Author Topic: SWA: Yavin - Rulebook  (Read 14990 times)

Offline SWSF Hale

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SWA: Yavin - Rulebook
« on: March 29, 2017, 01:18:06 PM »
STAR WARS: AFTERMATH
YAVIN

MAIN STORY
The Battle of Yavin is over, but the Galactic Civil War has just begun. The lines have been drawn. The once subversive and secretive Rebel Alliance is now out in the open and exposed. Emboldened by the dissolution of the Senate AND the destruction of the Death Star, a handful of systems have openly voiced their opposition against the Galactic Empire. Only time will tell if the Rebellion Against The Empire will be crushed or succeed... the fate of the galaxy is now in the hands of those who can make one for themselves!

PLAYER CHARACTERS
Both the Galactic Empire and Rebel Alliance have dispatched specialized Task Forces to engage in narrowly focused campaigns across a limited number of systems. In this game, players will embody these Task Forces as Admirals, Generals, or Consulars. Using their position, power, and presence, these characters will assume command of a limited amount of finite resources to put to good use in their respective campaigns. There is no room for failure. Every ship, crew member, vehicle, starfighter, and pilot counts. Everything is indispensable.

CLASS SYSTEM
Having dedicating themselves to a single craft and career, Player Characters must conform to a single class system (detailed below). These classes represent the "archetype" of the Leader Unit, and are by no means one-dimensional versions of their abilities, rather they are representative of the tangible skillset the Leaders bring to the game itself. Players who opt to become Bureaucrats can decide their own specialized title (Grand Moff, Governor, Senator, Ambassador, etc.).

ADMIRAL --- Your prowess and competence in commanding smaller ships earlier in your career has earned you the promotion to Admiral. Bringing your knowledge of naval tactics to bear, you hope to crush your enemies in the Space battlefield and dominate them from orbit.

GENERAL --- Your success leading large numbers of armed personnel across multiple worlds has earned you the promotion to General. Bringing your knowledge of ground tactics to bear, you hope to crush your enemies in the Ground battlefield and dominate them from behind their own lines.

CONSULAR --- Your excess of personality has made you an extremely popular figure in the public eye. Bringing your knowledge of diplomacy to bear, you hope to win over other bureaucrats by extending the olive branch and forming strategic partnerships that strengthen the security and economy of all parties.

CAMPAIGNS
The name of this game is campaigns. Unlike old sims which utilized vast open-ended galaxies, this game will still have a big galaxy, but it will narrow the scope of gameplay down to a handful of systems to keep things exciting, fast-paced, and intense!
« Last Edit: March 31, 2017, 08:09:46 PM by GCW Hale »
LUCIDIUS HALE
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Offline SWSF Hale

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Re: SWA: Yavin - Rulebook
« Reply #1 on: March 31, 2017, 08:07:30 PM »
PLANET LIST (Strategic Value.Hyperspace Leg) -- Resource Sector
Rebel Alliance
Galactic Empire
Hutt Syndicate
Hapes Consortium
-
0. Rendezvous Point* (V.3) -- Commercial
1. Coruscant (V.2) -- Commercial
2. Dantooine  (I.8) -- Agricultural
3. Alderaan Asteroids*  (II.3) -- Geological
4. Tatooine (II.11) -- Commercial
5. Hoth (I.8) -- Geological
6. Bespin (III.8) -- Geological
7. Yavin IV  (II.11) -- Agricultural
8. Corellia (V.2) -- Industrial
9. Kuat  (V.4) -- Industrial
10. Rothana  (III.11) -- Industrial
11. Kamino  (II.10) -- Industrial
12. Geonosis (III.11) -- Industrial
13. Rhen Var  (II.12) -- Geological
14. Sullust (III.6) -- Industrial
15. Mon Calamari (IV.12) -- Industrial
16. Bothawui (III.8) -- Agricultural
17. Endor  (II.9) -- Agricultural
18. Dagobah (II.9) -- Agricultural
19. Kashyyk  (III.7) -- Agricultural
20. Mustafar  (III.8) -- Industrial
21. Naboo  (III.9) -- Agricultural
22. Kessel  (IV.11) -- Geological
23. Jakku (II.5) -- Geological
24. Takodana (III.6) -- Agricultural
25. Mandalore (IV.9) -- Industrial
26. Nal Hutta (V.7) -- Geological
27. Nar Shaddaa (III.^) -- Commercial
28. Klatooine (III.7) -- Geological
29. Gamorr (II.7) -- Geological
30. Ryloth (III.13) -- Geological
31. Polis Massa  (III.10) -- Geological
32. Ord Mantell  (III.5) -- Commercial
33. Neimoidia  (IV.2) -- Industrial
34. Utapau (III.13) -- Industrial
35. Fondor  (IV.3) -- Industrial
36. Corulag  (III.4) -- Agricultural
37. Eriadu  (IV.8) -- Commercial
38. Wayland  (II.7) -- Commercial
39. Carida  (III.4) -- Agricultural
40. Ilum (I.8) -- Geological
41. Hapes (V.6) -- Industrial
42. Chandrila (IV.4) -- Agricultural
43. Rendili (IV.2) -- Industrial
44. Thyferra  (IV.4) -- Geological
45. Vergesso Asteroids* (III.12) -- Geological
46. Bonadan (IV.13) -- Industrial
47. Scarif (III.10) -- Commercial
48. Druckenwell (III.6) -- Commercial
49. Duros (III.2) -- Industrial
50. Onderon (IV.7) -- Agricultural

*Rendezvous Point is not an actual system, though because it is "everywhere and nowhere" and serves as the mobile hub of the Rebel Alliance Command Fleet, it does produce economic benefits like a system due to the immense amount of legal and illegal shipping to and from the Fleet. Only Rebel Alliance players may travel to the Rendezvous Point.
*Alderaan Asteroids have no Ground, and so this system is completely vulnerable to conquest by Space. However, if no Space Units from any faction are present during any Campaign, the system will default back to Alliance control out of defiance to the Empire.
*Vergesso Asteroids have no Ground, and so this system too is vulnerable to conquest by Space. If no Space units are present, the system will default to Neutral.
^Nar Shaddaa is a moon of Nal Hutta, so hyperspace to/from Nar Shaddaa is computed via Nal Hutta.


GALACTIC ECONOMY
The trade markets and networks that span multiple systems are all ruled by the Galactic Credit or GC for short. Galactic Credits are the equivalent to all of the labor, commodities, and cold hard cash that makes the galaxy spin. To keep this game simple, this is the one and only economic unit you need to be concerned with.

HYPERSPACE TRAVEL
In this game, hyperspace travel times are calculated by using the following formula: T = (A+B)x2. When traveling from a system, plug its Hyperspace Leg into A; next plug the Hyperspace Leg of your destination into B. Multiply the sum of both by 2. This is the minimum number of HOURS you must spend in Hyperspace before you may exit at your destination. Players may have their ships stop and re-route in Empty Space to a new destination; if so, A = 12 for this new calculation. When your ships exit hyperspace, you have your choice of exiting in the Deep Space Zone or the Orbital Zone at Stand-Off Range (explained later).

FOG OF WAR
Due to HoloNet, civilian traffic, and commercial networks, in-game information is totally transparent and can be assumed instantly no matter where your units are.

STRATEGIC VALUE
This category determines which socio-economic class a given system falls under according to both its population, GDP, political activity, and any native exports that can elevate wealth. In order to take over a system, you need to reduce its SV to 0. This can be accomplished according to a number of missions (to be detailed later). For now, refer to the following chart to determine a system's standing:
Class I -- SV 20 / 50 GC
Class II -- SV 40 / 100 GC
Class III -- SV 60 / 150 GC
Class IV -- SV 80 / 200 GC
Class V -- SV 100 / 250 GC

RESOURCE SECTOR
Any given system's features and urban development determine its overall resource sector, which is its specialization in the intergalactic market. It corresponds to a Strategic Value bonus:
Agricultural -- SV +30 / +100 GC
Industrial -- SV +20 / +150 GC
Commercial -- SV +10 / +250 GC
Geological -- SV +0 / +300 GC

CAMPAIGN HEADQUARTERS AND SUPPORT
During a campaign, these systems become hubs for operations. Accordingly, they experience an uptick in activity which corresponds to a slight bonus:
Campaign HQ -- SV +100 / +100 GC
Campaign Support -- SV +20 / +50 GC

ACTION DAYS FOR INCOME, BANKING, AND PRODUCTION
Every Saturday is an Action Day. On these Action days, you may collect income and begin production of new units. You are allowed to save money and carry it over to new campaigns, but your team's maximum allowable bank account is 20,000 GC. If one of your worlds is conquered, you must balance your spreadsheet on Action Days to account for the loss.

PRODUCTION CENTERS
All planets (including the Rendezvous Point) may have up to their SV class in production centers, which allows you to build units. These production centers are Free and Intangible, and are as follows:
1. Shipyard -- May build Capital Ships and Auxiliary Craft. For every Shipyard beyond the first, build cost is reduced by -1%.
2. Factory -- May build Auxiliary Craft and Starfighters. For every Factory beyond the first, build cost is reduced by -1%.
3. Arsenal -- May build Ground Vehicles. For every Factory beyond the first, build cost is reduced by -1%.
4. Academy -- Trains all Crew Type units. For every Academy beyond the first, training times are reduced by -1 Day.
5. Facility -- Produces 1 Build Point if you win your Campaign. Only 1 Facility is allowed per planet.
6. Stronghold -- Increases SV by +50. Only 1 Stronghold is allowed per planet.
7. Market -- Increases GC output by +50. Only 1 Market is allowed per planet.

LEADER TYPES
These units are the de facto Player Character Units, and so specific bonuses are provided accordingly. Teams may only have up to THREE active Leaders during each Campaign, and new Leaders start out at Prestige Level 2.
Admiral -- If the Admiral is onboard any Capital Ship or Auxiliary, it immediately becomes your Flagship of your Fleet. Flagships get +1 AP, +1 DMG, +1 UCR, and +25% DUR (round up). Admirals get 3 free Captains and 2 free Ace Pilots at the start of the campaign. Training time for Officers is cut by -2 Days for each Admiral on your team. During combat, Admirals get to bank up to 3 unused Action Points from the previous round.

General -- If the General is onboard any Ground Vehicle, it immediately becomes your Command Vehicle (UCR +2, DUR x2, DMG x2). Due to their ability to coordinate logistics and personnel, Generals provide a 5% discount (round down) on ALL units you build. (If you have 3 Generals in your Campaign, you get a cumulative -15% discount). Generals get 1 free Captain and 3 free Colonels at the start of the campaign. While onboard any Auxiliary, it automatically becomes your Expeditionary Ship (Transport +3, DUR x3).

Consular -- If the Consular is onboard any capital ship, it immediately becomes your Flagship of your Fleet. Flagships get +1 AP, +1 DMG, +1 UCR, and +25% DUR (round up). If the Consular is onboard any Auxiliary, it immediately becomes your Consular Ship (Transport +3, DUR x3). Consulars also get 1 free Captain, 1 free Colonel, 1 free Ace Pilot, and 2 free Advisors.

PRESTIGE LEVEL
The overall charisma and command experience a Leader has, combined with their successes and defeats during campaigns determine Prestige Level. If your team wins a campaign, your Leaders gain a Prestige Level. If your team loses a campaign, your Leaders lose a Prestige Level.
Prestige Level 1 -- +20 SV / +25 GC
Prestige Level 2 -- +30 SV / +50 GC
Prestige Level 3 -- +40 SV / +75 GC
Prestige Level 4 -- +50 SV / +100 GC
Prestige Level 5 -- +75 SV / +125 GC

STAFF TYPES these are specialized attaches to your Leader Unit. Additional Staff can be recruited for 200 GC each at any time. They do not need to be trained/processed.
Captain replaces 1 Officer onboard Capital Ships or Auxiliaries; and provides +1 bonus Shared AP to your Fleet. The unit that the Captain is commanding gets +1 UCR. Limit 1 Captain per Capital Ship.

Colonel replaces 1 Officer, Pilot or Gunner onboard Vehicles; and provides +1 bonus Shared AP to your Army. The unit that the Colonel is piloting gets 2x DUR and +2 UCR. Limit 1 Colonel per Vehicle.

Ace Pilot replaces 1 Pilot onboard Auxiliaries, Starfighters, or Vehicles; and provides +1 bonus Shared AP to your Fleet. The unit that the Ace Pilot is piloting gets 2x DUR and +2 UCR. Limit 1 Ace Pilot per AUX/SF/GAV.

Advisor does not replace Crew, nor provides any AP. They provide a bonus to your Leader while conducting Diplomacy Missions.

Governor allows your faction to gain control of a system.
 
CREW TYPES all crew provide 1 Action Point and can be recruited for 20 GC. After being recruited, they must be processed at an Academy for additional training/equipment.
Officers are primarily needed to take command of starships, but may also need to be onboard auxiliary craft or ground vehicles as well.
Infantry are troopers and soldiers.
Pilots are technically trained personnel who are able to fly specific craft.
Gunners can augment starship crews or drive ground vehicles. They are weapons experts.

LEADERS, STAFF, AND CREW CAN BE KILLED
If your Leaders, Staff, and Crew are onboard any Capital Ship, Auxiliary, Starfighter, or Ground Vehicle, and this unit is destroyed in battle, they are Killed-in-Action. Death is permanent. *There are no escape pods.*

PLAYERS, TEAMS, AND FLEETS
Each team may have up to 3 Fleets that can be shared with any other player on the team. Each fleet must conform to one of the 1:2:4 Models below. The first ship is the Command Ship of the Fleet; the next tier are your Line Ships, which must be at least one less Size Type below the Command Ship; the last tier are your Support Ships, which must be at least one less Size Type below your Line Ships. No more than 2 of your Fleets can be in the same system (excluding PDF), and your team can only have 3 Class A Fleets at the maximum.
Class A Fleet: 1 Large CAP, with up to 2 Heavy CAPs, and up to 4 Medium CAPs
Class B Fleet: 1 Heavy CAP, with up to 2 Medium CAPs, and up to 4 Light CAPs
Class C Fleet: 1 Medium CAP, with up to 2 Light CAPs, and up to 4 Small CAPs
Class D Fleet: 1 Light CAP, with up to 2 Small CAPs, and up to 4 Heavy AUX/SF
Class E Fleet: 1 Small CAP, with up to 2 Heavy AUX/SF, and up to 4 Light AUX/SF
Class F Fleet: 1 Heavy AUX/SF, with up to 2 Light AUX/SF
*Independent SF/AUX must be hyperspace-capable.

TOTAL SV = MAXIMUM UNIT LIMIT
The total number of ALL OF YOUR UNITS (all capital ships + auxiliaries + starfighters + vehicles + staff + infantry + all crew on all CAP/AUX/SF + all PDF forces) cannot exceed the total amount of baseline SV your team has from the combined amounts of your Campaign HQ, Campaign Support system, and your Leaders. If at any time you are over the maximum allowable limit of units on an Action Day, those units must "report to High Command" (you get a 50% refund for their cost, but can no longer use them).

STARTING CAMPAIGNS
This game will be played as a series of campaigns which will narrow down the playable systems to all but a handful, based on the number of players. Players will begin by picking a team, either the Galactic Empire or Rebel Alliance, and then they will decide on using one system in particular as their Campaign Headquarters, plus one more as their Campaign Support. After this is decided, both teams will then pick a Primary Target and Secondary Target from the list of neutral or enemy systems. The list of all systems picked by both teams are the only systems the players can travel to, attack, or defend for the duration of the campaign. Each team begins their Campaign with 20,000 GC.

WINNING CAMPAIGNS
Once a team wins a campaign, the game does not reset, but a new campaign may begin. Players will simply repeat the same process over and over. The idea is that campaigns will narrow player focus and prevent a large galaxy from going dormant, by isolating a handful of pertinent systems. Campaigns can be won under the following conditions:

1. Enemy HQ sacked -- if you manage to capture the enemy's Campaign HQ, you win the campaign.

2. Primary and Secondary Targets achieved -- if you capture both of your targets, you win the campaign.

3. Enemy Leaders killed -- if you manage to kill 2 of the 3 opposing team's leaders, you win the campaign.

VICTORY POINTS
1. Victory Points are scored by completing Campaign related objectives, or by participating in special story-driven events. Both factions start with 0 VP, but they can be earned throughout ALL campaigns and be carried over.

2. Every Action Day, your team gets to generate +1 SV and +5 GC for each Victory Point. Over time this can be an effective way to build up your team's capability to field more and bigger units. Even if you wind up losing a campaign, your efforts can still carry over to the next.

3. You will be rewarded 1 VP for the following:
a. Neutralizing a system.
b. Installing a Governor.
c. Killing an enemy Leader.
d. Killing an enemy Staff member.
e. Destroying a Flagship.
f. Writing 2000 words of non-combat story.
g. Finishing a campaign. (Silence, ye participation trophy haters!)

HOW TO CAPTURE ANOTHER SYSTEM
You must first reduce Strategic Value to 0 and then Garrison your forces in order to capture a system. This is done in a step-by-step process:
1. SPACE -- If your Fleet is the only Fleet in Space, that System's SV is reduced by the total amount of Action Points in your Fleet. If this takes the SV down to zero or below zero, then the system is Neutralized. If your Fleet leaves a system after Neutralizing it, then the system will return to the previous faction's control after 24 hours.

2. GROUND -- If your Army is the only Army on the Ground, that System's SV is reduced by the total amount of Action Points in your Army. If this takes the SV down to zero or below zero, then the system is Neutralized. If not, then after 24 hours the system will take another SV reduction from your Army until this is accomplished. If your Army leaves the ground after Neutralizing a system, then the system will return to the previous faction's control after 24 hours.

3. GARRISON -- After a system is Neutralized, you must install a new Governor and station a new Planetary Defense Force at the system using units from your own Fleet (a minimum of 1 Infantry is required). Garrisons subtract from your unit maximums just like Fleets, so be careful not to spread yourself too thin!

4. DIPLOMACY -- In lieu of a Ground Battle, your Consular and Advisors may travel to the surface in their Consular Ship to begin negotiations. Every 24 hours, the system takes an SV reduction equal to 2x the size of your Diplomacy Team until it is reduced to zero. Once this happens, the system is Neutralized permanently. Even if your Diplomacy Team leaves, the system will not revert back to the previous faction's control. To fully capture a system you need a Garrison.

PLANETARY DEFENSE FORCES
Outside of the 3 Fleets allotted for team usage, systems can support their own Fleet (up to Class C); Garrisons have no limit. Starfighters and Auxiliaries can be based planetside if you wish. Keep in mind, even PDF units will count against your total unit maximum! Don't spread yourself too thin!

SPOILS OF WAR
After a campaign is won, a team may pick from the following as a bonus to use in the next campaign:
1. Recruitment Drive -- Start the next campaign with 50 free Crew of your choosing.
2. Defense Program -- Your choice of a Planet Defender Turbolaser, Ion Cannon, or Shield Generator installed for free on any world.
3. The Force Unleashed -- Gain a Force User (RA: Jedi Knight / GE: Sith Lord) as a special Staff Unit.
4. Scum & Villainy -- Gain a Scoundrel (RA: Smuggler / GE: Bounty Hunter) as a special Staff Unit.
5. Increase Credit -- Permanently increase your Bank Account limit by +1000 GC.
6. Ultimate Power [GE only] -- Add one Build Point to the Death Star II project.
7. Death Squadron [GE only] -- You may now use the Super Star Destroyer Executor.
8. Imperial Civilization [GE only] -- Permanently upgrade the Strategic Value of any of your systems to the next level.
9. A New Hope [RA only] -- Add one Build Point to the Alliance Citadel project.
10. The Alliance Strikes Back [RA only] -- You may now use the Mon Calamari Battlecruiser Justice.
11. Insurrection [RA only] -- This causes an uprising to occur at any system; if Class I it changes allegiance to the Rebel Alliance; if Class II it becomes Neutral; if Class III it is reduced to Class II; if Class IV it is reduced to Class III; if Class V it forfeits any SV bonus from Resource Sector.
12. Strategic Risk -- Forego your Spoils of War this campaign. If you win your next campaign, you get 4 Spoils. If you lose, the opposing team gets 2 Spoils.

SPACE COMBAT RULES
UNIVERSAL COMBAT RATING
Ultimately, all combat boils down to an interaction between a shooter and a target. This interaction is expressed mathematically using UCR, which is a number that is used to compute a unit's baseline combat performance and capabilities.   All you need to know is that the higher the UCR, the better. The UCR ratio between an attacker and defender will directly determine the amount of damage a defending unit is dealt.

OPERATIONAL ZONES
We are not using a traditional, visual-style grid for this game. Instead, spatial movements will be tracked according to various zones and how they influence combat, as well as the distance between two units.
a. Deep Space Zone (DZ) -- No combat may take place here. Fleets can visibly see a planet from Deep Space, but they are too far away to interact with it. Capital ships may loiter in Deep Space and deploy SF and AUX, which may move into Orbit and elsewhere.
b. Orbital Zone (OZ) -- All unit-to-unit combat in space takes place here. From here, Fleets can begin blockades, invasions, or engage in any other activity that would help them take over a planet.
c. Ground Zone (GZ) -- All unit-to-unit combat on the ground takes place here. (See: Ground Combat Rules.)

COMBAT ROUNDS & ACTION POINTS
Combat Rounds are consecutive turns in which players can interact with each other. There is no limit to how many rounds two opposing players could take in a single day, only that they must take turns in doing so. Once one Fleet is done using its Action Points, an opposing Fleet may use theirs, and so on. Action Points are the life blood of combat, which determines how well ships and their crews can perform during battle. This is quantified by spending 1 Point for 1 Action. All APs are refreshed every round.
a. Hyperspace -- Enter hyperspace = ALL AP
b. Navigation -- Move from one Operational Zone to another = 1 AP
c. Attack -- Firing 1 weapon = 1 AP
d. Flight Ops -- Activate and maintain 1 SF/AUX outside of the ship = 1 AP
e. Damage Control -- Repair 1 DUR per Crew = 1 AP
f. Tactical Maneuvers -- Move from one Tactical Range to another = 1 AP

TACTICAL RANGE (TR)
Units are never immobile in combat. There is a constant flow and change in disposition that changes how UCR is calculated. Starfighters and Auxiliaries are always at Close Range, which means their TR value (explained below) while Attacking or Defending is 0.
a. Point Blank Range (-1)
b. Close Range (0)
c. Short Range (1)
d. Standard Range (2)
e. Medium Range (3)
f. Long Range (4)
g. Stand-Off Range (5)

WEAPONS, WEAPON DAMAGE, & DAMAGE RATINGS (DMG)
Each unit has a specific number of weapons and damage associated with that vessel. This is to simplify the process of counting different weapon types by averaging the performance between all of them. Don't worry, "behind the scenes" the specs were fully developed from canon materials. For example, an ISD has 60 Turbolasers and 60 Ion Cannons, so for the purposes of this game, the ISD has "12 guns" which do "10 damage." AUX, SF, and Ground Units follow a similar convention, with one exception. Because AUX, SF, and Ground units are smaller units that do not need to manage their individual APs, weapons and damage have already been pre-calculated to determine a single Damage Rating.

CALCULATING UCR AND BATTLE DAMAGE
[Attacker UCR - Attacker's TR] / [Defender UCR + Defender's TR] = Combat Performance Ratio (CPR)
[Total Weapon DMG] x [CPR] = Battle Damage

GROUND COMBAT RULES
Ground Combat is very similar to Space Combat, but with few exceptions. As soon as one of your Ground Units (Infantry or Vehicle) is deployed to the Ground Zone, they become an Army, which is managed just like a Fleet in terms of Action Points. Every Infantry and Vehicle has 1 AP, which it can use to attack each round. Tactical Range can be changed at no cost (refer to same chart above). Calculating UCR and Battle Damage is the same as in Space.
« Last Edit: May 29, 2017, 04:21:02 PM by SWA Hale »
LUCIDIUS HALE
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Offline SWSF Hale

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Re: SWA: Yavin - Rulebook
« Reply #2 on: April 04, 2017, 08:32:29 AM »
HOW TO SETUP A NEW CAMPAIGN: STEP BY STEP

1. Pick a Team: Rebel Alliance or Galactic Empire.

2. Pick a Team Captain (one player who can override all other team members when it comes to collecting income and filing expense reports on Action Days, move another player's units if they are unable, or do anything else that would otherwise provide security for the team). Team Captains may or may not have to do anything, but it sometimes helps in extreme circumstances to have a "point man" when contingencies arise.

3. Discuss with your team which faction-controlled planet you would like to use for your Campaign HQ (Headquarters). Also pick a Campaign SC (Support Command).

4. Assign Production Centers to the Campaign HQ and SS based on their SV level/capacity.

5. Next pick out a neutral or opposing-faction planet to be your Primary Target. Then do the same for your Secondary Target.

5. In order to begin build your Team Spreadsheet, calculate the total amount of SV and GC generated from your Campaign HQ + SS. The total SV is the maximum number of units you are allowed to have for the duration of the campaign. The total amount of GCs are what you collect every Action Day (every Saturday).

6. Pick which players will have primary control over the Leader Units. Player Characters do not have to be Leader Units, if you want your character to be more of a behind-the-scenes type entity, but it might help you "get in the game" because Leader Units can be killed!

7. Using your starting banking credit of 20,000 GC buy units from your list of available technology. Remember, you can only have 3 Fleets. All remaining SV after your Fleets are built must be dedicated to PDF. Remember to buy plenty of Crew upfront - they take time to train and add up very quickly (both in terms of SV and GC).

8. File an initial Status Report on your Campaign Status thread, which can be named "RA: Operation _______" or "Task Force _____" or really anything you want. This initial Status Report must contain all SV and GC produced, plus all SV and GC consumed by all of your units. Any extra SV and SC can be saved if you don't want to or can't spend it all initially.

9. Once both teams have filed their initial Status Report, the Game will begin on the following Action Day (at which point you can collect income again and file a new report) to kickoff. The game will be live at this point. Because this game is turn-based during Combat, it can go as fast or as slow as both teams can manage.

10. Remember, the Campaign HQ and SS and Primary and Secondary Targets from BOTH teams are the ONLY SYSTEMS that are playable during the Campaign.
« Last Edit: May 15, 2017, 08:41:29 AM by SWA Hale »
LUCIDIUS HALE
STAR WARS SIMMING FORUM

Offline SWSF Hale

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Re: SWA: Yavin - Rulebook
« Reply #3 on: April 04, 2017, 11:19:46 AM »
A BRIEF NOTE ON SPECS AND CAPABILITIES
1. For gaming purposes, all ships are "already constructed" - you just need to supply the crew and onboard units, as they do NOT come with a ship. When you buy a ship, you are in fact "ordering" it from a previously constructed stockpile that your faction maintains. It will arrive immediately when you buy it at your Campaign HQ.
2. Auxiliary Craft have a spec listing that says "Transport Capacity" - this is merely the number of Infantry/Staff/Crew/Vehicles that Aux Craft can transport from Space to the Ground during its turn.
3. Light and Small Capital Ships can make planetary landings just like Auxiliaries and Starfighters.


REBEL ALLIANCE

ALLIANCE CITADEL
COST: 10 Build Points
TYPE: Cloud City
LENGTH: 16km
CREW: 1 Consular + 60 Advisors + 100 Officers
UCR: 10
DURABILITY: 5000
DEFENSES:
1 Planet Defender Shield Generator (10,000 DUR)
WEAPONS:
2 Planet Defender Turbolasers
2 Planet Defender Ion Cannons
UNIT CAPACITY:
6 Heavy RA SF
6 Light RA SF
6 Heavy AUX
6 Light AUX
9 Infantry
9 Light GAV
NOTES: The Alliance Citadel was envisioned as a way to add legitimacy to the Rebel cause by using it as a new and different capital outside of Coruscant. It is a controversial project within Alliance High Command, because Mon Mothma sees it as "giving up" whereas the late Bail Organa saw it as a viable option to secure a lasting peace. Because the Alliance Citadel is being built at the Rendezvous Point, it does not need to move to a system to complete its construction. However, once completed, the Rendezvous Point is disbanded. For Campaign purposes, the Alliance Citadel functions as its own Class V world, and if used, it must be the Campaign HQ with its host world the Campaign Support. In order to be used, your Consular must remain at the Citadel at all times, and your team must supply the remaining 160 Crew. The Alliance Citadel can be moved to any system at the start of each campaign.

MON CALAMARI BATTLECRUISER JUSTICE (MCBC)
VALUE: 1600+ GC 
TYPE: Super CAP
LENGTH: 5km
CREW: 50 Officers
UCR: 8
DURABILITY: 1250
WEAPONS: 30
DAMAGE: 7
UNIT CAPACITY:
6 Heavy RA SF
4 Light RA SF
2 Heavy AUX
6 Light AUX
14 Infantry
6 Light GAV
4 Heavy GAV
NOTES: If this ship is active in one of your campaigns, it immediately displaces one of your three Fleets. In order to use this ship, an Admiral must be onboard. This ship gets no bonuses from being a Flagship. While this ship is "free" because you did not have to build it, your team must supply 100% of the Crew instead. If you do not win the campaign in which this ship is used, your Crew will get re-assigned to other duty and you will have to re-supply a New Crew to use this ship again. *This vessel is unique. If destroyed, it cannot be rebuilt or re-acquired as a Spoil of War.*

VENATOR HEAVY DESTROYER LIBERATOR (VHD)
VALUE: 460+ GC
TYPE: Heavy CAP
LENGTH: 1140m
CREW: 13 Officers
UCR: 8
DURABILITY: 340
WEAPONS: 10
DAMAGE: 2
UNIT CAPACITY:
4 Heavy RA SF
4 Light RA SF
2 Light AUX
NOTES: In its former service life, the Liberator was a Venator Heavy Destroyer in the Republic Navy, but was captured by the CIS during the Clone Wars and inevitably wound up in the hands of the Rebel Alliance. It has been significantly refurbished inside and out, but sports minimal armaments so that it may excel as a Fleet Carrier. *This vessel can be unlocked as a Spoils of War prize. If destroyed, it cannot be rebuilt.*

MON CALAMARI-90 STAR CRUISER (MC-90)
COST: 650 GC
TYPE: Large CAP
LENGTH: 1400m
CREW: 15 Officers
UCR: 10
DURABILITY: 420
WEAPONS: 10
DAMAGE: 10
UNIT CAPACITY:
6 Heavy RA SF
4 Light AUX
2 Infantry
2 Light GAV

MON CALAMARI-80 STAR CRUISER (MC-80)
COST: 540 GC
TYPE: Large CAP
LENGTH: 1300m
CREW: 13 Officers
UCR: 10
DURABILITY: 325
WEAPONS: 8
DAMAGE: 10
UNIT CAPACITY:
2 Heavy RA SF
2 Light RA SF
2 Heavy AUX
2 Light AUX
2 Heavy GAV
2 Light GAV
8 Infantry

REBEL ASSAULT FRIGATE (RAF)
COST: 370 GC
TYPE: Medium CAP
LENGTH: 600m
CREW: 6 Officers
UCR: 12
DURABILITY: 120
WEAPONS: 12
DAMAGE: 10
UNIT CAPACITY:
4 Gunners

QUASARFIRE BULK CRUISER (QFBC)
COST: 160 GC
TYPE: Light CAP
LENGTH: 340m
CREW: 4 Officers
UCR: 6
DURABILITY: 70
WEAPONS: 4
DAMAGE: 5
UNIT CAPACITY:
4 Light RA SF
2 Light AUX

HAMMERHEAD CRUISER (HHC)
COST: 220 GC
TYPE: Light CAP
LENGTH: 325m
CREW: 3 Officers
UCR: 11
DURABILITY: 65
WEAPONS: 6
DAMAGE: 6
UNIT CAPACITY:
2 Gunners
2 Heavy AUX

NEBULON-B ESCORT FRIGATE (NEB)
COST: 200 GC
TYPE: Light CAP
LENGTH: 300m
CREW: 4 Officers
UCR: 10
DURABILITY: 60
WEAPONS: 4
DAMAGE: 4
UNIT CAPACITY:
2 Heavy RA SF
2 Light AUX

CORELLIAN CORVETTE (CORV)
COST: 190 GC
TYPE: Light CAP
LENGTH: 150m
CREW: 3 Officers
UCR: 13
DURABILITY: 30
WEAPONS: 2
DAMAGE: 9
UNIT CAPACITY:
2 Gunners
2 Infantry
2 Light GAV
1 Light AUX

CORELLIAN GUNSHIP (CGUN)
COST: 220 GC
TYPE: Small CAP
LENGTH: 125m
CREW: 3 Officers
UCR: 14
DURABILITY: 35
WEAPONS: 5
DAMAGE: 8
UNIT CAPACITY:
2 Gunners

GR-75 MEDIUM TRANSPORT (GR-75)
COST: 95 GC
TYPE: Small CAP
LENGTH: 90m
CREW: 2 Officers
UCR: 6
DURABILITY: 20
WEAPONS: 1
DAMAGE: 5
UNIT CAPACITY:
4 Infantry
2 Light GAV
2 Heavy GAV

GR-80 ESCORT TRANSPORT (GR-80)
COST: 110 GC
TYPE: Small CAP
LENGTH: 90m
CREW: 2 Officers
UCR: 8
DURABILITY: 20
WEAPONS: 1
DAMAGE: 5
UNIT CAPACITY:
1 Heavy RA SF
1 Heavy AUX
_____________________________________________________

REBEL ASSAULT TRANSPORT (RAT)
COST: 120 GC
TYPE: Heavy AUX
LENGTH: 40m
HYPERDRIVE: Yes
CREW: 2 Pilots + 2 Gunners
UCR: 13
DURABILITY: 20
DAMAGE RATING: 18
TRANSPORT CAPACITY: 3

HWK-290 LIGHT FREIGHTER (HWK-29)
COST: 90 GC
TYPE: Light AUX
LENGTH: 30m
HYPERDRIVE: Yes
CREW: 1 Officer + 1 Pilot
UCR: 11
DURABILITY: 15
DAMAGE RATING: 10
TRANSPORT CAPACITY: 1

YT-1300 LIGHT FREIGHTER (YT-13)
COST: 95 GC
TYPE: Light AUX
LENGTH: 35m
HYPERDRIVE: Yes
CREW: 1 Officer + 1 Pilot
UCR: 9
DURABILITY: 14 
DAMAGE RATING: 12
TRANSPORT CAPACITY: 2

UT-60D "U-WING" UTILITY TRANSPORT (U/W)
COST: 90 GC
TYPE: Light AUX
LENGTH: 40m
HYPERDRIVE: Yes
CREW: 1 Pilot
UCR: 8
DURABILITY: 18
DAMAGE RATING: 4
TRANSPORT CAPACITY: 3

UT-60E "U-WING" GUNSHIP (U/W)
COST: 100 GC
TYPE: Light AUX
LENGTH: 40m
HYPERDRIVE: Yes
CREW: 1 Pilot
UCR: 10
DURABILITY: 12
DAMAGE RATING: 16
TRANSPORT CAPACITY: 0

ALLIANCE COMMAND SHUTTLE (ACS)
COST: 200 GC
TYPE: Special AUX
LENGTH: 20m
HYPERDRIVE: Yes*
CREW: 2 Officers
UCR: 10
DURABILITY: 100
DAMAGE RATING: 10
TRANSPORT CAPACITY: 10*
NOTES: This is a heavily modified Lambda-class Shuttle that can be stowed/attached on any capital ship, regardless of stated capacity limits. It is equipped with a top-shelf hyperdrive which cuts hyperspace travel times in half. It can be used to transport up to 10 units, including Leaders, Staff, Crew, or Infantry - but NOT Vehicles. *Only one per Leader can be active at any given time during your Campaign.*
_________________________________________________

X-WING STRIKE FIGHTER (X/W)
COST: 85 GC
TYPE: Light RA SF
LENGTH: 13m
HYPERDRIVE: Yes
CREW: 1 Pilot
UCR: 11
DURABILITY: 24
DAMAGE RATING: 20

Y-WING ATTACK BOMBER (Y/W)
COST: 90 GC
TYPE: Light RA SF
LENGTH: 14m
HYPERDRIVE: Yes
CREW: 1 Pilot
UCR: 9
DURABILITY: 26
DAMAGE RATING: 24

Y-WING HEAVY BOMBER (Y/W-HB)
COST: 80 GC
TYPE: Heavy RA SF
LENGTH: 14m
HYPERDRIVE: Yes
CREW: 1 Pilot
UCR: 9
DURABILITY: 28
DAMAGE RATING: 12
SPECIAL: If this Y-Wing attacks a Capital Ship, it gets -1 AP on its next round.

A-WING INTERCEPTOR (A/W)
COST: 70 GC
TYPE: Light RA SF
LENGTH: 10m
HYPERDRIVE: Yes
CREW: 1 Pilot
UCR: 14
DURABILITY: 16
DAMAGE RATING: 10

B-WING ASSAULT BOMBER (B/W)
COST: 130 GC
TYPE: Heavy RA SF
LENGTH: 17m
HYPERDRIVE: Yes
CREW: 1 Pilot + 1 Gunner
UCR: 10
DURABILITY: 44
DAMAGE RATING: 42

Z-95 HEADHUNTER (Z-95)
COST: 65 GC
TYPE: Light RA SF
LENGTH: 12m
HYPERDRIVE: Yes
CREW: 1 Pilot
UCR: 10
DURABILITY: 16
DAMAGE RATING: 12
________________________________________________

REBEL JUGGERNAUT (JUG)
COST: 110 GC
TYPE: Heavy GAV
LENGTH: 20m
CREW: 1 Officer + 2 Gunners
UCR: 6
DURABILITY: 60
DAMAGE RATING: 20

T-47 AIRSPEEDER (T-47)
COST: 50 GC
TYPE: Light GAV
LENGTH: 4m
CREW: 1 Pilot + 1 Gunner
UCR: 13
DURABILITY: 16
DAMAGE RATING: 16

COMBAT UTILITY SKIFF (CUS)
COST: 85 GC
TYPE: Light GAV
LENGTH: 7m
CREW: 1 Officer + 6 Gunners
UCR: 9
DURABILITY: 30
DAMAGE RATING: 30
NOTES: Combat Utility Skiffs are improvides combat vehicles. They are high-performance civilian repulsorcraft which have been modified with armor plates weapon mounts. If destroyed, the Gunners can "jump off" and participate in the Ground Battle as Infantry.

______________________________________________________

REBEL OFFICER
TRAINING TIME: 14 days
EQUIPMENT COST: 0 GC
UCR: 5
DURABILITY: 5
DAMAGE RATING: 1
NOTES: Officers can participate in Ground Battles as Infantry, but they cannot be utilized in Garrisons to maintain security of a system.

REBEL PILOT
TRAINING TIME: 7 days
EQUIPMENT COST: 1 GC
UCR: 5
DURABILITY: 6
DAMAGE RATING: 2
NOTES: Pilots can participate in Ground Battles as Infantry, but they cannot be utilized in Garrisons to maintain security of a system.
 
REBEL GUNNER
TRAINING TIME: 7 days
EQUIPMENT COST: 2 GC
UCR: 8
DURABILITY: 7
DAMAGE RATING: 3
NOTES: While onboard a capital ship, Gunners provide that ship with 1 bonus AP for Weapons. Gunners can participate in Ground Battles as Infantry, AND they can be utilized in Garrisons.

REBEL ADVISOR
TRAINING TIME: 14 days
EQUIPMENT COST: 0 GC
UCR: 5
DURABILITY: 5
DAMAGE RATING: 0
NOTES: Advisors cannot participate in Ground Battles or be utilized in Garrisons.

REBEL GOVERNOR
TRAINING TIME: 21 days
EQUIPMENT COST: 5 GC
UCR: 5
DURABILITY: 10
DAMAGE RATING: 2
NOTES: Governors can participate in Ground Battles as Infantry, AND they are required to station a Garrison at a system. Systems without Governors become Neutral.

REBEL TROOPER
TRAINING TIME: 7 days
EQUIPMENT COST: 30 GC
UCR: 8
DURABILITY: 10
DAMAGE RATING: 5

REBEL COMMANDO
TRAINING TIME: 14 days
EQUIPMENT COST: 60 GC
UCR: 12
DURABILITY: 20
DAMAGE RATING: 10

REBEL RANGER
TRAINING TIME: 21 days
EQUIPMENT COST: 80 GC
UCR: 14
DURABILITY: 25
DAMAGE RATING: 10
NOTES: Up to 10 Rebel Rangers can "go behind enemy lines" while on a hostile world. If so, they become completely Stealth (they cannot be attacked unless they break cover). In order to activate this ability, you must "pay Rebel sympathizers" 50 GC per Ranger that goes Stealth. The Galactic Empire gets a cut of this payment (as "bribes"), 20 GC per Ranger.

REBEL SMUGGLER
TRAINING TIME: N/A
EQUIPMENT COST: N/A
UCR: 15
DURABILITY: 25
DAMAGE RATING: 10
NOTES: Rebel Smugglers are sympathetic to the Alliance because they see the Rebellion as being good for business. The transportation of cargo and personnel from planet to planet is a win-win for the Rebel Alliance and the Smuggler. The Rebels accomplish missions, the Smuggler gets paid. Because Smugglers are men of advanced ability, they can replace 1 Pilot or Officer onboard a Capital Ship, Auxiliary, or Starfighter. While onboard an Auxiliary Craft, that craft gets 2x DUR, +2 UCR, +2 DMG, and it may transport 3x units, AND complete Hyperspace travel in half the time. Smugglers have two missions available to them:
1. COVERT STRIKE -- Pay the Smuggler 100 GC. He may now make 1 planetary landing without any inference from a PDF (Imperial or Neutral). Units transported by the Smuggler may disembark planetside from the Smuggler's auxiliary craft. If they are non-Stealth units, they must immediately begin a Ground Battle. If this is an Imperial-held world, the Space Defense Force is immediately alerted to the Smuggler, so the Smuggler can remain on the Ground or make a run for it into Space. If the Smuggler is able to survive one round of the enemy PDF coming after him, he may enter hyperspace and escape.
2. GRAND THEFT AUXILIARY -- Pay the Smuggler 10 GC. Through his own means and without a personal ship, he will travel to your Primary or Secondary Target world and steal one Imperial Auxiliary Craft. While on the planet he will need 14 days to case and then steal the ship. On the 15th day, the Smuggler will steal the Aux Craft, and enter hyperspace and return it to your Campaign HQ.

JEDI KNIGHT
TRAINING TIME: N/A
EQUIPMENT COST: N/A
UCR: 20
DURABILITY: 100
FORCE POWER: 100
DAMAGE RATING: 100
NOTES: The Jedi Order has been destroyed, but resurgent Jedi-in-Hiding or new Force-users seeking the Jedi Way have ignited their lightsabers for the cause of the Rebel Alliance. While not totally invincible, Jedi Knights are extremely talented individuals who are very difficult to pin down and kill due to their connection to the Force. They have a number of combat and non-combat related actions they can take every round, which can wear down the Jedi Knight's connection to the Force (through Force Points). The Jedi Knight's Force Power is the number of Force Points he can spend until he must Meditate.
1. LIGHT SIDE MEDITATION [0 FP] -- Can be used once total FP is exhausted. While in a Meditation state, the Jedi Knight cannot attack but gains a defensive bonus (+5 UCR). Meditation restores 25 FP per round of combat (or 2 FP every hour while not in combat).
2. FORCE HEAL [1 FP] -- Restore 1 DUR of the Jedi or any other non-Vehicle unit.
3. JEDI ATTACK [10 FP] -- Make 1 attack against another Ground Unit. Consecutive attacks can be made against the same target.
4. LIGHTSABER DEFENSE [1 FP] -- Deflect 1 incoming damage point away.
5. NEGOTIATIONS [100 FP] -- If this unit is on the Ground, it can reduce a planet's SV by -10.
6. INSPIRE COURAGE [2 FP] -- Temporarily boost your team's SV by +1. This ability lasts from one Action Day to the next.


---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
GALACTIC EMPIRE

DEATH STAR II (DS-II)
COST: 10 Build Points
TYPE: Super Battlestation       
LENGTH: 160km                   
MISSION: Fear
SPEED: Marginal
MANEUVER: Unnecessary
UCR: 10
CREW: Infinite
DEFENSES: Incalculable               
DURABILITY: Incalculable
WEAPONS:
Superlaser (Single Reactor, 1 Day recharge) -- Immediately destroy one ship or all ground forces on a planet.
Superlaser (Double Reactor, 7 Day recharge) -- Immediately destroy all ground forces on a planet. That system's SV is downgraded by one level.
Superlaser (Triple Reactor, 14 Day recharge) -- Immediately destroy an entire planet.
UNIT CAPACITY: Infinite
NOTES: Once the Death Star II has 3 Build Points, it's frame must be permanently transferred to a host planet for continued construction (at which point it can be the Primary Target in a Rebel Alliance campaign - Special Rules will follow in the event this takes place). After the Death Star II has 5 Build Points, the Rebel Alliance may target it in a Campaign. After the Death Star II has 6 Build Points, it is Partially Operational, but may use a Single Reactor only. After the Death Star II has 8 Build Points, it is Fully Operational and may use any or all Reactors. Upon reaching 10 Build Points, the Death Star II is Complete and can move freely to any system and wreck havoc across the galaxy. If utilized in a Campaign, it immediately becomes the Campaign HQ and Campaign Support. All of your Leaders, Staff, and Crew must be stationed on the Death Star II. Also, destroying a planet counts the same as taking it over for purposes of Primary and Secondary Targets.


SUPER STAR DESTROYER EXECUTOR (SSD)
VALUE: 5400+ GC
TYPE: Super CAP
LENGTH: 19km
CREW: 190 Officers
UCR: 8
DURABILITY: 4750
WEAPONS: 60
DAMAGE: 7
UNIT CAPACITY:
6 Light TIE SF
6 Heavy TIE SF
8 Light AUX
14 Infantry
6 Light GAV
4 Heavy GAV
NOTES: If this ship is active in one of your campaigns, it immediately displaces one of your three Fleets. In order to use this ship, an Admiral must be onboard. This ship gets no bonuses from being a Flagship. While this ship is "free" because you did not have to build it, your team must supply 100% of the Crew instead. If the Executor is used in a Campaign and you do not win that campaign, Darth Vader will kill one of your team's Admirals (you cannot have an Admiral for the following campaign, but will regain an Admiral at the next campaign). *This vessel is Unique. If destroyed, it cannot be rebuilt or re-acquired as a Spoil of War.*

IMPERIAL-II STAR DESTROYER (ISD-II)
COST: 680 GC
TYPE: Large CAP
LENGTH: 1600m
CREW: 17 Officers
UCR: 10
DURABILITY: 400
WEAPONS: 14
DAMAGE: 10
UNIT CAPACITY:
6 Heavy TIE SF
6 Heavy AUX
6 Heavy GAV
6 Infantry

IMPERIAL STAR DESTROYER (ISD)
COST: 580 GC
TYPE: Large CAP
LENGTH: 1600m
CREW: 16 Officers
UCR: 9
DURABILITY: 320
WEAPONS: 12
DAMAGE: 10
UNIT CAPACITY:
4 Light TIE SF
2 Heavy TIE SF
4 Light AUX
2 Heavy AUX
8 Light GAV
2 Heavy GAV
10 Infantry

VICTORY-II STAR DESTROYER (VSD-II)
COST: 440 GC
TYPE: Heavy CAP
LENGTH: 900m
CREW: 10 Officers
UCR: 9
DURABILITY: 225
WEAPONS: 10
DAMAGE: 10
UNIT CAPACITY:
2 Heavy TIE SF
2 Light AUX
2 Heavy GAV
6 Infantry

VICTORY-I STAR DESTROYER (VSD)
COST: 400 GC
TYPE: Heavy CAP
LENGTH: 900m
CREW: 9 Officers
UCR: 8
DURABILITY: 180
WEAPONS: 15
DAMAGE: 8
UNIT CAPACITY:
2 Heavy TIE SF
2 Light AUX
2 Light GAV
2 Infantry
2 Gunners

DREADNAUGT HEAVY CRUISER (DREAD)
COST: 280 GC
TYPE: Medium CAP
LENGTH: 600m
CREW: 6
UCR: 7
DURABILITY: 120
WEAPONS: 6
DAMAGE: 9
UNIT CAPACITY:
2 Light TIE SF
1 Light AUX
4 Light GAV
4 Infantry

INTERDICTOR HEAVY CRUISER (INT)
COST: 265 GC
TYPE: Medium CAP
LENGTH: 600m
CREW: 6
UCR: 7
DURABILITY: 120
WEAPONS: 2
DAMAGE: 5
UNIT CAPACITY:
2 Light TIE SF
2 Light AUX
GRAVITY BEAM PROJECTOR:
Activate (8 AP) -- Requires at least 3 Gravity Wells online to operate. Gravity Beams prevent a target capital ship from entering hyperspace.
GRAVITY WELL GENERATORS: (AP cost is cumulative.)
1st Gravity Well (1 AP) -- Hyperspace is jammed for all units at Short Range or less.
2nd Gravity Well (2 AP) -- Hyperspace is jammed for all units at Standard Range or less.
3rd Gravity Well (4 AP) -- Hyperspace is jammed for all units at Medium Range or less.
4th Gravity Well (8 AP) -- Hyperspace is jammed for all units at Long Range or less.

STRIKE MEDIUM CRUISER (STRK)
COST: 220 GC
TYPE: Medium CAP
LENGTH: 450m
CREW: 5
UCR: 9
DURABILITY: 80
WEAPONS: 4
DAMAGE: 10
UNIT CAPACITY:
2 Light TIE SF
1 Light AUX
1 Light GAV
2 Infantry

CARRACK LIGHT CRUISER (CRAK)
COST: 235 GC
TYPE: Light CAP
LENGTH: 350m
CREW: 4
UCR: 10
DURABILITY: 90
WEAPONS: 4
DAMAGE: 10
UNIT CAPACITY:
1 Light TIE SF

IMPERIAL ESCORT CRUISER (ESC)
COST: 125 GC
TYPE: Light CAP
LENGTH: 350m
CREW: 4
UCR: 4
DURABILITY: 70
WEAPONS: 1
DAMAGE: 5
UNIT CAPACITY:
6 Light TIE SF

LANCER FRIGATE (LAN)
COST: 200 GC
TYPE: Light CAP
LENGTH: 250m
CREW: 3
UCR: 10
DURABILITY: 50
WEAPONS: 6
DAMAGE: 8
UNIT CAPACITY:
2 Gunners

GOZANTI LIGHT FRIGATE (GOZ)
COST: 160 GC
TYPE: Small CAP
LENGTH: 70m
CREW: 1
UCR: 12
DURABILITY: 20
WEAPONS: 2
DAMAGE: 10
UNIT CAPACITY:
1 Light TIE SF

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

SKIPRAY BLASTBOAT (SKIP)
COST: 100 GC
TYPE: Light AUX
LENGTH: 25m
HYPERDRIVE: Yes
CREW: 2 Pilots
UCR: 10
DURABILITY: 10
DAMAGE RATING: 36
TRANSPORT CAPACITY: 0

STORMTROOPER TRANSPORT (STRAN)
COST: 110 GC
TYPE: Light AUX
LENGTH: 40m
HYPERDRIVE: Yes
CREW: 2 Pilots
UCR: 12
DURABILITY: 24
DAMAGE RATING: 12
TRANSPORT CAPACITY: 2

LAMBDA SHUTTLE (LSHU)
COST: 70 GC
TYPE: Light AUX
LENGTH: 20m
HYPERDRIVE: Yes
CREW: 2 Pilots
UCR: 9
DURABILITY: 12
DAMAGE RATING: 8
TRANSPORT CAPACITY: 2

SENTINEL LANDING CRAFT (SENT)
COST: 120 GC
TYPE: Heavy AUX
LENGTH: 40m
HYPERDRIVE: Yes
CREW: 2 Pilots
UCR: 8
DURABILITY: 24
DAMAGE RATING: 18
TRANSPORT CAPACITY: 4

IMPERIAL COMMAND SHUTTLE (ICS)
COST: 200 GC
TYPE: Special AUX
LENGTH: 20m
HYPERDRIVE: Yes*
CREW: 2 Officers
UCR: 10
DURABILITY: 100
DAMAGE RATING: 10
TRANSPORT CAPACITY: 10*
NOTES: This is a heavily modified Lambda-class Shuttle that can be stowed/attached on any capital ship, regardless of stated capacity limits. It is equipped with a top-shelf hyperdrive which cuts hyperspace travel times in half. It can be used to transport up to 10 units, including Leaders, Staff, Crew, or Infantry - but NOT Vehicles. *Only one per Leader can be active at any given time during your Campaign.*

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

TIE FIGHTER (TIE/F)
COST: 40 GC
TYPE: Light TIE SF
LENGTH: 8m
HYPERDRIVE: No
CREW: 1 Pilot
UCR: 12
DURABILITY: 12
DAMAGE RATING: 8

TIE INTERCEPTOR (TIE/Int)
COST: 60 GC
TYPE: Light TIE SF
LENGTH: 10m
HYPERDRIVE: No
CREW: 1 Pilot
UCR: 15
DURABILITY: 15
DAMAGE RATING: 16

TIE BOMBER (TIE/sB)
COST: 60 GC
TYPE: Light TIE SF
LENGTH: 10m
HYPERDRIVE: No
CREW: 1 Pilot
UCR: 10
DURABILITY: 15
DAMAGE RATING: 24

TIE ADVANCED x1 (TIE/x1)
COST: 70 GC
TYPE: Heavy TIE SF
LENGTH: 9m
HYPERDRIVE: Yes
CREW: 1 Pilot
UCR: 12
DURABILITY: 18
DAMAGE RATING: 20

TIE AVENGER (TIE/A)
COST: 90 GC
TYPE: Heavy TIE SF
LENGTH: 12m
HYPERDRIVE: Yes
CREW: 1 Pilot
UCR: 12
DURABILITY: 24
DAMAGE RATING: 20

______________________________________________________

ALL-TERRAIN ASSAULT-TRANSPORT (AT-AT)
COST: 325 GC
TYPE: Heavy GAV
SIZE: 21x23m
CREW: 2 Officers + 2 Gunners
UCR: 15
DURABILITY: 200
DAMAGE RATING: 50

ALL-TERRAIN SCOUT-TRANSPORT (AT-ST)
COST: 100 GC
TYPE: Light GAV
SIZE: 3x9m
CREW: 2 Gunners
UCR: 10
DURABILITY: 60
DAMAGE RATING: 20

ALL-TERRAIN HOVERTANK (AT-HT)
COST: 60 GC
TYPE: Light GAV
LENGTH: 7m
CREW: 1 Officer + 1 Gunner
UCR: 9
DURABILITY: 30
DAMAGE RATING: 10

______________________________________________________

IMPERIAL OFFICER
TRAINING TIME: 14 days
EQUIPMENT COST: 0 GC
UCR: 5
DURABILITY: 5
DAMAGE RATING: 1
NOTES: Officers can participate in Ground Battles as Infantry, but they cannot be utilized in Garrisons to maintain security of a system.

IMPERIAL PILOT
TRAINING TIME: 7 days
EQUIPMENT COST: 1 GC
UCR: 5
DURABILITY: 6
DAMAGE RATING: 2
NOTES: Pilots can participate in Ground Battles as Infantry, but they cannot be utilized in Garrisons to maintain security of a system.
 
IMPERIAL GUNNER
TRAINING TIME: 7 days
EQUIPMENT COST: 2 GC
UCR: 8
DURABILITY: 7
DAMAGE RATING: 3
NOTES: While onboard a capital ship, Gunners provide that ship with 1 bonus AP for Weapons. Gunners can participate in Ground Battles as Infantry, AND they can be utilized in Garrisons.

IMPERIAL ADVISOR
TRAINING TIME: 14 days
EQUIPMENT COST: 0 GC
UCR: 5
DURABILITY: 5
DAMAGE RATING: 0
NOTES: Advisors cannot participate in Ground Battles or be utilized in Garrisons.

IMPERIAL GOVERNOR
TRAINING TIME: 21 days
EQUIPMENT COST: 5 GC
UCR: 5
DURABILITY: 10
DAMAGE RATING: 2
NOTES: Governors can participate in Ground Battles as Infantry, AND they are required to station a Garrison at a system. Systems without Governors become Neutral.

IMPERIAL FLEET TROOPER
TRAINING TIME: 7 days
EQUIPMENT COST: 30 GC
UCR: 8
DURABILITY: 9
DAMAGE RATING: 6

STORMTROOPER
TRAINING TIME: 14 days
EQUIPMENT COST: 60 GC
UCR: 12
DURABILITY: 20
DAMAGE RATING: 10

ADVANCED RECON COMMANDO TROOPER
TRAINING TIME: 21 days
EQUIPMENT COST: 90 GC
UCR: 14
DURABILITY: 30
DAMAGE RATING: 14
NOTES: ARC Troopers can conduct "special operations" while on a hostile world. If so, they can attack twice at 7 DR rather than once at 14 DR.

IMPERIAL ASSASSIN
TRAINING TIME: N/A
EQUIPMENT COST: N/A
UCR: 15
DURABILITY: 40
DAMAGE RATING: 10
NOTES: Assassins are sympathetic to the Empire because they pay generously for easy-to-hit targets. The elimination of Rebel sympathizers and Rebel agents is a win-win for the Galactic Empire and the Assassin. Because Assassins are men of advanced ability, they can replace 1 Pilot or Officer onboard a Capital Ship, Auxiliary, or Starfighter. While onboard an Auxiliary Craft or Ground Vehicle, that craft gets 2x DUR, +2 UCR, +2 DMG. Assassins have only one mission available to them:
SEEK AND DESTROY -- Pay the Assassin 200 GC. He may now make 1 planetary landing without any inference from a PDF (Rebel or Neutral). The Assassin may now freely target any single unit that is planetside in a 1v1 battle. You may pay the Assassin an additional fee for "special weapons and tactics" which amounts to +1 DR for 5 GC; no limit! After the target is engaged, the PDF is immediately alerted to the Assassin, so the Assassin can remain on the Ground and fight it out or make a run for it into Space. If the Assasin is able to survive one round of the enemy PDF coming after him, he may enter hyperspace and escape.

SITH LORD
TRAINING TIME: N/A
EQUIPMENT COST: N/A
UCR: 20
DURABILITY: 100
FORCE POWER: 100
DAMAGE RATING: 100
1. DARK SIDE MEDITATION [0 FP] -- Can be used once total FP is exhausted. While in a Meditation state, the Sith Lord can do a Melee Attack. Meditation restores 10 FP per round of combat (or 1 FP every hour while not in combat).
2. FORCE DRAIN [1 FP] -- Restore 1 DUR of the Sith Lord. Subtract 1 DUR from one of your Infantry units.
3. SITH ATTACK [10 FP] -- Make 1 attack against another Ground Unit. Additional attacks can be made against other targets.
4. LIGHTSABER OFFENSE [1 FP] -- Increase DMG by +1.
5. INTIMIDATION [100 FP] -- If this unit is on the Ground, it can reduce a planet's SV by -10.
6. INSTILL FEAR [Passive] -- The enemy team gets -50 SV.
« Last Edit: May 29, 2017, 04:12:05 PM by SWA Hale »
LUCIDIUS HALE
STAR WARS SIMMING FORUM