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.