Author Topic: Imperial Remnant  (Read 18342 times)

Offline SWSF Hale

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Imperial Remnant
« on: June 11, 2013, 05:38:33 PM »
1. Capital Ships
2. Starfighters & Auxiliary Craft
3. Ground Units
4. Special Units
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Offline SWSF Hale

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Re: Imperial Remnant
« Reply #1 on: June 21, 2013, 10:56:40 PM »
Armada-class Super Star Destroyer (SSD)
Cost: 4720 KC + 10 SU
Production Time: 47 Days
Length: 4800m
Hyperdrive: x1
Shields: 9600
Armor: 4800
Hull: 2400
Systems: 2400
UCR: 1
Launch Bays: 6
Weapons:
180 Heavy Turbolaser Batteries (2700)
180 Ion Cannons (540)
180 Laser Cannons (180)
180 Concussion Missile Tubes (360)
20 Tractor Beam Projectors (2000m)
Unit Capacity:
24 TIE Starfighter Squadrons
72 Auxiliary Craft
20 Landing Barges
2000 Infantry Squads
20 Heavy GAVs
100 Light GAVs
Notes: Equipped with a HOLONET transceiver. The Armada-class is one of the galaxy's most formidable warships, and one of the last bation's of the old Imperial war machine. Designed to be three ISDs in one, the Armada-class is more than capable of challenging entire sectors by itself.


Allegiance-class Star Destroyer (ASD)
Cost: 2450 K + 5 SU
Production time: 25 Days
Length: 2400m
Hyperdrive: x1
Shields: 4800
Armor: 2400
Hull: 1200
Systems: 1200
UCR: 2
Launch Bays: 4
Weapons:
120 Heavy Turbolaser Cannons (1200)
100 Heavy Ion Cannons (400)
100 Quad Laser Cannons (400)
10 Tractor Beam Projectors (1000m)
Unit Capacity:
12 TIE Starfighter Squadrons
48 Auxiliary Craft
5 Landing Barges
500 Infantry Squads
5 Heavy GAVs
25 Light GAVs
Notes: Equipped with a HOLONET transceiver. The Allegiance-class is often mistaken as an Imperial-class at great distances, because it bears the exact same design. These ships are the designated command and control vessels in Imperial fleets in the absence of Super Star Destroyers. The only difference is that the Allegiance is an oversized variant of the Imperial-class that was designed to dominate the space battlefied as a command-level battleship.


Imperial II-class Star Destroyer (ISD-II)
Cost: 1775 KC + 3 SU
Production time: 17 Days
Length: 1600m
Hyperdrive: x1
Shields: 3400
Armor: 1800
Hull: 800
Systems: 800
UCR: 3
Launch Bays: 3
Weapons:
50 Turbolaser Batteries (600)
50 Heavy Turbolaser Cannons (500)
20 Dual Ion Batteries (200)
10 Tractor Beam Projectors (1000m)
Unit Capacity:
6 TIE Starfighter Squadrons
36 Auxiliary Craft
10 Viper Probe Droids
15 Landing Barges
1500 Infantry Squads
15 Heavy GAVs
75 Light GAVs
Notes: Equipped with a HOLONET transceiver. The most powerful ship-of-the-line in the galaxy. Capable of taking on entire fleets or planets by itself.


Imperial I-class Star Destroyer (ISD)
Cost: 1620 KC + 3 SU
Production time: 16 Days
Length: 1600m
Hyperdrive: x1
Shields: 3200
Armor: 1600
Hull: 800
Systems: 800
UCR: 3
Launch Bays: 3
Weapons:
60 Heavy Turbolaser Batteries (900)
60 Ion Cannons (180)
10 Tractor Beam Projectors (1000m)
Unit Capacity:
6 TIE Starfighter Squadrons
36 Auxiliary Craft
10 Viper Probe Droids
10 Landing Barges
1000 Infantry Squads
10 Heavy GAVs
50 Light GAVs
Notes: Equipped with a HOLONET transceiver.


Venator II-class Star Destroyer (VNSD-II)
Cost: 1155 KC + 2 SU
Production Time: 12 Days
Length: 1140m
Hyperdrive: x1
Shields: 2280
Armor: 1140
Hull: 640
Systems: 640
UCR: 3
Launch Bays: 3
Weapons:
20 Turbolaser Batteries (300)
10 Dual Heavy Turbolaser Cannons (200)
50 Concussion Missile Tubes (100)
Unit Capacity:
4 Starfighter Squadrons
24 Auxiliary Craft
400 Infantry Squads
5 Heavy GAVs
20 Light GAVs
Notes: Equipped with a HOLONET transceiver. Capable of making planetary landings. The Venator II-class is a modernization of the Venator I-class that was designed to perform better as a battleship rather than fleet carrier. In this role, the Venator II is second only to the Imperial-class.


Victory II-class Star Destroyer (VSD-II)
Cost: 1045 KC + 2 SU
Production time: 11 Days
Length: 900m
Hyperdrive: x1
Shields: 2000
Armor: 900
Hull: 450
Systems: 450
UCR: 4
Launch Bays: 2
Weapons:
20 Turbolaser Batteries (300)
20 Dual Turbolaser Cannons (320)
20 Ion Cannons (60)
5 Tractor Beam Projectors (500m)
Unit Capacity:
3 TIE Starfighter Squadrons
24 Auxiliary Craft
5 Landing Barges
500 Infantry Squads
5 Heavy GAVs
25 Light GAVs
Notes: May make planetary landings.


Victory I-class Star Destroyer (VSD)
Cost: 1025 KCs + 2 SU
Production Time: 10 Days
Length: 900m
Hyperdrive: x1
Shields: 1800
Armor: 900
Hull: 450
Systems: 450
UCR: 3
Launch Bays: 1
Weapons:
10 Quad Turbolaser Cannons (320)
40 Dual Light Turbolasers (480)
80 Concussion Missile Tubes (160)
5 Tractor Beam Projectors (500m)
Unit Capacity:
2 TIE Starfighter Squadrons
12 Auxiliary Craft
2 Landing Barge
200 Infantry Squads
2 Heavy GAVs
10 Light GAVs
Notes: Can enter the atmosphere and make planetary landings.


Acclamator II-class Battleship (ACC-II)
Cost: 872 KC + 2 SU
Production Time: 9 Days
Length: 750m
Hyperdrive: x1
Shields: 1500
Armor: 750
Hull: 375
Systems: 375
UCR: 3
Launch Bays: 1
Weapons:
24 Quad Turbolaser Cannons (768)
24 Ion Cannons (72)
2 Tractor Beam Projectors (200m)
Unit Capacity:
1 Starfighter Squadron
12 Auxiliary Craft
500 Infantry Squads
10 Heavy GAVs
40 Light GAVs
Notes: Can enter the atmosphere and make planetary landings. Designed later on during the Clone Wars to counter the growing threat of Seperatist warships in the space arena, the Acclamator II-class trades its superior support unit capability for heavier space firepower.


Vindicator-class Heavy Cruiser (VHC)
Cost: 740 KC + 1 SU
Production Time: 7 Days
Length: 600 meters
Hyperdrive: x1
Shields: 1200
Armor: 600
Hull: 300
Systems: 300
UCR: 4
Launch Bays: 1
Weapons:
25 Light Turbolaser Cannons (150)
20 Light Quad Turbolasers (480)
20 Light Ion Cannons (40)
3 Tractor Beam Projectors (300m)
Unit Capacity:
2 TIE Starfighter Squadrons
6 Auxiliary Craft
40 Infantry Squads
Notes: May enter the atmosphere. The Vindicator Heavy Cruiser is a warship variant of the Immobilizer 418-class design. Informally classified as an intermediate warship, the Vindicator is suited for 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: 525 KC + 1 SU
Production Time: 3 Days
Length: 450 meters
Hyperdrive: x1
Shields: 800
Armor: 400
Hull: 150
Systems: 225
UCR: 5
Launch Bays: 1
Weapons:
20 Heavy Turbolaser Cannon (200)
20 Ion Cannons (60)
20 Heavy Laser Cannons (40)
1 Tractor Beam Projector (100m)
Unit Capacity:
2 TIE Starfighter Squadrons
12 Auxiliary Craft
2 Landing Barges
200 Infantry Squads
2 Heavy GAVs
10 Light GAVs
Notes: Manufactured by the Loronar Corporation, the Strike-class features a modular construction design that improves the speed at which it can be built and its overall cost, however this technique compromises on hull integrity and heavy armor, making the Strike-class significantly weaker than its similar-sized counterparts.


Interdictor-class Heavy Cruiser (INT)
Cost: 600 KC + 1 SU
Production Time: 6 Days
Length: 600m
Hyperdrive: x1
Shields: 1200
Armor: 600
Hull: 300
Systems: 300
UCR: 3
Launch Bays: 1
Weapons:
20 Turbolaser Cannons (160)
2 Tractor Beam Projectors (200m)
4 Gravity Well Generators
Unit Capacity:
2 TIE Starfighter Squadrons
6 Auxiliary Craft
Notes: When Gravity Well generators are online, all ships exiting hyperspace in the same system must do so in the same grid as the Interdictor; all ships desiring to enter hyperspace must do so in DEEP SPACE ZONES only.


Carrack-class Light Cruiser (CRAK)
Cost: 490 KC + 1 SU
Production time: 5 Days
Length: 350m
Hyperdrive: x1
Shields: 700
Armor: 350
Hull: 700
Systems: 350
UCR: 6
Launch Bays: 1 (External Racks)
Weapons:
10 Heavy Turbolaser Cannons (120)
10 Heavy Ion Cannons (40)
10 Quad Laser Cannon (40)
2 Tractor Beam Projectors (200m)
Unit Capacity:
100 Infantry Squads
Unit Capacity:
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: 580 KC + 1 SU
Production Time: 6 Days
Length: 500m
Hyperdrive: x1
Shields: 1000
Armor: 500
Hull: 250
Systems: 250
UCR: 4
Launch Bays: 4
Weapons:
10 Dual Laser Cannons (20)
12 Auxiliary Tractor Beams (275m)
Unit Capacity:
6 TIE Starfighter Squadrons
6 Auxiliary Craft
Notes: Limited to (2) per Fleet max.


StarGalleon Assault Frigate (SGAF)
Cost: 375 KC
Production Time: 3 Days
Length: 300m
Hyperdrive: x1
Shields: 600
Armor: 300
Hull: 150
Systems: 150
UCR: 4
Launch Bays: 1
Weapons:
10 Turbolaser Cannons (80)
10 Concussion Missile Tubes (20)
Onboard Units:
12 Auxiliary Craft
200 Infantry Squads
Notes: Can enter atmosphere and make planetary landings.


Lancer Frigate (LFRG)
Cost: 360 KC
Production Time: 4 Days
Length: 250m
Hyperdrive: x1
Shields: 500
Armor: 250
Hull: 125
Systems: 125
UCR: 5
Launch Bays: 0
Weapons:
20 Heavy Quad Laser Cannons (160)
10 Quad Laser Cannons (40)
Notes: Due to specialized weapons targeting computers, the Lancer gets +1 UCR when attacking Starfighters.


IPV-1 Imperial Patrol Vessel (IPV-1)
Cost: 285 KC
Production Time: 3 Days
Length: 150m
Hyperdrive: x1
Shields: 300
Armor: 150
Hull: 75
Systems: 75
UCR: 6
Launch Bays: 0
Weapons:
6 Dual Turbolaser Cannons (96)
2 Concussion Missile Launchers (4)
LUCIDIUS HALE
STAR WARS SIMMING FORUM

Offline SWSF Hale

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Re: Imperial Remnant
« Reply #2 on: July 03, 2013, 12:49:02 AM »
TIE Interceptor Squadron
Type: Light TIE SF
Cost: 80 KC
Production Time: 2 Days
Hyperdrive: None
Length: 10 meters
Durability: 120
UCR: 10
Weapons:
48 Heavy Laser Cannons (96)


TIE Bomber Squadron
Type: Light TIE SF
Cost: 80 KC
Production Time: 2 Days
Hyperdrive: None
Length: 8 meters
Durability: 144
UCR: 6
Weapons:
24 Heavy Laser Cannons (48)
24 Proton Torpedo Launchers (72)


TIE Advanced x1 Squadron
Type: Light TIE SF
Cost: 76 KC
Production Time: 2 Days
Hyperdrive: x1
Length: 9 meters
Durability: 162
UCR: 7
Weapons:
24 Laser Batteries (72)


TIE Avenger Squadron
Type: Heavy TIE SF
Cost: 120 KC
Production Time: 4 Days
Hyperdrive: x1
Length: 10 meters
Durability: 240
UCR: 9
Weapons:
48 Heavy Laser Cannons (96)
24 Concussion Missle Launchers (48)


TIE Defender Squadron
Type: Heavy TIE SF
Cost: 150 KC
Production Time: 4 Days
Hyperdrive: x1
Length: 9 meters
Durability: 324
UCR: 9
Weapons:
72 Heavy Laser Cannons (144)
12 Concussion Missile Launchers (24)
12 Proton Torpedo Launchers (36)
Notes: The most advanced TIE-series starfighter currently offered by Seinar Fleet Systems. Built from the ground up to be a high-performance, next-generation space superiority starfighter, the TIE Defender spares no expense at being the Imperial Remnant's best.


Elite TIE Fighter Squadron
Type: Light TIE SF
Cost: 100 KC
Production Time: 2 Days
Hyperdrive: None
Length: 6 meters
Durability: 216
UCR: 8
Weapons:
24 Laser Batteries (72)
Notes: Although TIE Fighter technology and manufacturing has proliferated to the public sphere, the Imperial Remnant still maintains the better equipped and armed versions of the units, as well as the best pilot training programs for them. Upgraded with modern power plants, heavy armor, and more powerful weapons, Elite TIE Fighters compete even with more sophisticated next-generation starfighters. The Imperial Remnant is limited to (6) of these Squadrons total.


Elite TIE Interceptor Squadron
Type: Heavy TIE SF
Cost: 150 KC
Production Time: 14 Days
Hyperdrive: x1
Length: 10 meters
Durability: 360
UCR: 10
Weapons:
48 Laser Batteries (144)
Notes: Only the very best of the Imperial Remnant Starfighter Corps dream to fly these advanced TIE Interceptors. Piloted almost exclusively by the 181st Squadron, these virtuoso pilots and their craft are living legends. This squadron is capable of operating independently of any fleet and can perform ComScan operations at will. Limited to (1) squadron at any time.
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Offline SWSF Hale

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Re: Imperial Remnant
« Reply #3 on: July 05, 2013, 12:04:46 PM »
Scimitar Assault Bomber
Type: Light AUX
Cost: 16 KC
Production Time: 2 Days
Hyperdrive: None
Length: 14 meters
Durability: 28
UCR: 5
Weapons:
2 Heavy Laser Cannons (4)
2 Advanced Missile Launchers (6)
2 Proton Bomb Bays (20)


Skipray Blastboat
Type: Light AUX
Cost: 20 KC
Production Time: 2 Days
Hyperdrive: x1
Length: 25 meters
Durability: 50
UCR: 5
Weapons:
3 Ion Cannons (9)
3 Laser Batteries (9)
2 Advanced Torpedo Launchers (8)


Gamma-class Assault Shuttle
Type: Heavy AUX
Cost: 40 KC
Production Time: 4 Days
Hyperdrive: x1
Length: 40 meters
Durability: 120
UCR: 4
Weapons:
Unit Capacity:
4 Turbolaser Cannons (32)
2 Ion Cannons (6)
1 Auxiliary Tractor Beam Projector (50m)
Unit Capacity:
5 Infantry Squads


Stormtrooper Transport
Type: Light AUX
Cost: 18 KC
Production Time: 2 Days
Hyperdrive: None
Length: 20 meters
Durability: 40
UCR: 5
Weapons:
8 Heavy Laser Cannons (16)
4 Light Ion Cannons (4)
2 Proton Tordpedo Launchers (6)
Unit Capacity:
3 Infantry Squads


Sentinel-class Landing Shuttle
Type: Heavy AUX
Cost: 40 KC
Production Time: 4 Days
Hyperdrive: x1
Length: 40 meters
Durability: 120
UCR: 4
Weapons:
8 Laser Batteries (24)
2 Ion Cannons (6)
2 Concussion Missile Launchers (4)
Unit Capacity:
5 Infantry Squads
5 Speeder Bikes


Imperial Landing Barge
Type: Dropship
Cost: 75 KC
Production Time: 4 Days
Hyperdrive: None
Length: 100 meters
Durability: 300
UCR: 2
Weapons: None
Unit Capacity:
100 Infantry Squads
1 Heavy Vehicle
5 Light Vehicles
LUCIDIUS HALE
STAR WARS SIMMING FORUM

Offline SWSF Hale

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Re: Imperial Remnant
« Reply #4 on: July 05, 2013, 03:04:38 PM »

Imperial Fleet Trooper Squad
Type: Basic Infantry
Unit Cost: 1 KC
Production Time: 7 Days
UCR: 4
Durability: 3
Attack Rating: 3
Notes: Imperial Fleet Troopers form the basis of crew components at every installation or capital ship. Trained both as technical specialists and basic ground combat, these soldier-sailors are versatile and plentiful.


Imperial Army Trooper Squad
Type: Basic Infantry
Unit Cost: 2 KC
Production Time: 7 Days
UCR: 6
Durability: 7
Attack Rating: 6
Notes: In an era where the Imperial Remnant can no longer maintain the numerical and qualitative superiority of the Stormtrooper Corps, the Imperial Army was tasked to train and equip a new generation of bulk combat troops. Modeled to be "Light Commandos", Imperial Army Troopers wear green plastoid torso armor as well as green plastoid battle helmets like their more elite counterparts, Army Troopers have earned a staunch reputation as being "lean, mean, and green".


Imperial Stormtrooper
Type: Elite Infantry
Unit Cost: 3 KC
Production Time: 14 Days
UCR: 6
Durability: 10
Attack Rating: 14
Notes: In order to maintain the elite reputation of the Stormtrooper Corps, the Imperial Remnant decided to make the training programs more aggressive than ever before. While some commanders think this makes the Stormtroopers more reckless on the battlefield, their tenacity and ability to reach target objects at any cost makes them all the more brutal.


Imperial Royal Guard Squad
Type: Super Elite Infantry
Unit Cost: 13 KC
Production Time: 28 Days
UCR: 10
Durability: 70
Attack Rating: 50
Notes: Reknowed throughout the galaxy as some of the toughest warriors ever to have grace the battefield, the Royal Guard of the Imperial Remnant have forsaken fanaticism in the Emperor for pure warfare. The are the ultimate warriors. (Limited to 100 Squads in operation).


All-Terrain Recon-Transport
Type: Light Vehicle
Unit Cost: 5 KC
UCR: 7
Durability: 30
Attack Rating: 15


All-Terrain Scout-Transport
Type: Light Vehicle
Unit Cost: 9 KC
Production Time: 3 Days
UCR: 6
Durability: 60
Attack Rating: 30


All-Terrain Assault-Transport
Type: Heavy Vehicle
Unit Cost: 31 KC
Production Time: 14 Days
UCR: 10
Durability: 200
Attack Rating: 100
LUCIDIUS HALE
STAR WARS SIMMING FORUM

Offline SWSF Hale

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Re: Imperial Remnant
« Reply #5 on: July 05, 2013, 03:21:48 PM »
Dark Trooper
Type: Special Unit
Unit Cost: 100 KC + 1 SU
Production Time: 21 Days
UCR: 12
Durability: 100
Attack Rating: 100
Notes: These next-generation Dark Troopers, dubbed "Phase IV", are attempts of the Imperial Remnant to bring back the ruined but effective research & development programs of the old Galactic Empire. These modern Dark Troopers are veterans of the Royal Guard, or Royal Guard washouts who were rendered "unfit" for combat due to age or injuries that have been converted into cybernetic supersoldiers. Armed with powerful exosuits and exotic weaponry, these new Dark Troopers prove that rule by fear is still a viable option. Because of their powerful influence on the battlefield, they grant a +1 UCR bonus to up to 100 Infantry Squads they are with. (Multiple Dark Troopers can be used to increase the coverage of this bonus on additional sets of 100 Infantry Squads).
« Last Edit: August 21, 2013, 10:55:53 AM by GCW Hale »
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