Copyright: Help-file created with HelpMaker 2.1
Citation: Created By VZarrin


Dark Epoch Universe
Help created with evaluation version of HelpMaker 2.1

Dark Epoch Universe

       Taking place three years after the Battle of Endor, the New Republic continues it struggle against the remnants of the once mighty Empire. Their mission of liberation and freedom fuels their quest for justice across the universe. Regional governments wage war upon one another in an attempt to gain favor in the eyes of the galactic superpowers and to ensure their own survival. Alien invasion fleets pour into the galaxy as it is rocked with turmoil. The universe is plunged into a Dark Epoch!

       Created by VZarrin in January 1998, the Dark Epoch Universe combines challenging gameplay with realistic strategy. In an simulation which won't be forgotten, the best of the Space Wars Sim Forum is revealed in a single gaming universe.

Dark Epoch Rules

Specifications

The Galaxy

Special thanks to Gaqqu and Ariakas for their inspiration and assistance.


Dark Epoch Rules
Help created with evaluation version of HelpMaker 2.1

Dark Epoch Rules

General Rules

Space Rules

Ground Rules

Appendices


General Rules
Help created with evaluation version of HelpMaker 2.1

General Rules

I. General Rules

1. Membership Requirements

To be considered an active player in this universe, a suggested simming plan is that you must make a minimum of one storyline post every 7 days. You must also read and reply to all mail sent to you from the other members of the sim. Deleting or ignoring mail will result in immediate expulsion from the sim and the loss of all previous rank and position should you ever reapply. During battle situations you must post as ordered of a minimum of twice per day in the absence of orders. However, this plan may be altered by your specific sim leader, as he/she deems fit. You may only use the craft assigned to you by the sim leader, no personal craft or private shipyards are allowed unless approved by the HGM. Members may not sell their ships, vehicles, equipment or any parts thereof, as they are property of the sim, not the individual member.

2. Characters

Each player is allowed one character within the universe at any one time. Spies are allowed to enlist in a faction and then use another screen name to enlist in the opposing forces. HOWEVER, if the spy is discovered and lawfully executed, then both characters are lost since 'in reality' they are both the same person.

3. Death

Death is an inevitable part of life. And in the course of events, your character may be killed. If this happens, we ask that you take your death with honor. Don't fight about it, just accept the fact and move on. You are always free and welcome to begin a new character. But remember: Only 1 Character per simmer at all times in the Universe.

3A. Executions

The faction leaders may, at their discretion, order executions of characters under their command, under the following circumstances only:

- The character is found to be a spy.

- The character has failed to comply with the sim's membership requirements.

- The player has violated either the universe rules or the factions rules such to demand his/her removal from the sim.

The HGM should approve an execution before it happens, and determine whether or not it is fitting punishment.

4. Defecting

If one attempts to defect with their ship you must assume a fight was waged for control of the ship between loyalists and the defector's supporters. Immediate 50% damage is done to all areas of the ship/vehicle/facility/planet. 1/2 of all onboard crewmen are killed and 1/2 of all troops are lost. You may only defect as an individual with your assigned ship. Whole fleets do not defect with you and neither do whole systems, sectors, or regions except in the case of a regional, sector or planetary governor in which case your capital world may defect with you at the same 50% immediate loss of all troops and craft. If your capital world is also the capital of a larger division then it cannot defect with you. (For instance, if you are a sector commander and you share your capital with an Oversector commander, the Oversector commander retains control of the planet.) However, if the loyalists win, the same damages are taken into effect, as specified above, in addition to having the commander captured, and the ship returned to his/her previously affiliated sim. This is determined by a dice roll by a GM in the presence of the HGM. Loyalists must receive three of ten rolls to retain the ship, while Defectors must win seven of ten dice rolls to capture the ship.

5. Capturing

You may capture enemy characters under the following conditions only:

- You have already disabled, and or captured, their assigned craft cutting off their means of escape.

- You and the enemy character are in the same location at the same time.

- You have sufficient troops on scene so that the enemy character cannot possibly overwhelm them.

- You have detention facilities nearby to prevent their escape. This can be either land based or shipboard detention cells.

- You cannot hold an enemy prisoner in a simple city or capitol complex.

- Keep in mind, shuttle-type craft are not just 'sitting around' ready to go at all times.

The HGM will have the final say if there is a dispute over a capture.

6. Neutral Planets

The disposition of Neutral Planets will be determined as follows:

- A sim may only claim 3 neutral planets per month.

- You will have an officer and ship visit the planet and post your intentions to annex the world on the universe board.

- You will then send notice via e-mail to the HGM and other sim leaders regarding your actions and intentions.

- If the sim leaders and HGM come to an agreement as to the disposition of the planet you will be informed of a diplomatic solution.

- If no agreement has been reached within 48 hours you will then have to land troops and fight for the planet.

- At that point the HGM/GM will control the neutral world's spacial and ground defenses.

- If you can defeat the neutral world's defenses before enemy forces arrive to aid them you can claim the planet for your faction, if not, you must engage your enemy's forces, in addition to the planetary defenses.

- Neutral defenses must be completely destroyed as they are not transferable between sims.

- Neutral worlds have no defenses except what you put there after they have been annexed.

- Neutral world's defenses are based on their income (20x).

7. The Force

The use of the force will be limited as follows:

- Absolutely no teleportation!

- Only those members trained in use of the force by an accredited force user within this universe may use the force.

- The force can only be used in one on one personal combat or in small groups (not exceeding 12), and especially not space or ground combat, when using troops in large numbers.

- Your 'Master' will inform you of what skills or powers you have attained, do not assume skills or powers you have not been granted. The HGM will keep records.

8. Game Masters

In the absence of an actual Head Game Master, the sim leaders will come to an agreement on individual actions only when those actions have been called into question. They will not police the boards looking for mistakes. If you feel a post requires such attention then mail a link to the post to your sim leader and a ruling will be made. Do not stop simming while waiting for a reply. If the action requires that you not continue simming with the particular individual, move on to another target. In their joint role as 'Game Master' the sim leaders will agree to any pre-existing conditions for battle or victory and inform the members of such agreements. Once a ruling has been made it is final and there is no appeal or higher authority.

However, when a Head Game Master is existent, the sim leaders will carry out the above duties. The only exception is that if a ruling has been made by the sim leaders, it may come to the Head Game Master on appeal. He/She is the final authority in simming.

Current HGM: VZarrin

9. Weapon Size Modification Clause

As you go down the following scaling list, 20% is taken off your accuracy (80% of damage is inflicted to the target, etc). Always round appropriately:

- Death Star

- Capital Ship

- Starfighter

- Walker/Speeder

- Ground Troop

*See space rules for extraneous rules regarding starfighter/capital sized interactions.

Example: A Star Destroyer attacks an X-Wing fighter. The Star Destroyer fires 3 Turbolaser Batteries at the fighter, doing 75 points damage normally. In this case, since the Star Destroyer is targetting a fighter, the damage would be 23, 30% of the initial damage.

However, when a trooper, vehicle, or starfighter targets a higher leveled object, its damage is reduced by 20% per each difference in level, due to the power-output of the fighters, etc.

Example: An X-Wing attacks a Star Destroyer. The X-Wing fires 4 Laser Cannons at the Destroyer, doing 24 points damage normally. In this case, since the fighter is attacking a Star Destroyer, the damage would be 7 (rounded from 7.2), 30% of the initial damage.

When a starfighter fires against another starfighter, the defending fighter only takes half of the damage, due to maneuverabilty, etc. When attacking a TIE-class craft, an additional half of the damage is taken off (damage is a fourth of initial damage).

Example: An X-Wing attacks a TIE Bomber. The X-Wing fires 4 Laser Cannons at the Bomber, doing 24 points damage normally. In this case, since the fighter is attacking another fighter, the damage would be 12, 50% of the initial damage. However, since the X-Wing is attacking a TIE-class Starfighter, the damage would be cut in half to 6, 25% of the initial damage. The TIE Bomber would have 8 points worth of hull left.

**Note: Please see your sim leader or the HGM for a detailed explanation of this rule if you do not understand it. It is imperative!**

10. Scanning A System

The Probe Droid was designed to be launched into enemy space and conduct scans with a low detection rate. It's special design used to reflect scans makes it an extremely difficult object to find. It's color and size makes it virtually impossible to detect with the naked eye.

You will post your probe(s) arriving at an enemy system on their boards, your scan type, and your detection points. The opposing sim leader will respond to your scans by either detecting your probe (system detection points must be sent to the HGM for cross-referencing) or sending scan results (CCed to the HGM as well). Capital ships may scan without a detection rating. Scans end, obviously, when/if the ship is destroyed.

Types of Scans:

Standard	Takes 24 Hours To Complete

Evasive	Takes 48 Hours To Comlete

Base Ratings For Various Amounts Of Droids:

1 Droid	25 detection points

2 Droids	35 detection points

3 Droids	45 detection points

4 Droids	55 detection points

5 Droids	65 detection points

*A maximum of 5 droids allowed in a system from a single sim at any given time.*

The following increases a probe's Detection Rate:

System been been scanned earlier	+10 points

Evasive Scan Tactics	+15 points

Probe has completed scan before	+2 points

The following decrease a probe's Detection Rate (all are cumulative):

Starfighter squadron on patrol	-2

Golan Platform	-5

Manned Capital Ship	-5

Space Defense Platform	-10

System Patrol Craft	-5

Atmospheric penetration	-6

Other Defenses (each one)	-2

If the Detection Rate at anytime reaches or goes below 0, the probe has been discovered and may be treated as any other enemy threat.

II. Posting Regulations

1. Battle Posting Time

You may post an unlimited number of combat posts per day, with a hiatus of one hour between each post. When you are are making non-combat/storyline posts, you may post as often as you like. The Defender must have a chance to respond, so if you attack an opponent, he/she has twenty-four hours to respond to the attack before you may attack again. If twenty-four hours elapses, without a response, you may post again and the Defender takes full damage.

2. Posting Format

All posts will begin with a title such as ISD II X vs. MC-80 Y, followed by the System and Sector Names. The storyline will proceed from there describing the various actions in the post, and anything else you may wish to add. All combat posts should contain the following information in some order so that it can be easily and clearly understood by your opponent.

- Exit Hyperspace (if applicable)

- Movement

- Launch/Recovery of Fighters (if any) and their ensuing attacks

- Firing available weapons

- Restoration of System Points (when applicable)

- Any other actions or events (where applicable)

This sequence of events is just used as a model to describe what a standard post should contain, you may move then fire weapons for example. You may not however, fire then move, then fire, then move. Any ship can turn, however, and fire. They may turn, fire, turn, fire, since navigation and weapons are on different electronic system subroutes. Use all of your weapons and movement in each post if you can, as you cannot 'store up' shots or movements for the next post. If you forget to mention a movement in a post or firing at a particular target you may post one addendum to your previous post(s). Finally you should end your post with a signature line listing your characters name, rank, ship/fleet assignment and faction. You should not list all other sims in which you take part as they are irrelevant to this sim universe and can cause confusion.

3. OOC Posts

Out Of Character posts are banned in this universe. The discussion of personal matters, arguments, questions about rules etc., should be confined to Instant Messages and E-mail. You will receive two warnings concerning OOC posts, and a third offense will result in disiplinary action deemed fit by the HGM and your sim leader. The boards should only contain storylines, combat posts, constructions, nothing more. Attempts to cover this by including OOC remarks in a storyline post will receive the same punishment.

4. Storyline Posts

This is a non-combat post where you take no actions against another player. You may not change combat situations by switching to a storyline post. Storyline posts do not have any restrictions on how many or how often they can be made. Storyline posts cannot be used to kill or attack another player, UNLESS both parties agree to the actions before hand. Exceptions can be made by the HGM if a situation calls for a change.

5. Hyperspace Travel

In combat you must first post your intention to enter hyperspace, one post prior to actually doing so. This can be as simple as stating, "Ship's Hyperdrive Engines Are Ready, and Escape Trajectory Is Set." (Note: If you post intention, and decide not to depart, you are not obligated to do so. However, in this type of combat post, if you post your intention, and a defense for your vessel only - no retalliation - you may post entering hyperspace in 1 hour.) You can then enter hyperspace in your next post with the appropriate amount of time between posts. You must continue to accept damage during the time between posts if you are attacked.

Entering hyperspace in a combat situation without posting an intention is the equivalent of entering hyperspace without thorough calculations. Thus, you must take 10% hull damage, as you will be travelling through "unsafe" areas of space.

Assuming there are no gravity wells being projected, ships can enter hyperspace in the 'D or C-Ring' of the orbital grid. Ships may exit hyperspace in the 'D or C-Rings,' depending on if the system is scanned. If it is not, a ship may only exit in the 'D-Ring.' Ships may exit or enter hyperspace at any spot in deep space once again assuming there is no gravity well being projected in that area. Only those fighters that are hyperspace capable may enter and exit HS. When launching fighters to enter hyperspace with your ship, the same number of squadrons are launched as would normally be launched per post under the Deployment of Fighters rule. You still cannot launch all fighters in a single post, unless your hangar bays support it.

For a Hyperdrive Multiplier of x3:

Intra-sector travel (planet to planet): 30 minutes

Sector-to-sector travel: 60 minutes

For a Hyperdrive Multiplier of x2:

Intra-sector travel (planet to planet): 20 minutes

Sector-to-sector travel: 40 minutes

For a Hyperdrive Multiplier of x1:

Intra-sector travel (planet to planet): 10 minutes

Sector-to-sector travel: 20 minutes

And so on... For intra-sector travel multiply 10 by whatever multiplier you have for travel time in minutes. For sector-to-sector travel, 20 by whatever multiplier you have for travel time in minutes.


Space Rules
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Space Rules

III. Space Rules/Combat

1. Movement

All space combat takes place in Normal Space, no combat is allowed while in Hyperspace. In normal space, ships move along the battle map. The target planet is represented by the light blue sphere which is itself broken into four quadrants which are reflected on the surface map in a different form. Your ship's sublight speed indicates how many units (maximum) you may move in a single post. Your ship's maneuverability indicates how many turns you can make in a single post. Both stats are listed in your ships specifications provided to you in this universe file. By the end of each post your precise location and facing must be stated. Examples of such are "360º (A,3)" or "90º (B,12)" The accepted norm for stating your location is "Square Facing (Heading) / Grid reference." Capital ships may only move in reverse if, in the previous post, the ship was stationary. It may then move its full movement backwards without changing its facing. Diagonal movements and firing are not allowed. They could as two movements/spaces (Down and Right, for instance).

Location Terminology For Rules

Atmosphere	A-ring

Low Orbit	A-ring

High Orbit	B-ring

Inter-Space	C-ring

System Fringes	D-ring

2. Damage You Receive

Every ship has three key defensive stats: Hull points, Shield points, and System points. Each of these represent the strength of the vessel in question, or in other words, its ability to withstand damage.

Hull Points - This number shows how many points of damage the actual body of the ship can take before it is completely destroyed. When the hull is damaged, its key components are also damaged (i.e. weapons, stored vehicles, crew, etc.). To find out what is done when damage is taken to your hull, review the damage chart (appendix I). Hull points can only be restored after you have left the combat area and only at a shipyard facility at a rate of 1,000 per day.

Shield Points - This shows how many points of damage the shields of the ship can withstand before collapsing. It is important to note one thing here, no matter how many points of damage you hit a ship with, all damage is considered SIMULTANEOUS. That means that when the shields on a ship first collapse, hull damage is not taken.

For example: An ISD fires 600 points worth of damage on a Corvette. Even though a Corvette only has 150 shield points, that is all the damage that is taken to the ship - 150 points. It's hull remains UNDAMAGED, however, the Corvette will take hull damage in all attacks after that.

In addition, shields will not be assumed as raised. You must state in your post somewhere that shields are being raised. If you do not, they will be considered to be down, and all damage taken will go straight to the hull. Shields cannot be recharged during combat. They may be recharged non-combat at a rate of 10% per hour. Lastly, shields do not absorb ion cannon fire. Ions are inefficient against shields.

System points - This number represents the inner workings of your vessel and only really comes into play during ion attacks. Ion cannons fire highly charged shots that fuse circuits and controls. When this happens, your system points are reduced. When this reaches zero, your vessel is dead in space, unable to do anything, or launch anything. Luckily this ionization is only temporary. Your ship will remain so neutralized for the next 2 posts made by the attacking (ionizing) vessel. During this time, your ship is a ripe target for boarding actions or being towed. All damage received during this time is done directly to the hull since your shields are not up. However, once this 2 post time limit expires you may bring all your systems back on-line and commence again. Since your ship sustained such extensive combat damage, you start back up with half of your original power/system points. You may not perform repairs during this time, since none of your equipment works.

3. Damage You Cause (Averages; See Specs for Actual Damages)

Each ship has a certain amount of weapondry of various types. These are listed in your ships stats just as your speed, maneuverability, hull, shield and system points were. The weapons are as follows:

Lasers - Lasers are short range weapons that are mostly effective against starfighters. Lasers can be used against other capital ships at close range but they are not as effective as the turbolaser or heavy turbolaser in that capacity. Lasers have a range of 4 units. Lasers do on average, 8 points of damage each.

Turbolasers - A very powerful form of the laser, both the range and damage dealt are greater than the basic laser. You cannot dodge turbolaser fire. Turbolasers have a range of 5 units. Turbolasers do on average, 10 points of damage each.

Heavy Turbolasers - These are very similar to the turbolaser but do a greater amount of damage. The only drawback is the reduced range of the weapon. You cannot dodge heavy turbolaser fire. Heavy Turbolasers have a range of 5 units. Heavy turbolasers do on average, 15 points of damage each.

Superlasers - These awesome weapons require vast amounts of energy, they range from being able to destroy a ship with a single shot to the ability to destroy a planet in a single shot. The best thing to remember about superlasers is to not be in front of one. Since this is a beam weapon, you cannot dodge superlaser fire. Superlaser ranges are determined by the Head Game Master for each particular type.

Ion Cannons - Ion Cannons do no structural damage to ships, their primary function is to disrupt shipboard electronics represented by the ships system points. The effects are temporary but can give the attacker time to capture an enemy ship, or flee from it. Once a targeted system loses all of its points it must remain non-functional for 2 posts. After that time system points may begin to be restored. Since they are a form of beam weapon, ion cannon fire cannot be dodged. Range of all shipboard Ion Cannons is 4 units. Ion Cannons do on average, 10 points of damage to systems each. A ship loses a system each time 20% of the system points are lost. The Systems are (in order):

- Shields

- Weapons

- Engines

- Communications

- Hyperdrive

If you lose a system, you lose those capabilities. Like if you lost engines you would be stuck and unable to move. Ions are effective if shields are down.

Missiles - Ships carry only two types of missiles, Ship-to-Surface and Ship-to-Ship. You cannot fire ship-to-ship missiles into a planets atmosphere, they will burn up, however, you can use them against a planets shields. Ship-to-ship missiles can also be used against orbital facilities and starfighters. Each ship carries only a limited number of missiles both for itself and for its fighters, once you have fired them all you can only get more by returning to your home port or another allied resupply facility. Because of their speed, it is almost impossible to dodge a missile attack. For the purposes of this universe, the only defense against a missile is to shoot it down with turbolasers, another missile, or with starfighters. Range of all missiles is 5 units. NOTE - Shipboard missiles are faster and more powerful than fighter launched missiles. Review the Fighter section of these rules for fighter launched missile specs.

Tractor Beams - Tractor beams use their immense attraction power to move obstacles and objects around in space, including aiding fighters in their launch and landing procedures. Tractor beams are not weapons but they can be used as such. In order to inflict damage two beams can be used to pull a craft in two different directions causing tremendous stresses on the hull and eventually, if the beam is strong enough, tearing the craft in two, for example. The held craft is still free to fire its weapons, assuming it has any left to fire. Tractor beams are difficult to lock onto fleeing craft but it is not impossible. You may not use a tractor beam to move a craft larger than yours. In combat, tractor beams can only be used to move a ship once all the target's system points have been depleted.Since it is a beam weapon, you cannot dodge a tractor beam. Tractor beams have a maximum range of 3 units.

Gravity Well Generators - The gravity well generators inflict no physical damage to the ships that pass through the effected area, but instead these weapons block hyperspace travel. They may pull ships out of Hyperspace, or keep ships from entering hyperspace. Gravity well generators do not effect sublight engines and faster ships can move out of the effected area and then enter hyperspace. For every generator powered up, an area of 2 grid spaces are effected. It takes 4 spaces, extending from the 'A to D Rings,' to pull a ship from hyperspace. The drawback to this weapon is that it requires IMMENSE power. For every generator powered up, subtract one from the movement of the vessel.

Note: In the specifications, each weapon is listed with a range. Such example is "2-3/4/6." The first portion (2-3) indicates that within a range of that many gridspaces, the damage inflicted is 100% of the initial total. The second portion (4) indicates that within a range of that many gridspaces, the damage inflicted is 90% of the initial total. The last portion (6) indicates that within a range of that many gridspaces, the damage inflicted is 80% of the initial total.

In addition to your ship's arsenal there are other ways of causing damage to the enemy. They are:

Ramming - To ram another vessel you must first be faster than the other ship, unless it isn't moving for whatever reason. Second, it must be within range of your ship and unable to move out of range. To determine damage, subtract the remaining hull points of your opponents ship from your ship, whether your ship was the one ramming or the one rammed, both ships take damage. Note that ramming can damage a ship to such a degree that it explodes. Shields cannot absorb damage from ramming attacks, it is absorbed directly by the hull.

Boarding - Assumes the ship is currently disabled (i.e.. from an ion attack). You must have transports capable of carrying troops and you must have enough troops to overwhelm any opposition onboard the other vessel. See the 'Special Situations' section in these rules.

Self-Destruct - Self-Destructing your ship damages only those ships in the same grid space as your vessel. Damage is figured by doubling the amount of hull points remaining. This damage can be absorbed by the shields provided they have enough points. It takes one post to set the self-destruct and another for it to actually detonate.

** Note: Star Destroyer-classed Ships may fire 50% of its port and starboard arcs (round up always), in addition to the bow arc, at a target infront of it. This collective arc is called the "optimal arc." **

4. Planetary Bombardments

Orbital bombarding of a planet by a capital ship or space station may only begun when in orbit of the planet, that is, being within the A-Ring. Only those ships that have Turbolasers or are armed with Ship-to-Surface missiles may attack a planet from orbit. Damage may be done to targeted cities, facilities, bases, units, vehicles, or to the planet itself. Simple lasers do not penetrate the atmosphere of the planet. Ground units must act as spotters for a Planetary Bombardment. They should be within four gridspaces of the target.

5. Deployment of Fighters

Fighters may be launched according to this chart only:

Vessels 5,000+ Meters: 1 Wing of fighters per turn (36 fighters)

Vessels 1,600 - 4,999 Meters: 2 Squadrons of fighters per turn (24 fighters)

Vessels 1000 - 1,599 Meters: 1 Squadron of fighters per turn (12 fighters)

Vessels 300 - 999 Meters: 2 Elements of fighters per turn (8 fighters)

Vessels 100 - 299 Meters: 1 Element of fighters per turn (4 fighters)

6. Fightercraft

Fightercraft exist in combat as whole squadrons or elements, only rarely as individual craft. They have stats similar to starships describing their speed and firepower. You may only use those starfighters listed in your ships stats unless, by agreement of your sim leader and HGM, you have been assigned special or different types of fighters. Because of their size, fighters are often underestimated in battle. The one man fighter has proven itself a deadly weapon time and again, usually at the cost of a capital ship or battle station. Fighters are not assigned to Imperial warships merely as a guard against other fighter craft. They are integral parts of the warships armament, the same as turbolasers or shields. Do not underestimate the effectiveness of enemy fighters or your own. Familiarize yourself with as many different types of fighters so that you can prepare yourself to defend against them and use them effectively in battle. Fightercraft stats are similar to warship stats with a couple of differences. Fightercraft do not have maneuverability ratings, they can turn as many times as they can move.

Whenever a fighter attacks a capital ship or Death Star sized unit, 50% is taken off the damage in addition to the weapons size modification clause. When a capital ship or Death Star sized unit attacks a fighter, however, 50% is taken off the damage in addition to the weapons size modification clause.

** Note: Starfighters may not attack a capital ship if it has fighters on patrol. Those patrolling fighters must be engaged first. **

6A. Damage You Receive

Hull Points - This number shows how many points of damage the single fighter can take before it is completely destroyed. Unlike warships fighters do not use the damage chart as they lose hull points. Fighters are replenished by visiting a repair facility at a rate of one squadron per day.

Shield Points - This shows how many points of damage the shields of the fighter can withstand before collapsing. NOT ALL FIGHTERS HAVE SHIELDS!! Check your specs before posting. Unlike your warship, fighter shields are assumed on if they have them. Once the shields are depleted all further damage is done directly to the hulls. Shields cannot be recharged during combat. Lastly, shields do not absorb ion cannon fire.

System Points - Like a warship's systems points, this represents how many how many ion cannon shots the fighter can take before being disabled. Just like warships once all system points are lost the craft is disabled for 2 posts during which time they may be tractored onto another ship or destroyed by turbolaser fire. Any additional damage received during this time is done directly to the hull.

6B. Damage You Cause (Averages; See Specs for Actual Damages)

Lasers - Lasers are short range weapons that are mostly effective against other starfighters. Lasers can be used against capital ships at close range but they are not as effective as the turbolaser or heavy turbolaser in that capacity. Lasers have a range of 2 units. Lasers do on average, 5 points of damage each.

Ion Cannons - Ion Cannons disrupt electronics represented by the system points. Range of all fighter mounted Ion Cannons is 1 unit. Ion Cannons do about 5 points of damage to systems.

Missiles - Most fighters carry only concussion missiles. Concussion missiles do about 50 points of damage to shields or hull. Range of concussion missiles is 5 units. NOTE - Shipboard missiles are faster and more powerful than fighter launched missiles.

Bombs - Some fighters can carry bombs. Bombs are not guided and drop straight down to the target, they are most effective against non moving targets. Bombs have a range of zero, you must be in the same unit as the target. Bombs do approximately 80 points of damage each.

Starfighter-fired warheads must take the Weapon Size Modification clause into effect, however only at the regular 20% damage penalty. Capital ship-fired warheads impact fighters at a rate of 1/2 of all warheads fired.

7. Intercepting Warheads

Warheads may be intercepted with lasers or ion cannons, from both capital ships and starfighters. Refer to the below charts for the number of cannons required to intercept a warhead.

Ion Cannons/Lasers vs. Warheads (X)

X = Concussion Missile	3 Cannons/lasers

X = Proton Torpedo	2 Cannons/lasers

Missiles vs. Warheads (X)

X = Concussion Missile	25% Success Rate

X = Proton Torpedo	50% Success Rate

Torpedoes vs. Warheads (X)

X = Concussion Missile	0% Success Rate

X = Proton Torpedo	25% Success Rate

8. Orbital Facilities

Orbital facilities such as Golan defense platforms etc., have stats and weapons just the same as warships. All space combat and fighter deployment rules apply to orbital facilities.

9. Task Forces

This rule allows one character to command multiple vessels, provided a conformation on the number and types of ships has been given by the HGM. Starfighters are not included in the calculation of available meters, however a player choosing to command just starfighters may only include three squadrons in his task force. The Command Ship must be the largest vessel in your task force. In addition, no more than five of any type of vessel may be included in your task force. Task Forces travel at the speed of their slowest ship.

The following are maximum lengths of vessels per command level:

Number of Battles	Meters of Ship Available

5-9	1,500

10-14	3,000

15-19	4,500

20+	6,000

10. Spacial Abnormalities

Wormholes are quite interesting. They are passageways to other galaxies, and even other dimensions. Currently, there is only one wormhole, however more could be discovered later (by, or with the approval of, the HGM). Travelling through a wormhole causes 500 points damage (may be absorbed by shields), and all scanning equipment is offline for two posts afterwards. Only visual scanning may be done through storyline. After two posts have elapsed, a vessel may begin scans of the system. Caution should be made when entering a wormhole, because they can have no end thus destroying a vessel. Also, alien lifeforms could be waiting at the other end of the wormhole, and they may be hostile.

11. Victory

In space combat victory is achieved when the following conditions have been met:

- Any and all enemy spacecraft have been captured or destroyed or have fled the system.

- All enemy orbital stations or facilities have been captured or destroyed.

- Enemy forces have surrendered.


Ground Rules
Help created with evaluation version of HelpMaker 2.1

Ground Rules

IV. Ground Combat

1. Movement

All ground combat takes place on the surface maps or on the boarding map. On the Surface Map, you may only land troops from space in the same quadrant that your ship is orbiting over. Your troops land speed ("movement") indicates how many units maximum you may move in a single post. There is no maneuverability rating for ground units, you may turn whenever you move but, just as in space combat, there are no diagonal moves or firing. By the end of each post your precise location and facing must be stated.  Examples of such are "North (A,3)" or "East (B,17)" The accepted norm for stating your location is "Square Facing (Heading) / Grid reference." YOU MAY NOT LAND TROOPS IN A CITY OR BASE SQUARE!!!, unless it's your own base or city and has not been captured. The following rules govern troop movements:

Terrain - Every planet will have a grid unique to itself.  For simplicity, terrain will not affect movement of vehicles or troops.

Landing Troops from Space - It takes 2 posts to land troops on a planet. The first post announces the launching of Drop Ships; they may touch down and unload in the second post. You may only take as many troops as the landing craft are capable of transporting in their specs (each ship has enough landing craft to take half the ship's compliment of troops and vehicles). Unlike fighters, you may launch your entire complement of landing craft in a single post. Your troops must land in the same quadrant as your ship is orbiting. Your ship must remain in the same unit until the landing operation is complete. In order to recover your troops your ship must assume orbit over the same quadrant that your troops are in.

Troops Stationed on the Planet - Defending units must always originate from bases, never from cities.  They must move if they wish to go to another destination.

*Note: Each Ground Battle Grid must be 12 x 12 spaces. See Ground Grid graphic.*

2. Damage You Receive

Armor - Similar to hull points in space combat, this indicates how much damage the vehicle or troops can take before being destroyed or killed.

Shields - TROOPS NEVER HAVE SHIELDS!! Only certain vehicles, bases, cities, or planets have shields. Once shields are depleted damage is absorbed directly by the armor.

System - TROOPS NEVER HAVE SYSTEM POINTS!! This is the same as with warships, once all system points are depleted the vehicle or weapon is disabled for 2 posts. During that time all additional damage received is absorbed directly by the armor.

3. Damage You Cause (Averages; See Specs for Actual Damages)

Note: Troops may only fire two weapons in any one post. Vehicles may fire however many are allotted, keeping in mind Ions do not work against shields.

Ground Lasers - Normal ground based lasers cannot fire into space. They do 10 points of damage and have a range of 4 units.

Ground Heavy Lasers - Normal ground based heavy lasers cannot fire into space. They do 20 points of damage and have a range of 5 units.

Ground Ion Cannon - Normal ground based ion cannons cannot fire into space. They do 10 points of system damage and have a range of 4 units.

Anti-Ship Grade Weapons:

Turbolasers - Ground based anti-ship turbolasers are vastly more powerful than ship based turbolasers at 500 points of shield or hull damage per shot.

Ion Cannons - Ground based anti-ship ion cannons are enormously powerful, boasting 2,500 points of systems damage per shot.

Missile Launchers - Ground based anti-ship missiles are devastatingly powerful inflicting 200 points of shield or hull damage per warhead but have a range of only 2 units into space.

Artillery:

Light Artillery - Light artillery does 25 points of damage and has a range of 10 units.

Heavy Artillery - Heavy artillery does 50 points of damage and has a range of 15 units.

Missiles - Surface to surface missiles inflict 100 points of damage against base, city, or troop/vehicle shields or armor and  have a range of 20 units.

Note: There are 4 types of terrain, shown on the chart below. Their effects are shown beside the terrain (remember to round up).

Terrain	Damage

Roads	60% of damage hits target

Grassland	75% of damage hits target

Desert	50% of damage hits target

Arctic	30% of damage hits target

Forest	20% of damage hits target

River	20% of damage hits target

Mountain	20% of damage hits target

Trenches	30% of damage hits target

Forts	See note below*

Cities	30% of damage hits target

Oceans/Seas	10% of damage hits target

*Note for Fort Damages: The exterior structure of the fort must be destroyed first before damage is inflicted to troops that are inside. Once the fort is destroyed, 50% of damage hits target, as rubble and the sort blocks some fire.

4. Capital Ships & Starfighters in Ground Combat

Starfighters may take an active role in ground combat. They use a normal system of firing and exchanging of fire. It takes half the Starfighters movement to pass through the atmosphere. Once in the atmosphere, starfighters may move across the map like on the normal space grid which depends on their speed. For capital ships, see Planetary Bombardment in the Space Combat section. Remember to use the Weapons Size Modification Rule!

5. Ground Facilities

Ground facilities have no system points only armor and shield points. Shields are NOT assumed on for ground facilities. See specifications.

Bases - Bases have differing armor shield and systems points, check specs or scan results to find out what you're up against or have to work with. Troops may not enter a base so long as it's shields are up. Vehicles may be placed in a base at a rate of 1 vehicle equals 1,000 troops. Neutral World bases have 10,000 armor points and 5,000 shield points. They are armed with 2 Squadrons of Z-95 Headhunters.

Cities - Sometimes an important city will have shields as well as armor points. Troops cannot enter a city so long as the shields are up. Once all shield and armor points are depleted the city is destroyed. The HGM will decide on the specifications for cities depending on their population, importance, and game fairness.

Capital Complexes - Capital Complexes have shield and armor points like a Base and have some troops stationed there. No vehicles are in a Capital Complex unless moved there during combat, taking the place of 1,000 troops.

6. Special Situations

The following are considered special situations for ground combat:

A. Surface to Space Attacks

Large scale anti-ship weaponry can attack orbiting ships as per their specified range. The orbiting ship must take full damage just as if it had been attacked by another ship.

B. Boarding Operations

Starship combat uses a small specially designed map. No vehicles may participate in this type of combat.  Once an enemy vessel is disabled you may begin ferrying troops over to it using transports and such.  Docking and unloading troops onto an enemy ship takes one post, during which time they may only engage units in or about the Main Hangar Bay.  You may only unload as many troops as the transport can carry. Combat then proceeds much the same as on land using the squads available. Once all the crewmen and troops of a ship are killed, incapacitated, wounded, or otherwise taken out of combat, it is considered captured. The ship being boarded may use it's entire complement of troops to defend with. Boarding a ship is not an easy thing to do, nor should it be.

C. Covert Combat

We recognize that with the constant coming and going of civilian transports and cargo vessels it would be possible for assault teams to land on a planet without being detected. As such it is possible in the sim to land up to 6 squads (12) of commandos on an enemy held planet without a full scale invasion. You must post the troops originating on one of your own worlds first and they must take the normal amount of time to reach their destination. They do not have to post their destination. They do not have to attack immediately, they can become sleepers to be used later (no more than two weeks later). Only those members specified as special forces or intelligence operatives may use this rule. Their character is considered with the commandos and if the commandos are destroyed in battle then the players character is dead. These troops may not be attacked until they have made their presence known by attacking a city or base on the planets surface, etc. Covert operations are used in such special cases as freeing friends from prisons, taking out ground based manufacturing plants, etc.. HOWEVER, even if you have more squads than the enemy on a planet, you may not capture the planet using troops landed under the covert operations rule. While you don't have to use one of your ships to land the troops you do have to pick them up with one. To recover your commandos your ship must orbit over the same quadrant your troops are located in. During this time you may be fired on by any orbital defenses. Recovering troops is the same as landing troops only it takes one extra post. You have to launch your landing craft in the first post, pick up the troops and launch off planet in the next post and finally be recovered by the mothership in the third post.

D. Scorched Earth

A faction may, at their own discretion, apply scorched earth policies to the planets they control. Such policies can only be enacted against original assets while the faction has 51% control of a planet, that means a faction still "owns" a planet.  As a result nothing can be salvaged or captured since it has already been destroyed. This action cannot be taken against captured enemy assets, so if the Empire captured a rebel planet and a rebel base on that planet and then built a city and another base, they could only destroy the base and city they built, the original rebel base would remain intact. The captured base is considered "occupied" not "owned."

7. Victory

To achieve victory on a planet, you must do all of the following:

- Defeat any and all enemy ground forces.

- Capture or destroy all enemy bases or facilities.

- Capture or destroy all cities.

Once these have been completed, the planet is yours. The objectives and victory scenarios will be established before each battle.  Some will only require a marginal victory, while others may require a total victory. A GM will decide beforehand.


Appendices
Help created with evaluation version of HelpMaker 2.1

Appendices

V.   Appendices

Appendix I - Damage Chart

To determine the ships damage you must first divide the remaining hull points by the original hull points to get the hull percentage, for example:

You control an ISD-I and it has 3640 hull points remaining. ISD-I's all start out with 5600 hull points, so divide 3640 by 5600.

3640 / 5600 = 0.65 or 65%

If the hull percentage is anywhere in the range from 60% - 69% you look down the 60% percent column, there is no rounding up or down, except to whole numbers.

Once you have the hull percentage you can tell what systems have been effected and how severely. When a system has an A next to it, that indicates that the system is 100% active and can still operate at full efficiency. A PD indicates that the system has suffered partial damage and that its efficiency is reduced by half. Partially damaged systems can be repaired by your crew at a rate of two systems per day but not while you are engaged in combat or in a combat area. A system with a D next to it indicates that it has been destroyed and can only be repaired by returning to a shipyard facility at the rate of five systems per day. If your hull percentage falls below 0% then the ship explodes, your character is dead if he was still onboard.

Systems	90%	80%	70%	60%	50%	40%	30%	20%	10%

Hyperdrive	A	A	A	A	A	A	PD	D	D

Sublight	A	PD	PD	PD	PD	PD	D	D	D

Reactor	A	A	A	A	A	PD	PD	PD	PD

Tractors	A	A	A	PD	PD	PD	D	D	D

Lasers	A	A	A	PD	PD	PD	D	D	D

Ion Cannon	A	A	A	A	PD	PD	D	D	D

Warheads	A	A	PD	PD	PD	PD	D	D	D

Hangars	A	A	A	PD	PD	PD	PD	PD	D

Escape Pod	A	A	A	A	A	A	A	A	PD

Shields	PD	PD	PD	D	D	D	D	D	D

Appendix II - Orbital Battle Grid

You may enter or exit hyperspace in the D or C-rings only. The sphere at the center represents the target planet. Orbital facilities may only exist in the A-ring next to the planet and only six such facilities in each grid space. Defenses may be hidden in the atmosphere, however they are still detected with scans. Damage is 10% less when fired at a facilitiy in the atmosphere, and 20% less when fired at a ship from the facility in the atmosphere.

Appendix III - Deep Space Battle Grid

You may enter or exit hyperspace from any grid unit on this map. As always, the top of the map is North, the bottom South, right is East and left is West. There is no planet on a Deep Space grid. Relative locations in Deep Space must be confirmed by the HGM. Facilities may not be placed in Deep Space locations.

Appendix IV - Build Times

Object Type	Build Time

Super-class Star Destroyer	12 Weeks

Imperial II-class Star Destroyer	6 Weeks

Imperial I-class Star Destroyer	5 Weeks

Torpedo Sphere	5 Weeks

Victory II-class Star Destroyer	4 Weeks

Victory I-class Star Destroyer	4 Weeks

Modular Taskforce Cruiser	7 Weeks

Interdictor-class Cruiser	4 Weeks

Dreadnaught-class Heavy Cruiser	3 Weeks

Carrack Light Cruiser	3 Weeks

Lancer-class Frigate	3 Weeks

Escort Carrier	2 Weeks

Strike Cruiser	3 Weeks

System Patrol Craft	1 Week

Enforcer-class Picket Cruiser	2 Weeks

Concealer Prison Ship	1 Week

Imperial Dungeon Ship	1 Week

Imperial Dungeon Ship 2	1 Week

Drop Ship	4 Days

Home One (MC-82) Cruiser	10 Weeks

Mon Calamari (MC-90) Cruiser	5 Weeks

Mon Calamari (MC-80) Cruiser	5 Weeks

Strike Mon Calamari (MC-60) Cruiser	4 Weeks

Rebel Assault Frigate	4 Weeks

Rebel Carrier Cruiser	3 Weeks

Republic-class Star Destroyer	5 Weeks

Victory R-class Star Destroyer	4 Weeks

Modified Nebulon-B Frigate	2 Weeks

Nebulon-B Frigate	2 Weeks

Corellian Gunship	2 Weeks

Modified Corellian Corvette	2 Weeks

Corellian Corvette	2 Weeks

Invincible-class Heavy Cruiser	5 Weeks

Authority-class Victory Star Destroyer	4 Weeks

Authority Light Carrier	3 Weeks

Marauder Corvette	2 Weeks

Bayonet Light Cruiser	2 Weeks

Fleet Carrier	3 Weeks

Imperial Star Galleon	1 Week

Atmospheric Gas Mining Ship	1 Week

Asteroid Mining Ship	1 Week

Superlift Ore Hauler	3 Days

Luxury Ship	1 Week

Luxury Liner	2 Weeks

Bulk Freighter	4 Days

Rin Assid Bulk Hauler	1 Week

Scout Ship	3 Days

Transport Ship	2 Weeks

Medium Transport	5 Days

Elrood Prosperity Cruiser	4 Weeks

Kuras Torpedo Ship	4 Weeks

Omin Fleet Carrier	4 Weeks

'Star Home' Space Station	Unique (N/A)

Enhanced Hapan Battle Dragon	5 Weeks

Hapan Battle Dragon	4 Weeks

Hapes Battle Cruiser	3 Weeks

Hapan Carrier Cruiser	3 Weeks

Shapani Battleship	5 Weeks

Serillian Starfighter Carrier	4 Weeks

Nexus Cruiser	3 Weeks

Shree Attack Cruiser	4 Weeks

Lwhekk Manufacturing Ship	5 Weeks

Wurrif Light Cruiser	3 Weeks

Sh'ner Planetary Assault Carrier	4 Weeks

Fw'sen Picket Ship	4 Days

XS-1 Battle Droid Swarm (Squadron)	2 Days

Obsidian Interceptor Squadron	4 Days

Obsidian Heavy Assault Fighter Squadron	1 Week

Obsidian Heavy Assault Bomber Squadron	1 Week

Miy'Til Squadron	1 Week

Hetrinar Assault Bomber Squadron	1 Week

Hapan Gunboat Squadron	1 Week

IRD-A Squadron	1 Week

IRD-B Squadron	1 Week

X-Wing Squadron	1 Week

Y-Wing Squadron	1 Week

A-Wing Squadron	1 Week

B-Wing Squadron	1 Week

TIE/In Fighter Squadron	3 Days

TIE Interceptor Squadron	4 Days

TIE Bomber Squadron	4 Days

TIE Advanced Squadron	1 Week

Scimitar Assault Bomber Squadron	1 Week

Assault Gunboat Squadron	1 Week

Z-95 Headhunter Squadron	4 Days

R-41 Starchaser Squadron	4 Days

Cloakshape Fighter Squadron	4 Days

A-9 Vigilance Interceptor Squadron	4 Days

GAT-12j Skipray Fighter Squadron	1 Week

Light Patrol Ship	5 Days

Lambda-class Shuttle	3 Days

Stormtrooper Transport	3 Days

Starfighter Upgrades	1 Week

Probe Droids	1 Day

Golan I Space Defense Platform	2 Weeks

Golan II Space Defense Platform	3 Weeks

Golan III Space Defense Platform	4 Weeks

Lormar-class Refinery Station	1 Week

Orbital Space Dock I	2 Weeks

Orbital Space Dock II	3 Weeks

Starfighter Manufacturing Facility	2 Weeks

Space Defense Platform	6 Weeks

Skyhook	1 Week

Starfighter Platform	1 Week

Troop Training Facility	2 Weeks

Planetary Ion Cannon	3 Weeks

Planetary Shield Generator	3 Weeks

Planetary Turbolaser Battery	3 Weeks

Planetary Missile Battery	3 Weeks

Imperial Defense Platform	3 Weeks

Anti-Starfighter Platform	3 Weeks

Chariot LAV	1 Week

Combat Cloud Car	1 Week

Freerunner	1 Week

Hoverscout	1 Week

Rebel ULAV	1 Week

AT-AT Walker	1 Week

AT-ST Walker	1 Week

Espo HoverVan	1 Week

Obsidian Tank	1 Week

Juggernaut	1 Week

Mobile Command Base	1 Week

Floating Fortress	1 Week

Light Imperial Repulsor Tank	1 Week

Medium Imperial Repulsor Tank	1 Week

Heavy Imperial Repulsor Tank	1 Week

Governmental Complex	2 Weeks

Military Occupation Base	3 Weeks

Local/Paramilitary Troop Division	3 Days

Light/Recon Troop Division	3 Days

Heavy Troop Division	4 Days

Stormtrooper Division	1 Week

Commando Division	1 Week

Specialized Stormtrooper Division	2 Weeks

Specforce Rebel Marines	2 Weeks

Imperial Crew Members	Comes with ship

Imperial Special Forces	2 Weeks

Hapan Royal Troopers	1 Week

Ssi-Ruuk Battle Troopers	2 Weeks

Obsidian Janissaries	1 Week

Espo Troopers	1 Week

Titanium Knife	2 Days

Titanium Sword	3 Days

Vibro-Axe	4 Days

Vibro-Pike	5 Days

Vibro-Sword	5 Days

Force-Pike	1 Week

Blaster Pistol	1 Week

Blaster Rifle	1 Week

Heavy Blaster Rifle	1 Week

Repeating Blaster	1 Week

Ion Rifle	1 Week

Repeating Ion Rifle	1 Week

Anti-Tank Missile	1 Week

Anti-Infantry Missile	1 Week

Anti-Starfighter Missile	1 Week

Concussion Grenade	1 Week


Specifications
Help created with evaluation version of HelpMaker 2.1

Specifications

The Remnants of the Imperium

The New Republic

The Shapani Alliance

The Hapan Star League

The Elrood Federation

The Corporate Sector Authority

The Ssi-Ruuvi Empire

The Imperial Protectorate

Neutral


Remnants of the Imperium
Help created with evaluation version of HelpMaker 2.1

Remnants of the Imperium

List Complied by Gaqqu and VZarrin

Super-class Star Destroyer

Craft: Kuat Drive Yards' Super Star Destroyer

Type: Super-class Star Destroyer

Scale: Capital

Length: 8,000 meters

Crew: 279,144

Troops: 40,000

Cargo Capacity: 250,000 metric tons

Consumables: 6 years

Cost: 40,000 MC

Hyperdrive Multiplier: x2

Hyperdrive Backup: x10

Maneuverability: 1

Sublight Speed: 4

Power Systems: 20,000 points

Hull: 40,000 points

Shields: 32,000 points

Sensors:

Passive: 75/1D+2

Scan: 150/3D+2

Search: 300/5D

Focus: 8/6D+2

Weapons Systems:

250 Taim & Bak Heavy Turbolaser Batteries

Arc: 100 bow, 50 port, 50 starboard, 50 stern

Scale: Capital

Range: 2-3/4/6

Fire Control: 0D

Damage: 50

250 Taim & Bak Turbolaser Batteries

Arc: 100 bow, 75 port, 75 starboard

Scale: Capital

Range:  2-4/6/8

Fire Control: 1D

Damage: 35

250 Ion Cannon Batteries

Arc: 100 bow, 50 port, 50 starboard, 50 stern

Scale: Capital

Range: 1-2/3/5

Fire Control: 4D

Damage: 20

250 Concussion Missile Tubes

Arc: 50 bow, 75 port, 75 starboard, 50 stern

Scale: Not Applicable

Range: 1-2/3/6

Fire Control: 2D

Damage: 45

40 Tractor Beam Projectors

Arc: 20 bow, 10 port, 10 starboard

Scale: Capital

Range: 1/2/3

Fire Control: 4D

Damage: 45

Onboard Craft:

25 AT-AT Walkers

50 AT-ST Walkers

6 TIE Fighter Squadrons

2 TIE Interceptor Squadrons

2 Scimitar Assault Bomber Squadrons

2 TIE Bomber Squadrons

20 Lambda Class Shuttles

15 Assault Gunboats

75 Stormtrooper Transports

Imperial I-class Star Destroyer

Craft: Kuat Drive Yards' Imperial I-class Star Destroyer

Type: Star Destroyer

Scale: Capital

Length: 1,600 meters

Crew: 36,810

Passengers: 10,000 (troops)

Cargo Capacity: 36,000 metric tons

Consumables: 6 years

Cost: 5,600 MC

Hyperdrive Multiplier: x1

Hyperdrive Backup: x8

Nav Computer: Yes

Maneuverability: 1

Sublight Speed: 6

Power Systems: 4,000 points

Hull: 5,600 points

Shields: 3,000 points

Sensors:

Passive: 50/1D

Scan: 100/3D

Search: 200/4D

Focus: 6/4D+2

Weapons:

60 Turbolaser Batteries

Arc: 20 bow, 20 port, 20 starboard

Scale: Capital

Fire Control: 4D

Space Range: 2-4/6/8

Damage: 30

60 Ion Cannons

Arc: 20 bow, 15 port, 15 starboard, 10 stern

Scale: Capital

Fire Control: 2D+2

Space Range: 1-2/3/5

Damage: 15

10 Tractor Beam Projectors

Arc: 6 bow, 2 port, 2 stern

Scale: Capital

Fire Control: 4D

Space Range: 1/2/3

Damage: 30

Onboard Craft:

20 AT-AT Walkers

30 AT-ST Walkers

2 TIE Interceptor Squadrons

2 TIE Fighter Squadrons

2 TIE Bomber Squadrons

8 Lambda Class Shuttles

5 Assault Gunboats

Imperial II-class Star Destroyer

Craft: Kuat Drive Yards' Imperial II-class Star Destroyer

Type: Star Destroyer

Scale: Capital

Length: 1,600

Crew: 36,755

Passengers: 10,000 (troops)

Cargo Capacity: 36,000 metric tons

Consumables: 6 years

Cost: 6,500 MC

Hyperdrive Multiplier: x1

Hyperdrive Backup: x8

Nav Computer: Yes

Maneuverability: 1

Sublight Speed: 6

Power Systems: 4,500 points

Hull: 6,500 points

Shields: 4,500 points

Sensors:

Passive: 50/1D

Scan: 100/3D

Search: 200/4D

Focus: 6/4D+2

Weapons:

50 Heavy Turbolaser Batteries

Arc: 20 bow, 15 port, 15 starboard

Scale: Capital

Fire Control: 0D

Space Range: 2-4/6/8

Damage: 50

50 Heavy Turbolaser Cannons

Arc: 20 bow, 10 port, 10 starboard, 10 stern

Scale: Capital

Fire Control: 1D

Space Range: 2-4/6/8

Damage: 35

20 Ion Cannons

Arc: 10 bow, 5 port, 5 stern

Scale: Capital

Fire Control: 4D

Space Range: 1-2/3/5

Damage: 20

10 Tractor Beam Projectors

Arc: 6 bow, 2 port, 2 stern

Scale: Capital

Fire Control: 4D

Space Range: 1/2/3

Damage: 30

Onboard Craft:

20 AT-AT Walkers

30 AT-ST Walkers

2 TIE Fighter Squadrons

3 TIE Interceptor Squadrons

1 Scimitar Assault Bomber Squadron

10 Lambda Class Shuttles

10 Assault Gunboats

15 Stormtrooper Transports

Torpedo Sphere

Craft: Loronar's Torpedo Sphere

Type: Dedicated seige platform

Scale: Capital

Length: 1,900 meters

Crew: 61,245

Passengers: 8,500 troops

Cargo Capacity: 3.8 million metric tons

Consumables: 4 years

Cost: 9,175 MC

Hyperdrive Multiplier: x3

Hyperdrive Backup: x18

Nav Computer: Yes

Sublight Speed: 2

Maneuverability: 1

Power Systems: 4,750 points

Hull: 9,175 points

Shields: 1,900 points

Sensors:

Passive: 50/1D

Scan: 75/3D

Search: 150/4D

Focus: 5/4D+2

Weapons:

10 Turbolaser Batteries

Arc: 10 Bow

Scale: Capital

Fire Control: 0D

Space Range: 2-4/6/8

Atmosphere Range: 6-30/70/150 km

Damage: 45

500 Proton Torpedo Tubes

Arc: 250 Bow, 70 Port, 70 Starboard 110 Stern

Scale: Not Applicable

Fire Control: 2D

Space Range: 1-2/3/6

Atmosphere Range: 4-24/60/120 km

Damage: 50 to planetary shields, 10 to anything else

Victory I-class Star Destroyer

Craft: Rendili StarDrive's Victory I

Type: Victory-class Star Destroyer

Scale: Capital

Length: 900 meters

Crew: 4,798

Passengers: 2,040 (troops)

Cargo Capacity: 8,100 metric tons

Consumables: 4 years

Cost: 1,800 MC

Hyperdrive Multiplier: x1

Hyperdrive Backup: x15

Nav Computer: Yes

Sublight Speed: 4

Maneuverability: 1

Power Systems: 2,250 points

Hull: 1,800 points

Shields: 1,500 points

Sensors:

Passive: 40/1D

Scan: 70/2D

Search: 150/3D

Focus: 4/3D+2

Weapons:

10 Quad Turbolaser Batteries

Arc: 5 port, 5 starboard

Scale: Capital

Fire Control: 4D

Space Range: 2-3/5/7

Damage: 25

40 Double Turbolaser Batteries

Arc: 10 bow, 15 port, 15 starboard

Scale: Capital

Fire Control: 3D

Space Range: 2-4/6/8

Damage: 14

80 Concussion Missile Tube Launchers

Arc: 20 bow, 20 port, 20 starboard, 20 stern

Scale: Not Applicable

Fire Control: 2D

Space Range: 2/5/7

Damage: 45

10 Tractor Beam Projectors

Arc: 6 bow, 2 port, 2 starboard

Scale: Capital

Fire Control: 4D

Space Range: 1/2/3

Damage: 25

Onboard Craft:

2 TIE Fighter Squadrons

4 Lambda Class Shuttles

Victory II-class Star Destroyer

Craft: Rendili StarDrive's Victory II

Type: Victory-class Star Destroyer

Scale: Capital

Length: 900 meters

Crew: 5,881

Passengers: 1,600 troops

Cargo Capacity: 8,100 metric tons

Consumables: 4 years

Cost: 2,095 MC

Hyperdrive Multiplier: x1

Hyperdrive Backup: x15

Nav Computer: Yes

Sublight Speed: 6

Maneuverability: 1

Power Systems: 2,250 points

Hull: 2,095 points

Shields: 1,350 points

Sensors:

Passive: 40/1D

Scan: 70/2D

Search: 150/3D

Focus: 4/3D+2

Weapons:

20 Turbolaser Batteries

Arc: 10 bow, 5 port, 5 starboard

Scale: Capital

Fire Control: 1D

Space Range: 2-4/6/8

Damage: 35

20 Double Turbolaser Cannons

Arc: 5 bow, 5 port, 5 starboard, 5 stern

Scale: Capital

Fire Control: 2D

Space Range: 2-5/6/8

Damage: 25

10 Ion Cannons

Arc: 2 bow, 3 port, 3 starboard, 2 stern

Scale: Capital

Fire Control: 4D

Space Range: 1-2/3/5

Damage: 20

10 Tractor Beam Projectors

Arc: 6 bow, 2 port, 2 starboard

Scale: Capital

Fire Control: 2D

Space Range: 1/2/3

Damage: 30

Onboard Craft:

2 TIE Interceptor Squadrons

4 Lambda Class Shuttles

Modular Taskforce Cruiser

Craft: Tagge Industries Shipyards Ltd. Modular Taskforce Cruiser

Type: Multi-task medium transport

Scale: Capital

Length: 1,150 meters

Crew: Varies according to mission profile

Passengers: Varies according to mission profile

Cargo Capacity: Varies according to mission profile

Consumables: 6 months

Cost: 1,900 MC

Hyperdrive Mulitplier: x2

Hyperdrive Backup: x7

Nav Computer: Yes

Sublight Speed: 4

Manueverability: 2

Power Systems: 2,875 points

Hull: 1,900 points

Shields: 1,150 points

Sensors:

Passive: 40/1D

Scan: 60/2D

Search: 120/3D

Focus: 5/4D

Weapons:

15 Medium Turbolasers

Arc: Turret

Scale: Capital

Fire Control: 3D

Space Range: 2-4/6/8

Damage: 25

Special Notes: Takes two days to prepare ship in individual mission modules. See below for details:

Mission Function Modules

Hospital Module

Crew: 225 doctors, 400 nurses, 1,500 emergency medical technicians, 1,000 medical droids

Passengers: 2,750 (bacta tanks) - 1,000 (quarantine ward) - 19,600 (patients)

Cargo Capacity: 5,000 metric tons

Onboard Craft:

5 Stormtrooper Transports

Capsule: The hospital module is used in planetary disasters, anti-terrorist cleanup functions and space battle recovery. The hospital module can handle any number of disasters from combat, to radiation leaks. Equipment includes thousands of medpacs, repulsorlift stretchers, five shuttles for transporting casualties and a centralized medical computer.

Survey Module

Crew: 2,000 scouts, 1,500 techs, 5,000 droids

Onboard Craft:

100 obersvation airspeeders

500 exploration (probe) droids

5 Skipray blastboats

6 TIE-Bombers

Capsule: This module is used for the rapid exploration of planets and entire systems. Besides the crew, the module contains over 100 observation airspeeders for rapid surveys, 500 exploration droids, and five skipray blastboats and six TIE bombers for defense. The module has a centralized computer for quick analysis of all gathered data. This module and its crew can completely analyze a planet within a standard 24 hour day and determine likely colony sites, mineral and agricultural resources. The computer and its techs can also calculate likely astrogation routes from any nearby trade routes.

Obersvation Module

Crew: 1,550 Intelligence officers

Onboard Craft:

500 probots/obervation droids

12 TIE-Fighters

Capsule: This module is used for espionage and long range observation for intelligence gathering. The cruiser itself does not infiltrate into enemy territory sinced it would be easily detected by enemy sensors. Instead, the ship is equipped with 500 probots and observation droids, which are deployed around the perimeter of enemy holdings for passive observation. The probots can run the standard light/energy spectrum analysis and eavesdropping on communications frequencies. Some specially equipped (and very expensive) probots can scan very localized hyperspace and cross-channeled radiation (as is used with the planetary security net). With the subspace link-up, the probots can be deployed up to 30 light years away and still have instantaneous communication with the cruiser. The ship has 12 TIE fighters for defense.

Rescue Module

Crew: 140 doctors, 2,130 techs

Cargo Capacity: 40,000 metric tons

Capsule: The rescue module is used for space battle cleanup and repair. When a cruiser is dispatched to a battle scene, it is loaded with a variety of replacement parts for the ships that were involved in the battle. Doctors search any wrecks that weren't already checked for survivors (presumably a hospital ship is sent with these ships to the battle scene). The primary mission of the techs is to repair what ships they can so that they can be flown back to dockyards for complete repairs (naturally, only drive systems and life support systems are repaired at this stage). Those ships that can not be repaired are analyzed and the techs note what must be done to the ship so that it can be returned to the nearest Imperial Shipyard. Military planners at the shipyard will then determine whether repairs will be attempted or simply scuttled.

Inquisition Module

Crew: 100 Inquisitors, 3,660 CompForce/Observation staff, 10,000 interrogation droids

Onboard Craft:

2 Prefab Garrison bases

1 Orbital Data Net Eraser unit

5 cluster bombs with magnepulse bombs

1 orbital nightcloak system

Capsule: This module is the most recent addition and it is used for punitive actions against insurgents and rebellious worlds. Aboard the module's cavernous cargo holds are 15,000 pre-fabricated disintegration chambers, two garrison bases, an Orbital DataNet Eraser unit, probes with sterilization spores, five cluster bombs with magnetapulse bombs and a complete orbital nightcloak system.

Interdictor Cruiser

Craft: Sienar Fleet Systems Immobilizer-418

Type: Interdictor-class heavy crusier

Scale: Capital

Length: 600 meters

Crew: 2,783

Passengers: 80 (troops)

Cargo Capacity: 5,500 metric tons

Consumables: 1.2 years

Cost: 1,500 MC

Hyperdrive Multiplier: x2

Hyperdrive Backup: x8

Nav Computer: Yes

Sublight Speed: 6

Maneuverability: 1

Power Systems: 1,500 points

Hull: 1,500 points

Shields: 600 points

Sensors:

Passive: 30/1D

Scan: 75/2D

Search: 150/3D

Focus: 5/4D

Weapons:

20 Quad Laser Cannons

Arc: 10 bow, 5 port, 5 starboard

Scale: Starfighter

Fire Control: 2D

Space Range: 1-2/3/4

Damage: 25

4 Gravity Well Projectors

Arc: Turret

Scale: Not Applicable

Fire Control: 6D

Space Range: 1-5/8/15

Damage: Blocks hyperspace travel

Onboard Craft:

1 TIE Interceptor Squadron

1 TIE Fighter Squadron

2 Lambda Class shuttles

Dreadnaught Cruiser

Craft: Rendili StarDrive's Dreadnaught

Type: Heavy Cruiser

Scale: Capital

Length: 600 meters

Crew: 16,113

Passengers: 3,000 (troops)

Cargo Capacity: 9,000 metric tons

Consumables: 2 years

Cost: 1,700 MC

Hyperdrive Multiplier: x2

Hyperdrive Backup: x18

Nav Computer: Yes

Sublight Speed: 4

Maneuverability: 1

Power Systems: 1,500 points

Hull: 1,700 points

Shields: 700 points

Sensors:

Passive: 30/0D

Scan: 50/1D

Search: 100/2D

Focus: 4/3D

Weapons:

10 Turbolaser Cannons

Arc: 5 port, 5 starboard

Scale: Capital

Fire Control: 3D

Space Range: 2-4/6/8

Damage: 12

20 Quad Turbolaser Cannons

Arc: 6 bow, 7 port, 7 starboard

Scale: Capital

Fire Control: 2D

Space Range: 2-3/6/8

Damage: 25

10 Turbolaser Batteries

Arc: 5 bow, 5 stern

Scale: Capital

Fire Control: 1D

Space Range: 2-3/4/6

Damage: 35

Onboard Craft:

1 TIE Fighter Squadron

Carrack Light Crusier

Craft: Damorian Manufacturing's Carrack-class light crusier

Type: Light Cruiser

Scale: Capital

Length: 350 meters

Crew: 1,007

Passengers: 142 (troops)

Cargo Capacity: 3,500 metric tons

Consumables: 1 year

Cost: 875 MC

Hyperdrive Multiplier: x1

Hyperdrive Backup: x12

Nav Computer: Yes

Sublight Speed: 8

Maneuverability: 2

Power Systems: 875 points

Hull: 875 points

Shields: 465 points

Sensors:

Passive: 30/0D

Scan: 50/1D

Search: 100/2D

Focus: 4/3D

Weapons:

10 Heavy Turbolasers

Arc: 2 bow, 3 port, 3 starboard, 3 stern

Scale: Capital

Fire Control: 1D

Space Range: 2-4/5/7

Damage: 35

20 Laser Cannons

Arc: 4 bow, 6 port, 6 starboard, 4 stern

Scale: Starfighter

Fire Control: 3D

Space Range: 1/2/3

Damage: 10

5 Tractor Beam Projectors

Arc: 1 bow, 2 port, 2 starboard

Scale: Capital

Fire Control: 2D

Space Range: 1/2/3

Damage: 20

Onboard Craft:

4 TIE Fighters

Lancer Frigate

Craft: Kuat Drive Yards's Lancer-class Frigate

Type: Anti-starfighter screening vessel

Scale: Capital

Length: 250 meters

Crew: 810

Passengers: 40 (troops)

Cargo Capacity: 300 metric tons

Consumables: 1 week

Cost: 500 MC

Hyperdrive Multiplier: x2

Hyperdrive Backup: x15

Nav Computer: Yes

Sublight Speed: 4

Maneuverability: 1

Power Systems: 625 points

Hull: 500 points

Shields: 335 points

Sensors:

Passive: 35/1D

Scan: 60/1D

Search: 100/2D

Focus: 3/2D+1

Weapons:

20 Quad Laser Cannons

Arc: 5 bow, 5 port, 5 starboard, 5 stern

Scale: Starfighter

Fire Control: 4D

Space Range: 1/2/3

Damage: 18

Escort Carrier

Craft: Kuat Drive Yards' Escort Carrier

Type: Heavy starfighter/shuttle carrier

Scale: Capital

Length: 500 meters

Crew: 3,485

Passengers: 800 (troops)

Cargo Capacity: 500 metric tons

Consumables: 9 months

Cost: 1,835 MC

Hyperdrive Multiplier: x1

Hyperdrive Backup: x12

Nav Computer: Yes

Sublight Speed: 4

Maneuverability: 1

Power System: 1,250 points

Hull: 1,835 points

Shields: 500 points

Sensors:

Passive: 30/0D

Scan: 50/1D

Search: 100/2D

Focus: 4/3D

Weapons:

10 Twin Laser Cannons

Arc: 2 bow, 3 port, 3 starboard, 2 stern

Scale: Starfighter

Fire Control: 3D

Space Range: 1/2/3

Damage: 15

Onboard Craft:

3 TIE Fighter Squadrons

2 TIE Interceptor Squadrons

1 TIE Bomber Squadron

4 Lambda Class shuttles

5 Assault Gunboats

Strike Cruiser

Craft: Loronar Strike Cruiser

Type: Strike-class medium crusier

Scale: Capital

Length: 450 meters

Crew: 1,972

Passengers: 340 (troops)

Cargo Capacity: 6,000 metric tons

Consumables: 1.5 years

Cost: 1,350 MC

Hyperdrive Multiplier: x2

Hyperdrive Backup: x12

Nav Computer: Yes

Sublight Speed: 6

Maneuverability: 2

Power System: 1,125 points

Hull: 1,350 points

Shields: 600 points

Sensors:

Passive: 30/0D

Scan: 50/1D

Search: 100/2D

Focus: 4/3D

Weapons:

20 Turbolasers

Arc: 5 bow, 5 port, 5 starboard, 5 stern

Scale: Capital

Fire Control: 2D

Space Range: 2-4/6/8

Damage: 25

10 Turbolaser Batteries

Arc: 4 bow, 3 port, 3 starboard

Scale: Capital

Fire Control: 1D

Space Range: 2-4/6/8

Damage: 35

10 Ion Cannons

Arc: 4 bow, 3 port, 3 starboard

Scale: Capital

Fire Control: 4D

Space Range: 1/2/3

Damage: 20

10 Tractor Beam Projectors

Arc: 2 bow, 3 port, 3 starboard, 2 stern

Scale: Capital

Fire Control: 2D

Space Range: 1/2/3

Damage: 20

Onboard Craft:

1 TIE Interceptor Squadron

2 AT-ST's

1 AT-AT

2 Lambda Class shuttles

System Patrol Craft

Craft: Sienar Fleet Systems IPV 1

Type: Inter-system patrol/customs craft

Scale: Capital

Length: 120 meters

Crew: 4

Passengers: 10 (troops)

Cargo Capacity: 200 metric tons

Consumables: 3 months

Cost: 186 MC

Hyperdrive Multiplier: None

Hyperdrive Backup: None

Nav Computer: None

Sublight Speed: 7

Maneuverability: 2

Power Systems: 300 points

Hull: 186 points

Shields: 180 points

Sensors:

Passive: 40/1D

Scan: 80/1D+2

Search: 130/2D

Focus: 4/3D

Weapons:

5 Turbolaser Cannons

Arc: Turret

Scale: Capital

Fire Control: 2D

Space Range: 2-4/6/8

Damage: 20

Enforcer-class Picket Cruiser

Craft: Sienar/KDY Enforcer-class Picket Cruiser

Type: Heavy Cruiser

Scale: Capital

Length: 600 meters

Crew: 3,000

Passengers: 300 (troops)

Cargo Capacity: 10,000 metric tons

Consumables: 2 years

Cost: 1,500 MC

Hyperdrive Multiplier: x2

Hyperdrive Backup: x10

Nav Computer: Yes

Sublight Speed: 6

Maneuverability: 2

Power Systems: 1,500 points

Hull: 1,500 points

Shields: 900 points

Sensors:

Passive: 50/1D

Scan: 100/3D

Search: 200/4D

Focus: 6/4D+2

Weapons:

10 Turbolaser Batteries

Arc: 4 bow, 3 port, 3 starboard

Scale: Capital

Fire Control: 4D

Space Range: 2-4/6/8

Damage: 15

10 Quad Laser Cannons

Arc: 4 bow, 2 port, 2 starboard, 2 stern

Scale: Starfighter

Fire Control: 2D

Space Range: 1/2/3

Damage: 20

6 Ion Cannon Batteries

Arc: 2 bow, 1 port, 1 starboard, 1 stern

Scale: Capital

Fire Control: 3D

Space Range: 1/2/3

Damage: 15

4 Tractor Beam Projectors

Arc: 2 bow, 1 port, 1 starboard

Scale: Capital

Fire Control: 2D+2

Space Range: 1/2/3

Damage: 20

Concealer Prison Ship

Craft: Seinar Fleet Systems Concealer-class Prison Ship

Type: Prison transport ship

Scale: Starfighter

Length: 50 meters

Crew: 3

Passengers: 15 (guards), 60 (prisoners)

Cargo Capacity: 25 metric tons

Consumables: 2 months

Cost: 92 MC

Hyperdrive Multiplier: x2

Hyperdrive Backup: x15

Nav Computer: Yes

Sublight Speed: 3

Maneuverability: 1

Power Systems: 100 points

Hull: 92 points

Shields: 60 points

Sensors:

Passive: 20/0D

Scan: 40/1D

Search: 75/2D

Focus: 3/2D+2

Weapons:

6 Laser Turrets

Arc: Turret

Scale: Starfighter

Fire Control: 2D

Space Range: 1/2/3

Damage: 16

Please Click Here For Part Two


Remnants of the Imperium 2
Help created with evaluation version of HelpMaker 2.1

Remnants of the Imperium 2

Imperial Dungeon Ship

Craft: Rendili StarDrive's Lictor-class

Type: Mandalorian Dungeon Ship

Scale: Capital

Length: 764 meters

Crew: 860

Passengers: 400 wardens, 8,000 prisoners in standard cells, 1,000 prisoners in special cells

Cargo Capacity: 1,500 metric tons

Consumables: 2 months

Cost: 1,910 MC

Hyperdrive Multiplier: x2

Nav Computer: Limited to two jumps before reprogramming

Sublight Speed: 3

Maneuverability: 3

Power Systems: 1,910 points

Hull: 1,910 points

Shields: 635 points

Sensors:

Passive:40/0D

Scan: 75/1D

Search: 150/3D

Focus: 4/4D+2

Weapons:

10 Quad Turbolaser Batteries

Arc: 2 bow, 4 port, 4 starboard

Scale: Capital

Fire Control: 2D

Space Range: 2-4/6/8

Damage: 20

2 Tractor Beam Projectors

Arc: 1 bow/port, 1 stern/starboard

Scale: Capital

Fire Control: 2D

Space Range: 1/2/3

Damage: 20

Imperial Dungeon Ship #2

Craft: Rendili StarDrive's Kiltirin-class

Type: Mandalorian Dungeon Ship

Scale: Capital

Length: 150 meters

Crew: 115

Passengers: 50 wardens, 1,250 prisoners

Cargo Capacity: 275 metric tons

Consumables: 2 months

Cost: 248 MC

Hyperdrive Multiplier: x2

Nav Computer: Limited to 2 jumps before reprogramming

Sublight Speed: 4

Maneuverability: 3

Power Systems: 375 points

Hull: 248 points

Shields: 150 points

Sensors:

Passive: 20/1D

Scan: 40/1D+1

Search: 50/2D

Focus: 4/3D

Weapons:

5 Quad Turbolaser Batteries

Arc: 1 bow, 2 port, 2 starboard

Scale: Capital

Fire Control: 2D

Space Range: 2-4/6/8

Damage: 20

1 Tractor Beam Projector

Arc: Bow

Scale: Capital

Fire Control: 2D

Space Range: 1/2/3

Damage: 20

TIE Incom Starfighter

Craft: Sienar Fleet Systems TIE/In

Type: Space superiority starfighter

Scale: Starfighter

Length: 6.3 meters

Crew: 1

Cargo Capacity: 65 kilograms

Consumables: 2 days

Cost: 100 MC per squadron

Maneuverability: 2

Sublight Speed: 10

Power Systems: 13 points

Hull: 5 points

Sensors:

Passive: 20/0D

Scan: 40/1D

Search: 60/2D

Focus: 3/3D

Weapons:

2 Laser Cannons

Arc: Bow

Fire Control: 2D

Range: 1

Damage: 10

TIE Interceptor

Craft: Sienar Fleet Systems TIE Interceptor

Type: Space superiority starfighter

Scale: Starfighter

Length: 6.6 meters

Crew: 1

Cargo Capacity: 75 kilograms

Consumables: 2 days

Cost: 120 MC per squadron

Maneuverability: 4

Sublight Speed: 14

Power Systems: 13 points

Hull: 8 points

Sensors:

Passive: 25/1D

Scan: 40/2D

Search: 60/3D

Focus: 4/3D+2

Weapons:

4 Laser Cannons

Arc: Bow

Fire Control: 3D

Range: 1

Damage: 8

TIE Bomber

Craft: Sienar Fleet Systems TIE Bomber

Type: Dedicated light space bomber

Scale: Starfighter

Length: 7.8 meters

Crew: 1

Cargo Capacity: 15 metric tons (bomb bay)

Consumables: 2 days

Cost: 140 MC per squadron

Maneuverability: 2

Sublight Speed: 6

Power Systems: 16 points

Hull: 14 points

Sensors:

Passive: 20/0D

Scan: 35/1D

Search: 50/2D

Focus: 3/2D+2

Weapons:

2 Laser Cannons

Arc: Bow

Fire Control: 2D

Range: 1

Damage: 6

2 Proton Torpedo Launchers

Arc: Bow

Fire Control: 3D+2

Range: 1/2/3

Damage: 18

TIE Advanced

Craft: Sienar Fleet Systems TIE Advanced

Type: Space superority starfighter

Scale: Starfighter

Length: 10 meters

Crew: 1

Cargo Capacity: 100 kilograms

Consumables: 2 days

Cost: 145 MC per squadron

Hyperdrive Multiplier: x1

Maneuverability: 4

Sublight Speed: 12

Power Systems: 20 points

Hull: 12 points

Shields: 8 points

Sensors:

Passive: 20/0D

Scan: 35/1D

Search: 50/2D

Focus: 3/2D+2

Weapons:

4 Laser Cannons

Arc: Bow

Fire Control: 3D

Range: 1

Damage: 8

2 Concussion Missile Launchers

Arc: Bow

Fire Control: 3D+2

Range: 1/2/3

Damage: 18

Scimitar Assault Bomber

Craft: Sienar Fleet Systems Scimitar

Type: Assault bomber

Scale: Starfighter

Length: 13.8 meters

Crew: 2

Cargo Capacity: 200 kilograms

Consumables: 2 days

Cost: 280 MC per squadron

Hyperdrive Multiplier: x1

Maneuverability: 2

Sublight Speed: 9

Power Systems: 28 points

Hull: 30 points

Shields: 12 points

Sensors:

Passive: 20/0D

Scan: 40/1D

Search: 60/2D

Focus: 3/3D

Weapons:

2 Laser Cannons

Arc: Bow

Fire Control: 2D

Range: 1

Damage: 8

3 Proton Torpedo Launchers

Arc: Bow

Fire Control: 3D+2

Range: 1/2/3

Damage: 18

Assault Gunboat

Craft: Cygnus Spaceworks' Alpha Class XG-1 Star Wing

Type: Assault fighter / gunboat

Scale: Starfighter

Length: 15 meters

Crew: 1

Cargo Capacity: 200 kilograms

Consumables: 1 week

Cost: 220 MC per squadron

Hyperdrive Multiplier: x1

Maneuverability: 2

Sublight Speed: 8

Power Systems: 30

Hull: 18 points

Shields: 26 points

Sensors:

Passive: 20/0D

Scan: 40/1D

Search: 60/2D

Focus: 3/3D

Weapons:

2 Laser Cannons

Arc: Bow

Fire Control: 2D

Range: 1

Damage: 10

2 Ion Cannons

Arc: Bow

Fire Control: 2D

Range: 1

Damage: 10

2 Proton Torpedo Launchers

Arc: Bow

Fire Control: 1D

Range: 1/2/3

Damage: 18

GAT-12j Skipray

Craft: Sienar Fleet Systems GAT-12j Skipray

Type: Defense/Patrol blastboat

Scale: Starfighter

Length: 25 meters

Crew: 2

Cargo Capacity: 20 metric tons

Consumables: 1 month

Cost: 475 MC per squadron

Hyperdrive Multiplier: x2

Nav Computer: Limited to 4 jumps

Maneuverability: 2 (3 in atmosphere)

Sublight Speed: 8

Atmosphere: 415; 1200 kph

Power Systems: 50 points

Hull: 23 points

Shields: 20 points

Sensors:

Passive: 40/1D

Scan: 80/2D

Search: 100/3D

Focus: 6/4D

Weapons:

3 Medium Ion Cannons

Arc: Bow

Fire Control: 3D

Range: 1

Damage: 5

4 Heavy Laser Cannons

Arc: Turret

Fire Control: 1D

Range: 1

Damage: 12

1 Proton Torpedo Launcher

Arc: Bow

Fire Control: 2D

Range: 1/2/3

Damage: 18

2 Concussion Missile Launchers

Arc: Bow

Fire Control: 1D

Range: 1/2/3

Damage: 14

Stormtrooper Transport

Craft: Kuat Drive Yard's Delta-432 Shuttle

Type: Stormtrooper-class Transport

Scale: Starfighter

Length: 20 meters

Crew: 5

Passengers: 30 troops

Cargo Capacity: 100 metric tons

Consumables: 2 weeks

Cost: 35 MC per ship

Hyperdrive Multiplier: x1

Hyperdrive Backup: x10

Nav Computer: Yes

Maneuverability: 1

Sublight Speed: 5

Power Systems: 40 points

Hull: 35 points

Shields: 25 points

Weapons:

8 Heavy Laser Cannons

Arc: Turret

Fire Control: 2D

Space Range: 1

Damage: 10

4 Medium Ion Cannons

Arc: Bow

Fire Control: 3D+1

Space Range: 1

Damage: 5


New Republic
Help created with evaluation version of HelpMaker 2.1

New Republic

List Compilied by Gaqqu and VZarrin

Home One-class Star Crusier

Craft: Mon Calamari (MC-82) Star Crusier

Type: Star Crusier

Scale: Capital

Length: 3,800 meters

Crew: 15,402

Passengers: 15,500 (troops)

Cargo Capacity: 35,000 metric tons

Consumables: 4 years

Cost: 18,500 MC

Hyperdrive Multiplier: x1

Hyperdrive Backup: x9

Nav Computer: Yes

Sublight Speed: 3

Maneuverability: 2

Power Systems: 12,000 points

Hull: 18,500 points

Shields: 7,600 points*

*Mon Cal Crusiers have 7,600 points worth of back-up shields. Captains MUST specify in their posts that they are repleninshing their main shields with the backup supply.  Shield output cannot excede 100%.

Sensors:

Passive: 40/1D

Scan: 60/2D

Search: 120/3D

 	Focus: 5/4D

Weapons:

24 Turbolaser Batteries

Arc: 6 bow, 6 port, 6 starboard, 6 stern

Scale: Capital

Fire Control: 2D

Space Range: 2-4/6/8

Damage: 25

35 Ion Cannon Batteries

Arc: 15 bow, 5 port, 5 starboard, 10 stern

Scale: Capital

Fire Control: 3D

Space Range: 1/2/3

Damage: 20

12 Tractor Beam Projectors

Arc: 6 bow, 2 port, 2 starboard, 2 stern

Scale: Capital

Fire Control: 2D+2

Space Range: 1/2/3

Damage: 25

8 Concussion Missile Tubes

Arc: Bow

Fire Control: 3D+2

Space Range: 1-2/3/6

Damage: 32

Onboard Craft:

3 X-Wing Squadrons

3 A-Wing Squadrons

2 Y-Wing Squadrons

2 B-Wing Squadrons

Mon Calamari 90-class Star Crusier

Craft: Mon Calamari (MC-90) Star Crusier

Type: Star Crusier

Scale: Capital

Length: 1,255 meters

Crew: 5,860

Passengers: 3,700 (troops)

Cargo Capacity: 30,000 metric tons

Consumables: 2 years

Cost: 4,500 MC

Hyperdrive Multiplier: x1

Hyperdrive Backup: x9

Nav Computer: Yes

Sublight Speed: 7

Maneuverability: 3

Power Systems: 3,135 points

Hull: 4,500 points

Shields: 3,765 points*

*Mon Cal Crusiers have 3,765 points worth of back-up shields. Captains MUST specify in their posts that they are repleninshing their main shields with the backup supply.  Shield output cannot excede 100%.

Sensors:

Passive: 40/1D

Scan: 60/2D

Search: 120/3D

 	Focus: 5/4D

Weapons:

75 Turbolaser Batteries

Arc: 30 bow, 15 port, 15 starboard, 15 stern

Scale: Capital

Fire Control: 2D

Space Range: 2-4/6/8

Damage: 25

30 Ion Cannon Batteries

Arc: 10 bow, 8 port, 8 starboard, 4 stern

Scale: Capital

Fire Control: 3D

Space Range: 1/2/3

Damage: 20

8 Tractor Beam Projectors

Arc: 5 bow, 1 port, 1 starboard, 1 stern

Scale: Capital

Fire Control: 2D+2

Space Range: 1/2/3

Damage: 25

6 Concussion Missile Tubes

Arc: Bow

Fire Control: 3D+2

Space Range: 1-2/3/6

Damage: 32

Onboard Craft:

2 X-Wing Squadrons

1 A-Wing Squadron

1 B-Wing Squadron

Mon Calamari 80-class Star Cruiser

Craft: Mon Calamari (MC-80) Star Crusier

Type: Star Crusier

Scale: Capital

Length: 1,200 meters

Crew: 5,156

Passengers: 1,200 (troops)

Cargo Capacity: 20,000 metric tons

Consumables: 2 years

Cost: 3,600 MC

Hyperdrive Multiplier: x1

Hyperdrive Backup: x9

Nav Computer: Yes

Sublight Speed: 6

Maneuverability: 2

Power Systems: 3,000 points

Hull: 3,600 points

Shields: 1,800 points*

*Mon Cal Crusiers have 3,600 points worth of back-up shields. See MC-90 stats above for details.

Sensors:

Passive: 40/1D

Scan: 60/2D

Search: 120/3D

Focus: 5/4D

Weapons:

48 Turbolaser Batteries

Arc: 12 bow, 12 port, 12 starboard, 12 stern

Scale: Capital

Fire Control: 2D

Space Range: 2-4/6/8

Damage: 20

20 Ion Cannon Batteries

Arc: 8 bow, 4 port, 4 starboard, 4 stern

Scale: Capital

Fire Control: 3D

Space Range: 1/2/3

Damage: 15

6 Tractor Beam Projectors

Arc: 4 bow, 1 port, 1 starboard

Scale: Capital

Fire Control: 2D+2

Space Range: 1/2/3

Damage: 20

Onboard Craft:

1 X-Wing Squadron

1 Y-Wing Squadron

1 A-Wing Squadron

Strike Mon Calamari Cruiser

Craft: Mon Calmari (MC-60a) Star Cruiser

Type: Light cruiser

Scale: Capital

Length: 500 meters

Crew: 3,402

Passengers: 600 (troops)

Cargo Capacity: 10,000 metric tons

Consumables: 2 years

Cost: 1,250 MC

Hyperdrive Multiplier: x1

Hyperdrive Backup: x9

Nav Computer: Yes

Sublight Speed: 6

Maneuverability: 2

Power Systems: 1,250 points

Hull: 1,250 points

Shields: 500 points*

*Mon Cal Crusiers have 750 points worth of back-up shields.

Sensors:

Passive: 40/1D

Scan: 60/2D

Search: 120/3D

Focus: 5/4D

Weapons:

38 Turbolaser Batteries

Arc: 10 bow, 10 port, 10 starboard, 8 stern

Scale: Capital

Fire Control: 2D

Range: 2-4/6/8

Damage: 20

25 Ion Cannons

Arc: 6 bow, 7 port, 7 starboard, 5 stern

Scale: Capital

Fire Control: 3D

Range: 1/2/3

Damage: 15

6 Tractor Beam Projectors

Arc: 2 bow, 1 port, 1 starboard, 2 stern

Scale: Capital

Fire Control: 2D+2

Range: 1/2/3

Damage: 20

Onboard Craft:

2 X-Wing squadrons

Rebel Assault Frigate

Craft: Rebel Assault Frigate

Type: Modified Imperial Dreadnaught

Scale: Capital

Length: 700 meters

Crew: 4,882

Passengers: 300 (troops)

Cargo Capacity: 7,500 metric tons

Consumables: 1.5 years

Cost: 1,750 MC

Hyperdrive Multiplier: x2

Hyperdrive Backup: x12

Nav Computer: Yes

Sublight Speed: 6

Maneuverability: 2

Power Systems: 1,750 points

Hull: 1,750 points

Shields: 1,050 points

Sensors:

Passive: 20/1D

Scan: 40/2D

Search: 80/3D

Focus: 5/3D+2

Weapons:

15 Laser Cannons

Arc: 5 bow, 5 port, 5 starboard

Scale: Starfighter

Fire Control: 2D

Space Range: 1/2/3

Damage: 10

20 Quad Laser Cannons

Arc: 8 bow, 6 port, 6 starboard

Scale: Starfighter

Fire Control: 2D

Space Range: 1/2/3

Damage: 20

15 Turbolaser Batteries

Arc: 5 bow, 5 port, 5 starboard

Scale: Capital

Fire Control: 1D

Space Range: 2-4/6/8

Damage: 35

Onboard Craft:

1 X-Wing Squadron

6 Y-Wings

Rebel Carrier Crusier

Craft: Rendili StarDrive's Neutron Star Bulk Crusier

Type: Modified Bulk Cruiser

Scale: Capital

Length: 600 meters

Crew: 1,993

Passengers: 200 (troops)

Cargo Capacity: 5,000 metric tons

Consumables: 1 year

Cost: 1,500 MC

Hyperdrive Multiplier: x2

Hyperdrive Backup: x12

Nav Computer: Yes

Sublight Speed: 4

Maneuverability: 1

Power Systems: 1,500 points

Hull: 1,500 points

Shields: 600 points

Sensors:

Passive: 40/1D

Scan: 80/2D

Search: 125/3D

Focus: 5/3D+2

Weapons:

30 Quad Laser Cannons

Arc: 10 bow, 10 port, 10 starboard

Scale: Starfighter

Fire Control: 2D

Space Range: 1/2/3

Damage: 20

2 Tractor Beam Projectors

Arc: Bow

Scale: Capital

Fire Control: 2D

Space Range: 1/2/3

Damage: 20

Onboard Craft:

2 X-Wing Squadrons

1 A-Wing Squadron

1 B-Wing Squadron

Republic-class Star Destroyer

Craft: New Republic Adapted Imperial I Star Destroyer (ISD-R)

Type: Star Destroyer

Scale: Capital

Length: 1,600 meters

Crew: 36,810

Passengers: 10,000 (troops)

Cargo Capacity: 36,000 metric tons

Consumables: 6 years

Cost: 5,500 MC

Hyperdrive Multiplier: x2

Hyperdrive Backup: x8

Nav Computer: Yes

Maneuverability: 1

Sublight Speed: 6

Power Systems: 3,970 points

Hull: 5,500 points

Shields: 2,250 points

Sensors:

Passive: 50/1D

Scan: 100/3D

Search: 200/4D

Focus: 6/4D+2

Weapons:

50 Turbolaser Batteries

Arc: 25 bow, 10 port, 10 starboard, 5 stern

Scale: Capital

Fire Control: 4D

Space Range: 2-4/6/8

Damage: 25

35 Anti Starfighter Laser Cannons

Arc: 10 bow, 10 port, 10 starboard, 5 stern

Scale: Starfighter

Fire Control: 3D

Space Range: 1/2/3

Damage: 10

40 Ion Cannons

Arc: 5 bow, 15 port, 15 starboard, 5 stern

Scale: Capital

Fire Control: 2D+2

Space Range: 1-2/3/5

Damage: 15

10 Tractor Beam Projectors

Arc: 6 bow, 2 port, 2 stern

Scale: Capital

Fire Control: 4D

Space Range: 1/2/3

Damage: 30

Onboard Craft:

2 X-Wing Squadrons

2 A-Wing Squadrons

1 B-Wing Squadrons

8 Lambda Class Shuttles

Victory R-class Star Destroyer

Craft: New Republic Adapted Rendili StarDrive's Victory I (VSD-R)

Type: Victory-class Star Destroyer

Scale: Capital

Length: 900 meters

Crew: 4,798

Passengers: 2,040 (troops)

Cargo Capacity: 8,100 metric tons

Consumables: 4 years

Cost: 1,700 MC

Hyperdrive Multiplier: x1

Hyperdrive Backup: x13

Nav Computer: Yes

Sublight Speed: 4

Maneuverability: 1

Power Systems: 2,150 points

Hull: 1,700 points

Shields: 1,400 points

Sensors:

Passive: 40/1D

Scan: 70/2D

Search: 150/3D

Focus: 4/3D+2

Weapons:

10 Quad Turbolaser Batteries

Arc: 5 port, 5 starboard

Scale: Capital

Fire Control: 4D

Space Range: 2-3/5/7

Damage: 25

30 Double Turbolaser Batteries

Arc: 10 bow, 5 port, 5 starboard

Scale: Capital

Fire Control: 3D

Space Range: 2-4/6/8

Damage: 14

40 Concussion Missile Tube Launchers

Arc: 10 bow, 10 port, 10 starboard, 10 stern

Scale: Not Applicable

Fire Control: 2D

Space Range: 2/5/7

Damage: 45

10 Tractor Beam Projectors

Arc: 6 bow, 2 port, 2 starboard

Scale: Capital

Fire Control: 4D

Space Range: 1/2/3

Damage: 25

Onboard Craft:

2 X-Wing Squadrons

5 Lambda Class Shuttles

X-Wing

Craft: Incom T-65AC4 X-Wing

Type: Space superiority fighter

Scale: Starfighter

Length: 12 meters

Crew: 1 and astromech droid

Cargo Capacity: 150 kilograms

Consumables: 1 week

Cost: 240 MC per squadron

Hyperdrive Multiplier: x1

Nav Computer: Uses astromech droid programmed with 10 jumps

Maneuverability: 4

Sublight Speed: 12

Power Systems: 25 points

Hull: 20

Shields: 8

Sensors:

Passive: 30/0D

Scan: 60/1D

Search: 85/2D

Focus: 4/4D

Weapons:

4 Laser Cannons

Arc: Bow

Fire Control: 3D+2

Range: 1

Damage: 6

2 Proton Torpedo Launchers

Arc: Bow

Fire Control: 2D+1

Range: 1/2/3

Damage: 18

A-Wing

Craft: Alliance A-Wing Starfighter

Type: Interceptor and multi-purpose starfighter

Scale: Starfighter

Length: 9.6 meters

Crew: 1

Cargo Capacity: 40 kilograms

Consumables:  1 week

Cost: 180 MC per squadron

Hyperdrive Multiplier: x1

Nav Computer: Limited to two jumps

Maneuverability: 4

Sublight Speed: 12

Power Systems: 19 points

Hull: 10 points

Shields: 4 points

Sensors:

Passive: 30/0D

Scan: 50/1D

Search: 75/2D

Focus: 4/4D+1

Weapons:

2 Laser Cannons

Arc: Bow

Fire Control: 3D

Range: 1

Damage: 10

Y-Wing

Craft: Koensayr BTL-S3 Y-Wing

Type: Attack starfighter

Scale: Starfighter

Length: 16 meters

Crew: 1

Cargo Capacity: 110 kilograms

Consumables: 1 week

Cost: 320 MC per squadron

Hyperdrive Multiplier: x1

Nav Computer: Astromech droid stores 10 jumps

Maneuverability: 2

Sublight Speed: 7

Power Systems: 32 points

Hull: 26 points

Shields: 10 points

Sensors:

Passive: 20/0D

Scan: 35/1D

Search: 40/2D

Focus: 2/3D

Weapons:

2 Laser Cannons

Arc: Bow

Fire Control: 2D

Range: 1

Damage: 10

     2 Proton Torpedo Launchers

Arc: Bow

Fire Control: 2D

Range: 1/2/3

Damage: 18

     2 Light Ion Cannons

Arc: Bow

Fire Control: 1D

Range: 1

Damage: 8

B-Wing

Craft: Slayn & Korpil B-Wing

Type: Heavy assault starfighter

Scale: Starfighter

Length: 16.9 meters

Crew: 1

Cargo Capacity: 45 kilograms

Consumables: 1 week

Cost: 260 MC per squadron

Hyperdrive Multiplier: x2

Nav Computer: Limited to two jumps

Maneuverability: 1

Sublight Speed: 6

Power Systems: 34 points

Hull: 20 points

Shields: 14 points

Sensors:

Passive: 30/0D

Scan: 50/1D

Search: 75/2D

Focus: 4/4D+1

Weapons:

1 Laser Cannon

Arc: Bow

Fire Control: 1D

Range: 1

Damage: 28

2 Proton Torpedo Launchers

Arc: Bow

Fire Control: 3D

Range: 1/2/3

Damage: 18

3 Medium Ion Cannons

Arc: Bow

Fire Control: 4D

Space Range: 1

Damage: 5


Shapani Alliance
Help created with evaluation version of HelpMaker 2.1

Shapani Alliance

List Compilied by VZarrin

Shapani Battleship

Craft: Shapani-class Battleship (SBS)

Type: Star Crusier

Scale: Capital

Length: 2,500 meters

Crew: 35,860

Passengers: 10,000 (troops)

Cargo Capacity: 45,000 metric tons

Consumables: 3 years

Cost: 7,800 MC

Hyperdrive Multiplier: x1

Hyperdrive Backup: x7

Nav Computer: Yes

Sublight Speed: 7

Maneuverability: 3

Power Systems: 5,250 points

Hull: 7,800 points

Shields: 5,000 points

Sensors:

Passive: 40/1D

Scan: 60/2D

Search: 120/3D

 	Focus: 5/4D

Weapons:

85 Turbolaser Batteries

Arc: 40 bow, 15 port, 15 starboard, 15 stern

Scale: Capital

Fire Control: 2D

Space Range: 2-4/6/8

Damage: 25

50 Ion Cannon Batteries

Arc: 30 bow, 5 port, 5 starboard, 10 stern

Scale: Capital

Fire Control: 3D

Space Range: 1/2/3

Damage: 20

50 Heavy Laser Cannons

Arc: Turreted

Scale: Starfighter

Fire Control: 2D

Space Range: 1/2/3

Damage: 15

18 Tractor Beam Projectors

Arc: 16 bow, 1 port, 1 starboard

Scale: Capital

Fire Control: 2D+2

Space Range: 1/2/3

Damage: 25

Onboard Craft:

2 Obsidian Interceptor Squadrons

1 Obsidian Heavy Assault Fighter Squadron

1 Obsidian Heavy Assault Bomber Squadron

Serillian Starfighter Carrier

Craft: Serillian-class Heavy Starfighter Carrier (SSC)

Type: Star Crusier

Scale: Capital

Length: 1,500 meters

Crew: 15,100

Passengers: 1,500 (troops)

Cargo Capacity: 30,000 metric tons

Consumables: 2 years

Cost: 3,800 MC

Hyperdrive Multiplier: x1

Hyperdrive Backup: x9

Nav Computer: Yes

Sublight Speed: 4

Maneuverability: 2

Power Systems: 3,200 points

Hull: 3,800 points

Shields: 1,800 points

Sensors:

Passive: 40/1D

Scan: 60/2D

Search: 120/3D

Focus: 5/4D

Weapons:

80 Heavy Laser Cannons

Arc: Turreted

Scale: Starfighter

Fire Control: 2D

Space Range: 2-4/6/8

Damage: 10

6 Tractor Beam Projectors

Arc: 4 bow, 1 port, 1 starboard

Scale: Capital

Fire Control: 2D+2

Space Range: 1/2/3

Damage: 20

Onboard Craft:

3 Obsidian Interceptor Squadrons

2 Obsidian Heavy Assault Fighter Squadrons

2 Obsidian Heavy Bomber Squadrons

Nexus Cruiser

Craft: Nexus-class Cruiser (NCC)

Type: Light cruiser

Scale: Capital

Length: 800 meters

Crew: 13,409

Passengers: 500 (troops)

Cargo Capacity: 10,000 metric tons

Consumables: 2 years

Cost: 1,250 MC

Hyperdrive Multiplier: x1

Hyperdrive Backup: x9

Nav Computer: Yes

Sublight Speed: 6

Maneuverability: 2

Power Systems: 1,250 points

Hull: 1,250 points

Shields: 500 points

Sensors:

Passive: 40/1D

Scan: 60/2D

Search: 120/3D

Focus: 5/4D

Weapons:

20 Turbolaser Batteries

Arc: 8 bow, 4 port, 4 starboard, 4 stern

Scale: Capital

Fire Control: 2D

Range: 2-4/6/8

Damage: 20

15 Ion Cannons

Arc: 6 bow, 3 port, 3 starboard, 3 stern

Scale: Capital

Fire Control: 3D

Range: 1/2/3

Damage: 15

6 Tractor Beam Projectors

Arc: 2 bow, 1 port, 1 starboard, 2 stern

Scale: Capital

Fire Control: 2D+2

Range: 1/2/3

Damage: 20

Onboard Craft:

2 Obsidian Interceptor Squadrons

Obsidian Interceptor

Craft: SA-I Interceptor

Type: Space superiority fighter

Scale: Starfighter

Length: 8 meters

Crew: 1 and astromech droid

Cargo Capacity: 150 kilograms

Consumables: 1 week

Cost: 180 MC per squadron

Hyperdrive Multiplier: x1

Nav Computer: Uses astromech droid programmed with 2 jumps

Maneuverability: 4

Sublight Speed: 12

Power Systems: 12 points

Hull: 12

Shields: 8

Sensors:

Passive: 30/0D

Scan: 60/1D

Search: 85/2D

Focus: 4/4D

Weapons:

4 Heavy Laser Cannons

Arc: Bow

Fire Control: 3D+2

Range: 1

Damage: 10

Obsidian Heavy Assault Fighter

Craft: SA-HAF Assault Fighter

Type: Heavy Fighter

Scale: Starfighter

Length: 15 meters

Crew: 1

Cargo Capacity: 40 kilograms

Consumables:  1 week

Cost: 250 MC per squadron

Hyperdrive Multiplier: x1

Nav Computer: Limited to ten jumps

Maneuverability: 4

Sublight Speed: 12

Power Systems: 32 points

Hull: 20 points

Shields: 12 points

Sensors:

Passive: 30/0D

Scan: 50/1D

Search: 75/2D

Focus: 4/4D+1

Weapons:

4 Heavy Laser Cannons

Arc: Bow

Fire Control: 3D

Range: 1

Damage: 8

2 Proton Torpedo Launchers

Arc: Bow

Fire Control: 2D

Range: 1

Damage: 18

Obsidian Heavy Assault Bomber

Craft: SA-HAB Assault Bomber

Type: Heavy Bomber

Scale: Starfighter

Length: 16 meters

Crew: 2

Cargo Capacity: 110 kilograms

Consumables: 1 week

Cost: 240 MC per squadron

Hyperdrive Multiplier: x1

Nav Computer: Astromech droid stores 5 jumps

Maneuverability: 2

Sublight Speed: 7

Power Systems: 18 points

Hull: 18 points

Shields: 8 points

Sensors:

Passive: 20/0D

Scan: 35/1D

Search: 40/2D

Focus: 2/3D

Weapons:

2 Laser Cannons

Arc: Bow

Fire Control: 2D

Range: 1

Damage: 6

4 Proton Torpedo Launchers

Arc: Bow

Fire Control: 2D

Range: 1/2/3

Damage: 18


Hapan Star League
Help created with evaluation version of HelpMaker 2.1

Hapan Star League

List Compilied by VZarrin

'Star Home' Space Station

Craft: Star Home

Type: Starbase / Space Station

Scale: Capital

Length: 3,000 meters

Crew: 10,860

Passengers: 10,000 (troops)

Cargo Capacity: 30,000 metric tons

Consumables: 5 years

Cost: UNIQUE

Hyperdrive Multiplier: x1

Hyperdrive Backup: x9

Nav Computer: Yes

Sublight Speed: 3

Maneuverability: 2

Power Systems: 6,500 points

Hull: 12,000 points

Shields: 4,500 points

Sensors:

Passive: 40/1D

Scan: 60/2D

Search: 120/3D

 	Focus: 5/4D

Weapons:

40 Turbolaser Batteries

Arc: Turreted

Scale: Capital

Fire Control: 2D

Space Range: 2-4/6/8

Damage: 25

80 Heavy Laser Cannons

Arc: Turreted

Scale: Starfighter

Fire Control: 3D

Space Range: 1/2/3

Damage: 15

20 Tractor Beam Projectors

Arc: 5 bow, 5 port, 5 starboard, 5 stern

Scale: Capital

Fire Control: 2D+2

Space Range: 1/2/3

Damage: 25

6 Concussion Missile Tubes

Arc: Bow

Fire Control: 3D+2

Space Range: 1-2/3/6

Damage: 32

Onboard Craft:

3 Miy'Til Squadrons

2 Hetrinar Assault Bomber Squadrons

1 Hapan Gunboat Squadron

Enhanced Hapan Battle Dragon

Craft: Charubah-class Battle Dragon (EBD)

Type: Star Crusier

Scale: Capital

Length: 1,200 meters

Crew: 3,155

Passengers: 10,000 (troops)

Cargo Capacity: 25,000 metric tons

Consumables: 3 years

Cost: 5,000 MC

Hyperdrive Multiplier: x1

Hyperdrive Backup: x9

Nav Computer: Yes

Sublight Speed: 4

Maneuverability: 2

Power Systems: 3,200 points

Hull: 5,000 points

Shields: 2,900 points

Sensors:

Passive: 40/1D

Scan: 60/2D

Search: 120/3D

Focus: 5/4D

Weapons:

80 Heavy Turbolaser Batteries

Arc: 35 bow, 15 port, 15 starboard, 15 stern

Scale: Capital

Fire Control: 2D

Space Range: 2-4/6/8

Damage: 25

60 Ion Cannon Batteries

Arc: 30 bow, 10 port, 10 starboard, 10 stern

Scale: Capital

Fire Control: 3D

Space Range: 1/2/3

Damage: 15

50 Laser Cannons

Arc: 25 bow, 5 port, 5 starboard, 15 stern

Scale: Starfighter

Fire Control: 3D

Space Range: 1/2/3

Damage: 10

10 Tractor Beam Projectors

Arc: 8 bow, 1 port, 1 starboard

Scale: Capital

Fire Control: 2D+2

Space Range: 1/2/3

Damage: 25

Onboard Craft:

3 Miy'Til Squadrons

1 Hetrinar Assault Bomber Squadron

1 Hapan Gunboat Squadron

Hapan Battle Dragon

Craft: Hapan Battle Dragon (HBD)

Type: Light cruiser

Scale: Capital

Length: 500 meters

Crew: 1,405

Passengers: 1,000 (troops)

Cargo Capacity: 15,000 metric tons

Consumables: 2 years

Cost: 2,000 MC

Hyperdrive Multiplier: x1

Hyperdrive Backup: x9

Nav Computer: Yes

Sublight Speed: 6

Maneuverability: 2

Power Systems: 1,250 points

Hull: 2,000 points

Shields: 750 points

Sensors:

Passive: 40/1D

Scan: 60/2D

Search: 120/3D

Focus: 5/4D

Weapons:

40 Turbolaser Batteries

Arc: 25 bow, 5 port, 5 starboard, 5 stern

Scale: Capital

Fire Control: 2D

Range: 2-4/6/8

Damage: 20

25 Ion Cannons

Arc: 15 bow, 3 port, 3 starboard, 4 stern

Scale: Capital

Fire Control: 3D

Range: 1/2/3

Damage: 15

6 Tractor Beam Projectors

Arc: 3 bow, 1 port, 1 starboard, 1 stern

Scale: Capital

Fire Control: 2D+2

Range: 1/2/3

Damage: 25

Onboard Craft:

1 Miy'Til Squadron

1 Hetrinar Assault Bomber Squadron

Hapes Battle Cruiser

Craft: Nova-class Battle Cruiser (NBC)

Type: Starcruiser

Scale: Capital

Length: 400 meters

Crew: 1,840

Passengers: 600 (troops)

Cargo Capacity: 8,500 metric tons

Consumables: 1.5 years

Cost: 1,750 MC

Hyperdrive Multiplier: x2

Hyperdrive Backup: x12

Nav Computer: Yes

Sublight Speed: 6

Maneuverability: 2

Power Systems: 1,000 points

Hull: 1,750 points

Shields: 600 points

Sensors:

Passive: 20/1D

Scan: 40/2D

Search: 80/3D

Focus: 5/3D+2

Weapons:

25 Heavy Turbolaser Batteries

Arc: Bow

Scale: Capital

Fire Control: 2D

Space Range: 1/2/3

Damage: 25

20 Quad Laser Cannons

Arc: 8 bow, 6 port, 6 starboard

Scale: Starfighter

Fire Control: 2D

Space Range: 1/2/3

Damage: 20

Onboard Craft:

1 Miy'Til Squadron

6 Hetrinar Assault Bombers

Hapan Carrier Crusier

Craft: Hapan Starfighter Delivery Craft

Type: Modified Bulk Cruiser

Scale: Capital

Length: 600 meters

Crew: 693

Passengers: 100 (troops)

Cargo Capacity: 5,000 metric tons

Consumables: 1 year

Cost: 900 MC

Hyperdrive Multiplier: x2

Hyperdrive Backup: x12

Nav Computer: Yes

Sublight Speed: 4

Maneuverability: 1

Power Systems: 750 points

Hull: 900 points

Shields: 500 points

Sensors:

Passive: 40/1D

Scan: 80/2D

Search: 125/3D

Focus: 5/3D+2

Weapons:

20 Quad Laser Cannons

Arc: 5 bow, 5 port, 5 starboard, 5 stern

Scale: Starfighter

Fire Control: 2D

Space Range: 1/2/3

Damage: 25

2 Tractor Beam Projectors

Arc: Bow

Scale: Capital

Fire Control: 2D

Space Range: 1/2/3

Damage: 20

Onboard Craft:

2 Miy'Til Squadrons

1 Hetrinar Assault Bomber Squadron

1 Hapan Gunboat Squadron

Miy'Til

Craft: Hapan M-34 Miy'Til

Type: Space superiority fighter

Scale: Starfighter

Length: 8 meters

Crew: 1

Cargo Capacity: 100 kilograms

Consumables: 1 week

Cost: 200 MC per squadron

Hyperdrive Multiplier: x1

Maneuverability: 4

Sublight Speed: 10

Power Systems: 22 points

Hull: 19

Shields: 9

Sensors:

Passive: 30/0D

Scan: 60/1D

Search: 85/2D

Focus: 4/4D

Weapons:

2 Heavy Laser Cannons

Arc: Bow

Fire Control: 3D+2

Range: 1

Damage: 10

1 Proton Torpedo Launcher

Arc: Bow

Fire Control: 2D+1

Range: 1/2/3

Damage: 18

Hetrinar Assault Bomber

Craft: Hapan H-2 Assault Bomber

Type: Multi-purpose Bomber

Scale: Starfighter

Length: 10 meters

Crew: 2 (1 pilot, 1 gunner)

Cargo Capacity: 180 kilograms

Consumables: 1 week

Cost: 230 MC per squadron

Hyperdrive Multiplier: x1

Nav Computer: Limited to two jumps

Maneuverability: 2

Sublight Speed: 8

Power Systems: 10 points

Hull: 10 points

Shields: 4 points

Sensors:

Passive: 30/0D

Scan: 50/1D

Search: 75/2D

Focus: 4/4D+1

Weapons:

2 Heavy Laser Cannons

Arc: Bow

Fire Control: 3D

Range: 1

Damage: 10

3 Proton Torpedo Launchers

Arc: Bow

Fire Control: 2D+1

Range: 1/2/3

Damage: 18

Hapan Gunboat

Craft: Hapan S-4 Gunboat

Type: Heavy Attack starfighter

Scale: Starfighter

Length: 20 meters

Crew: 3

Cargo Capacity: 250 kilograms

Consumables: 1 week

Cost: 320 MC per squadron

Hyperdrive Multiplier: x1

Nav Computer: Computer stores 10 jumps

Maneuverability: 2

Sublight Speed: 7

Power Systems: 32 points

Hull: 26 points

Shields: 12 points

Sensors:

Passive: 20/0D

Scan: 35/1D

Search: 40/2D

Focus: 2/3D

Weapons:

3 Heavy Laser Cannons

Arc: Bow

Fire Control: 2D

Range: 1

Damage: 10

2 Proton Torpedo Launchers

Arc: Bow

Fire Control: 2D

Range: 1/2/3

Damage: 18

1 Heavy Ion Cannons

Arc: Bow

Fire Control: 1D

Range: 1

Damage: 15


Elrood Federation
Help created with evaluation version of HelpMaker 2.1

Elrood Federation

List Compiled by VZarrin

Elrood Prosperity Cruiser

Craft:  Elrood StarYards Ltd. Prosperity-class Cruiser

Type: Heavy Cruiser

Scale: Capital

Length: 800 meters

Crew: 10,900

Passengers: 5,000 (troops)

Cargo Capacity: 25,500 metric tons

Consumables: 2 years

Cost: 2,000 MC

Hyperdrive Multplier: x1

Hyperdrive Backup: x16

Nav Computer: Yes

Sublight Speed: 9

Maneuverability: 5

Power Systems: 1,600 points

Hull: 2,000 points

Shields: 1,000 points

Sensors:

Passive: 50/1D

Scan: 90/2D

Search: 200/3D

Focus: 10/4D

Weapons:

25 Heavy Turbolasers

Arc: Turreted

Scale: Capital

Fire Control: 2D+2

Range: 2-4/6/8

Damage: 25

30 Heavy Laser Cannons

Arc: Turreted

Scale: Starfighter

Fire Control: 2D

Range: 1/2/3

Damage: 20

8 Tractor Beam Projectors

Arc: Bow

Scale: Capital

Fire Control: 1D

Range: 1/2/3

Damage: 25

Onboard Craft:

3 X-Wing Squadrons

2 A-Wing Squadrons

1 Y-Wing Squadrons

Kuras Torpedo Ship

Craft: Elrood StarYards Ltd. Kuras-class Torpedo Ship

Type: Heavy Cruiser

Scale: Capital

Length: 1,300 meters

Crew: 21,650

Passengers: 10,000 (troops)

Cargo Capacity: 35,500 metric tons

Consumables: 3 years

Cost: 3,600 MC

Hyperdrive Multplier: x1

Hyperdrive Backup: x7

Nav Computer: Yes

Sublight Speed: 6

Maneuverability: 3

Power Systems: 2,600 points

Hull: 3,600 points

Shields: 1,400 points

Sensors:

Passive: 50/1D

Scan: 90/2D

Search: 200/3D

Focus: 10/4D

Weapons:

15 Heavy Turbolasers

Arc: Turreted

Scale: Capital

Fire Control: 2D+2

Range: 2-4/6/8

Damage: 20

50 Proton Torpedo Tubes

Arc: Bow

Fire Control: 2D

Range: 1/2/3

Damage: 32

8 Tractor Beam Projectors

Arc: Bow

Scale: Capital

Fire Control: 1D

Range: 1/2/3

Damage: 25

Onboard Craft:

2 X-Wing Squadrons

1 A-Wing Squadron

Omin Fleet Carrier

Craft: Elrood StarYards Ltd. Omin-class Fleet Carrier

Type: Starfighter Carrier

Scale: Capital

Length: 800 meters

Crew: 21,650

Passengers: 10,000 (troops)

Cargo Capacity: 35,500 metric tons

Consumables: 3 years

Cost: 2,800 MC

Hyperdrive Multplier: x1

Hyperdrive Backup: x8

Nav Computer: Yes

Sublight Speed: 5

Maneuverability: 3

Power Systems: 1,600 points

Hull: 2,800 points

Shields: 600 points

Sensors:

Passive: 50/1D

Scan: 90/2D

Search: 200/3D

Focus: 10/4D

Weapons:

15 Heavy Laser Cannons

Arc: Starfighter

Scale: Capital

Fire Control: 2D+2

Range: 2-4/6/8

Damage: 20

2 Tractor Beam Projectors

Arc: Bow

Scale: Capital

Fire Control: 1D

Range: 1/2/3

Damage: 25

Onboard Craft:

2 X-Wing Squadrons

3 A-Wing Squadrons

1 Y-Wing Squadron

Rebel Assault Frigate

Craft: Rebel Assault Frigate

Type: Modified Imperial Dreadnaught

Scale: Capital

Length: 700 meters

Crew: 4,882

Passengers: 300 (troops)

Cargo Capacity: 7,500 metric tons

Consumables: 1.5 years

Cost: 1,750 MC

Hyperdrive Multiplier: x2

Hyperdrive Backup: x12

Nav Computer: Yes

Sublight Speed: 6

Maneuverability: 2

Power Systems: 1,750 points

Hull: 1,750 points

Shields: 1,050 points

Sensors:

Passive: 20/1D

Scan: 40/2D

Search: 80/3D

Focus: 5/3D+2

Weapons:

15 Laser Cannons

Arc: 5 bow, 5 port, 5 starboard

Scale: Starfighter

Fire Control: 2D

Space Range: 1/2/3

Damage: 10

20 Quad Laser Cannons

Arc: 8 bow, 6 port, 6 starboard

Scale: Starfighter

Fire Control: 2D

Space Range: 1/2/3

Damage: 20

15 Turbolaser Batteries

Arc: 5 bow, 5 port, 5 starboard

Scale: Capital

Fire Control: 1D

Space Range: 2-4/6/8

Damage: 35

Onboard Craft:

1 X-Wing Squadron

6 Y-Wings

X-Wing

Craft: Incom T-65AC4 X-Wing

Type: Space superiority fighter

Scale: Starfighter

Length: 12 meters

Crew: 1 and astromech droid

Cargo Capacity: 150 kilograms

Consumables: 1 week

Cost: 240 MC per squadron

Hyperdrive Multiplier: x1

Nav Computer: Uses astromech droid programmed with 10 jumps

Maneuverability: 4

Sublight Speed: 12

Power Systems: 25 points

Hull: 20

Shields: 8

Sensors:

Passive: 30/0D

Scan: 60/1D

Search: 85/2D

Focus: 4/4D

Weapons:

4 Laser Cannons

Arc: Bow

Fire Control: 3D+2

Range: 1

Damage: 6

2 Proton Torpedo Launchers

Arc: Bow

Fire Control: 2D+1

Range: 1/2/3

Damage: 18

A-Wing

Craft: Alliance A-Wing Starfighter

Type: Interceptor and multi-purpose starfighter

Scale: Starfighter

Length: 9.6 meters

Crew: 1

Cargo Capacity: 40 kilograms

Consumables:  1 week

Cost: 180 MC per squadron

Hyperdrive Multiplier: x1

Nav Computer: Limited to two jumps

Maneuverability: 4

Sublight Speed: 12

Power Systems: 19 points

Hull: 10 points

Shields: 4 points

Sensors:

Passive: 30/0D

Scan: 50/1D

Search: 75/2D

Focus: 4/4D+1

Weapons:

2 Laser Cannons

Arc: Bow

Fire Control: 3D

Range: 1

Damage: 10

Y-Wing

Craft: Koensayr BTL-S3 Y-Wing

Type: Attack starfighter

Scale: Starfighter

Length: 16 meters

Crew: 1

Cargo Capacity: 110 kilograms

Consumables: 1 week

Cost: 320 MC per squadron

Hyperdrive Multiplier: x1

Nav Computer: Astromech droid stores 10 jumps

Maneuverability: 2

Sublight Speed: 7

Power Systems: 32 points

Hull: 26 points

Shields: 10 points

Sensors:

Passive: 20/0D

Scan: 35/1D

Search: 40/2D

Focus: 2/3D

Weapons:

2 Laser Cannons

Arc: Bow

Fire Control: 2D

Range: 1

Damage: 10

    	2 Proton Torpedo Launchers

Arc: Bow

Fire Control: 2D

Range: 1/2/3

Damage: 18

     	2 Light Ion Cannons

Arc: Bow

Fire Control: 1D

Range: 1

Damage: 8


Corporate Sector Authority
Help created with evaluation version of HelpMaker 2.1

Corporate Sector Authority

List Compilied by VZarrin

Invincible-class Heavy Cruiser

Craft: Invincible-class Heavy Cruiser

Type: Heavy Cruiser

Scale: Capital

Length: 2,000 meters

Crew: 18,877

Passengers: 5,000 (troops)

Cargo Capacity: 30,000 metric tons

Consumables: 3 years

Cost: 3,800 MC

Hyperdrive Multiplier: x1

Hyperdrive Backup: x9

Nav Computer: Yes

Sublight Speed: 5

Maneuverability: 3

Power Systems: 4,000 points

Hull: 3,800 points

Shields: 1,750 points

Sensors:

Passive: 40/1D

Scan: 60/2D

Search: 120/3D

 	Focus: 5/4D

Weapons:

30 Heavy Turbolaser Batteries

Arc: 15 bow, 5 port, 5 starboard, 5 stern

Scale: Capital

Fire Control: 2D

Space Range: 2-4/6/8

Damage: 40

30 Ion Cannon Batteries

Arc: 10 bow, 7 port, 7 starboard, 6 stern

Scale: Capital

Fire Control: 2D

Space Range: 1/2/3

Damage: 20

20 Heavy Laser Cannons

Arc: Turreted

Scale: Starfighter

Fire Control: 3D

Space Range: 1/2/3

Damage: 15

10 Tractor Beam Projectors

Arc: 6 bow, 1 port, 1 starboard, 2 stern

Scale: Capital

Fire Control: 2D+2

Space Range: 1/2/3

Damage: 25

8 Concussion Missile Tubes

Arc: Bow

Fire Control: 3D+2

Space Range: 1-2/3/6

Damage: 32

Onboard Craft:

2 IRD-A Squadrons

2 IRD-B Squadrons

Authority Victory Star Destroyer

Craft: Authority-Victory Class Star Destroyer (A-VSD)

Type: Star Crusier

Scale: Capital

Length: 900 meters

Crew: 3,155

Passengers: 2,000 (troops)

Cargo Capacity: 25,000 metric tons

Consumables: 3 years

Cost: 2,300 MC

Hyperdrive Multiplier: x1

Hyperdrive Backup: x8

Nav Computer: Yes

Sublight Speed: 6

Maneuverability: 3

Power Systems: 1,800 points

Hull: 2,300 points

Shields: 1,250 points

Sensors:

Passive: 40/1D

Scan: 60/2D

Search: 120/3D

Focus: 5/4D

Weapons:

8 Quad Turbolaser Cannons

Arc: 4 bow, 1 port, 1 starboard, 2 stern

Scale: Capital

Fire Control: 2D

Space Range: 2-4/6/8

Damage: 25

30 Double Turbolaser Cannons

Arc: 5 bow, 10 port, 10 starboard, 5 stern

Scale: Capital

Fire Control: 3D

Space Range: 1/2/3

Damage: 25

60 Concussion Missile Tubes

Arc: 15 bow, 15 port, 15 starboard, 15 stern

Scale: Not Applicable

Fire Control: 2D

Space Range: 2/5/7

Damage: 40

10 Tractor Beam Projectors

Arc: 6 bow, 2 port, 2 starboard

Scale: Capital

Fire Control: 2D+2

Space Range: 1/2/3

Damage: 20

Onboard Craft:

1 IRD-A Squadron

1 IRD-B Squadron

Authority Light Carrier

Craft: Authority-class Light Carrier

Type: Light Starfighter Carrier

Scale: Capital

Length: 400 meters

Crew: 1,440

Passengers: 200 (troops)

Cargo Capacity: 10,000 metric tons

Consumables: 1 year

Cost: 1,000 MC

Hyperdrive Multiplier: x1

Hyperdrive Backup: x14

Nav Computer: Yes

Sublight Speed: 5

Maneuverability: 4

Power Systems: 800 points

Hull: 1,000 points

Shields: 750 points

Sensors:

Passive: 40/1D

Scan: 60/2D

Search: 120/3D

Focus: 5/4D

Weapons:

30 Heavy Laser Cannons

Arc: 25 bow, 5 port, 5 starboard, 5 stern

Scale: Starfighter

Fire Control: 2D

Range: 2-4/6/8

Damage: 15

5 Concussion Missile Tubes

Arc: Bow

Scale: Not Applicable

Fire Control: 2D

Space Range: 2/5/7

Damage: 32

4 Tractor Beam Projectors

Arc: 2 bow, 1 port, 1 starboard

Scale: Capital

Fire Control: 2D+2

Range: 1/2/3

Damage: 20

Onboard Craft:

3 IRD-A Squadrons

2 IRD-B Squadrons

Marauder Corvette

Craft: Marauder-class Corvette

Type: Light Destroyer

Scale: Capital

Length: 195 meters

Crew: 37

Passengers: 80 (troops)

Cargo Capacity: 8,500 metric tons

Consumables: 2 weeks

Cost: 500 MC

Hyperdrive Multiplier: x2

Hyperdrive Backup: x12

Nav Computer: Yes

Sublight Speed: 7

Maneuverability: 4

Power Systems: 390 points

Hull: 500 points

Shields: 200 points

Sensors:

Passive: 20/1D

Scan: 40/2D

Search: 80/3D

Focus: 5/3D+2

Weapons:

8 Heavy Turbolaser Cannons

Arc: Bow

Scale: Capital

Fire Control: 2D

Space Range: 1/2/3

Damage: 20

3 Tractor Beam Projectors

Arc: Bow

Scale: Capital

Fire Control: 2D

Space Range: 1/2/3

Damage: 20

Onboard Craft:

1 IRD-A Squadron

IRD-A

Craft: IRD Type-A Starfighter

Type: Space superiority fighter

Scale: Starfighter

Length: 8 meters

Crew: 1

Cargo Capacity: 100 kilograms

Consumables: 1 week

Cost: 200 MC per squadron

Maneuverability: 4

Sublight Speed: 10

Power Systems: 16 points

Hull: 12

Shields: 6

Sensors:

Passive: 30/0D

Scan: 60/1D

Search: 85/2D

Focus: 4/4D

Weapons:

2 Heavy Laser Cannons

Arc: Bow

Fire Control: 3D+2

Range: 1

Damage: 10

1 Proton Torpedo Launcher

Arc: Bow

Fire Control: 2D+1

Range: 1/2/3

Damage: 18

IRD-B

Craft: IRD Type-B Starfighter

Type: Multi-purpose Fighter

Scale: Starfighter

Length: 9 meters

Crew: 1

Cargo Capacity: 180 kilograms

Consumables: 1 week

Cost: 250 MC per squadron

Hyperdrive Multiplier: x1

Nav Computer: Limited to two jumps

Maneuverability: 2

Sublight Speed: 8

Power Systems: 18 points

Hull: 18 points

Shields: 6 points

Sensors:

Passive: 30/0D

Scan: 50/1D

Search: 75/2D

Focus: 4/4D+1

Weapons:

2 Heavy Laser Cannons

Arc: Bow

Fire Control: 3D

Range: 1

Damage: 10

2 Light Ion Cannons

Arc: Bow

Fire Control: 3D

Range: 1

Damage: 10

1 Proton Torpedo Launcher

Arc: Bow

Fire Control: 2D+1

Range: 1/2/3

Damage: 18


Ssi-Ruuvi Empire
Help created with evaluation version of HelpMaker 2.1

Ssi-Ruuvi Empire

List Compilied by VZarrin

Shree Attack Cruiser

Craft: Ssi-Ruuvi Attack Cruiser (SAC)

Type: Star Crusier

Scale: Capital

Length: 900 meters

Crew: 1,750

Passengers: 5,000 (troops)

Cargo Capacity: 30,000 metric tons

Consumables: 6 years

Cost: 5,300 MC

Hyperdrive Multiplier: x1

Hyperdrive Backup: x9

Nav Computer: Yes

Sublight Speed: 7

Maneuverability: 3

Power Systems: 2,200 points

Hull: 5,300 points

Shields: 1,800 points

Sensors:

Passive: 40/1D

Scan: 60/2D

Search: 120/3D

 	Focus: 5/4D

Weapons:

24 Heavy Turbolaser Batteries

Arc: Turreted

Scale: Capital

Fire Control: 2D

Space Range: 2-4/6/8

Damage: 25

24 Ion Cannon Batteries

Arc: Turreted

Scale: Capital

Fire Control: 3D

Space Range: 1/2/3

Damage: 20

12 Tractor Beam Projectors

Arc: 9 bow, 1 port, 1 starboard, 1 stern

Scale: Capital

Fire Control: 2D+2

Space Range: 1/2/3

Damage: 25

12 Concussion Missile Tubes

Arc: Bow

Fire Control: 3D+2

Space Range: 1-2/3/6

Damage: 20

Onboard Craft:

40 XS-1 Battle Droid Squadrons

4 Fw'sen Picket Ships

Lwhekk Manufacturing Ship

Craft: Manufacturing Ship (LMFGS)

Type: Star Crusier

Scale: Capital

Length: 1,050 meters

Crew: 500

Passengers: 4,500 (troops)

Cargo Capacity: 30,000 metric tons

Consumables: 8 years

Cost: 5,600 MC

Hyperdrive Multiplier: x1

Hyperdrive Backup: x9

Nav Computer: Yes

Sublight Speed: 3

Maneuverability: 2

Power Systems: 2,800 points

Hull: 5,600 points

Shields: 2,300 points

Sensors:

Passive: 40/1D

Scan: 60/2D

Search: 120/3D

Focus: 5/4D

Weapons:

10 Double Turbolaser Batteries

Arc: Turreted

Scale: Capital

Fire Control: 2D

Space Range: 2-4/6/8

Damage: 40

25 Quad Laser Cannons

Arc: Turreted

Scale: Starfighter

Fire Control: 3D

Space Range: 1/2/3

Damage: 15

12 Tractor Beam Projectors

Arc: 8 bow, 2 port, 2 starboard

Scale: Capital

Fire Control: 2D+2

Space Range: 1/2/3

Damage: 20

Onboard Craft:

15 XS-1 Battle Droid Squadrons

6 Fw'sen Picket Ships

Special Notes: May build Battle Droids at three times the build cost, but must store them aboard until needed (may not exceed 15-squadron limit at any time, and may not have more than two squadrons building at a time). Battle Droids may be stored at 1 Squadron = 10,000 metric tons.

Wurrif Light Cruiser

Craft: Ssi-Ruuvi Light Cruiser (WLC)

Type: Light cruiser

Scale: Capital

Length: 400 meters

Crew: 420

Passengers: 1,000 (troops)

Cargo Capacity: 10,000 metric tons

Consumables: 3 years

Cost: 1,350 MC

Hyperdrive Multiplier: x1

Hyperdrive Backup: x9

Nav Computer: Yes

Sublight Speed: 6

Maneuverability: 2

Power Systems: 1,200 points

Hull: 1,350 points

Shields: 500 points

Sensors:

Passive: 40/1D

Scan: 60/2D

Search: 120/3D

Focus: 5/4D

Weapons:

12 Light Turbolaser Batteries

Arc: Turreted

Scale: Capital

Fire Control: 2D

Range: 2-4/6/8

Damage: 15

15 Heavy Ion Cannons

Arc: Turreted

Scale: Capital

Fire Control: 3D

Range: 1/2/3

Damage: 25

6 Tractor Beam Projectors

Arc: Bow

Scale: Capital

Fire Control: 2D+2

Range: 1/2/3

Damage: 20

Onboard Craft:

10 XS-1 Battle Droid Squadrons

2 Fw'sen Picket Ships

Sh'ner Planetary Assault Carrier

Craft: Ssi-Ruuvi Heavy Assault Carrier

Type: Heavy Troop Carrier

Scale: Capital

Length: 750 meters

Crew: 830

Passengers: 10,000 (troops)

Cargo Capacity: 7,500 metric tons

Consumables: 1.5 years

Cost: 2,750 MC

Hyperdrive Multiplier: x2

Hyperdrive Backup: x12

Nav Computer: Yes

Sublight Speed: 5

Maneuverability: 2

Power Systems: 1,750 points

Hull: 2,750 points

Shields: 1,500 points

Sensors:

Passive: 20/1D

Scan: 40/2D

Search: 80/3D

Focus: 5/3D+2

Weapons:

8 Heavy Ion Cannons

Arc: Turreted

Scale: Capital

Fire Control: 2D

Space Range: 1/2/3

Damage: 50

2 Tractor Beam Projectors

Arc: Bow

Scale: Capital

Fire Control: 1D

Space Range: 2-4/6/8

Damage: 50

Onboard Craft:

8 XS-1 Battle Droid Squadrons

4 Fw'sen Picket Ships

Fw'sen Picket Ship

Craft: Fw'sen-class P'w'eck Picket Ship

Type: Medium escort ship

Scale: Starfighter

Length: 80 meters

Crew: 4

Cargo Capacity: 900 kilograms

Consumables: 2 weeks

Cost: 100 MC

Hyperdrive Multiplier: x1

Nav Computer: Yes

Maneuverability: 4

Sublight Speed: 8

Power Systems: 25 points

Hull: 80

Shields: 30

Sensors:

Passive: 30/0D

Scan: 60/1D

Search: 85/2D

Focus: 4/4D

Weapons:

4 Turbolaser Cannons

Arc: Bow

Fire Control: 3D+2

Range: 1

Damage: 15

4 Heavy Ion Cannons

Arc: Bow

Fire Control: 2D+1

Range: 1/2/3

Damage: 20

2 Proton Torpedo Launchers

Arc: Bow

Fire Control: 2D

Range: 1/2/3

Damage: 18

XS-1 Battle Droid

Craft: Ssi-Ruuvi Battle Droid

Type: Multi-purpose starfighter

Scale: Starfighter

Length: 2 meters

Crew: None

Cargo Capacity: None

Consumables: N/A

Cost: 100 MC per swarm (squadron)

Maneuverability: 3

Sublight Speed: 7

Power Systems: 2 points

Hull: 4 points

Weapons:

3 Laser Cannons

Arc: Bow

Fire Control: 3D

Range: 1

Damage: 5

Special Notes: If the ship controlling the Battle Droid is destroyed, all Battle Droids under that ship's command goes offline. They may not be captured. Only 5 swarms (squadrons) may attack any one target.


Imperial Protectorate
Help created with evaluation version of HelpMaker 2.1

Imperial Protectorate

List Complied by Gaqqu and VZarrin

Imperial I-class Star Destroyer

Craft: Kuat Drive Yards' Imperial I-class Star Destroyer

Type: Star Destroyer

Scale: Capital

Length: 1,600 meters

Crew: 36,810

Passengers: 10,000 (troops)

Cargo Capacity: 36,000 metric tons

Consumables: 6 years

Cost: 5,600 MC

Hyperdrive Multiplier: x1

Hyperdrive Backup: x8

Nav Computer: Yes

Maneuverability: 1

Sublight Speed: 6

Power Systems: 4,000 points

Hull: 5,600 points

Shields: 3,000 points

Sensors:

Passive: 50/1D

Scan: 100/3D

Search: 200/4D

Focus: 6/4D+2

Weapons:

60 Turbolaser Batteries

Arc: 20 bow, 20 port, 20 starboard

Scale: Capital

Fire Control: 4D

Space Range: 2-4/6/8

Damage: 30

60 Ion Cannons

Arc: 20 bow, 15 port, 15 starboard, 10 stern

Scale: Capital

Fire Control: 2D+2

Space Range: 1-2/3/5

Damage: 15

10 Tractor Beam Projectors

Arc: 6 bow, 2 port, 2 stern

Scale: Capital

Fire Control: 4D

Space Range: 1/2/3

Damage: 30

Onboard Craft:

20 AT-AT Walkers

30 AT-ST Walkers

2 TIE Interceptor Squadrons

2 TIE Fighter Squadrons

2 TIE Bomber Squadrons

8 Lambda Class Shuttles

5 Assault Gunboats

Imperial II-class Star Destroyer

Craft: Kuat Drive Yards' Imperial II-class Star Destroyer

Type: Star Destroyer

Scale: Capital

Length: 1,600

Crew: 36,755

Passengers: 10,000 (troops)

Cargo Capacity: 36,000 metric tons

Consumables: 6 years

Cost: 6,500 MC

Hyperdrive Multiplier: x1

Hyperdrive Backup: x8

Nav Computer: Yes

Maneuverability: 1

Sublight Speed: 6

Power Systems: 4,500 points

Hull: 6,500 points

Shields: 4,500 points

Sensors:

Passive: 50/1D

Scan: 100/3D

Search: 200/4D

Focus: 6/4D+2

Weapons:

50 Heavy Turbolaser Batteries

Arc: 20 bow, 15 port, 15 starboard

Scale: Capital

Fire Control: 0D

Space Range: 2-4/6/8

Damage: 50

50 Heavy Turbolaser Cannons

Arc: 20 bow, 10 port, 10 starboard, 10 stern

Scale: Capital

Fire Control: 1D

Space Range: 2-4/6/8

Damage: 35

20 Ion Cannons

Arc: 10 bow, 5 port, 5 stern

Scale: Capital

Fire Control: 4D

Space Range: 1-2/3/5

Damage: 20

10 Tractor Beam Projectors

Arc: 6 bow, 2 port, 2 stern

Scale: Capital

Fire Control: 4D

Space Range: 1/2/3

Damage: 30

Onboard Craft:

20 AT-AT Walkers

30 AT-ST Walkers

2 TIE Fighter Squadrons

3 TIE Interceptor Squadrons

1 Scimitar Assault Bomber Squadron

10 Lambda Class Shuttles

10 Assault Gunboats

15 Stormtrooper Transports

Victory I-class Star Destroyer

Craft: Rendili StarDrive's Victory I

Type: Victory-class Star Destroyer

Scale: Capital

Length: 900 meters

Crew: 4,798

Passengers: 2,040 (troops)

Cargo Capacity: 8,100 metric tons

Consumables: 4 years

Cost: 1,800 MC

Hyperdrive Multiplier: x1

Hyperdrive Backup: x15

Nav Computer: Yes

Sublight Speed: 4

Maneuverability: 1

Power Systems: 2,250 points

Hull: 1,800 points

Shields: 1,500 points

Sensors:

Passive: 40/1D

Scan: 70/2D

Search: 150/3D

Focus: 4/3D+2

Weapons:

10 Quad Turbolaser Batteries

Arc: 5 port, 5 starboard

Scale: Capital

Fire Control: 4D

Space Range: 2-3/5/7

Damage: 25

40 Double Turbolaser Batteries

Arc: 10 bow, 15 port, 15 starboard

Scale: Capital

Fire Control: 3D

Space Range: 2-4/6/8

Damage: 14

80 Concussion Missile Tube Launchers

Arc: 20 bow, 20 port, 20 starboard, 20 stern

Scale: Not Applicable

Fire Control: 2D

Space Range: 2/5/7

Damage: 45

10 Tractor Beam Projectors

Arc: 6 bow, 2 port, 2 starboard

Scale: Capital

Fire Control: 4D

Space Range: 1/2/3

Damage: 25

Onboard Craft:

2 TIE Fighter Squadrons

4 Lambda Class Shuttles

Victory II-class Star Destroyer

Craft: Rendili StarDrive's Victory II

Type: Victory-class Star Destroyer

Scale: Capital

Length: 900 meters

Crew: 5,881

Passengers: 1,600 troops

Cargo Capacity: 8,100 metric tons

Consumables: 4 years

Cost: 2,095 MC

Hyperdrive Multiplier: x1

Hyperdrive Backup: x15

Nav Computer: Yes

Sublight Speed: 6

Maneuverability: 1

Power Systems: 2,250 points

Hull: 2,095 points

Shields: 1,350 points

Sensors:

Passive: 40/1D

Scan: 70/2D

Search: 150/3D

Focus: 4/3D+2

Weapons:

20 Turbolaser Batteries

Arc: 10 bow, 5 port, 5 starboard

Scale: Capital

Fire Control: 1D

Space Range: 2-4/6/8

Damage: 35

20 Double Turbolaser Cannons

Arc: 5 bow, 5 port, 5 starboard, 5 stern

Scale: Capital

Fire Control: 2D

Space Range: 2-5/6/8

Damage: 25

10 Ion Cannons

Arc: 2 bow, 3 port, 3 starboard, 2 stern

Scale: Capital

Fire Control: 4D

Space Range: 1-2/3/5

Damage: 20

10 Tractor Beam Projectors

Arc: 6 bow, 2 port, 2 starboard

Scale: Capital

Fire Control: 2D

Space Range: 1/2/3

Damage: 30

Onboard Craft:

2 TIE Interceptor Squadrons

4 Lambda Class Shuttles

Interdictor Cruiser

Craft: Sienar Fleet Systems Immobilizer-418

Type: Interdictor-class heavy crusier

Scale: Capital

Length: 600 meters

Crew: 2,783

Passengers: 80 (troops)

Cargo Capacity: 5,500 metric tons

Consumables: 1.2 years

Cost: 1,500 MC

Hyperdrive Multiplier: x2

Hyperdrive Backup: x8

Nav Computer: Yes

Sublight Speed: 6

Maneuverability: 1

Power Systems: 1,500 points

Hull: 1,500 points

Shields: 600 points

Sensors:

Passive: 30/1D

Scan: 75/2D

Search: 150/3D

Focus: 5/4D

Weapons:

20 Quad Laser Cannons

Arc: 10 bow, 5 port, 5 starboard

Scale: Starfighter

Fire Control: 2D

Space Range: 1-2/3/4

Damage: 25

4 Gravity Well Projectors

Arc: Turret

Scale: Not Applicable

Fire Control: 6D

Space Range: 1-5/8/15

Damage: Blocks hyperspace travel

Onboard Craft:

1 TIE Interceptor Squadron

1 TIE Fighter Squadron

2 Lambda Class shuttles

Dreadnaught Cruiser

Craft: Rendili StarDrive's Dreadnaught

Type: Heavy Cruiser

Scale: Capital

Length: 600 meters

Crew: 16,113

Passengers: 3,000 (troops)

Cargo Capacity: 9,000 metric tons

Consumables: 2 years

Cost: 1,700 MC

Hyperdrive Multiplier: x2

Hyperdrive Backup: x18

Nav Computer: Yes

Sublight Speed: 4

Maneuverability: 1

Power Systems: 1,500 points

Hull: 1,700 points

Shields: 700 points

Sensors:

Passive: 30/0D

Scan: 50/1D

Search: 100/2D

Focus: 4/3D

Weapons:

10 Turbolaser Cannons

Arc: 5 port, 5 starboard

Scale: Capital

Fire Control: 3D

Space Range: 2-4/6/8

Damage: 12

20 Quad Turbolaser Cannons

Arc: 6 bow, 7 port, 7 starboard

Scale: Capital

Fire Control: 2D

Space Range: 2-3/6/8

Damage: 25

10 Turbolaser Batteries

Arc: 5 bow, 5 stern

Scale: Capital

Fire Control: 1D

Space Range: 2-3/4/6

Damage: 35

Onboard Craft:

1 TIE Fighter Squadron

Carrack Light Crusier

Craft: Damorian Manufacturing's Carrack-class light crusier

Type: Light Cruiser

Scale: Capital

Length: 350 meters

Crew: 1,007

Passengers: 142 (troops)

Cargo Capacity: 3,500 metric tons

Consumables: 1 year

Cost: 875 MC

Hyperdrive Multiplier: x1

Hyperdrive Backup: x12

Nav Computer: Yes

Sublight Speed: 8

Maneuverability: 2

Power Systems: 875 points

Hull: 875 points

Shields: 465 points

Sensors:

Passive: 30/0D

Scan: 50/1D

Search: 100/2D

Focus: 4/3D

Weapons:

10 Heavy Turbolasers

Arc: 2 bow, 3 port, 3 starboard, 3 stern

Scale: Capital

Fire Control: 1D

Space Range: 2-4/5/7

Damage: 35

20 Laser Cannons

Arc: 4 bow, 6 port, 6 starboard, 4 stern

Scale: Starfighter

Fire Control: 3D

Space Range: 1/2/3

Damage: 10

5 Tractor Beam Projectors

Arc: 1 bow, 2 port, 2 starboard

Scale: Capital

Fire Control: 2D

Space Range: 1/2/3

Damage: 20

Onboard Craft:

4 TIE Fighters

Lancer Frigate

Craft: Kuat Drive Yards's Lancer-class Frigate

Type: Anti-starfighter screening vessel

Scale: Capital

Length: 250 meters

Crew: 810

Passengers: 40 (troops)

Cargo Capacity: 300 metric tons

Consumables: 1 week

Cost: 500 MC

Hyperdrive Multiplier: x2

Hyperdrive Backup: x15

Nav Computer: Yes

Sublight Speed: 4

Maneuverability: 1

Power Systems: 625 points

Hull: 500 points

Shields: 335 points

Sensors:

Passive: 35/1D

Scan: 60/1D

Search: 100/2D

Focus: 3/2D+1

Weapons:

20 Quad Laser Cannons

Arc: 5 bow, 5 port, 5 starboard, 5 stern

Scale: Starfighter

Fire Control: 4D

Space Range: 1/2/3

Damage: 18

Escort Carrier

Craft: Kuat Drive Yards' Escort Carrier

Type: Heavy starfighter/shuttle carrier

Scale: Capital

Length: 500 meters

Crew: 3,485

Passengers: 800 (troops)

Cargo Capacity: 500 metric tons

Consumables: 9 months

Cost: 1,835 MC

Hyperdrive Multiplier: x1

Hyperdrive Backup: x12

Nav Computer: Yes

Sublight Speed: 4

Maneuverability: 1

Power System: 1,250 points

Hull: 1,835 points

Shields: 500 points

Sensors:

Passive: 30/0D

Scan: 50/1D

Search: 100/2D

Focus: 4/3D

Weapons:

10 Twin Laser Cannons

Arc: 2 bow, 3 port, 3 starboard, 2 stern

Scale: Starfighter

Fire Control: 3D

Space Range: 1/2/3

Damage: 15

Onboard Craft:

3 TIE Fighter Squadrons

2 TIE Interceptor Squadrons

1 TIE Bomber Squadron

4 Lambda Class shuttles

5 Assault Gunboats

Strike Cruiser

Craft: Loronar Strike Cruiser

Type: Strike-class medium crusier

Scale: Capital

Length: 450 meters

Crew: 1,972

Passengers: 340 (troops)

Cargo Capacity: 6,000 metric tons

Consumables: 1.5 years

Cost: 1,350 MC

Hyperdrive Multiplier: x2

Hyperdrive Backup: x12

Nav Computer: Yes

Sublight Speed: 6

Maneuverability: 2

Power System: 1,125 points

Hull: 1,350 points

Shields: 600 points

Sensors:

Passive: 30/0D

Scan: 50/1D

Search: 100/2D

Focus: 4/3D

Weapons:

20 Turbolasers

Arc: 5 bow, 5 port, 5 starboard, 5 stern

Scale: Capital

Fire Control: 2D

Space Range: 2-4/6/8

Damage: 25

10 Turbolaser Batteries

Arc: 4 bow, 3 port, 3 starboard

Scale: Capital

Fire Control: 1D

Space Range: 2-4/6/8

Damage: 35

10 Ion Cannons

Arc: 4 bow, 3 port, 3 starboard

Scale: Capital

Fire Control: 4D

Space Range: 1/2/3

Damage: 20

10 Tractor Beam Projectors

Arc: 2 bow, 3 port, 3 starboard, 2 stern

Scale: Capital

Fire Control: 2D

Space Range: 1/2/3

Damage: 20

Onboard Craft:

1 TIE Interceptor Squadron

2 AT-ST's

1 AT-AT

2 Lambda Class shuttles

System Patrol Craft

Craft: Sienar Fleet Systems IPV 1

Type: Inter-system patrol/customs craft

Scale: Capital

Length: 120 meters

Crew: 4

Passengers: 10 (troops)

Cargo Capacity: 200 metric tons

Consumables: 3 months

Cost: 186 MC

Hyperdrive Multiplier: None

Hyperdrive Backup: None

Nav Computer: None

Sublight Speed: 7

Maneuverability: 2

Power Systems: 300 points

Hull: 186 points

Shields: 180 points

Sensors:

Passive: 40/1D

Scan: 80/1D+2

Search: 130/2D

Focus: 4/3D

Weapons:

5 Turbolaser Cannons

Arc: Turret

Scale: Capital

Fire Control: 2D

Space Range: 2-4/6/8

Damage: 20

Enforcer-class Picket Cruiser

Craft: Sienar/KDY Enforcer-class Picket Cruiser

Type: Heavy Cruiser

Scale: Capital

Length: 600 meters

Crew: 3,000

Passengers: 300 (troops)

Cargo Capacity: 10,000 metric tons

Consumables: 2 years

Cost: 1,500 MC

Hyperdrive Multiplier: x2

Hyperdrive Backup: x10

Nav Computer: Yes

Sublight Speed: 6

Maneuverability: 2

Power Systems: 1,500 points

Hull: 1,500 points

Shields: 900 points

Sensors:

Passive: 50/1D

Scan: 100/3D

Search: 200/4D

Focus: 6/4D+2

Weapons:

10 Turbolaser Batteries

Arc: 4 bow, 3 port, 3 starboard

Scale: Capital

Fire Control: 4D

Space Range: 2-4/6/8

Damage: 15

10 Quad Laser Cannons

Arc: 4 bow, 2 port, 2 starboard, 2 stern

Scale: Starfighter

Fire Control: 2D

Space Range: 1/2/3

Damage: 20

6 Ion Cannon Batteries

Arc: 2 bow, 1 port, 1 starboard, 1 stern

Scale: Capital

Fire Control: 3D

Space Range: 1/2/3

Damage: 15

4 Tractor Beam Projectors

Arc: 2 bow, 1 port, 1 starboard

Scale: Capital

Fire Control: 2D+2

Space Range: 1/2/3

Damage: 20

Concealer Prison Ship

Craft: Seinar Fleet Systems Concealer-class Prison Ship

Type: Prison transport ship

Scale: Starfighter

Length: 50 meters

Crew: 3

Passengers: 15 (guards), 60 (prisoners)

Cargo Capacity: 25 metric tons

Consumables: 2 months

Cost: 92 MC

Hyperdrive Multiplier: x2

Hyperdrive Backup: x15

Nav Computer: Yes

Sublight Speed: 3

Maneuverability: 1

Power Systems: 100 points

Hull: 92 points

Shields: 60 points

Sensors:

Passive: 20/0D

Scan: 40/1D

Search: 75/2D

Focus: 3/2D+2

Weapons:

6 Laser Turrets

Arc: Turret

Scale: Starfighter

Fire Control: 2D

Space Range: 1/2/3

Damage: 16

Imperial Dungeon Ship

Craft: Rendili StarDrive's Lictor-class

Type: Mandalorian Dungeon Ship

Scale: Capital

Length: 764 meters

Crew: 860

Passengers: 400 wardens, 8,000 prisoners in standard cells, 1,000 prisoners in special cells

Cargo Capacity: 1,500 metric tons

Consumables: 2 months

Cost: 1,910 MC

Hyperdrive Multiplier: x2

Nav Computer: Limited to two jumps before reprogramming

Sublight Speed: 3

Maneuverability: 3

Power Systems: 1,910 points

Hull: 1,910 points

Shields: 635 points

Sensors:

Passive:40/0D

Scan: 75/1D

Search: 150/3D

Focus: 4/4D+2

Weapons:

10 Quad Turbolaser Batteries

Arc: 2 bow, 4 port, 4 starboard

Scale: Capital

Fire Control: 2D

Space Range: 2-4/6/8

Damage: 20

2 Tractor Beam Projectors

Arc: 1 bow/port, 1 stern/starboard

Scale: Capital

Fire Control: 2D

Space Range: 1/2/3

Damage: 20

TIE Incom Starfighter

Craft: Sienar Fleet Systems TIE/In

Type: Space superiority starfighter

Scale: Starfighter

Length: 6.3 meters

Crew: 1

Cargo Capacity: 65 kilograms

Consumables: 2 days

Cost: 100 MC per squadron

Maneuverability: 2

Sublight Speed: 10

Power Systems: 13 points

Hull: 5 points

Sensors:

Passive: 20/0D

Scan: 40/1D

Search: 60/2D

Focus: 3/3D

Weapons:

2 Laser Cannons

Arc: Bow

Fire Control: 2D

Range: 1

Damage: 10

TIE Interceptor

Craft: Sienar Fleet Systems TIE Interceptor

Type: Space superiority starfighter

Scale: Starfighter

Length: 6.6 meters

Crew: 1

Cargo Capacity: 75 kilograms

Consumables: 2 days

Cost: 120 MC per squadron

Maneuverability: 4

Sublight Speed: 14

Power Systems: 13 points

Hull: 8 points

Sensors:

Passive: 25/1D

Scan: 40/2D

Search: 60/3D

Focus: 4/3D+2

Weapons:

4 Laser Cannons

Arc: Bow

Fire Control: 3D

Range: 1

Damage: 8

TIE Bomber

Craft: Sienar Fleet Systems TIE Bomber

Type: Dedicated light space bomber

Scale: Starfighter

Length: 7.8 meters

Crew: 1

Cargo Capacity: 15 metric tons (bomb bay)

Consumables: 2 days

Cost: 140 MC per squadron

Maneuverability: 2

Sublight Speed: 6

Power Systems: 16 points

Hull: 14 points

Sensors:

Passive: 20/0D

Scan: 35/1D

Search: 50/2D

Focus: 3/2D+2

Weapons:

2 Laser Cannons

Arc: Bow

Fire Control: 2D

Range: 1

Damage: 6

2 Proton Torpedo Launchers

Arc: Bow

Fire Control: 3D+2

Range: 1/2/3

Damage: 18

TIE Advanced

Craft: Sienar Fleet Systems TIE Advanced

Type: Space superority starfighter

Scale: Starfighter

Length: 10 meters

Crew: 1

Cargo Capacity: 100 kilograms

Consumables: 2 days

Cost: 145 MC per squadron

Hyperdrive Multiplier: x1

Maneuverability: 4

Sublight Speed: 12

Power Systems: 20 points

Hull: 12 points

Shields: 8 points

Sensors:

Passive: 20/0D

Scan: 35/1D

Search: 50/2D

Focus: 3/2D+2

Weapons:

4 Laser Cannons

Arc: Bow

Fire Control: 3D

Range: 1

Damage: 8

2 Concussion Missile Launchers

Arc: Bow

Fire Control: 3D+2

Range: 1/2/3

Damage: 18

Scimitar Assault Bomber

Craft: Sienar Fleet Systems Scimitar

Type: Assault bomber

Scale: Starfighter

Length: 13.8 meters

Crew: 2

Cargo Capacity: 200 kilograms

Consumables: 2 days

Cost: 280 MC per squadron

Hyperdrive Multiplier: x1

Maneuverability: 2

Sublight Speed: 9

Power Systems: 28 points

Hull: 30 points

Shields: 12 points

Sensors:

Passive: 20/0D

Scan: 40/1D

Search: 60/2D

Focus: 3/3D

Weapons:

2 Laser Cannons

Arc: Bow

Fire Control: 2D

Range: 1

Damage: 8

3 Proton Torpedo Launchers

Arc: Bow

Fire Control: 3D+2

Range: 1/2/3

Damage: 18

Assault Gunboat

Craft: Cygnus Spaceworks' Alpha Class XG-1 Star Wing

Type: Assault fighter / gunboat

Scale: Starfighter

Length: 15 meters

Crew: 1

Cargo Capacity: 200 kilograms

Consumables: 1 week

Cost: 220 MC per squadron

Hyperdrive Multiplier: x1

Maneuverability: 2

Sublight Speed: 8

Power Systems: 30

Hull: 18 points

Shields: 26 points

Sensors:

Passive: 20/0D

Scan: 40/1D

Search: 60/2D

Focus: 3/3D

Weapons:

2 Laser Cannons

Arc: Bow

Fire Control: 2D

Range: 1

Damage: 10

2 Ion Cannons

Arc: Bow

Fire Control: 2D

Range: 1

Damage: 10

2 Proton Torpedo Launchers

Arc: Bow

Fire Control: 1D

Range: 1/2/3

Damage: 18

GAT-12j Skipray

Craft: Sienar Fleet Systems GAT-12j Skipray

Type: Defense/Patrol blastboat

Scale: Starfighter

Length: 25 meters

Crew: 2

Cargo Capacity: 20 metric tons

Consumables: 1 month

Cost: 475 MC per squadron

Hyperdrive Multiplier: x2

Nav Computer: Limited to 4 jumps

Maneuverability: 2 (3 in atmosphere)

Sublight Speed: 8

Atmosphere: 415; 1200 kph

Power Systems: 50 points

Hull: 23 points

Shields: 20 points

Sensors:

Passive: 40/1D

Scan: 80/2D

Search: 100/3D

Focus: 6/4D

Weapons:

3 Medium Ion Cannons

Arc: Bow

Fire Control: 3D

Range: 1

Damage: 5

4 Heavy Laser Cannons

Arc: Turret

Fire Control: 1D

Range: 1

Damage: 12

1 Proton Torpedo Launcher

Arc: Bow

Fire Control: 2D

Range: 1/2/3

Damage: 18

2 Concussion Missile Launchers

Arc: Bow

Fire Control: 1D

Range: 1/2/3

Damage: 14

Stormtrooper Transport

Craft: Kuat Drive Yard's Delta-432 Shuttle

Type: Stormtrooper-class Transport

Scale: Starfighter

Length: 20 meters

Crew: 5

Passengers: 30 troops

Cargo Capacity: 100 metric tons

Consumables: 2 weeks

Cost: 35 MC per ship

Hyperdrive Multiplier: x1

Hyperdrive Backup: x10

Nav Computer: Yes

Maneuverability: 1

Sublight Speed: 5

Power Systems: 40 points

Hull: 35 points

Shields: 25 points

Weapons:

8 Heavy Laser Cannons

Arc: Turret

Fire Control: 2D

Space Range: 1

Damage: 10

4 Medium Ion Cannons

Arc: Bow

Fire Control: 3D+1

Space Range: 1

Damage: 5


Neutral
Help created with evaluation version of HelpMaker 2.1

Neutral

List Compiled by Gaqqu and VZarrin

Note: Onboard Starfighter Types are determined by which technology you have. See the HGM for details if you are unsure.

Modified Nebulon-B Frigate

Craft: Kuat Drive Yards' Nebulon-B Frigate

Type: Escort Starship

Scale: Capital

Length: 250 meters

Crew: 920

Passengers: 75 (troops)

Cargo Capacity:  6,000 metric tons

Consumables: 2 years

Cost: 540 MC

Hyperdrive Rating: x2

Hyperdrive Backup: x12

Nav Computer: Yes

Sublight Speed: 4

Maneuverability: 1

Power Systems: 625 points

Hull: 540 points

Shields: 375 points

Sensors:

Passive: 20/0D

Scan: 40/0D

Search: 80/1D

Focus: 2/2D

Weapon Systems:

24 Taim & Bak XI-7 Turbo Lasers

Arc: 12 bow, 6 port, 6 starboard

Scale: Capital

Range: 2-4/6/8

Fire Control: 3D

Damage: 20

18 Borstel RH-8 Laser Cannons

Arc: 9 bow, 3 port, 3 starboard, 3 stern

Scale: Starfighter

Range: 1/2/3

Fire Control: 2D

Damage: 10

2 Phylon Q-7 Tractor Beam Projectors

Arc: 2 bow

Scale: Capital

Range: 1/2/3

Fire Control: 2D

Damage: 20

Onboard Craft:

3 Starfighter Squadrons

Nebulon-B Frigate

Craft: Kuat Drive Yards' Nebulon-B Frigate

Type: Escort Starship

Scale: Capital

Length: 300 meters

Crew: 854

Cargo Capacity: 6,000 metric tons

Consumables:  2 years

Cost: 550 MC

Hyperdrive Rating: x2

Hyperdrive Backup: x12

Sublight Speed: 4

Maneuverability: 1

Power Systems: 750 points

Hull: 550 points

Shields: 300 points

Sensors:

Passive: 20/0D

Scan: 40/0D

Search: 80/1D

Focus: 2/2D

Weapon Systems:

12 Turbolaser Batteries

Arc: 6 bow, 3 port, 3 starboard

Scale: Capital

Range: 2-4/6/8

Fire Control: 3D

Damage: 20

12 Laser Cannons

Arc: 6 bow, 2 port, 2 starboard, 2 stern

Scale: Starfighter

Range: 1/2/3

Fire Control: 2D

Damage: 10

2 Tractor Beam Projectors

Arc: 2 bow

Scale: Capital

Range: 1/2/3

Fire Control: 2D

Damage: 20

Onboard Craft:

2 Starfighter Squadrons

2 Lambda-class Shuttles

Corellian Gunship

Craft: Corellian Engineering Corporation Gunship

Type: Mid-sized anti-starfighter warship

Scale: Capital

Length: 120 meters

Crew: 45

Passengers: None

Cargo Capacity: 300 metric tons

Consumables: 8 months

Cost: 276 MC

Hyperdrive Multiplier: x2

Hyperdrive Backup: x16

Nav Computer: Yes

Sublight Speed: 7

Maneuverability: 2

Power Systems: 300 points

Hull: 276 points

Shields: 138 points

Sensors:

Passive: 20/0D

Scan: 40/0D

Search: 80/1D

Focus: 2/2D

Weapons:

8 Double Turbolaser Cannons

Arc: 2 bow, 3 port, 3 starboard

Scale: Capital

Fire Control: 3D

Range: 2-5/6/8

Damage: 23

6 Quad Laser Cannons

Arc: 3 port, 3 starboard

Scale: Starfighter

Fire Control: 3D

Range: 1/2/3

Damage: 25

4 Concussion Missile Tubes

Arc: 2 bow, 2 stern

Scale: Not Applicable

Fire Control: 3D

Range: 1-2/3/6

Damage: 45

Modified Corellian Corvette

Craft: Corellian Engineering Corporation Corvette

Type: Multi-purpose mid-sized vessel

Scale: Capital

Length: 150 meters

Crew: 30 to 165, depending upon configuration

Passengers: Up to 600 depending upon configuration

Cargo Capacity: 3,000 metric tons

Consumables: 1 year

Cost: 410 MC

Hyperdrive Multiplier: x2

Hyperdrive Backup: None

Nav Computer: Yes

Sublight Speed: 6

Maneuverability: 2

Power Systems: 440 points

Hull: 410 points

Shields: 175 points

Sensors:

Passive: 40/1D

Scan: 80/2D

Search: 100/3D

Focus: 5/4D

Weapons:

9 Double Turbolaser Cannons

Arc: 4 bow, 2 port, 2 starboard, 1 stern

Scale: Capital

Fire Control: 3D

Range: 2-4/6/8

Damage: 25

Corellian Corvette

Craft: Corellian Engineering Corporation Corvette

Type: Multi-purpose mid-sized vessel

Scale: Capital

Length: 150 meters

Crew: 30 to 165, depending upon configuration

Passengers: Up to 600 depending upon configuration

Cargo Capacity: 3,000 metric tons

Consumables: 1 year

Cost: 300 MC

Hyperdrive Multiplier: x2

Hyperdrive Backup: None

Nav Computer: Yes

Sublight Speed: 6

Maneuverability: 2

Power Systems: 375 points

Hull: 300 points

Shields: 150 points

Sensors:

Passive: 40/1D

Scan: 80/2D

Search: 100/3D

Focus: 5/4D

Weapons:

6 Double Turbolaser Cannons

Arc: 3 bow, 1 port, 1 starboard, 1 stern

Scale: Capital

Fire Control: 3D

Range: 2-4/6/8

Damage: 23

Bayonet Light Cruiser

Craft: Sienar Fleet Systems Bayonet-class

Type: Light Cruiser

Scale: Capital

Length: 200 meters

Crew: 120

Passengers: 48 (troops)

Cargo Capacity: 3,500 metric tons

Consumables: 1 year

Cost: 400 MC

Hyperdrive Multiplier: x1

Hyperdrive Backup: x10

Nav Computer: Yes

Sublight Speed: 8

Maneuverability: 2

Power Systems: 500 points

Hull: 400 points

Shields: 260 points

Sensors:

Passive: 40/1D

Scan: 80/3D

Search: 160/4D

Focus: 6/3D+2

Weapons:

8 Heavy Turbolasers

Arc: 2 bow, 3 port, 3 starboard

Scale: Capital

Fire Control: 2D

Range: 2-4/6/8

Damage: 35

6 Laser Cannons

Arc: 2 bow, 2 port, 2 starboard

Scale: Starfighter

Fire Control: 3D

Space Range: 1/2/3

Damage: 10

2 Tractor Beam Projectors

Arc: 2 bow

Scale: Capital

Fire Control: 2D

Space Range: 1/2/3

Damage: 20

Fleet Carrier

Craft: SoruSuub Quasar Fire-class Cruiser-Carrier

Type: Bulk cruiser

Scale: Capital

Length: 350 meters

Crew: 96

Passengers: 140 (starfighter technicians) - 85 (troops)

Cargo Capacity: 48 starfighters or 4,000 metric tons

Consumables: 1 year

Cost: 630 MC

Hyperdrive Multiplier: x2

Hyperdrive Backup: x12

Nav Computer: Yes

Sublight Speed: 5

Maneuverability: 1

Power Systems: 875 points

Hull: 630 points

Shields: 105 points

Sensors:

Passive: 30/1D

Scan: 60/1D+2

Search: 90/2D

Focus: 3/3D

Weapons:

2 Laser Cannons

Arc: Turret

Scale: Starfighter

Fire Control: 1D+1

Range: 1/2/3

Damage: 20

Onboard Craft:

4 Starfighter Squadrons

Imperial Star Galleon

Craft: Kuat Drive Yards' Star Galleon

Type: Cargo/escort frigate

Scale: Capital

Length: 300 meters

Crew: 130

Passengers: 300 (troops)

Cargo Capacity: 100,000 metric tons

Consumables: 6 months

Cost: 850 MC

Hyperdrive Multiplier: x2

Hyperdrive Backup: x15

Nav Computer: Yes

Sublight Speed: 3

Maneuverability: 1

Power Systems: 750 points

Hull: 850 points

Shields: 300 points

Sensors:

Passive: 15/1D

Scan: 45/1D+2

Search: 90/2D

Focus: 3/2D+1

Weapons:

10 Turbolasers

Arc: 5 port, 5 starboard

Scale: Capital

Fire Control: 3D

Range: 2-4/6/8

Damage: 20

Concussion Missile Launcher

Arc: bow

Scale: Not Applicable

Fire Control: 5D

Range: 1/2/3

Damage: 25

Atmospheric Gas Mining Ship

Craft: Corellian Engineering Garman-class Gas Miner

Type: Atmospheric mining vessel

Scale: Capital

Length: 300 meters

Crew: 300

Passengers: 20

Cargo Capacity: 70,000 metric tons

Consumables: 2 years

Cost: 450 MC

Hyperdrive Multiplier: x2

Hyperdrive Backup: x8

Nav Computer: Yes

Sublight Speed: 4

Maneuverability: Zero

Power Systems: 750 points

Hull: 450 points

Shields: 300 points

Sensors:

Passive: 3, 3 km/1D

Scan: 6, 6 km/1D+2

Search: 10, 10 km/2D

Focus: 1, 1 km/3D

Weapons:

4 Quad Laser Cannons

Arc: 1 bow, 1 port, 1 starboard, 1 stern

Scale: Starfighter

Fire Control: 2D

Range: 1/2/3

Damage: 11

Asteroid Mining Ship

Craft: KDY's Asteroid Prospector AP-300

Type: Asteroid mining starship

Scale: Capital

Length: 300 meters

Crew: 500

Passengers: 50

Cargo Capacity: 80,000 metric tons

Consumables: 2 years

Cost: 750 MC

Hyperdrive Multiplier: x3

Hyperdrive Backup: x15

Nav Computer: Yes

Sublight Speed: 4

Maneuverability: 1

Power Systems: 750 points

Hull: 750 points

Shields: 450 points

Sensors:

Passive: 45/1D

Scan: 70/2D

Search: 120/2D+2

Focus: 5/3D

Weapons:

8 Laser Cannons

Arc: 2 bow, 2 port, 2 starboard, 2 stern

Scale: Starfighter

Fire Control: 2D+2

Range: 1/2/3

Damage: 15

4 Tractor Beam Projectors

Arc: 2 bow, 1 port, 1 starboard

Scale: Capital

Fire Control: 4D

Range: 1/2/3

Damage: 20

Superlift Ore Hauler

Craft: Corellian Engineering Superlift Ore Hauler

Type: Medium ore hauler

Scale: Capital

Length: 155 meters

Crew: 10

Passengers: 5

Cargo Capacity: 90,000 metric tons

Consumables: 3 months

Cost: 202 MC

Hyperdrive Multiplier: x4

Hyperdrive Backup: x20

Nav Computer: Limited to 4 jumps

Sublight Speed: 2

Maneuverability: 1

Power Systems: 388 points

Hull: 202 points

Shields: 78 points

Sensors:

Passive: 20/0D

Scan: 30/1D

Search: 40/1D+2

Focus: 1/2D

Luxury Ship

Craft: SoroSuub Luxury 3000

Type: Private Space Yacht

Scale: Starfighter

Length: 50 meters

Crew: 1

Passengers: 10

Cargo Capacity: 100 metric tons

Consumables: 1 month

Cost: 52 MC

Hyperdrive Miltiplier: x2

Hyperdrive Backup: x14

Sublight Speed: 7

Maneuverability: 1

Power Systems: 100

Hull: 52 points

Shields: 20 points

Sensors:

Passive: 25/1D

Scan: 50/2D

Search: 75/2D+2

Focus: 3/3D

Weapons:

1 Laser Cannon

Arc: Turret

Scale: Starfighter

Fire Control: 2D

Range: 1/2/3

Damage: 12

Bulk Freighter

Craft: Corellian Action V Transport

Type: Medium bulk freighter

Scale: Capital

Length: 115 meters

Crew: 10

Cargo Capacity: 80,500 metric tons

Consumables: 3 months

Cost: 150 MC

Hyperdrive Mutiplier: x4

Maneuverability: Zero

Sublight Speed: 2

Power Systems: 288 points

Hull: 150 points

Shields: 78 points

Sensors:

Passive: 20/0D

Scan: 30/1D

Search: 40/1D

Fcous: 1/1D

Drop-Ship

Craft: Meller & Dax MT/191 Drop-Ship

Type: Special-purpose shuttle and troop transport

Scale: Starfighter

Length: 53 meters

Crew: 1

Passengers: 160 (troops)

Cargo Capacity: 200 metric tons

Consumables: 1 day

Cost: 84 MC per 5

Maneuverability: Zero

Sublight Speed: 10 (during drop), 2 (on return flight)

Power Systems: 105 points

Hull: 84 points

Shields: 21 points

Sensors:

Passive: 10/0D

Scan: 20/1D

Search: 30/1D+2

Focus: 1/2D+2

Weapons:

Light Laser Cannon

Arc: 1 bow

Scale: Starfighter

Fire Control: 1D

Range: 1/2/3

Damage: 4

Luxury Liner

Craft: Shobquix Yards Lady-class Luxury Liner

Type: Luxury Passenger Liner

Scale: Capital

Length: 310 meters

Crew: 117

Passengers: 600

Cargo Capacity: 1,000 metric tons

Consumables: 300 days

Cost: 310 MC

Hyperdrive Multiplier: x2

Hyperdrive Backup: x20

Nav Computer: Yes

Sublight Speed: 6

Maneuverability: Zero

Power Systems: 775 points

Hull: 310 points

Shields: None

Sensors:

Passive: 20/0D

Scan: 30/1D

Search: 40/2D

Focus: 2/2D+2

Weapons:

4 Twin Blaster Cannons

Arc: Turret

Scale: Starfighter

Fire Control: 1D

Range: 1/2/3

Damage: 20

Rin Assid Bulk Hauler

Craft: EoBaam Shipping Lines Rin Assid Bulk Hauler

Type: Bulk cargo transport

Scale: Capital

Length: 350 meters

Crew: 15

Passengers: 10

Cargo Capacity: 100,000 metric tons

Consumables: 3 months

Cost: 525 MC

Hyperdrive Multiplier: x5

Hyperdrive Backup: x15

Nav Computer: Limited to 4 jumps

Sublight Speed: 1

Maneuverability: Zero

Power Systems: 875 points

Hull: 525

Shields: 175

Sensors:

Passive: 5/+1

Scan: 15/1D

Search: 25/1D+1

Focus: 1/2D

Scout Ship

Craft: Incom A-24 Sleuth

Type: Scout ship

Scale: Starfighter

Length: 14 meters

Crew: 1

Passengers: 1

Cargo Capacity: Two metric tons

Consumables: 3 months

Cost: 20 MC

Hyperdrive Multiplier: x1

Hyperdrive Backup: x10

Nav Computer: Yes

Sublight Speed: 8

Maneuverability: 2

Atmosphere: 350, 1000 kph

Power Systems: 28 points

Hull: 20 points

Shields: 11 points

Sensors:

Passive: 20/0D

Scan: 35/1D

Search: 40/2D

Focus: 2/3D

Weapons:

2 Laser Cannons

Arc: 2 bow

Scale: Starfighter

Fire Control: 2D+1

Range: 1/2/3

Damage: 20

Transport Ship

Craft: Kuat Drive Yards Super Transport XI

Type: Large container ship

Scale: Capital

Length: 840 meters

Crew: 100

Passengers: None

Cargo Capacity: 10 million cubic meters

Consumables: 500 days

Cost: 1,260 MC

Hyperdrive Multiplier: x3

Hyperdrive Backup: x9

Nav Computer: Yes

Sublight Speed: 2

Maneuverability: Zero

Power Systems: 2,100 points

Hull: 1,260 points

Shields: 840 points

Sensors:

Passive: 15/1D

Scan: 25/2D

Search: 50/2D+2

Focus: 4/4D

Weapons:

20 Quad Laser Cannons

Arc: 5 bow, 5 port, 5 starboard, 5 stern

Scale: Starfighter

Fire Control: 2D

Range: 1/2/3

Damage: 20

1 Tractor Beam

Arc: 1 bow

Scale: Capital

Fire Control: 4D

Range: 1/2/3

Damage: 20

Medium Transport

Craft: Gallofree Yards Transport

Type: Medium transport

Scale: Capital

Length: 90 meters

Crew: 6

Cargo Capacity: 19,000 metric tons

Consumables: 6 months

Cost: 90 MC

Hyperdrive Multiplier: x4

Sublight Speed: 2

Maneuverability: Zero

Power Systems: 225 points

Hull: 90 points

Shields: 45 points

Sensors:

Passive: 10/0D

Scan: 25/1D

Search: 40/2D

Focus: 2/3D

Weapons:

4 Twin Laser Cannons

Arc: Turret

Scale: Starfighter

Fire Control: 1D

Space Range: 1/2/3

Damage: 20

Z-95 Headhunter

Craft: Incom/Subpro Z-95 Headhunter

Type: Multi-purpose starfighter

Scale: Starfighter

Length: 11.8 meters

Crew: 1

Cargo Capacity: 85 kilograms

Consumables: 1 day

Cost: 228 MC per squadron

Maneuverability: 1

Sublight Speed: 7

Power Systems: 24 points

Hull: 19 points

Shields: 5 points

Sensors:

Passive: 15/0D

Scan: 25/1D

Search: 40/2D

Focus: 1/2D

Weapons:

2 Triple Blasters

Arc: Bow

Fire Control: 1D

Range: 1

Damage: 6

2 Concussion Missile Launchers

Arc: Bow

Fire Control: 1D

Range: 1/2/3

Damage: 14

R-41 Starchaser

Craft: Incom R-41 Starchaser

Type: Multi-purpose starfighter

Scale: Starfighter

Length: 15 meters

Crew: 1

Cargo Capacity: 75 kilograms

Consumables: 1 day

Cost: 220 MC per squadron

Maneuverability: 1

Sublight Speed: 7

Power Systems: 30 points

Hull: 20 points

Shields: 6 points

Sensors:

Passive: 15/0D

Scan: 25/1D

Search: 40/2D

Focus: 1/2D

Weapons:

2 Laser Cannons

Arc: Bow

Fire Control: 1D

Range: 1

Damage: 6

2 Light Ion Cannons

Arc: Bow

Fire Control: 1D

Range: 1/2/3

Damage: 5

CloakShape Fighter

Craft: Kuat System Engineering CloakShape Fighter

Type: Stock multi-purpose starfighter

Scale: Starfighter

Length: 15 meters

Crew: 1

Cargo Capacity: 40 kilograms

Consumables: 1 day

Cost: 250 MC per squadron

Maneuverability: 1

Sublight Speed: 6

Power Systems: 30 points

Hull: 28 points

Weapons:

2 Double Laser Cannons

Arc: Bow

Fire Control: 1D+2

Range: 1

Damage: 9

2 Concussion Missile Launchers

Arc: Bow

Fire Control: 2D

Range: 1/2/3

Damage: 14

A-9 Vigilance Interceptor

Craft: Kuat Drive Yards A-9 Vigilance Interceptor

Type: Territorial defensive interceptor

Scale: Starfighter

Length: 7.4 meters

Crew: 1

Cargo Capacity: 55 kilograms

Consumables: 1 day

Cost: 90 MC per squadron

Maneuverability: 4

Sublight Speed: 12

Power Systems: 15 points

Hull: 8 points

Sensors:

Passive: 10/1D

Scan: 35/2D+1

Search: 60/3D+1

Focus: 3/4D

Weapons:

2 Heavy Laser Cannons

Arc: Bow

Fire Control: 2D

Range: 1

Damage: 12

Light Patrol Ship

Craft: Seinar Fleet Systems Light Patrol Ship

Type: Patrol Ship

Scale: Starfighter

Length: 38 meters

Crew: 3

Passengers: 8 (in brig)

Cargo Capacity: 100 metric tons

Consumables: 1 month

Cost: 65.5 MC per ship

Hyperdrive Multiplier: x1

Hyperdrive Backup: x10

Nav Computer: Yes

Maneuverability: 1

Sublight Speed: 8

Power Systems: 76 points

Hull: 66 points

Shields: 32 points

Sensors:

Passive: 30/1D

Scan: 60/1D+2

Search: 90/2D+2

Focus: 4/3D+1

Weapons:

Twin Laser Cannons

Arc: Bow

Fire Control: 1D

Range: 1-3/12/25

Damage: 8

3 Laser Turrets

Arc: Turret

Fire Control: 2D

Range: 1-3/12/25

Damage: 7

Lambda Shuttle

Craft: Sienar Fleet Systems Imperial Shuttle

Type: Lambda-class Shuttle

Scale: Starfighter

Length: 20 meters

Crew: 2

Passengers: 10 - 20

Cargo Capacity: 80 metric tons

Consumables: 2 months

Cost: 32 MC per ship

Hyperdrive Multiplier: x1

Hyperdrive Backup: x10

Nav Computer: Yes

Maneuverability: 1

Sublight Speed: 5

Power Systems: 40 points

Hull: 32 points

Shields: 24 points

Weapons:

3 Double Blaster Cannons

Arc: 2 bow, 1 stern

Fire Control: 2D

Space Range: 1

Damage: 10

2 Double Laser Cannons

Arc: 2 Bow

Fire Control: 3D+1

Space Range: 1

Damage: 8

Standard Probe Droid

Craft: Aramtek's Probe Droid

Type: Multi-sensor scanning craft

Scale: Troop

Length: 3.5 meters

Cost: 10 MC per set of 10

Hyperdrive Multiplier: x3

Hyperdrive Backup: x10

Nav Computer: Limited to 1 jump

Range: 1 Sector from mothership

Maneuverability: 6

Sublight Speed: 10

Power Systems: 7 points

Hull: 10 points

Shields: 5 points

Weapons:

2 Laser Cannons

Arc: Turret

Scale: Troop

Fire Control: 2D

Space Range: 1

Damage: 6


The Galaxy
Help created with evaluation version of HelpMaker 2.1

The Galaxy

Income Key

Super Rich - SR - 500MC (Capitals Only)

Very Rich - VR - 200MC

Rich - R - 150MC

Average - A - 100MC

Poor - P - 50MC

Uninhabitable - U - 0MC

The Deep Core

3 Sectors

The Core

10 Sectors

The Colonies

18 Sectors

The Inner Rim

18 Sectors

The Expansion Region

20 Sectors

The Mid-Rim/Outer Rim

60 Sectors

The Unknown Regions

1 Sector

Sim Name	Number of Planets	Symbol	Map Color

Total Planets	1,174	-----	-----

New Republic	182	NR	Light Red

Remnants of the Imperium	181	RI	Dark Blue

Shapani Alliance	40	SA	Orange

Elrood Federation	28	EF	Purple

Corporate Sector Authority	37	CSA	Yellow

Hapan Star Leage	50	HSL	Green

Ssi-Ruuvi Empire	94	SRE	Light Blue

Imperial Protectorate	96	IP	Dark Red

Non-Affiliated/Unexplored	466	N	White/Black


Deep Core
Help created with evaluation version of HelpMaker 2.1

Deep Core

Income Key

Super Rich - SR - 500MC (Capitals Only)

Very Rich - VR - 200MC

Rich - R - 150MC

Average - A - 100MC

Poor - P - 50MC

Uninhabitable - U - 0MC

System Name	    System Status	       Government

The Deep Core (3 Sectors)

1. Oplovis Sector (6 systems)

a.	Byss System	SR	RI

b.	Abyss System	A	RI

c.	Kwenn System	R	RI

d.	Namaryne System	A	RI

e.	Oplovis System	VR	RI

f.	Prakith System	A	RI

2. Narutas Sector (7 systems)

a.	Derran System	A	RI

b.	Buralli System 	A	RI

c.	Makrosia System	A	RI

d.	Sunaru System 	P	RI

e.	Narutas System 	VR	RI

f.	Takiska System	A	RI

g.	Rakisha System	A	RI

3. Sakaira Sector (7 systems)

a.	Cambria System	R	RI

b.	Mordor System	A	RI

c.	Shalliza'ar System	A	RI

d.	Xian System	P	RI

e.	Ziost System	R	RI

f.	Khar System	A	RI

g.	Sanction System	A	RI


Core
Help created with evaluation version of HelpMaker 2.1

Core

Income Key

Super Rich - SR - 500MC (Capitals Only)

Very Rich - VR - 200MC

Rich - R - 150MC

Average - A - 100MC

Poor - P - 50MC

Uninhabitable - U - 0MC

System Name	    System Status	       Government

The Core (10 Sectors)

1. Justani Sector (10 systems)

a.	Coruscant System	SR	NR

b.	Gyndine System	A	NR

c.	Pirralor System	R	RI

d.	Alderaan System	U	NR

e.	Charmath System	A	NR

f.	Makrosia System	A	NR

g. 	Denevar System	VR	RI

h.	Metellos System	R	RI

i.	Xentia System	A	NR

j.	Circarpous System	VR	NR

2. Kuat Sector (9 systems)

a.	Aargau System	R	RI

b.	Grizmaullt System	VR	RI

c.	Ropagi System	A	RI

d.	Kuat System	VR	RI

e.	Caprioril System	P	NR

f.	Commenor System	R	RI

g.	Kaikielius System	A	NR

h.	Prefsbelt System	A	RI

i.	Bessimir System	A	NR

3. Corellian Sector (8 systems)

a. 	Bovo Yagen System	A	RI

b.	Corellian System	VR	NR

c.	Sacorria System	R	NR

d.	Monadin System 	A	NR

e.	Leria Kersil System	A	RI

f.	Thanta Zilbra System 	P	NR

g.	Mirit System	A	NR

h.	Talfaglio System	P	NR

4. Darpa Sector (7 systems)

a. 	Esseles System	A	RI

b.	Fornax System	A	NR

c.	Alsakan System	VR	RI

d.	Ralltiir System	A	RI

e.	Rhinnal System	A	NR

f.	Khomm System	R	RI

g.	Khaam System	A	NR

5. Farlax Sector (6 systems)

a.	Kabieroun System	A	RI

b.	Branteez System	P	RI

c.	Nanta-Ri System 	A	NR

d.	Galantos System	R	NR

e.	Kktkt System	A	NR

f.	Wehttam System	A	NR

6. Koornacht Cluster (14 systems)

a.	N'Zoth System	VR	N

b.	Faz System 	R	N

c.	Tizon System	A	N

d.	Z'fell System	VR	N

e.	Wakiza System	R	N

f.	Zhina System	A	N

g.	New Brigia System	A	N

h.	Elcorth System 	P	N

i.	Kojash System	P	N

j.	J't'p'tan System	A	N

k.	Kutag System	A	N

l.	Polneye System	R	N

m.	Prildaz System	A	N

n.	Tholaz System	A	N

7. Hatawa Sector (7 systems)

a.	Sevarcos System	R	NR

b.	Carratos System	A	NR

c.	Halpat System	A	NR

d.	Joruna System	P	NR

e.	Salliche System	P	NR

f.	Stassia System	R	RI

g.	Torannix System	VR	RI

8. Bormea Sector (6 systems)

a.	Corulag System	R	RI

b.	Brentaal System	R	RI

c.	Chandrila System	VR	NR

d.	Issor System	A	NR

e.	Ruan System	A	NR

f.	Krach'en System	P	NR

9. Kanchen Sector (7 systems)

a.	Xa Fel System	A	RI

b.	Wukkar System	A	NR

c.	Derra System	A	NR

d.	Mrisst System	R	RI

e.	Raithal System	R	RI

f.	Rendili System 	VR	RI

g.	Typil System	A	NR

10. Varvenn Sector (6 systems)

a.	Bryexx System	A	RI

b.	Yulant System	P	RI

c.	Vulvarch System	A	RI

d.	Balmorra System	VR	NR

e.	Bragkis System	P	NR

f.	Varvenn System	R	NR


Colonies
Help created with evaluation version of HelpMaker 2.1

Colonies

Income Key

Super Rich - SR - 500MC (Capitals Only)

Very Rich - VR - 200MC

Rich - R - 150MC

Average - A - 100MC

Poor - P - 50MC

Uninhabitable - U - 0MC

System Name	    System Status	       Government

The Colonies (18 Sectors)

1. Sern Sector (10 systems)

a.	Ghorman System	VR	RI

b.	Tyrius System	A	RI

c.	Delphon System	A	RI

d.	Junction System	R	NR

e.	Pendarr System	A	NR

f. 	Merson System	P	NR

g.	Goroth System	A	RI

h.	Isorvian System	P	RI

i.	Findris System	A	NR

j.	Haldeen System	A	NR

2. Lambda Sector (10 systems)

a.	Mandalore System	VR	RI

b.	Sarka System	A	NR

c.	Carida System	R	NR

d.	Desstious System	R	RI

e.	Baralou System	A	NR

f.	Tieos System	A	NR

g.	Barab System	P	RI

h.	Thyrsus System	VR	RI

i.	Kimanan System	A	NR

j.	Rintonnne System	A	NR

3. Colunda Sector (11 systems)

a.	Bimmisaari System	R	NR

b.	Onderon System	A	NR

c.	Solaest System	A	NR

d.	Tandell System	A	NR

e.	Weerden System	A	NR

f.	Korseg System	P	RI

g.	Itani System	R	RI

h.	Byblos System	VR	RI

i.	Palanhi System	R	RI

j.	Nyasko System	A	RI

k.	Leptis System	A	NR

4. Xappyh Sector (9 systems)

a.	Kiilimaar System	A	NR

b.	Dalron System	A	NR

c.	Munto Codru System	R	NR

d.	Svivren System	R	RI

e.	Umgul System	A	NR

f.	Horthav System	A	NR

g.	Kallistas System	R	RI

h.	Redrish System	VR	RI

g.	Yeggay System	A	NR

5. Emmo Sector (8 systems)

a.	Danteel System	R	NR

b.	Votrad System	A	NR

c.	Dakshee System	P	NR

d.	Delfii System 	A	RI

e.	Mennaalii System	A	RI

f.	Varonat System	P	NR

g.	Baraboo System 	R	RI

h.	Taraboo System	A	NR

6. Baxel Sector (8 systems)

a.	Lirra System	R	NR

b.	Trunska System	A	NR

c. 	Denar System	A	RI

d.	Intuci System	A	RI

e.	Spefik System	P	NR

f.	Bryx System	A	NR

g.	Colla System 	P	NR

h.	Arkanis System	VR	RI

7. Shapani Sector (25 systems)

a.	Aleron System	R	SA

b.	Tallaan System	SR	SA

c.	Tamber System	A	SA

d.	Fondor System	VR	SA

e.	Sefon System	A	SA

f.	Lamuir System	A	SA

g.	Alisandor System	VR	SA

h.	Don I System	R	SA

i.	Don II System	A	SA

 	j.	Lusk System	A	SA

k.	Mennaalii System	R	SA

l.	Lynx System	VR	SA

m.	New Shella System	R	SA

n.	Jappe System	R	SA

o.	Letev System	R	SA

p.	Tavya System	R	SA

q.	Sorella System	VR	SA

r.	Dorella System	R	SA

s.	Pernella System	A	SA

t.	Doris System	A	SA

u.	Sheva System	A	SA

v.	Allandor System	R	SA

w.	Neona System	A	SA

x.	Reyna System	A	SA

y.	Shapani System	VR	SA

8. Tapani Sector (15 systems)

a.	Tapani System	VR	SA

b.	Caloria System	A	SA

c.	Tanger System	A	SA

d.	Reena System	R	SA

e.	Tillo System	A	SA

f.	Tavitz System	P	SA

g.	Procopia System	VR	SA

h.	Capir System	A	SA

i.	Ut'et System	A	SA

j.	Oidio System	R	SA

k.	Lastelle System	R	SA

l.	Dorellia System	VR	SA

m.	Nyssa System	A	SA

n.	Estaph System	P	SA

o.	Nella System	A	SA

9. Mecetti Sector (10 systems)

a.	Tanda System	A	NR

b.	Pozzi System	A	NR

c.	Tanzis System	R	RI

d.	Tanya System	R	RI

e.	Blyte System	A	RI

f.	Bianas System	A	NR

g.	Tumus System	A	NR

h.	Pella System	P	NR

i.	Javis System	A	NR

j.	Obulette System	A	RI

10. Calipsa Sector (12 systems)

a.	Jinda System	A	NR

b.	Riesa System	A	RI

c.	Calipsa System	VR	NR

d.	Shifa System	A	NR

e.	Kamper System	R	RI

f.	Betolio System	A	RI

g.	Netolio System	A	NR

h.	Setolio System	P	NR

i.	New Javis System	A	NR

j.	Lorenz System	A	RI

k.	Grella System	A	RI

l.	Dampher System	A	RI

11. Cadriaan Sector (8 systems)

a.	Gillana System	A	NR

b.	Shopani System	R	RI

c.	Pavia System	A	RI

d.	Nista System	A	RI

e.	Listoria System	A	NR

f.	Cesya System	A	NR

g.	Achillea System	R	RI

h.	Cadriaan System	VR	NR

12. Pelaoia Sector (8 systems)

a.	Bethal System	A	NR

b.	Obelia System	P	NR

c.	Pelagon System	A	NR

d.	Praer System	VR	RI

e.	Qui'let System	A	RI

f.	Juntpat System	A	NR

g.	Elian System	P	NR

h.	Wullie System	P	RI

13. Melantha Sector (12 systems)

a.	Tocco System	A	NR

b.	Lupani System	A	NR

c.	Ricaldi System	P	RI

d.	Cauper System	P	NR

e.	Gania System	A	NR

f.	Bilios System	A	RI

g.	Rellio System	R	RI

h.	Shella System	P	NR

i.	Soterios System	A	RI

j.	Rianon System	R	NR

k.	Shindra System	VR	RI

l.	Rhindra System	A	NR

14. Barnaba Sector (8 systems)

a.	Vycinyth System	A	NR

b.	Barnaba System	VR	NR

c.	Crella System	P	NR

d.	Cor I System	A	RI

e.	Cor II System	R	RI

f. 	Cor III System	A	RI

g.	Garobi System	P	RI

h.	Hellios System	A	NR

15. Mahrusha Sector (8 systems)

a.	Cathar System	A	NR

b.	Sepan System	A	RI

c.	Ogoth Tiir System	R	RI

d.	Pyria System 	A	NR

e.	Aguarl System	A	NR

f.	Oguarl System	P	NR

g.	Tulnor System	A	RI

h.	Telnar System	P	NR

16. Darlon Sector (8 systems)

a.	Cilpar System	R	RI

b.	Fedje System	P	RI

c.	M'haeli System	A	RI

d.	Teyr System	A	NR

e.	Tiss'sharl System	A	NR

f.	Boonta System	VR	NR

g.	Kelada System	A	NR

h.	Drachi System	A	RI

17. Rachuk Sector (10 systems)

a.	Hensara System	A	NR

b.	Chorax System	A	NR

c.	Jerrilek System	A	NR

d.	Melihat System	P	NR

e.	Sanjin System	A	RI

f.	Rachuk System	VR	RI

g.	Vellity System	P	NR

h.	Yellity System	R	RI

i.	Dejalue System	A	RI

j.	Hok System	A	NR

18. Allied Tion Sector (10 systems)

a.	Lianna System	R	RI

b.	Morobe System	A	NR

c.	Niarobe System	A	NR

d.	Typehi System	P	NR

e.	Tion System	VR	RI

f.	Wachdul System	A	NR

g.	Praoi System	P	RI

h.	Hytray System	P	NR

i.	Bortras System	VR	NR

j.	Dorin System	R	RI


Inner Rim
Help created with evaluation version of HelpMaker 2.1

Inner Rim

Income Key

Super Rich - SR - 500MC (Capitals Only)

Very Rich - VR - 200MC

Rich - R - 150MC

Average - A - 100MC

Poor - P - 50MC

Uninhabitable - U - 0MC

System Name	    System Status	       Government

The Inner Rim (18 Sectors)

1. Pallis Sector (10 systems)

a.	Alpheridies System	A	N

b.	Chokan System	A	N

c.	Kamparas System	VR	RI

d.	Roche System	A	NR

e.	Empress Teta System	A	NR

f.	Kuar System	P	N

g.	Jweab System	A	N

h.	Quiberon System	U	N

i.	Adim System	A	N

j.	Visseon System	A	N

2. Testarr Sector (12 systems)

a.	Bothawui System	R	NR

b.	Kothlis System	R	NR

c.	Kashyyyk System	P	NR

d.	Norval System	A	N

e.	Thila System	A	N

f.	Agrilat System	A	N

g.	Whendyll System	R	RI

h.	Dela System	R	N

i.	Yag'Dhul System	VR	RI

j.	Polith System	A	N

k.	Qretu System	A	N

l.	Sestria System	A	N

3. Neuvalis Sector (10 systems)

a.	Azbrian System	A	N

b.	Dilonexa System	A	N

c.	Myomar System	A	N

d.	Oor System	P	N

e.	Thrakia System	R	RI

f.	Viridia System	A	N

g.	Qeimet System	P	N

h.	Lahara System	P	N

i.	Bellis System	A	NR

j.	Moorja System	P	RI

4. Fakir Sector (10 systems)

a.	Trantor System	A	NR

b.	Chad System	A	N

c.	Froz System	P	N

d.	Halowan System	VR	RI

e.	Roti-Ow System	A	RI

f.	Zi'Dek System	A	N

g.	Intran System	P	NR

h.	Hefi System	P	NR

i.	Bunduki System	A	N

j.	Lunduki System	A	N

5. Si'kloata Sector (8 systems)

a.	Vontor System	A	N

b.	Bist System	A	N

c.	Anteevy System	A	N

d.	Briggia System	R	RI

e.	Iktotchon System	A	N

f.	Sunev System	A	N

g.	Ballikite System	A	N

h.	Nexer System	P	N

6. Greater Plooriod Cluster (10 systems)

a.	Plooriod System 	VR	RI

b.	Corsin System	A	RI

c.	Nentan System	A	N

d.	Stic System	P	N

e.	Trebela System	A	N

f.	Cona System	A	N

g.	Cardooine System	R	RI

h.	Fef System	A	N

i.	Latuma System	R	NR

j.	In'trinst System	A	N

7. Lesser Plooriod Cluster (8 systems)

a.	Davnar System	A	N

b.	Ottega System	R	NR

c.	Fenves System	A	NR

d.	Tibrin System	A	N

e.	Womrik System	P	N

f.	Aduba System	VR	EF

g.	De'nel System	A	EF

h.	Ingo System	P	EF

8. Mayagil Sector (8 systems)

a.	Stenness Node	U	RI

b.	Colu System	A	N

c.	Gamorr System	R	N

d.	Ithull System	A	N

e.	Mantessa System	VR	RI

f.	Andron System 	A	N

g.	Chrona System	A	N

h.	Demar System	A	N

9. Brema Sector (10 systems)

a.	Cmaoli Di System	A	N

b.	Fyrin System	A	N

     	c.	Norulac System	VR	RI

d.	Korrin System	A	N

e.	Odik System 	P	N

f.	Vinzen Neela System	A	N

g.	Yablari System	R	NR

h.	Lannik System	A	RI

i.	Thokosia System 	A	N

j.	Tabriz System	P	NR

10. Spirva Sector (8 systems)

a.	Lenthalis System	A	HSL

b.	Rhamalai System	A	HSL

c.	Jamul System	P	HSL

d.	Cal-Seti System 	R	HSL

e.	Hathrox System	A	HSL

f.	Parmic System	A	HSL

 	g.	Wroona System 	P	NR

h.	Moltok System 	A	NR

11.  Anthos Sector (9 systems)

a.	Berchest System	R	RI

b. 	Columus System	A	RI

c.	Taanab System	A	NR

d.	Tynna System	A	N

e.	Boordii System	A	N

f.	Harrin System	P	RI

g.	Monus Mandel System	VR	N

h.	Koradik System	P	N

i.	Kaaroa System	P	N

12. Kadok Regions (9 systems)

a.	Tertiary Kadok System	A	N

b.	Hollastin System	A	N

c.	Cadomai System	P	N

d.	Tamjin System	R	N

e.	Garban System	A	N

f.	Caaraz System	A	N

g.	Intrinsic System	A	N

h.	Hurnie System	A	N

i.	Quiely System	P	N

13. Mortex Sector (9 systems)

a.	Fangol System	P	N

b.	Lotide System	A	N

c.	Refrax System	A	N

d.	Kestel System	A	N

e.	Qella System	A	N

f.	Venzeiia System	P	N

g.	Nubia System	R	RI

h.	Thebes System	R	N

i.	Niole System	P	N

14. Juvex Sector (7 systems)

a.	Kintan System 	A	N

b.	Myomar System 	A	N

c.	Petrakis System	A	N

d.	Socorran System 	R	N

e.	Thrugii System	P	N

f.	Quermia System 	P	N

g.	Babbadod System	A	N

15. Senex Sector (7 systems)

a.	Karfeddion System	A	N

b.	Porus Vida System	R	NR

c.	Edatha System 	A	N

d.	Utharis System	P	N

e.	Yetoom System	A	N

f.	Manda System	A	N

g.	Guiteica System	A	N

16. Herrad Sector (7 systems)

a.	Belsavis System	A	N

b.	Borlov System	A	N

c.	Thisspias System	P	N

d.	Roona System	A	N

e.	Herrad System	VR	RI

f.	Thandruss System	P	N

g.	Dressel System	A	N

17. Kokash Sector (9 systems)

a.	Kimm System	A	N

b.	New Bakstre System	A	N

c.	Msst System 	R	N

d.	Morath Nebula	U	RI

e.	Praxlis System	A	N

f.	Corridan System	A	N

g.	Annoo System 	A	N

h.	Naboo System	R	RI

    	i.	Sarrelon System	A	N

18. Doldur Sector (9 systems)

a.	Tirsa System	A	N

b.	Eiattu System 	A	NR

c.	Cilpar System	A	N

d.	Tiragga System	P	N

e.	Teljkon System	P	N

f.	Aruza System	A	N

g.	Balis-Baurgh System	A	N

h.	Bandomeer System	A	N

i.	Lantriun System	P	N


Expansion Region
Help created with evaluation version of HelpMaker 2.1

Expansion Region

Income Key

Super Rich - SR - 500MC (Capitals Only)

Very Rich - VR - 200MC

Rich - R - 150MC

Average - A - 100MC

Poor - P - 50MC

Uninhabitable - U - 0MC

System Name	    System Status	       Government

The Expansion Region (20 Sectors)

1. Boeus Sector (9 systems)

a.	Paqualis System	A	CSA

b.	Bespin System	A	N

c.	Kabal System	A	CSA

d.	Oseon System	A	CSA

e.	Elom System	A	CSA

f.	Toola System	A	N

g.	Yavin System	P	NR

h.	Gelgelar System	R	RI

i.	Aqualis System	VR	CSA

2. Klysron Sector (9 systems)

a.	Mon Calamari System	VR	NR

b.	Culroon System	VR	RI

c.	Firrerre System	A	N

d.	Paonnid System	A	NR

e.	Buralli System	A	N

f.	Iskallon System	A	EF

g.	Barpine System	A	EF

h.	Carosi System	P	EF

i.	Retep System 	P	EF

3. Kira Sector (10 systems)

a.	Chalcedon System	P	N

b.	Fedje System	A	N

c.	Feree System	A	N

d.	Ka'Dedus System	P	N

e.	Oslumpex System	R	RI

f.	Taboon System	A	N

g.	Vortex System	A	N

h.	Lazerian System	VR	RI

i.	Kira System	R	RI

j.	Jindas System	P	N

4. Marettan Sector (9 systems)

a.	Tarsunt System	P	N

b.	Dra System	A	N

c.	F'Tral System	A	N

d.	Janodral System	A	N

e.	New Alderaan System	A	NR

f.	Sullust System	R	NR

g.	Seltos System	VR	RI

h.	Trandosha System	R	RI

i.	Arzid System	A	N

5. Elrood Sector (15 systems)

a.	Elrood System	SR	EF

b.	Coyn System	R	EF

c.	Kidron System	R	EF

d.	Merisee System	VR	EF

e.	Derilyn System	VR	EF

f.	Kuras System	VR	EF

g.	Lanthrym System	A	EF

h.	Berea System	A	EF

i.	Torina System	P	EF

j.	Almaran System	A	EF

k.	Korad System	A	EF

l.	Bodrin System	P	EF

m.	Dega System	P	EF

n.	Ossirag System	A	EF

o.	Halbara System	VR	EF

6. Aparo Sector (9 systems)

a. 	Urdur System	VR	CSA

b.	Gantho System	A	CSA

c.	Farboon System 	A	CSA

d.	Hast System 	P	CSA

e.	Klaymor System 	A	CSA

f.	Randon System 	R	CSA

g.	Thokos System 	R	CSA

h.	Lijuter System	A	CSA

i.	Fyodos System	A	CSA

7. Corporate Sector (20 systems)

a.	Ammuud System	A	CSA

b.	Bonadan System	VR	CSA

c.	Duroon System	R	CSA

d.	Etti System	R	CSA

e.	Kali System	P	CSA

f.	Kalla System	A	CSA

g.	Mytus System	VR	CSA

h.	Orron System	A	CSA

i.	Roonadan System	R	CSA

j.	Kai-Tan System	SR	CSA

k.	Selenius System	VR	CSA

l.	Proxima Dibal System	A	CSA

m.	Reltooine System	A	CSA

n.	Knolstee System	A	CSA

o.	Rampa System	A	CSA

p.	Brosi System	P	CSA

q.	Gaurick System	P	CSA

r.	Mayro System	A	CSA

s.	Kir System	P	CSA

t.	Pypin System	A	CSA

8. Wyl Sector (7 systems)

a.	Thrantin System	A	EF

b.	Darepp System	R	CSA

c.	Dohu System	A	EF

d.	Habassa System	VR	EF

e.	Kubel System	A	CSA

f.	Babali System	P	CSA

g.	Hoylin System	A	EF

9. Hapan Star Cluster (18 systems)

a.	Arabanth System	VR	HSL

b.	Charubah System	VR	HSL

c.	Dreena System	A	HSL

d.	Gallinore System	VR	HSL

e.	Hapes System	SR	HSL

f.	Reboam System	A	HSL

g.	Selab System	A	HSL

h.	Terephon System	R	HSL

i.	Ut System	R	HSL

j.	Maires System	A	HSL

k.	Vergill System 	R	HSL

l.	Tabatabai System	A	HSL

m.	Lorin System	A	HSL

n.	Foutien System	R	HSL

o.	Listrin System	A	HSL

p.	Quintin System	A	HSL

q.	Orion System	A	HSL

r.	Everluts System	P	HSL

10. Obtrexta Sector (9 systems)

a.	Gabredor System	A	HSL

b.	Nar Shaddaa System	VR	RI

c.	Yinchorr System	VR	RI

d.	Dra System	A	HSL

e.	Sljee System	A	HSL

f.	Hakassi System	A	HSL

g.	Riileb System	A	HSL

h.	Aridus System	R	HSL

 	i.	Nar Bo Sholla System	VR	HSL

11. Quelli Sector (9 systems)

a.	Borleias System	A	HSL

b.	Dathomir System	P	N

c.	Cedre System	A	HSL

d.	Drackmar System	A	RI

e.	Kalior System	R	NR

f.	Kybo System	P	NR

g.	Obroa-Skai System	VR	RI

h.	Kirima System	A	NR

i.	Santarine System	R	HSL

12. Glythe Sector (10 systems)

a.	Cauldron System	R	RI

b.	Eol Sha System	A	EF

c.	Deneba System	A	EF

d.	Gand System	A	N

e.	Tammuz-an System	VR	RI

f.	Myrkr System	R	N

g.	Pesmenben System	A	N

h.	Selaggis System	A	N

i.	Valrar System	P	N

j.	Herkad System	P	N

13. Questal Sector (8 systems)

a.	Protea System	A	HSL

b.	Hirsi System	A	HSL

c.	Falleen System 	VR	RI

d.	Elshandruu Pica  	R	HSL

e.	Gromas System  	A	HSL

f.	Bnach System 	A	HSL

g.	Algar System 	P	HSL

h.	Nathas System 	P	HSL

14. Brak Sector (10 systems)

a.	Bacrana System	A	HSL

b.	Demar System	A	N

c.	Latoma System	VR	RI

d.	Genesia System	A	RI

e.	Tel System	A	HSL

f.	Aramand Cluster	U	RI

g.	Aramand System	A	RI

h.	Orma System	A	N

i.	Cirra System	P	N

j.	Mila System	P	N

k.	Lota System	R	HSL

15.  Astal Sector (7 systems)

a.	Skann System 	A	HSL

b.	Foerost System  	P	HSL

c.	Granna System  	P	N

d.	Kelavine System 	R	HSL

e.	Mindabaal System 	VR	HSL

f.	Walalla System 	A	N

g.	Vanhalla System	A	N

16. Thuris Sector (7 systems)

a.	Laramus System	A	N

b.	Danuta System	A	N

c.	Exodeen System	VR	RI

d.	Jandur System 	A	N

e.	Bseto System	A	N

f.	Maridun System	P	N

g.	Swarquen System	P	N

17. Meridian Sector(6 systems)

a.	Cybloc System  	A	NR

b.	Damonite Yors System	R	NR

c.	Chorios System  	R	NR

d.	Meridian System  	VR	NR

e.	Durren System  	A	NR

f.	Ampliquen System      	A	NR

18. Antemeridian Sector (5 systems)

a.	Antemeridias System	VR	NR

b.	Verdanth System	A	NR

c.	Plagen System	A	NR

d.	Panatha System	A	NR

e.	Exoco System	R	NR

19. Krenher Sector (15 systems)

a.	Kline Colony 	A	RI

b.	Ruuria System 	A	N

c.	Tholatin System 	A	N

d.	Noquivzor System 	P	N

e.	Troiken System	R	N

f.	Esooma System	A	N

g.	Isen System 	A	N

h.	Kirtania System	VR	RI

i.	Ossama System	VR	NR

j.	Mojo System	R	N

k.	Nassi System	A	N

l.	Hassi System	A	N

m.	Zaindi System	P	N

n.	Tammar System	A	N

o.	Sriluur System	R	N

20. Poldur Sector (5 systems)

a.	Monor System  	A	N

b.	Oolidi System  	P	N

d.	Uba System  	A	N

f.	Inysh System	A	N

g.	Illarreen System	A	N


Mid-Rim / Outer Rim
Help created with evaluation version of HelpMaker 2.1

Mid-Rim / Outer Rim

Income Key

Super Rich - SR - 500MC (Capitals Only)

Very Rich - VR - 200MC

Rich - R - 150MC

Average - A - 100MC

Poor - P - 50MC

Uninhabitable - U - 0MC

System Name	    System Status	       Government

The Mid-Rim / Outer-Rim (60 Sectors)

1. Abrion Sector (11 systems)

a.	Ando System	A	N

b.	Firro System	A	N

c.	Hefi System	P	N

d.	Mima System	P	N

e.	Ord Mantell System	R	NR

f.	Ossel System	A	N

g. 	Ukio System	R	SRE

h.	Sellasas System	R	SRE

i.	Vaathkree System	VR	SRE

j.	Pax System	A	N

k.	Tinn System 	A	N

2. Atrivis Sector (14 systems)

a.	Engria System	A	N

b.	Fornax System	A	N

c.	Tibro System	P	N

d.	Lar System	P	N

e.	Oetrago System	R	N

f.	Pho Ph'eah System	VR	RI

g. 	Uvena System	R	NR

h.	Britnooine System	A	NR

i.	Valgauth System	A	N

    	j.	Ebiwaan System	A	N

k.	Fest System	R	RI

l.	Druckenwell System  	P	N

m.	Mantooine System  	A	NR

n.	Generis System  	R	RI

3. Sarin Sector (11 systems)

a.	Draukyze System	A	N

b.	F'la Ren System	A	N

c.	Ketaris System	R	N

d.	Ku'Bakai System	VR	N

e.	Mindar System	A	N

f.	Phorliss System	P	N

g. 	Woostri System	A	NR

h.	Amorris System	A	N

i.	Koaan System	A	N

j.	Parein System	P	N

k.	Malastare System	A	N

4. Yushan Sector (10 systems)

a.	Kaal System  	A	N

b.	Aida System  	A	N

c.	Peppel System  	A	N

d.	Sirpar System 	P	N

e.	Oman System 	R	N

f.	Sunaj System  	A	N

g.	Venaari System  	R	N

h.	Lomabu System 	VR	N

i.	Askaj System 	A	N

j.	Borgo System 	P	N

5. Juris Sector (11 systems)

a.	Denab System	A	NR

b.	Devaron System	VR	RI

c.	Fwillsving System	A	N

d.	Kessel System	R	RI

e.	Honoghr System	R	RI

f.	Dentaal System	A	NR

g. 	Abregado-rae System	A	N

h.	Fenves System	A	N

i.	Spica System	VR	RHL

j.	Dornea System 	A	RHL

k.	Grakouine System 	A	N

6. Arkanis Sector (14 systems)

a.	Nigel System	A	N

b.	Kalist System	R	N

c.	Lekus System	A	N

d.	Omwat System	R	NR

e.	Ryloth System	VR	RI

f.	Tatoo System	A	N

g. 	Averam System	R	RI

h.	Fest Cluster	U	N

i.	Gowdawl System  	U	N

j.	Pii System  	P	N

k.	Piroket System  	P	N

l.	Yuga System  	A	N

m.	Tuga System	P	N

n.	Wuga System	A	N

7. Phyco Sector (11 systems)

a.	Athega System	R	N

b.	Hijarna System	P	N

c.	Kamar System	A	N

d.	Y'Toub System	A	N

e.	Tarsunt System	A	N

f.	Trammis System	A	N

g. 	Flive System	R	RI

h.	Baradas System	R	NR

i.	Rettna System	P	N

j.	Ailon System	P	NR

k.	Ganath System	P	N

8. Mektrun Sector (13 systems)

a.	Delrian System	A	N

b.	Hindasar System	A	N

c.	Khuiumin System	R	N

d.	Laboi System	A	N

e.	Rishi System	R	RI

f.	Trogan System	A	N

g. 	Xyquine System	R	RI

h.	Dartessex System	VR	NR

i.	Atrig System	A	N

j.	Veron System	P	N

k.	Feron System	A	N

l.	Teroni System	A	N

m.	Yauglious System	A	N

9. Xengara Sector (10 systems)

a.	Bilbringi System	VR	NR

b.	Tau Sakar System	A	IP

c.	Jomark System	P	RI

d.	Nellac System	A	RI

e.	Sisk System	A	IP

f.	Tangrene System	R	RI

g. 	Chondre System	R	NR

h.	Skine System	A	IP

i.	Osirrag System	P	IP

j.	Golkus System  	P	IP

10. Horuz Sector (10 systems)

a.	Akrit'Tar System	A	IP

b.	Gbu System	P	IP

c.	Horuz System	VR	IP

d.	Linuri System	R	IP

e.	Togoria System	A	IP

f.	Tund System	A	IP

g. 	Yuga System	A	IP

h.	Herios System	A	IP

i.	Cyborrea System	A	IP

j.	Glottal System	P	IP

11. Minos Cluster (12 systems)

a.	Ptera System	A	IP

b.	Kiffex System	VR	IP

c.	Lelmra System	A	IP

d.	Phraetiss System	R	IP

e.	Toprawa System	P	IP

f.	Vagran System	VR	IP

g. 	Corstris System	A	IP

h.	Gesaril System	A	IP

i.	Travnin System	SR	IP

j.	Adarlon System	R	IP

k.	Yelsain System	VR	IP

l.	Shesharile System	A	IP

12.Carpath Sector (9 systems)

a.	Corfai System	A	IP

b.	Wistrill System	R	IP

c.	Hishyim System	A	IP

d.	Klatooine System	R	IP

e.	Rakrir System	R	IP

f.	Zebitrope System	VR	IP

g. 	Farstine System	A	IP

h.	Baros System	A	IP

i.	Saurton System	A	IP

13. Sluis Sector (11 systems)

a.	Bpfassh System	A	IP

b.	Praesitlyn System	A	IP

c.	Sluis Van System	VR	IP

d.	Paulking System	A	IP

e.	Praesitlyn System	R	IP

f.	Ruuria System	A	IP

g. 	Alk'lellish System	A	IP

h.	Mardaan System	A	IP

i.	Dagobah System	A	IP

j.	Gerrard System  	A	IP

k.	Kho Nai System  	R	IP

14. Moddell Sector (10 systems)

a.	Endor System	A	IP

b.	Annaj System	A	IP

c.	Leria System	P	N

d.	Orto System	A	N

e.	Qat Chrystac System	R	IP

f.	Zeffiffi System	VR	IP

g. 	Garnib System	A	N

h.	Bittu System	A	N

i.	Arcopola System	A	N

j.	Faj System	P	IP

15. Churba Sector (11 systems)

a.	New Cov System	A	IP

b.	Woldona System	A	IP

c.	Galpos System	P	IP

d.	Kimanan System	A	IP

e.	Pil Diller System	A	IP

f.	Terrijo System	A	IP

g. 	Pantolomin System	VR	NR

h.	Joralla System	R	IP

i.	Killaniri System	VR	IP

j.	Y'Trella System	A	IP

k.	Churba System 	VR	IP

16. Sumitra Sector (9 systems)

a.	Cattamascar System	A	N

b.	Hosrel System	A	N

c.	Kinyen System	R	N

d.	Prindaar System	A	N

e.	Renatasia System	VR	N

f.	Tierfon System	A	N

g. 	Anchoron System	P	N

h.	Dom-Bradden System	A	N

i.	Resht System	P	N

17. Farrfin Sector (11 systems)

a.	Bakura System	VR	NR

b.	G'rho System	A	SRE

c.	Ottethan System	A	SRE

d.	Proxima System	P	SRE

e.	Vinsoth System	R	SRE

f.	Af'El System	P	SRE

g. 	Algara System	A	SRE

h.	Cariosi System	A	SRE

i.	Farrfin System	VR	RI

j. 	Trulalis System 	A	SRE

k.	Najiba System 	A	SRE

18. Dolomar Sector (12 systems)

a.	Gandolo System	R	NR

b.	Geedon System	A	N

c.	Hoth System	P	NR

d.	Skor System	P	N

e.	Celanon System	A	N

f. 	Zelos System	R	RI

g.	Tatrang System	A	N

h.	Teya System	A	N

i.	Darlyn Boda System	A	N

j.	Doldur System 	A	N

k.	Tokmia System 	P	N

l.	Allyuen System	R	N

19. Ison Corridor (5 systems)

a.	Notak System	A	N

b.	Phracas System 	A	IP

c.	Anoat System	VR	IP

d.	Venjagga System 	A	N

e.	Spira System 	A	IP

20. Javin Sector (9 systems)

a.	Matra System	A	IP

b.	Kuan System	A	N

c.	Orooturoo System 	R	IP

d.	Taroon System 	VR	IP

e.	Wrea System 	A	N

f.	Orinackra System	VR	IP

g.	Sionan System 	A	N

h.	Aquaris System 	VR	IP

i.	Neimoidia System	VR	N

21. Bruanii Sector (8 systems)

a.	Janodral Mizar System 	VR	SRE

b.	Paig System  	A	SRE

c.	Vogel System  	R	SRE

d.	Saarn System  	A	SRE

e.	Storthus System  	R	SRE

f.	Sif-Uwana System  	A	SRE

g.	Yunkor System  	A	SRE

h.	Codru-Ji System 	A	SRE

22. Tungra Sector (7 systems)

a.	Lucazec System  	A	SRE

b.	Kogan System  	A	SRE

c.	Ookbat System  	A	SRE

d.	Roundtree System  	R	SRE

e.	Atzerri System	VR	SRE

f.	Yrrna System  	A	SRE

g.	Aikhibba System  	R	SRE

23. Jospro Sector (9 systems)

a.	Dantooine System	R	IP

b.	Dar'Or System	VR	IP

c.	Maltoor System	A	N

d.	Ord Trasi System	R	IP

e.	Vodran System	A	N

f.	Altarrin System	A	N

g. 	Atraken System	P	N

h.	Gacerian System	A	N

i.	Rafa System	A	N

24. Orus Sector (10 systems)

a.	Chazwa System	R	IP

b.	Dartibek System	A	IP

c.	Joiol System	VR	IP

d.	Poderis System	A	IP

e.	Sarka System 	A	IP

f.	Wayland System	P	IP

g. 	Aridus System	A	IP

h.	Boodrina System	A	IP

i.	Rordak System	P	IP

j.	Riileb System	P	IP

25. Tion Hegemony (10 systems)

a.	Brigia System	A	IP

b.	Dellalt System	A	IP

c.	Ringneldia System	A	N

d.	Rudrig System	R	N

e.	Saheelindeel System	R	IP

f.	Antipose System	A	N

g. 	Balfron System	P	N

h.	Ord Sirvan System	R	N

i.	Lasan System	A	N

j.	Kalarba System     	A	N

26. Dufilvan Sector (10 systems)

a.	Er'Dox System	A	CSA

b.	Kirdo System	P	CSA

c.	Ord Pardon System	A	NR

d.	Rydar System	A	N

e.	Yaga Minor System	VR	NR

f.	Roti-Ow System	A	CSA

g. 	Enarc System	P	N

h.	Kalinda System	A	N

i.	Grosh System	A	N

j.	Telicam System	P	N

27. Seswenna Sector (10 systems)

a.	Eriadu System	VR	IP

b.	Gelgelar System	R	IP

c.	Stend System	A	IP

d.	Maldra System	A	IP

e.	Hargeeva System	A	IP

f.	Toola System	A	IP

g.	Seltaine System	A	IP

h.	Fremond System	P	IP

i.	Rabaan System	P	IP

j.	Indu San System  	A	IP

28. Gree Enclave (6 systems)

a.	Asation System	A	N

b.	Lonatro System	A	N

c.	Malanose System	P	N

d.	Te Hasa System	A	N

e.	Gree System	R	N

f.	Licha In System	A	N

29. Corva Sector (12 systems)

a.	Betha System	A	N

b.	Canyon System	R	N

c.	Ander System	A	N

d.	Gambolla System	P	N

e.	Verkuyl System	R	N

f.	Sufezz System	A	N

g.	Delari System	A	N

h.	Vento System  	A	N

i.	H'Ken System  	A	N

j.	Jaresh System  	P	N

k.	Jandoon System  	A	N

l.	Triitus System 	A	N

30. Stennes Sector (6 systems)

a.	Stennaros System	A	N

b.  	Boztrok System	P	N

c.	Haffrin System	R	N

d.	Gigor System	A	N

e.	Kriekaal System	P	N

f.	Iridium System  	P	N

31. Kathol Sector (4 systems)

a.	Kathol System	VR	N

b.	Bosph System	R	N

c.	Taphol System	R	N

d.	Fafol System	A	N

32. Skine Sector (6 systems)

     	a.   	Khuiumin System	R	N

b.	Fwatna System 	A	N

c.	H'nemthe System  	A	N

d.	Kalior System  	P	N

e.	Lorahns System  	A	N

f.	Baskarn System  	A	N

33. Quence Sector (6 systems)

a.	Xiunsrus System	A	N

b.	Daluuj System	VR	N

c.	Fibuli System	U	N

d.	Mneon System 	A	N

e.	Nyny System 	P	N

f.	Bendara System 	A	N

34. Parmel Sector (7 systems)

a.	Aris System	R	SRE

b.	Turcan System	VR	SRE

c.	Fwiis System  	A	SRE

d.	Ihopek System	R	SRE

e.	Gorbah System  	A	SRE

f.	Parmel System  	A	SRE

g.	Tandankin System  	R	SRE

35. Velcar Sector (13 systems)

a.	Capza System 	A	N

b.	Entralla System  	R	SRE

c.	Bextar System 	R	SRE

d.	Udine System  	A	N

e.	Wann Tsir System 	VR	SRE

f.	Needon System	R	SRE

g.	Datar System	A	SRE

h.	Cardua System  	A	N

i.	Xorth System  	A	SRE

j.	Evcarga System  	A	SRE

k.	Phenaru Prime System 	VR	SRE

l.	Bendone System  	R	SRE

m.	Reuss System 	P	N

36. Kanz Sector (15 systems)

a.	Argazda System 	A	SRE

b. 	Lorrd System	R	SRE

c.	Gama System 	VR	SRE

d.	Lan System 	A	SRE

e.	Bestine System	A	SRE

f.	Duro System	R	SRE

g.	Sedri System	A	SRE

h.	Varn System	A	SRE

i.	Turak System	R	N

j.	Ulion System	A	N

k.	Deysum System  	A	N

l.	BissiMirus System 	VR	SRE

m.	Deysum System 	VR	SRE

n.	Varl System  	R	SRE

o.	Uogo'cor System  	R	SRE

37. Auril Sector (13 systems)

a.	Adega System	A	SRE

b.	Cyax System	R	SRE

c.	Hjaff System	VR	SRE

d.	Galvoni System	A	SRE

e.	Kaelta System	A	SRE

f.	Lafra System	A	SRE

g.	Lur System	R	SRE

h.	Paradise System	VR	SRE

i.	Trian System	R	SRE

j.	Jardeen System	VR	SRE

k.	Tasariq System	R	SRE

l.	Kemplex Nine System 	R	SRE

m.	Nespis System 	A	SRE

38. Illodia Sector (11 systems)

a.	Garqi System  	VR	SRE

b.	Ibanjji System  	R	SRE

c.	Jaemus System  	A	SRE

d.	Morvogodine System  	A	SRE

e.	Tala System  	A	SRE

f.	Targonn System  	R	SRE

g.	Yn System 	R	SRE

h.	Illodia System 	VR	SRE

i.	Kyryll's World System	VR	SRE

j.	Jump Node 135	U	SRE

k.	Last Stance System	VR	N

39. Cron-Drift Sector (8 systems)

a.	Cron Drift A	R	N

b.	Cron Drift B	R	N

c.	Cron Drift C	R	N

d.	Cron Drift D	R	N

e.	Cron Drift E	R	N

f.	Cron Drift F	R	N

g.	Cron Drift G	R	N

h.	Cron Drift H	R	N

40. Rayter Sector (18 systems)

a.	Karra System  	A	N

b.	Jubilar System  	A	N

c.	Mechis System  	A	N

d.	Bastooine System 	R	N

 	e.	Shalam System 	VR	N

f.	Alzec System 	A	N

g.	Najarka System 	A	N

h.	Narg System	A	N

i.	Laim System	A	N

j.	Lybeya System  	P	N

k.	Kloper System  	R	N

l.	Mylock System  	VR	N

m.	K749 System  	A	N

n.	Moonflower Nebula  	U	N

o.	Orian System 	A	N

p.	Kantel System  	A	N

q.	Abbaji System 	P	N

r.	Ord Tisirri System 	P	N

41. Noonian Sector (6 systems)

a.	Noonar System  	VR	N

b.	Movris System 	R	N

c.	Okoe System 	A	N

d.	Garos System  	A	N

e.	Thomork System	P	N

f.	Fardon System 	A	N

42. Halthor Sector (7 systems)

a.	Motexx System  	A	N

b.	Obica System  	A	N

c.	Omar System  	R	N

d.	Pakuuni System  	P	N

e.	Yllotat System  	P	N

f.	Bengat System 	P	N

g.	Artesia System 	A	N

43. Galov Sector (6 systems)

a.	Romar System  	A	N

b.	Walalla System  	R	N

c.	Tamban System  	R	N

d.	Vizcarra System  	A	N

e.	Yyrtan System 	P	N

f.	Lakara System 	P	N

44. Quanta Sector (7 systems)

a.	Shaum Hii System 	A	N

b.	Tinn System        	P	N

c.	Gunthar System  	P	N

d.	Tinnel System  	R	N

e.	Zhar System 	A	N

f.	Ylix System 	P	N

g.	Goelitz System 	A	N

45. Sombure Sector (6 systems)

a.	Durkteel System  	A	N

b.	Telicam System  	A	N

c.	Roon System  	VR	N

d.	Almania System 	P	N

e.	Parfadi System 	P	N

f.	Arat Fraca System 	A	N

46. Wornal Sector (5 systems)

a.	Setor System  	A	N

b.	Pacanth Reach 	A	N

c.	Tervissis System  	A	N

d.	Vjun System  	VR	N

e.	Vondare System 	P	N

47. Albanin Sector (7 systems)

a.	Jandoon System 	A	N

b.	Trosh System	A	N

c.	Z'Trop System 	R	N

d.	Waskiro Systrem 	R	N

e.	Anoth System 	P	N

f.	Draken System	P	N

g.	Vastrip System	A	N

48. Lahara Sector (5 systems)

a.	Agamar System	A	N

b.	Bethal System	A	N

c.	Aeten System	A	N

d.	Cerea System	A	N

e.	Gom System 	A	N

49. Atravis Sector (5 systems)

a.	Atravis System	VR	N

b.	Altor System 	A	N

c.	Ergeshui System	P	N

d.	Slebereid System	P	N

e.	Sanza System	A	N

50. Botor Enclave (5 systems)

a.	Kerensik System 	A	N

b.	Tomia System 	P	N

c.	Rannon System    	P	N

d.	Endovan System	A	N

e.	Iotra System	A	N

51. Parmic Sector (5 systems)

a.	Shownar System 	A	N

b.	Gorsh System	R	N

c.	Sluudren System	A	N

d.	Endex System	P	N

e.	Manpha System	P	N

52. Hook Nebula (6 systems); Attached to Mektrun Sector (Add 36 hours transit)

a.	Kheedar System	VR	N

b.	Rior System 	VR	N

c.	Kluistar System	VR	N

d.	Riflor System	VR	N

e.	Farsellah System	VR	N

f.	Wormhole 1-A	U	N

53. Merel Sector (5 systems)

a.	Drup's Star System	 	A	N

b.	Tendo System    	P	N

c.	Genassa System	P	N

d.	Adari System	A	N

e.	Ebra System	A	N

54. Torch Nebula (5 systems); Attached to Mektrun Sector (Add 36 hours transit)

a.	Karazak System 	A	N

b.	Belnar System 	A	N

c.	Orax System	A	N

d.	Abonshee System	A	N

e.	Adner System	A	N

55. Cor'ric Sector (4 systems)

a.	Thalassian System 	A	N

b.	Killaneiri System 	R	N

c.	Gandan System    	A	N

d.	Sondarr System	A	N

56. Bitrose Sector (5 systems)

a.	Thorgeld System 	A	N

b.	Xandil System	A	N

c.	Marasai System	A	N

d.	Deylerax System	A	N

e.	Sinded System	A	N

57. Hunnoverrs Sector (4 systems)

a.	Perithal System 	A	N

b.	Kerest System	P	N

c.	Lao-mon System	P	N

d.	Sesid System	A	N

58. Instrop Sector (6 systems)

a.	Zygeria System	A	N

b.	Bandonia System	A	N

c.	Carest One System	P	N

d.	Essowyn System	P	N

e.	Rakaa System	A	N

f.	Berri System	P	N

59. Mieru'kar Sector (5 systems)

a.	Seltaya system    	A	N

b.	Geal System    	A	N

c.	Wen’he’dinae System	A	N

d.	Quockra System	A	N

e.	Aram System	A	N

60. Larrin Nebula (4 systems); Attached to Mektrun Sector (Add 36 hours transit)

a.	DNX System 	A	N

b.	Korlings System	A	N

c.	Faarlsun System 	A	N

d.	Noe’ha’on System	A	N


Unknown Regions
Help created with evaluation version of HelpMaker 2.1

Unknown Regions

Income Key

Super Rich - SR - 500MC (Capitals Only)

Very Rich - VR - 200MC

Rich - R - 150MC

Average - A - 100MC

Poor - P - 50MC

Uninhabitable - U - 0MC

System Name	    System Status	       Government

The Unknown Regions (1 Sector)

1. Shree Sector (16 Systems); Attached to Parmel Sector (Add 48 hours transit)

a.	Lwhekk System	SR	SRE

b.	Sh'ner System	VR	SRE

c.	Ak'trad Asteroid Field	U	SRE

d.	Sh'rota System	R	SRE

e.	Tiy'Nikk System	A	SRE

f.	Shree System	VR	SRE

g.	Arakkis System	A	SRE

h.	Karpotis System	A	SRE

i.	Gathiga System	A	SRE

j.	Okk'pi System	R	SRE

k.	Tantalla System	R	SRE

l.	Verpess System	VR	SRE

m.	Kei'snoss System	R	SRE

n.	Wurrifia System	VR	SRE

o.	Preedu System	A	SRE

p.	G'rho System	A	SRE