased to 250. You may add (1) CRAK to your Fleet without Command Point penalty. (Prerequisite: Senator)
5. MOFF: This hero's Industrial Output is increased to 200 KCs/Action Day. All infantry units you purchase cost -1 KC less. GAVs are -10 KCs. Starfighters and auxiliaries cost -10% KCs less. (Prerequisite: Governor)
6. LORD ADMIRAL: Your character can be referred to as "Lord". All ships in your fleet receive the Consular Flagship bonus.  (Prerequisite: Governor)
7. LORD GENERAL:  Your character can be referred to as "Lord". All ground units on the same planet receive the same Senator bonus. Your ground units on same planet are immune to the Logistics limitation. This unit's Armor and Health is increased to 300, and Attack to 200. You may add an additional (+1) CRAK to your Fleet without Command Point penalty. (Prerequisite: Governor)
8. VIZIER: Industrial Output is increased to 300 KCs/Action Day. (Prerequisite: Moff)
9. GRAND MOFF: Special Projects Account earnings are doubled. (Prerequisite: Consular Admiral)
10. EMPEROR: Prestige Rank. Your character can now assume complete and total command of his faction. Industrial Output is increased to 400 KCs/Action Day. If this Hero's Fleet is attacking Coruscant, he may bring his Stronghold PDF Fleet (up to 23 CPs) along with him for the battle; if defending Coruscant, the SSD gets the Flagship bonus. (Prerequisite: Vizier or Grand Moff)


IMPERIAL SITH
Unit Cost: 2000 KCs
UCR: 10
Armor: 100
Health: 100
Attack: 100
Capabilities: These units begins as a Sith Officer in the Galactic Empire or Imperial Remnant, but in actuality is the splinter leader of the co-equal "Sith Empire". Additional abilities can be purchased for 1000 KCs each. No more than 1 ability can be learned each Action Day. This unit is also limited to (1) class of either a Sith Inquisitor, Executor, or Warrior (once one of these abilities is learned, the other two are no longer available).
1. SITH OFFICER: Your Fleet Flagship is hereby recognized as the "Flagship of the Sith Empire" and gets +10% Attack Damage, +20% Armor, and +10% Hull. (Sith Officers are members of the GE or IRthat have been identified as being Force-attuned and had recieved initial Dark Side training from Emperor Palpatine, but these units are still referred to as their military rank of Captain or Colonel.)
2. SITH APPRENTICE: This unit is now equipped with a Lightsaber (+400 Attack) and can attack any number of targets until all damage has been dealt. Due to Sith Training, UCR is increased to 11. (Prerequisite: Sith Officer)
3. SITH LORD: UCR +1, Armor +200, Health +200, Attack +200. +1 Command Points. Gains (1) new Force Power: Sith Speed (may move to another G-grid while on a planet or make a 2nd Lightsaber attack during your combat post). (Prerequisite: Sith Apprentice)
4. SITH INQUISITOR: Armor +100, Health +200, Attack +100. Gains (3) new Force Powers: Force Lightning (can be used once per combat to cause up to 1000 points damage to a single or multiple targets), Force Drain (can be used once per combat post to restore all Health), Sith Holocron (Industrial Output +100 KCs/Action Day). (Prerequisite: Sith Lord)
5. SITH EXECUTOR: UCR +1, Armor +200, Health +100, Attack +100. Gains (2) new Force Powers: Force Drain (can be used once per combat post to restore all Health), and Sith Holocron (Industrial Output +100 KCs/Action Day). (Prerequisite: Sith Lord)
6. SITH WARRIOR: UCR +1, Armor +100, Health +100, Attack +200. Gains (2) new Force Powers: Force Lightning (can be used once per combat to cause up to 1000 points damage to a single or multiple targets), Dark Side Combat (can make a 3rd Lightsaber attack for each combat post). (Prerequisite: Sith Lord)
7. SITH MASTER: +1 UCR, Armor +100, Health +100, Attack +100. Industrial Output +100 KCs/Action Day. Gains (3) new Force Powers: Shadow of the Dark Side (this unit may use the Force to cloak himself or any shuttle/AUX he is onboard to make invisible movements; if any actions are taken, the Shadow is voided); Dark Side Lightning (replaces Force Lightning; can be used once per combat to cause up to 2000 points damage to a single or multiple targets); and Dark Side Sense (player may assume knowledge of any major intergalactic events or battles 24 hours after they happen as "foresight"). (Prerequisite: Sith Inquisitor/Assassin/Warrior)
8. SITH GENERAL: All Infantry cost -1 KC less to produce, GAVs cost -10 KCs less. All units deployed to the same planet as the Sith General are immune to the Logistics Penalty, and have +1 UCR, +10% Total Attack (round up), +1 Hit Points (for Infantry), and +10% Armor (for Vehicles). This unit's Armor, Health, and Attack is +50. (Prerequisite: Sith Master)
9. SITH ADMIRAL: +1 Command Point. All Starfighters and auxiliaries cost -10% KCs less to produce. Your Fleet is hereby designated as the "Sith Empire Fleet" and each ship gets the same Flagship bonus. (Prerequisite: Sith Master)
10. DARK LORD OF THE SITH: (Prerequisite: Sith General/Admiral) Pick (1) new Force Power from any previous class that was not learned and add it to your list. Industrial Output +100 KCs/Action Day. May rally your Stronghold's PDF Fleet (23 CPs) and combine it with your Sith Empire Fleet when invading Coruscant. Mission Milestones take -3 Days less each to complete for this unit. If defending Coruscant, then the SSD gets the Flagship bonus.



Elite Lambda-class Shuttle (ELSHU)
Cost: 17 KCs
Production Time: 1 Day
Length: 20 meters
Hyperdrive: x1
Shields: 100
Armor: 100
Systems: 100
Speed: Very Fast (3)
Maneuver: (3)
Elite UCR Bonus: +10
Weapons:
6 Heavy Laser Cannons (12)
6 Concussion Missile Launchers (12)
Capabilities:
1. STEALTH (Invisible to both PASSIVE and ACTIVE ComScan).
Notes: These Lambda-class shuttles are designated as special operations transports or low-profile special escort vessels, and come with custom paint jobs depending on their owner's preferences. They feature an impressive sensor jamming suite capable of deflecting any passive or active ComScan sweeps. Does not count against a player's Command Point Capacity and also can be stowed aboard any ship due to multi-purpose airlock tubes (for ships that don't have onboard unit capacity). Each Hero gets (1) of these shuttles for FREE at the start of the game.



Elite Escape Shuttlepod (EES)
Cost: 1000 KCs
Production Time: 14 Days
Length: 10 meters
Hyperdrive: x30
Shields: 100
Armor: 100
Systems: 100
Speed: Fast (2)
Maneuver: (3)
Elite UCR Bonus: +10
Capabilities: Each Hero gets (1) of these units for free (additional ones must be purchased normally). They are one-time use units that can transport a Hero to a nearby location. They ignore movement restrictions when moving across the Space grid (from ring-to-ring to atmosphere or vice versa), and due to their small size, they are tractor beam resistant. If making a run for the planet, enemy forces CAN (and probably will) try to shoot this unit down, if so, be advised of its UCR of 15, as well as the risk of potentially having your Hero Unit killed. If making a run for a Deep Space Zone, please be advised of its x30 Hyperdrive.



« Last Edit: September 01, 2012, 09:03:00 AM by GCW Hale »
LUCIDIUS HALE
STAR WARS SIMMING FORUM