PLANET LIST (Strategic Value.Hyperspace Leg) -- Resource Sector
Rebel Alliance
Galactic Empire
Hutt Syndicate
Hapes Consortium
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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.