Volume I: Basic Rules & Mechanics
Starting ConditionsHero Unit + 23 Command Points + Faction Command Center + 2000 KCs towards Facilities. (Independent Freelancers do not start the game this way; please read his specs for details).
Action DaysAction Days are when you collect income. They happen on the 1st and 15th of each month, and each player gets 1000 KCs + any additional income (via Industrial Output from other units).
Fleet Command LimitsPlayers are only capable of projecting so much authority over the units they command, and this is represented by the term Command Point Capacity. Any given ship's Command Point Value is equivalent to its construction time. Players are allows 23 Command Points to control their ships with. Players can only have up to (7) capital ships in their Fleet at any given time. Both examples below feature "Fleet Escorts" (to be explained later).
Imperial Example.(1) ACC (12 CP) + (1) STRK (5 CP) + (1) ESC (5 CP) + (1) TIE Avenger Squadron (1 CP) = 23 CPs
This is an acceptable battlefleet.
Rebel Example.(7) CGUNs (21 CP) + (2) E-Wing Squads (2 CP) = 23 CPs
This is an acceptable battefleet.
Fleet EscortsBecause fleets are so large and can concentrate resources as a mobile supply line, entire starfighter squadrons and auxiliary craft can operate independently with a Fleet, albeit supported by the Fleet on an ad hoc basis. Any starfighter or auxiliary that is hyperspace capable can become a Fleet Escort, with the following restrictions: up to (3) Starfighter Squadrons at (1) Command Point each, and up to (12) Auxiliary Craft at (1) Command Point each, with at least (1) Capital Ship in the Fleet for every (1) Starfighter Squadron or (3) Auxiliary Craft in the Escort Group.
Examples.Wrong: (2) X-Wing Squadrons escorting (1) CORV
Right: (3) Z-95 Squadrons escorting (3) CORVs & (12) Lambda Shuttles escorting (4) CORVs. In total this a 22 CP Fleet that just so happens to be all stock units (making it a great starter PDF).
The Burden of CommandAlthough a player may have up to 23 Command Points (plus additional bonus points and units) worth of active ships in his or her fleet at any given time that can be deployed to multiple locations, only a player's maximum command limit may be used for the duration of a battle.
1. The scope of command points includes all capital ships as well as support craft, starfighters, and ground units onboard those capital ships. To use even a single auxiliary craft, starfighter squadron, ground vehicle, or infantry squad attached to a ship constitutes an act of will that represents the total command points of the capital ship those units are attached to. For example, if a Rebel Assault Frigate is destroyed but its starfighter squadron is still active, then all 6 of the RAF's command points are still being utilized.
2. Capital ships that become DISABLED actively take up a player's command points as well, so until a capital ship becomes fully DESTROYED or DERELICT
and all its other support units are destroyed as well, is a player finally relieved of that capital ship's command points.
3. Players cannot assume command over new units until their character is physically in the same system as those units. The only exception to this rule is making direct swaps between newly constructed units or those on PDF duty. For example, if a player has his/her fleet deployed to an away system and places a ship in his main fleet onto PDF duty, a newly constructed ship can be transferred directly into his main fleet without the player needing to be physically present to do so. Additionally, if a player wants to make a 1-for-1 swap between a ship in his main fleet and one on PDF, both of those ships DO NOT have to be present with each other. The final caveat to this rule is that any new additions, transfers, swaps, or any modifications to any player fleet cannot take place if units are involved in combat operations or will be entering combat upon their arrival to a player's current location.
Universal Combat RatingBecause units come in different shapes and sizes, or have certain traits which differentiate them from other units, this game relies on a rating system to quantify those qualitative differences in how units comparatively interact with one another. A ship's UCR determines the overall combat characteristics of that vessel, and so keep this in mind when you are creating your fleets, as the higher the UCR the better. While bigger ships do more raw damage, when facing smaller vessels it is significantly reduced.
A unit's given UCR value is calculated by adding a its speed + maneuverability. In practice, UCR works like this: damage inflicted upon a unit is multiplied by the UCR quotient between it and its attacker. In any scenario when the attacker's UCR is greater than the defender's, the attacker deals 100% damage (never more).
Example.Attacker's UCR = 4, Attacker's Raw Damage vs Defender = 500
Defender's UCR = 7
The Raw Damage of 500 is multiplied by (4/7) or 0.571, so in this case the Refined (Total) Damage comes out to be 285.5 which is rounded up (explained below) to 286.
Mathematical PrinciplesAfter calculating Total Damage, always round up - even from the lowest decimal - to the nearest whole number. When performing divisions, resulting numbers will only be placed to the thousandths (X.000).
Starfighters Squadrons and Auxiliary Craft Starfighter squadrons are treated as one singular unit as they absorb and deal damage as one. Every starfighter squadron (and auxiliary unit) has a Command Point Value of 1.
Stock Units & Exchanging ComplimentsStock units are what a faction produces for free (although with longer-than-normal production times) as part of the units that make up the onboard compliments when a starship or facility is produced. Stock units cannot be salvaged (because they are free), nor can they be stockpiled in your reserves
ad infinitum, however, they can be replaced by purchasing new units of the same type (SF, AUX, GAV, Infantry) on a 1-for-1 basis. Some units (like the AT-AT) take up more room, so please take note of this when you read their specs.
Posting RequirementsPlayers must post a minimum number of deliverables in each post to include: a storyline (quick, simple, or long), locations of all units, damage summary, and a unit status summary.
Turn CyclesPlayers are allowed 1 post per day, with a minimum of 24 hours between any two posts. As a courtesy, post editing may be done up to 15 minutes after your initial post if it changes the impact on another player (stylistics edits can be done at any time). Entering hyperspace from a friendly system or while not in combat does not count against your 1 post per day limit. Players can make a "Withdrawal" (enter hyperspace) from battle at any time, so long as all damage is account for. Withdrawing from battle DOES count against the 1 post per day limit. (Tactical Note: Interdictor Cruisers effectively prevent Withdrawal capability.)
The Space-Ground GridThe space grid is broken into 4 distinct quadrants to represent large areas of geospace, aerospace, and continental regions of a planet.
Hyperspace ~ When exiting hyperspace in a non-friendly system, all ships must do so in the DEEP SPACE ZONES. After exiting hyperspace all movement points are exhausted. If the system is friendly or previously scanned, you can exit hyperspace in up to the B-Ring.
Combat ~ Firing diagonally is NOT ALLOWED. Units in LOW ORBIT (A-Ring) can fire normally at any adjacent units in MIDDLE ORBIT (B-Ring). Units in MIDDLE ORBIT (B-Ring) can fire normally at any adjacent units in HIGH ORBIT (C-ring). Units in HIGH ORBIT (C-Ring) CANNOT attack other units in DEEP SPACE ZONES. Units in DEEP SPACE ZONES can only attack other units in the same DEEP SPACE ZONE. Firing into the ATMOSPHERE from LOW ORBIT (A-Ring) is NOT ALLOWED; firing into LOW ORBIT (A-Ring) from the ATMOSPHERE is NOT ALLOWED.
Standard Movement ~ Moving into A-Ring exhausts all movement points. Moving into a DEEP SPACE ZONE (even from another zone) exhausts all movement points. Moving diagonally is NOT ALLOWED.
Atmosphere ~ The atmosphere for all intents and purposes is a singular, wrap-around grid space that functions as a transit and combat zone. While in the atmosphere, all units receive a -1 UCR penalty, with exception to the X-Wing, A-Wing, and XG-1 Assault Gunboat, which receive none. The Z-95 Headhunter receives a +1 UCR bonus, due to it's aerospace characteristics. All other starfighters and auxiliary can enter atmosphere but only those capital ships that explicitly state they may enter atmosphere can do so.
Entering the Atmosphere ~ Moving into the atmosphere must be done from LOW ORBIT (A-Ring) or from the GROUND (G-grid), and takes ALL movement points. Once a ship is in a planet's atmosphere, it can engage any other units in the atmosphere at will (see Combat Rules for details). For matters of science, the Atmosphere is between 50km (Mesosphere) and 690km (Thermosphere) above the planet, and thus also functions as an "Aerospace Zone" as well.
Transitioning from the Atmosphere to the Ground ~ Once a ship is in the ATMOSPHERE, it may descend and land on the GROUND (G-grid) anywhere. Once a ship lands, all movement points are exhausted.
The Ground ~ Represents both the low atmospheric region of the planet (anything < 50km) and the surface itself. Starships that are in flight or hovering in a Ground Grid take on an additional -1 UCR penalty. Players must designate where their units are by stating either G-1 Surface or G-1 Air as this will factor into combat.
Hyperspace Travel and the Galaxy Map (see attached file below, or refer to THE GALAXY thread)
The Galaxy Map was carefully designed to encompass a high-degree of 'name recognition' worlds, while also being relatively large to allow galactic-scale gameplay. Each world was placed as close as possible to know canon locations, in order to facilitate an accurate depiction of the galaxy at the time of the Galactic Civil War. Well-known trade routes (such as the Hydian Way, and the Corellian Trade Spine, etc) are also featured (though not by name) as to add the functionality of quicker hyperspace routes. In the absence of trade routes, planet-to-planet routing (or Common Routes) were added. Special worlds colored in green (Byss, Hapes, and Roon) are inaccessible via normal hyperspace routing plus an additional 24 hours of travel time (due to navigating uncharted space). For all other destinations, simply plot your course (beginning with your departing system) by adding the number of hyperspace links between it and your destination. TRADE ROUTES marked in red, take 6 hours to cross. COMMON ROUTES marked in blue, take 12 hours to cross. The total amount of time you calculated is how much time you must spend in hyperspace between your starting point and destination.