Author Topic: Independent Technology & Specifications  (Read 30857 times)

Offline SWSF Hale

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Independent Technology & Specifications
« on: February 21, 2011, 11:31:58 PM »
Table of Contents
1. Capital Ships
2. Auxiliary Craft
3. Starfighters
4. Ground Units
5. Facilities
6. Third Party Tech
7. Independent Hero Units
8. Trade Federation Tech
9. Hapes Consortium Tech
« Last Edit: June 25, 2012, 12:54:50 PM by GCW Hale »
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Offline SWSF Hale

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Re: Neutral Technology & Specifications
« Reply #1 on: February 27, 2011, 11:55:50 PM »
Venator Star Destroyer (VNSD)
Cost: 1400 KCs
Production Time: 14 Days
Length: 1140 meters
Hyperdrive: x1
Shields: 1140
Armor: 1140
Hull: 640
Systems: 640
Speed: Slow (1)
Maneuver: (2)
Weapons:
10 Dual Heavy Turbolaser Cannons (200)
50 Heavy Laser Cannons (100)
Onboard Units:
8 Starfighter Squadrons
30 Auxiliary Craft
500 Infantry Squads
Notes: Capable of entering the atmosphere and making planetary landings.
Background: The Venator-class achieved much success during the onset of the Galactic Empire, but as more Victory-class and Imperial-class Star Destroyers were produced, the Tarkin Doctrine made the Venator-class obsolete and as such many were scrapped, sold, or mothballed.  Although this class of ship is available through Black Market Shipyards, the upgrades (both internal and external) to modernize its functionality were costly - resulting in a ship with far less support craft capacity than its Clone Wars ancestors were capable of.



Providence Battlecruiser (PBC)
Cost: 1200 KCs
Production Time: 12 Days
Length: 1100 meters
Hyperdrive: x2
Shields: 1100
Armor: 1100
Hull: 650
Systems: 650
Speed: Slow (1)
Maneuver: (2)
Weapons:
10 Heavy Quad Turbolaser Cannons (400)
40 Quad Laser Cannons (160)
80 Proton Torpedo Launchers (240)
Onboard Units:
2 Starfighter Squadrons
2 Auxiliary Craft
Notes: Capable of entering the atmosphere and making planetary landings.
Background: As one of the prevalent ships-of-the-line for Separatist forces during the Clone Wars, the Providence-class became respected by the Republic due to its heavy firepower which was capable of standing up against Venator or Victory-class Destroyers.  As a result of the dramatic and rapid ending of the Clone Wars, a vast number of these ships fell into private hands, disarray, and subsequent reselling to various parties.


Dreadnaught Heavy Cruiser (DREAD)
Cost: 900 KCs
Production Time: 9 Days
Length: 700 meters
Hyperdrive: x2
Shields: 700
Armor: 700
Hull: 700
Systems: 350
Speed: Slow (1)
Maneuver: (2)
Weapons:
50 Heavy Turbolaser Cannons (500)
1 Tractor Beam Projector (100m)
Onboard Units:
3 Starfighter Squadrons
500 Infantry Squads
Notes: Can enter atmosphere and make planetary landings. These independently used Dreadnaughts are the streamlined and powerful versions of their Imperial or Republic counterparts, as they feature nothing but heavy turbolaser cannons for their weapon emplacements - making them ideal for ship-to-ship combat. With an assault-ready contingent of ground troops and starfighters as well, these ships easily outclass other vessels. (Although having access to Independent tech, Imperial Remnant and Rebel Alliance players cannot build this ship - as they have their own faction's Dreadnaught).


Hammerhead Escort Frigate (HEF)
Cost: 400 KCs
Production Time: 4 Days
Length: 315 meters
Hyperdrive: x2
Shields: 315
Armor: 315
Hull: 315
Systems: 165
Speed: Fast (2)
Maneuver: (2)
Weapons:
12 Heavy Turbolasers (120)
12 Ion Cannons (36)
2 Concussion Missile Launchers (4)
1 Tractor Beam Projector (100m)
Onboard Craft:
3 Starfighter Squadrons
2 Auxiliary Craft
40 Infantry Squads
Notes: Capable of entering the atmosphere and performing planetary landings.
Background: The Hammerhead-class is one of the most enduring warships to have served in the galaxy, much like its peer - the Dreadnaught.  Despite being an aged design, contemporary versions of the vessel are still being produced today for private buyers due to their flexibility and popularity.

Marauder Corvette (MARC)
Cost: 200 KCs
Production Time: 2 Days
Length: 195 meters
Hyperdrive: x2
Shields: 195
Armor: 195
Hull: 100
Systems: 100
Speed: Fast (2)
Maneuver: (3)
Weapons:
8 Dual Turbolaser Cannons (96)
4 Proton Torpedo Launchers (12)
Onboard Units:
1 Starfighter Squadrons
2 Auxiliary Craft
8 Infantry Squads
Background: Although intended to be a multi-platform patrol ship, Republic Seinar Systems had difficulties selling these ships to the Republic due to its inefficient bureaucracy.  These vessels were then produced for numerous parties, most notably the Corporate Sector Authority, where they find use as patrol and interdiction vessels.


Action VI Gunship (AVIG)
Cost: 150 KCs
Production Time: 1 Day
Length: 150 meters
Hyperdrive: x2
Shields: 150
Armor: 150
Hull: 150
Systems: 75
Speed: Fast (2)
Maneuver: (3)
Weapons:
6 Turbolaser Cannons (48)
6 Proton Torpedo Launchers (18)
6 Quad Laser Cannons (24)
6 Ion Cannons (12)
Notes: With uncertain times, many private merchant and government shipping fleets alike have flocked to the Corellian Engineering Corporation to have them manufacture bulk cruisers than can act as convoy escorts without standing out as one.


Charger Consular Cruiser (CCC)
Cost: FREE
Production Time: 7 Days
Command Points: 1
Length: 115 meters
Hyperdrive: x2
Shields: 115
Armor: 115
Hull: 60
Systems: 60
Speed: Fast (2)
Maneuver: (4)
Weapons:
5 Dual Turbolaser Cannons (80)
2 Quad Laser Cannons (8)
Onboard Units:
5 Infantry Squads
Notes: Capable of entering the atmosphere and making planetary landings.
Background: Stock Capital Ship for independent forces to be used as PDF or Fleet support; free cost is offset by extended production time. During the Clone Wars, Consular-class Cruisers were extremely  versatile and as such took on a variety of roles: escort, courier, patrol, cruiser, frigate, and attack ship. To boost their combat effectiveness the Corellian Engineering Company issued the Charger C70 refit, which enabled the Republic to deploy them on more military missions.  After the Clone Wars, the Galactic Empire moved to disassociate itself from this particular class due to its connections with the Jedi Order, so many of them were sold to private hands.


Delta Star Cruiser (DSC)
Cost: 250 KCs
Production Time: 3 Days
Length: 100 meters
Hyperdrive: x0.75
Shields: 100
Armor: 100
Systems: 50
Speed: Slow (1)
Maneuver: (2)
Weapons:
1 Quad Laser Cannon (4)
Onboard Units:
10 Infantry Squads
5 GAVs
2 Auxiliary Craft
Capabilities:
1. Landing Capability (this unit can perform planetary landings).
2. Special Conversion (This unit can be permanently converted into a Delta-class Multipurpose Base for FREE while on the ground, this process takes 3 Days).
Notes: The Delta-class Star Cruiser is a popular vessel used by explorers and conquerors alike because of its ability to be broken down and rebuilt into a Delta-class ground facility for basic support operations. Veteran settlers have nicknamed these ships "flying repair parts" simply because every component can be stripped and reused for something else.

« Last Edit: June 13, 2012, 09:30:23 PM by GCW Hale »
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Offline SWSF Hale

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Re: Neutral Technology & Specifications
« Reply #2 on: March 01, 2011, 12:40:07 PM »
Custom Freighter/Auxiliary Model
Cost (in KCs): (Hit Points / 5) + (Hyperdrive Upgrade) + (total Speed + Maneuver x5) + (Weapon Damage + Emplacement Fee) + (Passengers / 10)
Initial Production Time upon Purchase: (Length / 10; rounded up to nearest whole number)
Command Point Capacity: (Total Cost / 100; rounded to nearest whole number, or 1)
Length: (Anything from: 20~50m)
Hyperdrive: x2 (stock/free), x1.5 (+5 KCs), x1 (+10 KCs), x0.75 (+20 KCs)
Shields: Ship's Length x1, x2, or x3
Armor: Ship's Length x1, x2, or x3
Speed: (1~3)
Maneuver: (0~7)
Weapon Emplacements Fee: Up to 8 are allowed, +1 KC to total cost per emplacement up to the 4th, +2 KCs for 5th and 6th, and +4 KCs for every emplacement after the 6th.
Weapons Available: Laser types & warheads
Onboard Units Capacity: 1 KC/10 passengers (passenger capacity is limited to ship's length x2)


example.
Heavily Modified YT-1300 Light Freighter (YT-1300)
Cost: 197 KCs
Production Time: 4 Days
Command Points: 2
Length: 35 meters
Hyperdrive: x0.75
Shields: 105
Armor: 105
Speed: Very Fast (3)
Maneuver: (7)
Weapons:
8 Heavy Quad Laser Cannons (64)
Onboard Units:
30 Passengers / 3 Infantry Squads


YT-2400 Light Freighter (YT-2400)
Cost: 70 KCs
Production Time: 1 Day
Command Points: 1
Length: 22 meters
Hyperdrive: x1
Shields: 44
Armor: 44
Speed: Very Fast (3)
Maneuver: (3)
Weapons:
2 Dual Heavy Laser Cannons (8)
2 Advanced Missile Launchers (6)
Onboard Units:
40 Passengers / 4 Infantry Squads
Notes: Passengers can be interchanged for Cargo Units on a 1:1 basis.


Firespray-class Patrol Ship (FPS)
Cost: 70 KCs
Production Time: 1 Day
Command Points: 1
Length: 22 meters
Hyperdrive: x1
Shields: 44
Armor: 44
Speed: Fast (2)
Maneuver: (3)
Weapons:
2 Heavy Laser Cannons (4)
2 Ion Cannons (4)
2 Proton Torpedo Launchers (6)
Onboard Units:
5 Passengers (holding cells)
2 Speeder Bikes


Rothana Assault Transport (RAT)
Cost: 60 KCs
Production Time: 1 Day
Length: 40 meters
Hyperdrive: x2
Shields: 40
Armor: 40
Speed: Fast (2)
Maneuver: (2)
Weapons:
2 Turbolaser Cannons (16)
2 Laser Batteries (6)
2 Proton Torpedo Tubes (6)
Onboard Units:
2 Infantry Squads
Notes: Manufactured by Rothana Heavy Engineering, the RAT is a entry-level auxiliary craft suitable for the needs of private militaries and independent factions due to its weapons loadout and small troop compliment. The design of the ship was modeled after the Republic Troop Transport of the Clone Wars.


Lambda-class Shuttle (L/SHU)
Cost: FREE
Production Time: 7 days
Length: 20 meters
Hyperdrive: x2
Shields: 20
Armor: 20
Systems: 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: June 13, 2012, 01:42:54 PM by GCW Hale »
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Offline SWSF Hale

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Re: Neutral Technology & Specifications
« Reply #3 on: March 02, 2011, 11:36:46 AM »
Veteran Y-Wing Squadron (V-Y/W)
Unit Cost: 170 KCs
Production Time: 1 Day
Length: 16 meters
Hyperdrive: x1
Shields: 384
Armor: 384
Speed: Fast (2)
Maneuver: (3)
Weapons:
24 Heavy Laser Cannons (48)
24 Dual Light Ion Cannons (48)
24 Advanced Proton Torpedo Launchers (96)
Notes: Limited to (1) per Independent Fleet. These veteran pilots and their Y-Wings have flown for decades - working for the highest bidder; with some of the best after-market upgrade packages installed, these Y-Wings rival the firepower of even the heaviest of Republic fighters. Can operate independently with a Fleet (1 CP). Can perform Bombing Runs.


StarViper Squadron (S/V)
Cost: 100 KCs
Production Time: 1 Day
Length: 21 meters
Hyperdrive: x1
Shields: 252
Armor: 252
Speed: Fast (2)
Maneuver: (4)
Weapons:
24 Dual Heavy Laser Cannons (96)
24 Advanced Torpedo Launchers (96)


T-Wing Squadron (T/W)
Cost: 50 KCs
Production Time: 1 Day
Length: 12 meters
Hyperdrive: x2
Shields: 144
Armor: 144
Speed: Fast (2)
Maneuver: (3)
Weapons:
24 Laser Cannons (24)
24 Proton Torpedo Launchers (72)


R-41 StarChaser Squadron (R-41)
Cost: 50 KCs
Production Time: 1 Day
Length: 16 meters
Hyperdrive: x2
Shields: 192
Armor: 192
Speed: Slow (1)
Maneuver: (3)
Weapons:
24 Laser Cannons (24)
24 Light Ion Cannons (24)
24 Concussion Missile Launchers (48)


CloakShape Squadron (C/S)
Cost: 70 KCs
Production Time: 1 Day
Length: 15 meters
Hyperdrive: x2
Shields: 180
Armor: 180
Speed: Slow (1)
Maneuver: (2)
Weapons:
48 Heavy Laser Cannons (96)
24 Light Ion Cannons (24)
24 Proton Torpedo Launchers (72)


Z-95 Headhunter Squadron (Z-95)
Unit Cost: FREE
Production Time: 7 days
Length: 12 meters
Hyperdrive: x1
Shields: 144
Armor: 144
Speed: Fast (2)
Maneuver: (3)
Weapons:
24 Laser Cannons (24)
24 CM Launchers (48)
Notes: +1 UCR in ATMOSPHERE. Stock Starfighter Squadron for all Independent capital ships and facilities; free cost is offset by extended production time.


Elite Z-95 Headhunter Squadron (E/Z-95)
Unit Cost: 80 KCs
Production Time:
Length: 12 meters
Hyperdrive: x1
Shields: 288
Armor: 144
Speed: Fast (2)
Maneuver: (4)
Weapons:
24 Heavy Laser Cannons (48)
24 Proton Torpedoes (72)
Notes: The classic Z-95 has earned a reputation for being one of the most popular starfighters in the galaxy, as it often finds its way into the hands of defense forces, fleet pilots and hot-rodders alike for its easy-to-use controls, balanced flight performance, and hyperdrive capability.  Desiring to boost performance, Elite Z-95s are the preferred starfighter among private military contractors or in fringe communities, as the numerous commercially available off-the-shelf upgrades for the basic Z-95 have all been rolled together into one package for robust enhancements that speak for themselves.
« Last Edit: June 13, 2012, 02:01:57 PM by GCW Hale »
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Offline SWSF Hale

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Re: Neutral Technology & Specifications
« Reply #4 on: March 14, 2011, 08:25:34 AM »
Paramilitary Trooper Squad
Unit Cost: 0 KCs
Production Time: 0 Days
UCR: 3
Hit Points: 4
Attack Rating: 3
Notes: Paramilitary Troopers are essentially combat personnel who have been given a crash course in military fighting techniques and basic weapons familiarization, and so while they lack the organization, discipline, and effectiveness of more elite and better equipped soldiers, they make up for this in their dedication and fighting spirit. Paramilitary Troopers do not require a facility to be trained at, and so they can be recruited anywhere at anytime by a host faction. Takes no UCR penalties from terrain due to planetary familiarity if defending a host world.


Army/Navy Trooper Squad
Unit Cost: FREE
Production Time: 7 Days
UCR: 4
Hit Points: 5
Attack Rating: 3
Notes: These are the Stock Infantry Units for all Independent capital ships and facilities; free cost is offset by extended training time. Army/Navy Troopers (ANTs) are the most basic of the regular and conventionally trained infantry that make up the bulk of multi-mission combat forces in the galaxy.


Private Military Contractor Squad
Unit Cost: 7 KCs
Production Time: 1 Day
UCR: 6
Hit Points: 10
Attack Rating: 5
Notes: Uncertain times often call for unconventionality, and so commanders looking to improve the combat effectiveness of their ground contingency have relied on mercenaries since the beginning of warfare. Private Military Contractors, who typically are Mandalorian, rely on advanced combat techniques and weapons in order to give them a unique edge in battle.


Speeder Bike (BIKE)
Unit Cost: FREE
Production Time: 7 Days
UCR: 10
Hit Points: 10
Attack Rating: 10
Notes: Stock GAV available to all factions (even one's without access to Indy tech); free cost is offset by extended production time.


T-16 Combat Skyhopper (T-16)
Unit Cost: 20 KCs
Production Time: 7 Days
UCR: 6
Hit Points: 40
Attack Rating: 20
Notes: Incom's T-16 model is both a favorite for civilian and military pilots alike, due to its conventionality and ability to upgrade for combat purposes.


T4-B "Titan" Heavy Tank (T4-B)
Unit Cost: 60 KCs
Production Time: 7 Days
UCR: 6
Hit Points: 120
Attack Rating: 60
Notes: Although popular with Rebel forces, the "Titan" is as equally proliferated throughout the galaxy as a viable heavy vehicle suitable for both assault and defense.
« Last Edit: August 18, 2012, 02:04:35 PM by GCW Hale »
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Offline SWSF Hale

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Re: Neutral Technology & Specifications
« Reply #5 on: March 14, 2011, 08:26:23 AM »
Omega-class Command Operations Platform (OMEGA)
Cost: 2000 KCs
Production Time: 14 Days
Length: 2000 meters
Hyperdrive: None
Shields: 2000
Armor: 2000
Hull: 2000
Systems: 2000
Speed: Stationary (0)
Maneuver: (1)
Weapons:
100 Heavy Turbolaser Cannons (1000)
100 Quad Laser Cannons (400)
100 Proton Torpedo Launchers (300)
100 Ion Cannons (300)
20 Tractor Beam Projectors (2000m)
Onboard Units:
6 Starfighter Squadrons
24 Auxiliary Craft
Industrial Output: 200 KCs (Military-Commercial Facility)
Capabilities:
1. Provides continuous PASSIVE SCANNING of system. Includes: HyperComm-III Transceiver (sends messages at x0.5 hyperspace).
Notes: Limited to 1 per planet. Does not count against the CP capacity for PDFs. Omega Platforms are extremely powerful stand-alone space stations that give planets immediate stand-off capability against would-be aggressors as well as providing all the capabilities of conventional ComScan facilities.


Golan-class Space Defense Platform (GOLAN)
Cost: 500 KCs
Production Time: 7 Days
Length: 1000 meters
Hyperdrive: None
Shields: 1000
Armor: 1000
Hull: 1000
Systems: 1000
Speed: Stationary (0)
Maneuver: (1)
Weapons:
100 Turbolaser Cannons (800)
100 Concussion Missile Launchers (200)
5 Tractor Beam Projectors (500m)
Onboard Units:
1 Starfighter Squadron
12 Auxiliary Craft
Notes: Limited to (1) per A-ring grid space. Does not count against the Space CP capacity for PDFs.


Sigma-class Starfighter Platform (SIGMA)
Cost: 250 KCs
Production Time: 7 Days
Length: 400 meters
Hyperdrive: None
Shields: 400
Armor: 400
Hull: 400
Systems: 400
Speed: Stationary (0)
Maneuver: (1)
Weapons:
8 Quad Laser Cannons (32)
4 Auxiliary Tractor Beam Projectors (200m)
Onboard Units:
3 Starfighter Squadrons
Notes: Limited to (1) per A-ring grid space. Does not count against the Space CP capacity for PDFs.


Zeta-class Multipurpose Shipyard (ZETA)
Cost: 500 KCs
Production Time: 7 Days
Length: 1000 meters
Hyperdrive: None
Shields: 1000
Armor: 1000
Hull: 1000
Systems: 1000
Speed: Stationary (0)
Maneuver: (1)
Weapons:
10 Turbolaser Cannons (80)
10 Tractor Beam Projectors (1000m)
Onboard Units:
1 Starfighter Squadron
4 Auxiliary Craft
Notes: Limited to (1) per system. Enables production of all Independent Starships.


Alpha-class Command Operations Center (ALPHA)
Production Cost: 500 KCs
Production Time: 7 Days
Size: 500 meters (tall)
Shields: 500
Armor: 500
Hull: 500
Defense UCR: 10 (Prefabricated Ground Facility)
Industrial Output: 0 KCs (Military Facility)
Onboard Units:
500 Infantry Squads
50 GAVs
Capabilities:
1. Provides continuos PASSIVE SCANNING of system (up to C-Ring), and ACTIVE SCANNING up to A-Ring.
2. Includes: HyperComm-I Transceiver (may send messages at x1 hyperspeed)
3. Enables production of all Independent facilities in the same system.
Notes: Limited to 1 per planet. The Alpha-class Center is a standardized command and control facility designed to provide a planet with all the military and commercial communications capabilities it needs to maintain law and order. Due to a modular and mostly prefabricated construction design, the Alpha-class has an incredibly lower cost compared to traditional capitol-type facilities.


Beta-class Military Industrial Complex (BETA)
Cost: 250 KCs
Production Time: 7 Days
Length: 200 meters
Shields: 200
Armor: 200
Hull: 200
Systems: 200
Defense UCR: 15 (Armored Ground Facility)
Weapons: None
Upgrade Cost: None
Industrial Output: 0 KCs (Military Facility)
Onboard Units:
300 Infantry Squads
30 GAVs
Capabilities:
1. Can produce all neutral ground units and vehicles.
Notes: Military Industrial Complexes are standardized manufacturing and training facilities designed to build and equip armies and provide standing defenses. (Limited to 1 per G-unit grid).


Theta-class Independent Outpost (THETA)
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 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 Independent stock units.
3. Can be built without an Alpha-class in same system.
Notes: Theta-class Independent Outposts are well-equipped command centers that function as supply storage houses, restocking facilities, and communication relay compounds all in one building. They enable commanders to rapidly acquire a presence on foreign systems without the need for a fully established headquarters. Usable only by Independent/3rd Party players.


Delta-class Multipurpose Base (DELTA)
Cost: 250 KCs
Production Time: 3 Days
Size: 100 meters
Shields: 100
Armor: 100
Hull: 100
UCR: 8 (Lightly Armored Ground Facility)
Industrial Output: (see below)
Onboard Unit Capacity:
10 Infantry Squads
5 GAVs
2 Auxiliary Craft
Special Capabilities:
1. HyperComm-I Transceiver (may send messages at x1 hyperspeed).
2. COTS ComScan (capable of PASSIVE scanning up to the A-Ring).
3. Low-Profile (Invisible to PASSIVE scanning, until units are deployed)
4. Trade Center (Industrial Output of 25 KCs each Action Day).
Notes: The Delta-class Base is the most basic of ground facilities that has found widespread use on just about every planet in the galaxy due to its A-frame construction design and proliferation of standardized building materials. It allows everybody - from explorers, fringe communities, frontiersmen, and military commanders - to establish presence on a world with little expense and risk. Because of their small stature, they have low-recognition on sensors and have the bonus of being invisible to passive scanning. The facility also comes with a Commercial-Off-The-Shelf (COTS) ComScan sensor suite to detect vessels in orbit. Can be built without an Alpha-class Facility present in the same system.


Notes: In GCW - Episode I: Ashes of the Alliance, a popular feature of the game was the venerable "auxiliary facility", well now I am excited to bring back these aux facilities into Twilight of the Empire. Like before, aux facilities are modular add-ons to existing facilities that increase that facility's capabilities. No more than (1) aux facility can be attached at any given time, and no more than (4) total aux facilities can be built on any given planet.

BARRACKS
Cost: 200 KCs
Production Time: 7 Days
Onboard Units:
100 Infantry Squads
10 GAVs

STARPORT
Cost: 200 KCs
Production Time: 7 Days
Onboard Units:
1 Starfighter Squadron

SUPPLY DEPOT
Cost: 200 KCs
Production Time: 7 Days
Industrial Output: 50 KCs / Action Day
« Last Edit: October 13, 2012, 04:52:25 PM by GCW Hale »
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Offline SWSF Hale

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Re: Neutral Technology & Specifications
« Reply #6 on: April 23, 2012, 03:27:08 PM »
OUTER RIM COALITION
The ORC is a loosely-organized crime syndicate that uses official business ties, smugglers, pirates, and a guild of bounty hunters and spies to make money and take advantage of intergalactic unrest. While there is no honor among thieves, the ORC uses militaristic structuring to maintain order onboard its ships and between newcomers and veterans or those simply looking to temporarily join an expedition to make a quick cred. Independent players have access to this tech if their player is aligned to one of the above mentioned professions, but for the most part these units will be used for NPC purposes.

ORC Asteroid Base
Cost: 300 KCs
Production Time: 7 Days
Length: Undeterminable
Hyperdrive: None
Shields: None
Armor: 1000
Hull: 1000
Systems: N/A
Speed: Orbital (1)
Maneuver: Thrusters (1)
Weapons:
2 Heavy Quad Turbolaser Cannon (80)
10 Concussion Missile Tubes (20)
Special Features:
Asteroid Base Drydock (Can hold 1 Pirate Corvette)
Ultra-Low Energy Signature (Invisible to ComScan)
ORC Operations Network (Industrial Output 100 KCs/Action Day)
Onboard Units:
1 R-41 StarChaser Squadron
1 T-Wing Squadron
1 CloakShape Starfighter Squadron
6 YT-2400 Pirate Freighters
6 ORC Firespray Assault Ships
100 ORC Space Marine Squads
Notes: Limit (1) per A-Ring grid space; can only be constructed in an Asteroid System.


ORC Corellian Corvette
Cost: 150 KCs
Production Time: 2 Days
Length: 150 meters
Hyperdrive: x0.75
Shields: 200
Armor: 150
Hull: 150
Systems: 100
Speed: Very Fast (3)
Maneuver: (4)
Weapons:
6 Heavy Quad Laser Cannons (42)
6 Dual Ion Cannons (36)
1 Tractor Beam Projector (100m)
Onboard Units:
5 ORC Space Marine Squads
External Units:
1 YT-2400 Pirate Freighter
Notes: Can enter atmosphere and make planetary landings. Modified with slightly heavier shielding and weapons systems strong enough to overpower and capture smaller targets.


ORC YT-2400 Freighter (YT-2400P)
Cost: 70 KCs
Production Time: 1 Day
Command Points: 1
Length: 22 meters
Hyperdrive: x1
Shields: 44
Armor: 44
Speed: Very Fast (3)
Maneuver: (4)
Weapons:
2 Dual Ion Cannons (12)
2 Laser Batteries (6)
1 Boarding Interlock Tube*
Onboard Unit (Capacity):
5 Infantry Squads
Notes: Heavily modified to function as tactical boarding vessel. The Boarding Interlock Tube (BIT) can be used once a ship's shields are down, and it allows the YT-2400 to dock with the target vessel and battle onboard units. While the BIT is engaged, the YT-2400 can be targeted seperately by another ship (the YT-2400P's UCR matches the ship it's boarding).


ORC Firespray-class Assault Ship (FPS)
Cost: 70 KCs
Production Time: 1 Day
Command Points: 1
Length: 22 meters
Hyperdrive: x1
Shields: 44
Armor: 44
Speed: Fast (2)
Maneuver: (2)
Weapons:
1 Heavy Repeating Twin Laser Cannon (20)
2 Ion Cannons (6)
2 Concussion Missile Launchers (4)
1 Krupx Void-7 Seismic Charge (50)
Onboard Units:
5 Passengers (holding cells)
Notes: This ship is a mass-production version of Boba Fett's famed Slave I, as the ORC Research, Engineering, and Development ("RED") Company attempted to recreate every modification Boba Fett made on his prototype Firespray. While sluggish and lacking sufficient shields and armor for prolonged combat, the FAS is capable of deploying the powerful Krupx Void-7 Seismic Charge to great effect.


ORC Space Marine
Cost: 7 KCs
Production Time: 1 Day
UCR: 12
Armor: 12
Attack Rating: 12
Notes: The Outer Rim Coalition's infamous reputation has come mainly from the powerful and elite Space Marine Corps. By and large, the Space Marines employ powered battlesuits capable of withstanding Zero-G and Vacuum environments, as well as extremely powerful and illegal weapons not available to conventional infantry. As such, these fearsome warriors can only be used in boarding operations or when repelling borders of their own starships or space facilities.

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

NABOO ROYAL ARMED FORCES
Notes: After the assassination of Queen Apailana during the Galactic Civil War, the Royal Naboo Security Forces met their final demise battling the Galactic Empire for control of Theed. Naboo, which is now considered a broken state, has reorganized a new fighting force to combat the threats of the galaxy and restore order to the planet. NRAF units will be used as stock concerning Naboo battles.


NRAF Nebulon-B Patrol Frigate (NEB)
Cost: 500 KCs
Production Time: 5 Days
Length: 300 meters
Hyperdrive: x3
Shields: 450
Armor: 300
Hull: 150
Systems: 200
Speed: Fast (2)
Maneuver: (2)
Weapons:
12 Heavy Turbolaser Cannons (120)
6 Ion Cannons (18)
2 Tractor Beam Projectors (200m)
Onboard Units:
3 Royal N-2 Starfighter Squadrons
4 J-Type Royal Transports
40 NRAF Trooper Squads
Notes: Heavily modified for local defense, and so deep space capabilities have been traded for more shield generators and onboard compartments for unit storage.


Royal N-2 Starfighter Squadron(N-2)
Cost: 90 KCs
Production Time: 1 Day
Length: 11 meters
Hyperdrive: x2
Shields: 264
Armor: 132
Speed: Fast (2)
Maneuver: (4)
Weapons:
24 Heavy Laser Cannons (48)
12 Advanced Proton Torpedo Launcher (48)
Notes: Using the same design and construction principles of the N-1 Starfighter, the N-2 looks the same but features modern technology to make it a very capable defense starfighter.


J-Type Royal Transport (JRT)
Cost: 90 KCs
Production Time: 1 Day
Length: 40 meters
Shields: 90
Armor: 90
Speed: Fast (2)
Maneuver: (2)
Weapons:
4 Turbolaser Cannons (32)
4 Laser Cannons (4)
Onboard Units:
10 NRAF Trooper Squads


NRAF Trooper Squad
Cost: 3 KCs
Production Time: 7 Days
UCR: 5
Armor: 7
Attack Rating: 4
« Last Edit: August 16, 2012, 10:03:06 AM by GCW Hale »
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Offline SWSF Hale

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Re: Independent Technology & Specifications
« Reply #7 on: May 17, 2012, 03:08:57 PM »
INDEPENDENT FREELANCER
Unit Cost: 2000 KC
Production Time: 7 Days
UCR: 10
Armor: 200
Hit Points: 200
Attack: 200
Upgrade Cost: 1000 KCs
Notes: This unit does not "Level Up" like the other Hero Units, instead, a new capability is added to his skillset as part of the overall character's abilities. Freelancers begin the game as a Fringer +1 other Capability. Freelancers do not get Command Points or a "Paycheck" like other Heroes (both Independent or Faction) and so all of their earnings must be made using their capabilities. Freelancers begin the game with 1000 KCs in their bank account.
Capabilities:
1. FRINGER -- You get 250 KCs to create a custom freighter/auxiliary ship that also has a Sensor Jammer for STEALTH (invisbility to PASSIVE/ACTIVE ComScan). This  craft (for purposes of other capabilities) will be referred to as the Hero's Ship.
2. SMUGGLER -- Your Hero's Ship gains 100 Cargo Units to perform SMUGGLING RUNS. To initiate a Smuggling Run, begin at Tatooine and load your ship with "Merchandise Units" (cargo, contraband, gear, etc). Merchandise Units cost 1 KC each, and can be delivered to a player controlled Stronghold world and sold for 3 KCs each. Other players can invest in a smuggler and pay him for his services to obtain extra income. To do this, players can purchase Merchandise Units for 1 KC each, and then once the Smuggler arrives at their Stronghold (or another planet base) to sell the Merchandise for 3 KCs, the Player gets 2 KCs and the Smuggler gets 1 KC per unit as his "cut". This can be an easy way for the Smuggler to make money without buying Merch and for Players to make some extra money on the side too. ONE LAST NOTE: While a smuggler has his ship loaded out, he looses all STEALTH capability.
3. BOUNTY HUNTER -- +1 UCR, +300 Armor, Hit Points, and Attack. If this Freelancer kills or captures another Hero, he immediately gets paid 3000 KCs from the Hutt Syndicate. The Hero's Ship also comes equipped with a TRACKING DEVICE which can launch HOMING BEACONS onto target ships (once per battle). Homing Beacon launches are undetectable (so players can't post knowledge of them or remove them), but expire after the ship makes 2 hyperspace jumps. Destinations of the jumps must be sent to the Bounty Hunter via private message. Bounty Hunters en route to a HOMING BEACON travel at half time.
4. MERCENARY -- +100 Armor, Hit Points, and Attack. This Freelancer can command (while onboard the Hero's Ship) a "Mercenary Strike Force" which can be a Fleet Escort Group of up to 3 Starfighter Squadrons (from any faction's tech) and up to 12 Auxiliary Craft (from any faction's tech) OR One "Fringer Ship" (from any tech) not to exceed 5 Command Points. Units comprising the Mercenary Strike Force must be purchased at normal cost (either by the Freelancer himself or the faction that hires him). Mercenaries can contract their work out to players at agreed upon rates. Private Military Contractor Squads for this Freelancer cost -2 KCs.
5. CEO -- This Freelancer gains an Industrial Output of 500 KCs by virtue of running his own networked operation.
6. PIRATE -- This Freelancer gains +5 Command Points that can be used towards the command of any number of capital ships. (If combined with the Mercenary ability, the Freelancer would have 10 CPs total). For each capital ship that this Freelancer destroys in battle, he earns 1 KC for each 1 meter of its length. Salvaged ships yield full cost (instead of the normal half).
7. REVOLUTIONARY -- This Freelancer can travel to any world and recruit 50 Paramilitary Trooper Squads per day as part of a "Revolutionary Underground Force" (RUF) that is undetectable. RUFs that exceed 1500 Squads are immediately detected and must launch an immediate ground battle with the PDF. If the Freelancer leaves the planet, the RUF looses troops at a rate of -50 Squads/day. If a planet is already captured or under control, then the Revolutionary can immediately recruit 2000 Paramilitary Trooper Squads as part of a "Paramilitary Army Corps" that can provide permanent standing defenses (without ground facility support) while the Revolutionary is on-planet; if the Revolutionary leaves the planet, the Army Corps is disbanded.
8. LEGEND -- (Learning this skill requires 2000 KC) If this Freelancer has 5 other abilities acquired (excluding the "Fringer" ability), then he may assume any prestige title of the player's choosing. The Freelancer's Command Point capacity is immediately raised to (and capped off at) 23 CPs, and his personal Industrial Output is raised to 1000 KCs/Action Day.


INDEPENDENT SMUGGLER
To Hire Unit: 400 KCs/Action Day
UCR: 10
Armor: 200
Hit Points: 200
Attack: 200
Capabilities: The Independent Smuggler can be hired as a player-controlled Mini-Hero unit that can perform SMUGGLING RUNS for the player and operate independently of any fleet (since the Smuggler is under contract, he does not get a "cut"). Players must go to either Tatooine or a planet with "Smuggling Operations" to recruit a Smuggler. As a special ability of the Hutt Syndicate: any player (including HS players) can go to Nal Hutta & Nar Shaddaa to hire the Smuggler at a discount by paying the Hutt Syndicate 200 KCs/Action Day instead of the normal 400 KCs required (HS Players will just pay 200 KCs/Action Day out of pocket).
Piloted Craft:
Smuggler's YT-1300 Light Freighter (YT-1300/S)
Cost: N/A
Production Time: N/A
Command Points: 1
Length: 35 meters
Hyperdrive: x0.75
Shields: 105
Armor: 105
Speed: Very Fast (3)
Maneuver: (6)
Weapons:
2 Heavy Quad Laser Cannons (16)
2 Ion Cannons (6)
2 Advanced Concussion Missile Launchers (6)
1 Heavy Repeating Blaster Cannon (2)
Onboard Units:
30 Passengers or 3 Infantry Squads
100 Cargo Units
Capabilities:
1. SENSOR JAMMING (Hyperspace exits cannot be detected).
2. SMUGGLER'S STEALTH (Fully invisible while NOT loaded with Cargo Units).


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: July 05, 2012, 05:00:33 PM by GCW Hale »
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Offline SWSF Hale

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Re: Independent Technology & Specifications
« Reply #8 on: June 25, 2012, 10:40:15 AM »
TRADE FEDERATION
Notes: The resurrected Trade Federation is a galaxy-wide faction that has no true Stronghold to call headquarters. Instead, the Trade Federation deploys its Fleet to enforce, regulate, or muscle out competitors in order to expand their free trade franchise. Players that choose to command the Trade Federation can only build the technology listed below.

Dauntless Heavy Cruiser (DHC)
Cost: 2300 KCs
Production Time: 23 Days
Length: 1200 meters
Hyperdrive: x1
Shields: 1800
Armor: 1200
Hull: 600
Systems: 600
Speed: Slow (1)
Maneuver: (2)
Weapons:
60 Turbolaser Cannons (480)
60 Ion Cannons (180)
60 Quad Laser Cannons (240)
10 Tractor Beam Projectors (1000m)
Onboard Units:
20 Vulture Droid Starfighter Squadrons
12 Falcon Droid Recon Starfighters
30 Multi-Troop Transports
30 Trade Federation Dropships
300 Armored Assault Tanks
3000 Battle Droid Squads
Notes: With the galaxy in pieces, many factions that once held power are resurrecting once again as viable threats. A resurrected Trade Federation, now under new management, has made a contract with SoroSuub to produce the Dauntless-class as their ship-of-the-line and droid carrier. Designed to be a standalone warship, the Dauntless is capable of engaging entire fleets and planets by itself.

Trade Federation Dreadnaught (DREAD)
Cost: 800 KCs
Production Time: 8 Days
Length: 700 meters
Hyperdrive: x1
Shields: 700
Armor: 700
Hull: 350
Systems: 350
Speed: Fast (2)
Maneuver: (1)
Weapons:
20 Heavy Turbolaser Batteries (300)
10 Dual Heavy Ion Cannons (80)
1 Tractor Beam Projector (100m)
Onboard Units:
6 Vulture Droid Starfighter Squadrons
10 Multi-Troop Transports
400 Battle Droid Squads
20 Armored Assault Tanks
Notes: Capable of entering the atmosphere and making planetary landings. | Background: In order to have a more capable fleet that could easily be distributed throughout the galaxy for patrols and security, the Trade Federation tasked SoroSuub to build them their own Dreadnaught variant as a sister-ship to the Dauntless-class, which would be just as capable of supporting Trade Federation droid technology. Considering only the command staff is human, the rest of the crew is comprised of droids and automated systems, which meant more of the internal rigging became dedicated to large hangar bays and a more powerful engine.

Trade Federation Action VI Transport (AVIT)
Cost: FREE
Production Time: 7 Days
Command Points: 1
Length: 150 meters
Hyperdrive: x1
Shields: 150
Armor: 150
Hull: 75
Systems: 75
Speed: Fast (2)
Maneuver: (3)
Weapons:
6 Turbolaser Cannons (48)
6 Dual Ion Cannons (36)
1 Tractor Beam Projector (100m)
Onboard Units:
1 Vulture Droid Starfighter Squadron
Notes: Capable of entering the atmosphere and making planetary landings. | Background: This is the work horse of the Trade Federation, as it mules cargo and supplies from one end of the galaxy to the other; as well as supports the Dreadnaught for planetary defense. As a stock capital ship for the Trade Federation, its free cost is offset by the long production time.


Trade Federation Dropship (TFED)
Cost: 200 KCs
Production Time: 1 Day
Length: 100 meters
Hyperdrive: NO
Shields: 100
Armor: 100
Speed: Slow (1)
Maneuver: (0)
Weapons: None
Passenger Capacity:
100 Battle Droid Squads
10 Armored Assault Tanks

Multi-Troop Transport (MTT)
Cost: 60 KCs
Production Time: 1 day
Length: 30 meters
Hyperdrive: NO
Shields: 30
Armor: 30
Speed: Fast (2)
Maneuver: (2)
Weapons:
8 Laser Cannons (8)
2 Turbolaser Cannons (16)
Passenger Capacity:
10 Battle Droid Squads
1 Armored Assault Tank

Vulture Droid Starfighter Squadron (V/SF)
Cost: 30 KCs
Production Time: 1 Day
Length: 4 meters
Hyperdrive: None
Shields: None
Armor: 144
Speed: Fast (2)
Maneuver: (2)
Weapons:
48 Laser Cannons (48)
Notes: Though somewhat sluggish compared to other starfighters, the sheer number of Vultures can easily overwhelm enemy targets with an en masse attack akin to the Imperial TIE Fighter.

Condor Droid Bomber Squadron (C/DB)
Cost: 40 KCs
Production Time: 1 Day
Length: 4 meters
Hyperdrive: None
Shields: None
Armor: 144
Speed: Slow (1)
Maneuver: (2)
Weapons:
24 Proton Torpedo Launchers (72)
Notes: Can be switched out to replace Vulture Droids (after purchase). While Vultures have laser cannons, Condors feature proton torpedoes for heavier strike packages and proton torpedoes for atmospheric bombing runs, although their slow speed only makes them effective against all but the largest capital ships.

Falcon Droid Recon Starfighter (F/DR)
Cost: 10 KCs
Production Time:
Length: 4 meters
Hyperdrive: x1
Shields: 8
Armor: 8
Systems: 8
Speed: Very Fast (3)
Maneuver: (3)
Weapons:
2 Laser Cannons (2)
Capabilities:
1. PASSIVE SCANNING (this unit can perform passive scans of all space units in a system).
2. HyperComm-I Transmitter (this unit can send data and messages at x1 hyperspeed).
Notes: Available to all players. This SoroSuub designed craft uses the same Vulture Droid Starfighter platform but is redesigned to provide basic TeleComScan capabilities. Can be interchanged onboard capital ships and facilities with auxiliary craft on a 1:1 basis, as it requires additional onboard computer equipment to support it.


B1 Battle Droid Squad
Unit Cost: 0 KCs
Production Time: 7 Days
UCR: 3
Hit Points: 4
Attack Rating: 3
Notes: Stock infantry for the Trade Federation. Designed and program with a sufficient level of independence to put them on par with basic paramilitary troopers across the galaxy.

B3 Super Battle Droid Squad
Unit Cost: 2 KC
Production Time: 3 Days
UCR: 5
Hit Points: 5
Attack Rating: 4
Notes: Modeled after the famous B2 Super Battle Droids of the Separatist Armies, advancements in droid combat technology have grown leaps and bounds since the glory days of the Clone Wars, with these modern B3 super battle droids being on par with light combat infantry and capable of conquering worlds relying on conventional defenses.

Trade Federation Legionnaire Squad
Unit Cost: 5 KCs
Production Time: 14 Days
UCR: 7
Hit Points: 9
Attack Rating: 5
Notes: Replaces (3) Battle Droid Squads where stationed.
Background: The Trade Federation Legion is the only "organic" fighting force the Trade Federation employs. These elite troopers are comprised of volunteers from anywhere and everywhere. With a "no questions asked" recruiting policy, Trade Federation Legionnaires begin their service with a blank record and an entirely new name if they so choose, and so many wandering souls, rogue spacers, fringers, ex-convicts, war criminals, fugitives, or just plain people join the Legion hoping to turn their life around and make a career for themselves. Upon completing an initial 5 year enlistment, Legionnaires obtain immediate citizenship in the Trade Federation as well as an opportunity enter the Trade Federation Merchant Marine Academy to become a Fleet Officer.

Single Trooper Aerial Platform (STAP)
Unit Cost: FREE
Production Time: 7 Days
UCR: 10
Hit Points: 10
Attack Rating: 10
Notes: Stock GAV for the Trade Federation. Receives no UCR terrain penalties due to its repulsor technology and maneuverability.

Armored Assault Tank
Unit Cost: 30 KCs
Production Time: 3 Days
UCR: 4
Hit Points: 60
Attack Rating: 30
« Last Edit: August 16, 2012, 10:08:56 AM by GCW Hale »
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Offline SWSF Hale

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Re: Independent Technology & Specifications
« Reply #9 on: June 25, 2012, 12:54:39 PM »
HAPES STAR CONSORTIUM
Based from the Stronghold of Hapes, the HSC represents over 40 star ststems and maintains a strict isolationist culture. Due to their limited exposure with the rest of the galaxy, their technology is somewhat limited yet powerful enough to suit the Consortium's purposes. Between the nimble Miy'Til, the powerful Hetrinar, and the ultra-elite Hapan Honor Guard, the HSC presents a viable threat if it were to every strike outside its borders...

Star Home
Cost: Unique
Production Time: Unique
Length: 2500 meters
Hyperdrive: x2
Shields: 2500
Armor: 2500
Hull: 2500
Systems: 1250
Speed: Slow (1)
Maneuver: (1)
Weapons:
20 Hapan Turbolaser Cannons (120)
20 Laser Batteries (60)
6 Tractor Beam Projectors (600m)
Onboard Units:
5 Miy'Til Starfighter Squadrons
12 Hetrinar Assault Bombers
500 Royal Hapan Honor Guard Squads
Notes: Unique starship that the Queen Mother uses for interstellar transport. Stationed at Hapes as part of its PDF beyond the 23 Command Point PDF Fleet.

Charubah-class Fleet Carrier
Cost: 1100 KCs
Production Time: 11 Days
Length: 1500 meters
Hyperdrive:
Shields: 1500
Armor: 1500
Hull: 1000
Systems: 800
Speed: Slow (1)
Maneuver: (2)
Weapons:
50 Hapan Turbolaser Cannons (300)
20 Laser Batteries (60)
20 Hapan Ion Cannons (80)
10 Tractor Beam Projectors (1000m)
Onboard Units:
9 Miy'Til Starfighter Squadrons
36 Hetrinar Assault Bombers
100 Hapan Honor Guard Squads

Royal-class Super Battle Dragon (RSBD)
Cost: 1200 KCs
Production Time: 12 Days
Length: 1000 meters
Hyperdrive: x1
Shields: 1000
Armor: 1000
Hull: 500
Systems: 500
Speed: Fast (2)
Maneuver: (2)
Weapons:
60 Hapan Turbolaser Cannons (360)
60 Hapan Ion Cannons (240)
60 Proton Torpedo Tubs (180)
6 Tractor Beam Projectors (600m)
Onboard Units:
2 Miy'Til Starfighter Squadrons
12 Hetrinar Assault Bombers
1000 Royal Hapan Honor Guard Squads
Notes: Oversized version of the regular Battle Dragon that is used by members of the Royal Family or by Royal Officers. Limited to (1) per Fleet. Must be the Fleet Flagship or it cannot be used. Can enter the atmosphere and make planetary landings.

Hapan Battle Dragon (HBD)
Cost: 500 KCs
Production Time: 5 Days
Length: 500 meters
Hyperdrive: x1
Shields: 500
Armor: 500
Hull: 200
Systems: 250
Speed: Slow (1)
Maneuver: (3)
Weapons:
40 Hapan Turbolaser Cannons (240)
40 Hapan Ion Cannons (160)
40 Proton Torpedo Tubs (120)
Onboard Units:
3 Miy'Til Starfighter Squadrons
50 Hapan Honor Guard Squads
Notes: Can make planetary landings. These vessels are best used en masse as to overcome their combat deficiencies of poor weapons targeting and weak hulls.

Nova-class Battle Cruiser (NBC)
Cost: 350 KCs
Production Time: 3 Days
Length: 400 meters
Hyperdrive: x1
Shields: 400
Armor: 400
Hull: 400
Systems: 200
Speed: Very Fast (3)
Maneuver: (2)
Weapons:
25 Hapan Turbolaser Cannons (150)
10 Laser Batteries (30)
10 Hapan Ion Cannons (40)
2 Tractor Beam Projectors (200m)
Onboard Units:
2 Miy'Til Starfighter Squadrons
12 Hetrinar Assault Bombers
Notes: Nova-class Battle Cruisers are the frontline first responder units of the Hapan Consortium as they are able to quickly put down minor threats and deter would-be smugglers, pirates, and anybody else from entering Consortium space.


Miy'Til Starfighter Squadron
Cost: 80 KCs
Production Time: 1 Day
Length: 8 meters
Hyperdrive: x2
Shields: 192
Armor: 96
Speed: Very Fast (3)
Maneuver: (4)
Weapons:
24 Laser Cannons (24)
12 Advanced Concussion Missile Launchers (36)

Hetrinar Assault Bomber (Auxiliary)
Cost: 60 KCs
Production Time: 1 Day
Length: 30 meters
Hyperdrive: x2
Shields: 30
Armor: 30
Speed: Slow (1)
Maneuver: (3)
Weapons:
1 Hapan Turbolaser Cannons (6)
2 Laser Cannons (2)
1 Hapan Ion Cannons (4)
1 Advanced Proton Torpedo Launchers (4)


Hapan Honor Guard Squad
Cost: 5 KCs
Production Time: 7 Days
UCR: 7
Armor: 12
Attack Rating: 5


HAPAN ROYAL OFFICER
Unit Cost: 2000 KCs
UCR: 10
Armor: 400
Health: 400
Attack: 400
Capabilities: These units begin as Prestige Ranked Officers (e.g. "Lord Admiral") in the Hapan Royal Navy. Additional abilities can be purchased for 1000 KCs each. No more than 1 ability can be learned each Action Day.
1. FLEET COMMANDER: Your Fleet Flagship has +10% Attack Damage, +10% Shields, +10% Armor, and +10% Hull. Ground units in your same grid have +1 UCR, +10% Attack (round down), and +10% Armor (round down).
2. VETERAN LEADERSHIP: +1 Command Points. Your ground units can move from G-grid to G-grid without penalty during a planetary battle. This unit's Armor is increased to 600, Health to 600, and Attack to 600. You may use Independent Ground technology as part of your war machine. (Prerequisite: Fleet Commander)
3. ROYAL ADMINISTRATION: 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: Fleet Commander)
4. HIGH ADMIRAL: All ships in your fleet receive the Flagship bonus.  (Prerequisite: Leadership/Administration)
5. HIGH 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 is increased to 700, Health to 700, and Attack to 700. (Prerequisite: Leadership/Administration)
6. SUPREME ADMIRAL: +1 Command Points. (Prerequisite: High Admiral)
7. FOREIGN MINISTER: Industrial Output is increased to 200 KCs/Action Day. (Prerequisite: High General)
8. ROYAL HIGH COMMANDER OF HER MAJESTY: Industrial Output is increased to 300 KCs/Action Day. If this Hero's Fleet is attacking Coruscant, up to (5) Hapan Battle Dragons can be brought in with your main attacking fleet. (Prerequisite: Supreme Admiral/General)
« Last Edit: August 16, 2012, 10:10:51 AM by GCW Hale »
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Offline SWSF Eidolon

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NEW Indep Tech!
« Reply #10 on: February 16, 2013, 04:40:39 PM »
  Two GM approved additions for official group reference.


Hammerhead Assault Frigate (HAF) [Beautiful Queen class] (Unique to 'SI' forces)
Cost: 500KC
Production Time: 5 Days
Length: 315 meters
Hyperdrive: x1
Shields: 630
Armor: 630
Hull: 315
Systems: 165
Speed: Fast (2)
Maneuver: (2)
Weapons:
24 Heavy Turbolasers (240)
24 Dual Ion Cannons (144)
1 Krupx Void-8 Seismic Torpedo Launcher* (100)
2 Tractor Beam Projector (200m)
Onboard Craft:
12 Auxiliary Craft
60 Infantry Squads
Notes: The Beautiful Queen is an advanced prototype warship designed and manufactured by the ORC's RED Division. Modeled off the same concepts and ideas behind the Republic Assault Frigate modification to the Dreadnaught, the Beautiful Queen traded support units for firepower.  Captured by Szymon's forces from the ORC at the Battle of Lybeya, the heavily remodeled light cruiser was taken to the Maw Installation where it was reverse engineered and put in to low scale production as the groups first actual native design. The powerful Krupx Void-8 Seismic Torpedo receives a -1 UCR penalty when attacking any other unit.


Hornet Interceptor Squadron (HNTINT) (NEW General Indep Tech)
Unit Cost: 116 KCs
Production time: 1 Day
Length: 14 meters
Hyperdrive: NO
Shields: 120
Armor: 180
Speed: Very Fast (3)
Maneuver: (5)
Weapons:
  24 Turbocharged Gyrhil Heavy Laser Cannons (84)
Notes: +1 UCR in Atmosphere, No Ground Penalty.  The Hornet Interceptor was a design originally commissioned and employed by the Tenloss Syndicate, though since it's introduction shortly after the Battle of Endor has gained significant popularity and widespread use by numerous organizations both illicit and legitimate.  This ship is fast, light weight and incredibly nimble. Sporting a pair of small shield generators affording some additional protection from the light armor plating and a duo of lethal turbocharged laser cannons that rival even the menacing SFS cannons of TIE types.  Deadly in space, with deployable wings it is even more so in atmospheric conditions.
~J
SWSF 'til Death