Author Topic: Rebel Technology & Specifications  (Read 23877 times)

Offline SWSF Hale

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Rebel Technology & Specifications
« on: February 21, 2011, 11:22:31 PM »
Table of Contents
1. Capital Ships
2. Auxiliary Craft
3. Republic Starfighters
4. Ground Units
5. Facilities
« Last Edit: May 14, 2012, 01:55:28 PM by GCW Hale »
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Offline SWSF Hale

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Re: Rebel Technology & Specifications
« Reply #1 on: February 21, 2011, 11:24:03 PM »
CAPITAL SHIPS

MC90 Mon Calamari Battle Cruiser (MC90)
Cost: 2700 KCs
Production Time: 20 Days
Length: 1400 meters
Hyperdrive: x1
Shields: 2800
Armor: 1400
Hull: 1400
Systems: 700
Speed: Slow (1)
Maneuver: (2)
Weapons:
75 Turbolaser Batteries (900)
30 Ion Batteries (150)
10 Tractor Beam Projectors (1000m)
Onboard Units:
8 Starfighter Squadrons
24 Auxiliary Craft
12 Recon Y-Wings
100 Infantry Squads
Notes: Previously functioned as the mobile headquarters for all Rebel Alliance activities. Now being the standard bearer and ship-of-the-line for the New Republic, the MC90 Cruiser is capable of giving fleet commanders the power they need to command systems and ensure peace and prosperity for democracy. Includes a HOLONET transceiver. Can only be manufactured one-at-a-time at MON CALAMARI SHIPYARDS. New Republic or Rebel Alliance players can acquire this vessel at the Battle of Endor if they so choose. If taken at the Battle of Endor, the Rebel Alliance will get an MC80 for their Endor PDF instead.


MC80 Mon Calamari Star Cruiser (MC80)
Cost: 1900 KCs
Production Time: 14 Days
Length: 1300 meters
Hyperdrive: x1
Shields: 2600
Armor: 1300
Hull: 1300
Systems: 650
Speed: Slow (1)
Maneuver: (2)
Weapons:
48 Turbolaser Batteries (576)
20 Ion Batteries (100)
6 Tractor Beams (600m)
Onboard Units:
8 Starfighter Squadrons
24 Auxiliary Craft
6 Medium Transports
600 Infantry Squads
30 GAVs
Notes: Must be manufactured at MON CALAMARI SHIPYARDS.


MC60 Mon Calamari Assault Cruiser (MC60)
Cost: 1400 KCs
Production Time: 12 Days
Length: 800 meters
Hyperdrive: x2
Shields: 1200
Armor: 800
Hull: 800
Systems: 400
Speed: Fast (2)
Maneuver: (2)
Weapons:
30 Dual Turbolaser Cannons (480)
20 Laser Cannons (20)
2 Tractor Beam Projectors (200m)
Onboard Units:
1 Starfighter Squadron
12 Auxiliary Craft
12 Medium Transports
1200 Infantry Squads
60 GAVs
Notes: Modeled after the Munificent-class Banking Clan Frigate from the Clone Wars, these Mon Calamari frigates were designed with planetary assault in mind, as it features heavy ship-to-ship weaponry plus double the contigency of ground troops typically carried on the larger MC80 warships. Unlike the MC80 however, these vessels can be manufactured at REPUBLIC SHIPYARDS due to the incorporation of commercially-available materials.


Republic Assault Frigate (RAF)
Cost: 600 KCs
Production Time: 6 Days
Length: 700 meters
Hyperdrive: x1
Shields: 700
Armor: 700
Hull: 350
Systems: 350
Speed: Fast (2)
Maneuver: (2)
Weapons:
15 Heavy Turbolaser Batteries (225)
30 Heavy Quad Laser Cannons (240)
Onboard Units:
1 Starfighter Squadron
2 Auxiliary Craft


Rebel Alliance Heavy Dreadnaught (RHD)
Cost: 700 KCs
Maintenance: 100 KCs/Action Day
Production Time: 7 Days
Length: 700 meters
Hyperdrive: x1
Shields: 700
Armor: 700
Hull: 700
Systems: 350
Speed: Fast (2)
Maneuver: (2)
Weapons:
15 Heavy Turbolaser Batteries (225)
30 Heavy Quad Laser Cannons (240)
3 Tractor Beam Projectors (300m)
Onboard Units:
3 Starfighter Squadron
12 Auxiliary Craft
Notes: Heavily modified version of the Dreadnaught designed and built with the same principles of Ramano's Heavy Dreadnaught in mind. The onboard ground troops were completely removed in favor of additional starfighters, while the weapons and engine systems were overhauled with the same modifications as the Republic Assault Frigate. The result is a powerful hybrid between the two classes that will no doubt play a role in the Rebel Alliance Fleet, although the extensive modifications to keep the ship in top fighting shape requires routine maintenance. (Usable only by RA players).


Republic Dreadnaught (R/DREAD)
Cost: 800 KCs
Production Time: 8 Days
Length: 700 meters
Hyperdrive: x2
Shields: 700
Armor: 700
Hull: 700
Systems: 350
Speed: Slow (1)
Maneuver: (2)
Weapons:
20 Dual Turbolaser Cannons (320)
10 Ion Cannons (30)
20 Proton Torpedo Tubes (60)
3 Tractor Beam Projectors (300m)
Onboard Units:
1 Starfighter Squadron
12 Auxiliary Craft
500 Infantry Squads
Notes: Can enter atmosphere and make planetary landings. Can be converted into a Republic Assault Frigate for FREE (onboard units are discarded and incorporated into the new RAF) at a REPUBLIC SHIPYARD (this process takes 4 Days). (Usable only by NR players).


Nebulon-B Escort Frigate (NEB)
Cost: 300 KCs
Production Time: 3 Days
Length: 300 meters
Hyperdrive: x1
Shields: 300
Armor: 300
Hull: 150
Systems: 150
Speed: Fast (2)
Maneuver: (3)
Weapons:
12 Turbolaser Batteries (144)
12 Heavy Laser Cannons (24)
2 Proton Torpedo Tubes (6)
2 Tractor Beam Projectors (200m)
Onboard Units:
2 Starfighter Squadrons
2 Auxiliary Craft
External Units:
1 YT-1300 Rebel Freighter


NeutronStar Battle Cruiser (NSBC)
Cost: 500 KCs
Production Time: 5 Days
Length: 600 meters
Hyperdrive: x2
Shields: 600
Armor: 600
Hull: 600
Systems: 300
Speed: Fast (2)
Maneuver: (2)
Weapons:
30 Heavy Quad Laser Cannons (240)
2 Tractor Beam Projectors (200m)
Onboard Units:
1 Starfighter Squadron
500 Infantry Squads
50 GAVs
Notes: This ship can enter the atmosphere and make planetary landings. Desiring to streamline the Alliance Fleet, New Republic leaders issued a galaxy-wide overhaul program to upgrade the seemingly obsolete NeutronStar Bulk Cruisers into capable ships-of-the-line. Being renamed as "NeutronStar Battle Cruisers" these ships now feature heavier weapons and more onboard troops, making them more flexible to meet the logistical needs of New Republic commanders.


QuasarFire Bulk Cruiser (QFBC)
Cost: 450 KCs
Production Time: 4 Days
Length: 340 meters
Hyperdrive: x2
Shields: 340
Armor: 340
Hull: 170
Systems: 170
Speed: Fast (2)
Maneuver: (3)
Weapons:
1 Heavy Quad Laser Cannon (8)
1 Auxiliary Tractor Beam (25m)
Onboard Units:
4 Starfighter Squadrons
Notes: Limited to (2) per fleet.


Corellian Gunship (CGUN)
Cost: 250 KCs
Production Time: 2 Days
Length: 125 meters
Hyperdrive: x1
Shields: 125
Armor: 125
Hull: 125
Systems: 100
Speed: Very Fast (3)
Maneuver: (4)
Weapons:
8 Turbolaser Batteries (96)
6 Heavy Quad Laser Cannons (48)
6 Concussion Missile Tubes (12)



Corellian Corvette (CORV)
Cost: FREE
Production Time: 7 Days
Command Points: 1
Length: 150 meters
Hyperdrive: x0.75
Shields: 150
Armor: 150
Hull: 150
Systems: 100
Speed: Very Fast (3)
Maneuver: (4)
Weapons:
2 Dual Heavy Turbolaser Cannons (40)
4 Heavy Ion Cannons (16)
2 Concussion Missile Launchers (4)
1 Tractor Beam Projector (100m)
Onboard Units:
5 Infantry Squads
External Units:
1 YT-1300 Rebel Freighter
Notes: Can enter atmosphere and make planetary landings. Stock capital ship for PDF purposes. Free cost is offset by longer production time.
« Last Edit: October 05, 2012, 05:09:26 PM by GCW Hale »
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Offline SWSF Hale

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Re: Rebel Technology & Specifications
« Reply #2 on: February 21, 2011, 11:27:28 PM »
YT-1300 Rebel Freighter (YT-1300)
Cost: 80 KCs
Production Time: 1 day
Length: 35 meters
Hyperdrive: x0.75
Shields: 35
Armor: 35
Systems: 35
Speed: Very Fast (3)
Maneuver: (5)
Weapons:
2 Heavy Quad Laser Cannons (16)
2 Advanced Concussion Missile Tubes (6)
2 Ion Cannons (6)
Onboard Units:
3 Infantry Squad
Special Capabilities:
1. SENSOR JAMMING (This unit cannot be detected in Deep Space Zones by ComScan).


GR75 Medium-class "Rebel" Transport (GR75)
Cost: 90 KCs
Production Time: 1 Day
Length: 90 meters
Hyperdrive: x2
Shields: 90
Armor: 90
Systems: 90
Speed: Fast (2)
Maneuver: (2)
Weapons:
2 Heavy Laser Cannons (4)
1 Tractor Beam Projector (100m)
Onboard Unit (Capacity):
100 Infantry Squads & 5 GAVs


Assault Transport (A-TRAN)
Cost: 90 KCs
Production Time: 1 day
Length: 45 meters
Hyperdrive: NO
Shields: 45
Armor: 45
Systems: 45
Speed: Slow (1)
Maneuver: (3)
Weapons:
4 Turbolaser Cannons (32)
2 Ion Cannons (6)
2 Proton Torpedo Launchers (6)
Onboard Units:
20 Passengers/2 Infantry Squads


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: Stock Auxiliary Craft for all capital ships; free cost is offset by extended production time.
« Last Edit: October 19, 2012, 09:17:02 AM by GCW Hale »
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Offline SWSF Hale

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Re: Rebel Technology & Specifications
« Reply #3 on: February 21, 2011, 11:28:44 PM »
REPUBLIC STARFIGHTERS

E-Wing Squadron (E/W)
Unit Cost: 120 KCs
Production Time: 1 Day
Length: 11 meters
Hyperdrive: x1
Shields: 264
Armor: 264
Speed: Fast (2)
Maneuver: (5)
Weapons:
36 Heavy Laser Cannons (72)
12 APT Launchers (48)

A-Wing Squadron (A/W)
Unit Cost: 100 KCs
Production Time: 1 Day
Length: 10 meters
Hyperdrive: x1
Shields: 240
Armor: 120
Speed: Very Fast (3)
Maneuver: (7)
Weapons:
24 Heavy Laser Cannons (48)
24 ACM Launchers (72)
Notes: No UCR penalty in ATMOSPHERE.

B-Wing Squadron (B/W)
Unit Cost: 150 KCs
Production Time: 1 Day
Length: 17 meters
Hyperdrive: x2
Shields: 408
Armor: 204
Speed: Slow (1)
Maneuver: (2)
Weapons:
36 Light Ion Cannons (36)
36 Heavy Laser Cannons (72)
24 Advanced Proton Torpedo Launchers (96)

X-Wing Squadron (X/W)
Unit Cost: 100 KCs
Production Time: 1 Day
Length: 13 meters
Hyperdrive: x1
Shields: 312
Armor: 156
Speed: Fast (2)
Maneuver: (4)
Weapons:
48 Laser Cannons (48)
24 PT Launchers (72)
Notes: No UCR penalty in ATMOSPHERE.

Elite X-Wing Squadron (E-X/W)
Unit Cost: 200 KCs
Production Time: 7 Days (1 CP)
Length: 13 meters
Hyperdrive: x1
Shields: 312
Armor: 234
Speed: Fast (2)
Maneuver: (4)
Weapons:
48 Heavy Laser Cannons (96)
24 Advanced Proton Torpedo Launchers (96)
Notes: No UCR penalty in ATMOSPHERE. Limited to 1 per Fleet. Can operate independently from a carrier ship and can accompany fleets as if it were its own ship (thus it counts against the 7-ship fleet limit, though being only 1 Command Point).

Y-Wing Squadron (Y/W)
Unit Cost: 130 KCs
Production Time: 1 Day
Length: 16 meters
Hyperdrive: x2
Shields: 384
Armor: 192
Speed: Slow (1)
Maneuver: (3)
Weapons:
24 Laser Cannons (24)
24 Light Ion Cannons (24)
24 Proton Torpedo Launchers (72)

Recon Y-Wing (R-Y/W)
Unit Cost: 20 KCs (for single unit)
Production Time: 2 days
Length: 16 meters
Hyperdrive: x0.75
Shields: 48
Armor: 32
Speed: Fast (2)
Maneuver: (4)
Weapons:
2 Laser Cannons (2)
Information: Capable of performing SCANNING operations like a capital ship. Also capable of performing SENSOR JAMMING (prevents friendly ships from being detected by Passive or Active Scanning) in the same DEEP SPACE ZONE.

Republic Z-95 Headhunter Squadron (R/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 Concussion Missile Launchers (48)
Notes: +1 UCR in ATMOSPHERE. Stock starfighter for all RA/NR starships and facilities. Free cost is offset by longer than normal production time.
« Last Edit: June 25, 2012, 01:42:51 AM by GCW Hale »
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Offline SWSF Hale

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Re: Rebel Technology & Specifications
« Reply #4 on: March 04, 2011, 06:03:08 AM »
GROUND UNITS
Note: Squads consist of 10 soldiers plus gear and weaponry.

Republic Fleet Marine Squad
Unit Cost: FREE
Production Time: 14 Days
UCR: 5
Hit Points: 6
Attack Rating: 3
Notes: Because Fleet Marines can be stationed on every capital ship or potential planet, they come equipped with adaptive equipment to overcome hazardous conditions, and so they receive no UCR penalties regardless of terrain (with exception to mountains).

Republic Commando Squad
Unit Cost: 3 KCs
Production Time: 14 Days
UCR: 7
Hit Points: 8
Attack Rating: 4
Notes: These elite special operations units are trained in anti-Imperial warfare, close-quarters battle, hostage rescue, covert strikes, and breach assaults; they also employ some of the most sophisticated tools as well as weapons to aide them in their missions. They can enter enemy facilities and attack defending units from within (the Facility's Defensive UCR is ignored).


Republic Assault Trooper Squad
Unit Cost: 4 KCs
Production Time: 14 Days
UCR: 6
Hit Points: 10
Attack Rating: 6
Notes: These troopers come from the ranks of the Army or Marines and are given specialized combat training that differentiate them from Commandos, primarily because they are equipped with heavier weapons and heavy battle armor.

Republic Vanguard Trooper Squad
Unit Cost: 5 KCs
Production Time: 14 Days
UCR: 6
Hit Points: 9
Attack Rating: 4 (+4 vs Vehicles)
Notes: Vanguards are explosives experts equipped with anti-vehicle weaponry and small arms, making them ideal for both assault and defense.

Speeder Bike
Unit Cost: FREE
Production Time: 7 Days
UCR: 10
Hit Points: 10
Attack Rating: 10
Notes: Stock unit for all RA/NR starships and facilities. Free cost is offset by long production time.

All-Terrain Personal-Transport
Unit Cost: 20 KCs
Production Time: 7 Days
UCR: 6
Hit Points: 40
Attack Rating: 20

T-47 Airspeeder
Unit Cost: 30 KCs
Production Time: 7 Days
UCR: 7
Hit Points: 60
Attack Rating: 30

V-Wing Combat Airspeeder
Unit Cost: 50 KCs
Production Time: 7 Days
UCR: 8
Hit Points: 80
Attack Rating: 40
Notes: An improvement over the T-47 in combat ability, V-Wings represent the next line of defense on Republic worlds. Equipped both with repulsordrive and ion jets, the V-Wing is capable of entering the ATMOSPHERE, though at reduced combat ability (-1 UCR) due to its reduced performance while operating close to its flight ceiling. If engaging starships, please use these specs:
« Last Edit: August 16, 2012, 05:40:22 PM by GCW Hale »
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Offline SWSF Hale

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Re: Rebel Technology & Specifications
« Reply #5 on: March 04, 2011, 06:03:54 AM »
NEW REPUBLIC SECTOR OPERATIONS BASE
Production Cost: 1000 KCs
Production Time: 7 Days
Size: 1000 meters
Shields: 1000
Armor: 1000
Hull: 1000
Systems: 1000
Defense UCR: 10 (Armored Ground Facility)
Industrial Output: 150 KCs / Action Day
Onboard Units:
600 Infantry Squads
30 GAVs
5 Starfighter Squadrons
Capabilities:
1. Enables production of all Republic facilities in same system.
2. Can produce Republic Hero Units.
3. Includes HOLONET transceiver.
Notes: Limited to (1) per planet.


REPUBLIC SHIPYARD
Production Cost: 500 KCs
Production Time: 7 Days
Size: 1000 meters
Shields: None
Armor: 2000
Hull: 1000
Speed: 0 (Stationary)
Maneuver: 1 (Orbital Rotation)
Industrial Output: 0 KCs (Military Facility)
PDF Bonus: +1 CP
Onboard Units:
1 Starfighter Squadron
Capabilities:
1. Enables production of all Republic starships.
Notes: Limited to (4) per System. Must be stationed in the A-Ring.


REPUBLIC ACADEMY
Cost: 500 KCs
Production Time: 7 Days
Size: 500 meters
Shields: 500
Armor: 500
Hull: 500
Systems: 500
Defense UCR: 10 (Armored Ground Facility)
Industrial Output: 0 KCs (Military Facility)
Onboard Units:  300 Infantry Squads
Capabilities:
1. Enables production of all Republic infantry units.


REPUBLIC EMBASSY
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
Restrictions: Usable only by NEW REPUBLIC players.
Capabilities:
1. Equipped with HyperComm-III Transceiver which sends messages at x1 hyperspace.
2. Enables on-site training and production for all Republic stock units (even the CORV).
3. Can be built without a Sector Operations Base in the same system.
Notes: Republic Embassies are well-equipped command centers that function as supply storage houses, restocking facilities, and communication relay compounds all in one building. They enable Republic commanders to rapidly acquire a presence on foreign systems without the need for a fully established headquarters.


REPUBLIC FACTORY
Cost: 500 KCs
Production Time: 7 Days
Size: 200 meters
Shields: 200
Armor: 200
Hull: 200
Systems: 200
Defense UCR: 15 (Heavily Armored Ground Facility)
Industrial Output: 100 KCs / Action Day
Onboard Units: 30 GAVs
Production Capabilities:
1. Enables production of all Republic GAVs.


REPUBLIC COMSCAN OUTPOST
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: 0 KCs (Military Facility)
Onboard Units: 10 Personnel
Capabilities:
1. Provides PLANETARY SENSOR JAMMING (orbiting units will not be able to perform Ground Scans until they are in the Atmosphere).
2. Includes HyperComm-IV Transceiver (sends messages at x0.25 hyperspace).
3. Provides continuous ACTIVE SCANNING of the entire System (to include DEEP SPACE).
4. Includes HOLONET Transceiver (for instantaneous communications with HOLONET-equipped units and facilities).


KDY-150v PLANET DEFENDER ION CANNON
Cost: 1000 KCs
Production Time: 15 Days
Size: 100 meters
Shields: 100
Armor: 100
Hull: 100
Systems: 100
Defense UCR: 10 (Armored Ground Facility)
Weapons:
1 Planetary Ion Canon (1000) [UCR 3]
Onboard Units:
100 Infantry Squads
Notes: May fire upon any targets in adjacent A-Ring or Atmosphere grid spaces. Ion Damage bypasses all shielding.


PLANETARY SHIELD GENERATOR
Cost: 1000 KCs
Production Time: 15 Days
Size: 100 meters
Shields: *
Armor: 100
Hull: 100
Systems: 100
Defense UCR: 10 (Armored Ground Facility)
Weapons: None
Onboard Units:
100 Infantry Squads
Notes: Shield coverage extends to the ATMOSPHERE around all Ground grid spaces and once activated prevents Atmospheric Bombardment, Orbital Bombardment, Bombing Runs, and Strafing Runs.


REBEL ALLIANCE UNDERGROUND
Cost: 100 KCs
Productiom Time: 1 Day
Restrictions: Usable only by REBEL ALLIANCE players. Must be attached to a Delta-class Multipurpose Base. Only one attachment per Delta Base is allowed.
Bonuses:
1. Doubles the shields, armor, and hull of the Delta Base it is attached to.
2. Doubles the onboard unit capacity for infantry squads, GAVs, and Aux Craft.
3. Adds 1 Starfighter Squadron to the onboard unit capacity.
4. Increases scanning range of the COTS ComScan to the C-Ring.
5. Doubles the Industrial Output to 50 KCs each Action Day.
6. Allows onsite production of Rebel Commandos, X-Wings, and AT-PTs.
Notes: Still relying on guerrilla and insurgency tactics, the Rebel Alliance Underground expands a Delta-class Multipurpose Base into a fully functional operations and support facility capable of increasing the flow of resources as well as the ability to train and produce basic fighting forces to continue fighting the Empire.


ADVANCED R&D INSTALLATION
Production Cost: 1000 KCs
Production Time: 7 Days
Size: 1000 meters
Hyperdrive: None
Shields: 1000
Armor: 1000
Hull: 500
Systems: 500
Speed: Orbital (1)
Maneuver: Rotational (1)
Industrial Output: 0 KCs / Action Day (Research & Development Facility)
Weapons:
10 Turbolaser Cannons (80)
1 Tractor Beam Projectors (100m)
Onboard Units:
1 Starfighter Squadrons
6 Auxiliary Craft
Capabilities:
1. Adds an "Advanced R&D" feature to any planet it is stationed at. The Player must designate which unit this facility is conducting R&D on in order to receive the bonus below.
2. Advanced R&D bestows any single unit with a -20% discount on cost and -1 Day to manufacture. If additional R&D facilities are used on the same unit, these bonuses are stacked. No more than 4 Advanced R&D bonuses (either from the facility or from a planet with inherent R&D) can be stacked on any given unit.
Restrictions: Advanced R&D Installations cannot be placed at a player's Stronghold. No more than (4) Installations can be under the control of any (1) Leader.
« Last Edit: October 17, 2012, 09:53:17 AM by GCW Hale »
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Offline SWSF Hale

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Re: Rebel Technology & Specifications
« Reply #6 on: April 23, 2012, 11:51:45 PM »
REPUBLIC OFFICER
Unit Cost: 2000 KCs
UCR: 10
Armor: 100
Health: 100
Attack: 100
Capabilities: These units begin as either an Army (Colonel) or Navy (Commodore). Additional abilities can be purchased for 1000 KCs each. No more than 1 ability can be learned each Action Day.
1. COMMODORE: Your Fleet Flagship has +10% Attack Damage, +10% Shields, +10% Armor, and +10% Hull.
2. COLONEL: Ground units in your same grid have +1 UCR, +10% Attack (round down), and +10% Armor (round down). This unit's Armor, Health, and Attack is increased to 200.
3. ADMIRAL: +1 Command Points. (Prerequisite: Commodore)
4. GENERAL: Your ground units can move from G-grid to G-grid without penalty during a planetary battle. This unit's Armor, Health, and Attack is increased to 300. You may add (1) NSBC to your Fleet without Command Point penalty. (Prerequisite: Colonel)
5. EXECUTIVE MANAGEMENT: 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: Admiral/General)
6. FLEET ADMIRAL: All ships in your fleet receive the Flagship bonus.  (Prerequisite: Admiral)
7. LORD 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, Health, and Attack is increased to 400. You may add an additional (+1) NSBC to your Fleet without Command Point penalty. (Prerequisite: General)
8. STRATEGIC LEADERSHIP: Industrial Output is increased to 200 KCs/Action Day. (Prerequisite: Fleet Admiral/Lord General)
9. GRAND ADMIRAL: +1 Command Points. (Prerequsite: Fleet Admiral)
10. SUPREME COMMANDER: Prestige Rank. Industrial Output is increased to 300 KCs/Action Day. If this Hero's Fleet is attacking Coruscant, he may bring his Stronghold PDF Fleet along with him for the battle (up to 23 CPs). (Prerequsite: Leadership)


REPUBLIC LEADER
Unit Cost: 2000 KCs
UCR: 10
Armor: 100
Health: 100
Attack: 100
Capabilities: These units begins as a Consular or an Ambassador in the New Republic Diplomatic Corps. Additional abilities can be purchased for 1000 KCs each. No more than 1 ability can be learned each Action Day.
1. CONSULAR: Your Fleet Flagship is hereby designated as the "Consular Flagship of the New Republic" and has +20% Shields, +10% Armor, and +10% Hull.
2. AMBASSADOR: Your Fleet Flagship is hereby designated as a "Consular Ship". Ground units in your same grid (operating as your "Military Escort") have +1 UCR and +20% Armor (round down). This unit's Armor and Health is increased to 200, and Health to 200.
3. SENATOR: Your stock units take -3 Days to build. This hero gains an Industrial Output of 100 KCs/Action Day. This hero also gains an Advanced R&D Installation for free to place anywhere (except Stronghold). (Prerequisite: Consular or Ambassador)
4. GOVERNOR: Your ground units can move from G-grid to G-grid without penalty during a planetary battle. This unit's Armor and Health is increased to 250. You may add one more Advanced R&D Installation anywhere (except Stronghold). (Prerequisite: Governor)
5. SECRETARY OF DEFENSE: This hero's Industrial Output is increased to 200 KCs/Action Day. All infantry units you purchase cost -1 KC less. GAVs are -10 KCs. Starfighters and auxiliaries cost -10% KCs less. (Prerequisite: Governor)
6. CONSULAR ADMIRAL: Your character can be referred to as "Lord". All ships in your fleet receive the Consular Flagship bonus.  (Prerequisite: Governor)
7. CONSULAR GENERAL:  Your character can be referred to as "Lord". All ground units on the same planet receive the same Senator bonus. Your ground units on same planet are immune to the Logistics limitation. This unit's Armor, Health, and Attack is increased to 300. You may add an additional (+1) NSBC to your Fleet without Command Point penalty. (Prerequisite: Senator)
8. SECRETARY OF STATE: Industrial Output is increased to 300 KCs/Action Day. You may add one more Advanced R&D Installation anywhere (except Stronghold). (Prerequisite: Secretary of Defense)
9. CHANCELLOR: +1 Command Points. You may add one more Advanced R&D Installation anywhere (except Stronghold). (Prerequisite: Consular Admiral)
10. PRESIDENT OF THE NEW REPUBLIC: Prestige Rank. Industrial Output is increased to 400 KCs/Action Day. If this Hero's Fleet is attacking Coruscant, he may bring his Stronghold PDF Fleet (up to 23 CPs) along with him for the battle. (Prerequisite: Secretary of State or Consular Admiral)


REPUBLIC JEDI
Unit Cost: 2000 KCs
UCR: 10
Armor: 200
Health: 200
Attack: 200
Capabilities: These units begins as a Jedi Officer in the New Jedi Order. Additional abilities can be purchased for 1000 KCs each. No more than 1 ability can be learned each Action Day. This unit is also limited to (1) class of either a Jedi Consular, Sentinel, or Watchman (once one of these abilities is learned, the other two are no longer available).
1. JEDI OFFICER: Your Fleet Flagship is hereby recognized as the "Flagship of the Jedi Order" and gets +10% Attack Damage, +20% Armor, and +10% Hull. (Jedi Officers are members of the New Republic Armed Forces that have been identified as being Force-attuned and selected for training, thus these units are still referred to as their military rank of Captain or Colonel.)
2. JEDI PADAWAN: This unit is now equipped with a Lightsaber (+800 Attack) and can attack any number of targets until all damage has been dealt. Due to Jedi Training, UCR is increased to 11. (Prerequisite: Jedi Officer)
3. JEDI KNIGHT: UCR +1, Armor +300, Health +300, Attack +300. +1 Command Points. Gains (1) new Force Power: Jedi Speed (may move to another G-grid while on a planet or make a 2nd Lightsaber attack during your combat post). (Prerequisite: Jedi Padawan)
4. JEDI CONSULAR: Armor +100, Health +100, Attack +100. Gains (3) new Force Powers: Jedi Defense (can be used once per combat post to deflect up to 1000 points of incoming damage), Jedi Healing (can be used once per combat post to restore all Health), Jedi Knowledge (Industrial Output +100 KCs/Action Day). (Prerequisite: Jedi Knight)
5. JEDI SENTINEL: UCR +1, Armor +200, Health +200, Attack +200. Gains (3) new Force Powers: Jedi Healing (can be used once per combat post to restore all Health), Jedi Knowledge (Industrial Output +100 KCs/Action Day), and Jedi Control (+1 UCR when defending against an Imperial Sith). (Prerequisite: Jedi Knight).
6. JEDI GUARDIAN: UCR +1, Armor +300, Health +300, Attack +300. Gains (3) new Force Powers: Jedi Defense (can be used once per combat post to deflect up to 1000 points of incoming damage), Jedi Combat (can make a 3rd Lightsaber attack for each combat post), and Jedi Stealth (this unit may use the Force to cloak himself or any shuttle/AUX he is onboard to make invisible movements; if any actions are taken, the Stealth is voided). (Prerequisite: Jedi Knight)
7. JEDI MASTER: +1 UCR, Armor +100, Health +100, Attack +100. Industrial Output +100 KCs/Action Day. Gains (1) new Force Power: Jedi Sense (the player can assume knowledge of any major intergalactic event or battles as "disturbances in the Force" 24 hours after they happen, before said information reaches the player via convention means) . (Prerequisite: Jedi Consular/Sentinel/Watchman)
8. JEDI GENERAL: All Infantry cost -1 KC less to produce, GAVs cost -10 KCs less. All units deployed to the same planet as the Jedi General are immune to the Logistics Penalty, and have +1 UCR, +10% Attack Rating and +10% Armor. (Prerequisite: Jedi Master)
9. JEDI ADMIRAL: +1 Command Point. All Starfighters and auxiliaries cost -10% KCs less to produce. Your Fleet is hereby designated as the "New Republic Fleet of the Jedi Order" and each ship gets the same Flagship bonus. (Prerequisite: Jedi Master)
10. JEDI GRANDMASTER: (Prerequisite: Jedi General/Admiral) Pick (2) new Force Powers from any previous class that were not learned and add them to your list. Industrial Output +100 KCs/Action Day. May rally your Stronghold's PDF Fleet (23 CPs) and combine it with your Jedi Fleet when invading Coruscant. Mission Milestones take -3 Days less each to complete for this unit.

ELITE LAMBDA-CLASS SHUTTLE (ELSHU)
Cost: 17 KCs
Production Time: 1 Day
Length: 20 meters
Hyperdrive: x1
Shields: 100
Armor: 100
Systems: 100
Speed: Very Fast (3)
Maneuver: (3)
Elite UCR Bonus: +10
Weapons:
6 Heavy Laser Cannons (12)
6 Concussion Missile Launchers (12)
Capabilities:
1. STEALTH (Invisible to both PASSIVE and ACTIVE ComScan).
Notes: These Lambda-class shuttles are designated as special operations transports or low-profile special escort vessels, and come with custom paint jobs depending on their owner's preferences. They feature an impressive sensor jamming suite capable of deflecting any passive or active ComScan sweeps. Does not count against a player's Command Point Capacity and also can be stowed aboard any ship due to multi-purpose airlock tubes (for ships that don't have onboard unit capacity). Each Hero gets (1) of these shuttles for FREE at the start of the game.


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 can be deployed from any starship the Hero is onboard (either a capital ship, aux, or starfighter). 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 06, 2012, 09:32:27 AM by GCW Hale »
LUCIDIUS HALE
STAR WARS SIMMING FORUM