Copyright: Auric Visions Ltd, 2000


Contents

Greetings!  Welcome to the Galactic Realms Sourcebook Version 3.1.  This file is designed to put all the necessary information for operating within the Galactic Realms Simming Universe at your finger tips. Anything and everything needed can be found here.  Enjoy, and be on the look out for updates!

The Rules

The Specs

The Galaxy

Misc. Information

Sourcebook Information


The Rules

General Rules

·	People Connection Games Community Leaders

·	Character Regulations & Spies

·	Posting Regulations

·	Storylining

·	Hyperspace Travel

·	Sublight Movement

·	Scanning/Probing

·	Ionizing & Capturing Enemy Vessels

Capital Ship Specifics

·	CapShip vs. CapShip Combat

·	Altering Compliments

·	Repairing & Recharging

·	Supership Rules

Starfighter Specifics

·	Dogfighting:  Fighter vs. Fighter Combat

·	Fighters vs. CapShips

·	Combat Space Patrol

·	Deploying Fighters

·	Repairing Fighters

Additional Space Combat Rules

·	Intercepting Warheads

·	Ramming

·	Self-Destructing

·	Tractor Beams

·	Gravity Wells

·	PDF Rules & Regulations

General Ground Rules

·	Landing/Boarding

·	Troop vs. Troop Combat

·	Troop vs. Vehicle Combat

·	Vehicle vs. Vehicle Combat

Additional Ground Combat Rules

·	Structures

·	Orbital Bombardment

·	Starfighter Involvement

·	Capturing a Planet

Misc Rules

·	Economy

·	Space Weapons Chart

·	Ground Weapons Chart

Force Rules

·	The Force

·	Nature of the Force

·	Finding a Teacher

·	Force Regulations

·	Force Powers

·	Jedi Order

·	Sith Order

·	Fallen Jedi


People Connection Games Community Leaders

Galactic Realms is part of the Peoples Connection Games (PCG) and Space Wars Sim Forum (SWSF) gaming areas on America Online, run by volunteers who are charged with seeing that the games, including Galactic Realms, are run well, maintained, and interesting. These Community Leaders have the final authority in all matters concerning the sim and may do whatever they see fit to benefit the Galactic Realms Universe.

The PCG Leaders are to be treated with respect at all times.  They will gladly listen to any complaints or arguments you may have, so long as you keep them reasonable, well thought out, and respectful.  Treat the PCGs with the same respect you treat others, and with the same respect you would wish to be treated by others.

The PCGs assigned to Galactic Realms are HOST PCG Medic, HOST PCG Talon, & HOST PCG Ptah.  You may contact them with any questions or concerns at any time and they will be more than happy to listen.


Character Regulations & Spies

There are only a few regulations regarding the character one chooses to play in Galactic Realms.  The first and foremost is that there can be no more than one character per person (with the exception of registered spies; see below).  Those found to be violating this regulation are subject to suspension or expulsion from Galactic Realms.

The second, no simmer may command more than . . .

A) One Capital Ship at a time.

Or

B) Six Starfighter Squadrons at a time.

When controlling a capital ship, one may also freely command any and all embarked vessels as well as any ground units, however alternate commanders may be placed in command if desired by the sim’s leaders via their post.  Proper posting procedures must be observed to accomplish this change-over.  All capital ships are equipped with a personal escape pod for the commander of the vessel.  These pods are designed with a tiny antigrav puncher and limited hyperspace capability to take the commander to the nearest friendly system.  It is up to the commander of the capital ship to decide whether to use it or not.

On a similar note, starfighter-only players must be aware that there is no such escape pod for them.  They are in command of one of the starfighters in their squadron.  If their starfighters take enough damage to destroy every ship in their squadron, for all practical purposes, that character is killed in action.

Spies will be allowed in Galactic Realms under the following conditions.  All spies must be registered with their home sim leader, who should include that report among the monthly PCG reports.  Any player and sim leader found in violation of this will face penalties.  Spies will not be allowed to steal technology or equipment from the sim they are spying on.  Spies uncovered by the sim they are spying on may be dealt with at that sim’s discretion.  Remember, do not violate the one character per sim rule by having your spy return as an active player in your home sim.

The last and most crucial of all, be creative and develop your characters!  There's much more to simming than number crunching.  After a while, all the calculating and figuring dies out, storylining and character interaction is an important and pivotal part of simming.  Neither is complete without the other.


Posting Regulations

Posting may be done at all hours of the day, whether in combat or not.  Standard action posts, such as deploying or recalling fighters, situation movement, raising and lower shields, and other similar actions, may be made once every 4 hours.  Combat posts, which are those that involve actual firing of weapons, may also only be made every 8 hours.  Remember, you may choose to fire all, or one, or two, or whatever you have, at any time you are in battle, as long as that particular weapon is not used more than once per 8 hours.

When posting in combat, you must be sure to take any and all damage.   If your enemy does not respond to an attack after a period of 24 hours, then you may seek a PCG or Sim Leader who will calculate and post damage for them.  If you wait the proper time to attack again (8 hours), you do not have to wait for an enemy to respond before attacking them a second, third, etc time.

All combat posts must include a storyline and summary.  It may be as brief or long as you like as long as it includes the essentials.  All summaries must contain a Shield, Armor, and System status in the form of actual points, not percents.  All summaries must also contain the location and heading of your vessel as well as this same information on any starfighters, support craft, troops, or vehicles you may be commanding and using.  Remember, you must post raising your shields in your storyline, then show your shields raised in your summary.  Your crew is not supposed to read your mind or anticipate your orders.

A note on OOC comments.  Please, please, please keep OOC comments to the bare minimum.  If you have a problem with someone, try to work it out via email, or through your sim leaders.  The only OOC comments needed are for obvious clarification reasons and you should try to work them into your post.

It will not be legal for any one else to post for you.  It is also illegal to pre-post before time allowed.


Storylining

A strong emphasis is placed on storylining in Galactic Realms.  It is understood that we're not all novelists or the best writers, but no one condemns you for trying.  You can learn to add and subtract, but writing is an acquired skill that will only get better with time and practice.  Be patient, and seek advice of those who seem like they know what they're doing.

It's highly recommended and suggested to interact with other characters, form friendships and rivals, and just generally let your imagination go.  Having fun is what we're out to accomplish, proving yourself strategically on the battlefield is a bonus.  Please remember that each of us has the same right to exist in this universe.  Do not post something that adversely affects another player’s character without his permission.  No one wants to sign on only to find out someone has storylined killing them without their knowledge.  The only posts that may affect another person or handling spies, traitors, and the risk starfighter players take.

Combat posts with a summary only will not be allowed.  You must have something in your post that explains what you are doing.  A summary is just that, a summary of what happened in the storyline of your post.  However, summaries are encouraged as a supplement to your main post, as well as a status report.


Hyperspace Travel

Hyperspace travel is a very important part of simming.  It allows for materials to be shipped and for military forces to be delivered.  In Galactic Realms, hyperspace travel is done on a hyperspace lane and charts map.

The Hyperspace Charts are highly detailed and show all main hyperspace routes from one sector to another.  These main routes each take a standard time of 3 hours to travel at x1 speed.  Other hyperspace routes may be taken, but these routes are very dangerous.  The PCG Community Leaders have to be contacted when going off of the main routes and they will give you a time.  However, traveling this way does come with it's dangers.

Once in a sector, it takes only 1 hour to get to any system in that same sector.  You must also wait a minimum of 8 hours once you exit hyperspace in a system before returning to hyperspace.  This is to allow more strategic traps and ambushes.

To enter hyperspace, a vessel must be free of any restrictions such as Gravity Wells, and must be located on the edge sections on the system grid.  When you enter, if you do not post a specific location of your travel and you are not traveling to a friendly system, you must E-mail the PCGs with your destination.

Ships may only exit hyperspace within two grid spaces of the edge of a system if that system is not friendly.  If it is friendly or has been previously scanned, a ship can exit up to four grid spaces into the system.  Upon exiting hyperspace, ships are free to power weapons and shields and make any other allotted actions, including firing weapons if target locations are known.

Ships cannot be in hyperspace for an indeterminable amount of time.  If the PCG Staff begins to catch people in hyperspace for extended periods of time with no destination, they will post your ship exitting at the system of their choosing.

You cannot exit hyperspace and change course in deep space. You must exit hyperspace at your destination before you change course. You can exit hyperspace "prematurally" at any systems along the same route as the destination you've e-mailed the PCGs.

Ships can exit hyperspace in a system outside of the grid, but they cannot scan and no combat can take place there. However, once ship's are on the grid, they cannot move off of it to escape combat or for any other reason.


Sublight Movement

Sublight movement in space is done on a system combat grid.  Each ship and starfighter is assigned a particular rating which will in turn show how many grid spaces per turn that ship can move.  A chart is below:

Capital Ship Sublight Ratings

Very Slow	- 1 Grid Space

Slow	- 2 Grid Spaces

Moderate	- 3 Grid Spaces

Fast	- 4 Grid Spaces

Very Fast	- 5 Grid Spaces

Starfighter Sublight Ratings

Very Slow	- 2 Grid Space

Slow	- 3 Grid Spaces

Moderate	- 5 Grid Spaces

Fast	- 7 Grid Spaces

Very Fast	- 8 Grid Spaces

Combat Grid System


Scanning/Probing

Scanning is a very important part of space-based simming.  Scanning allows vessels to become aware of the location of other vessels.  There are several types and classes of scanners, each with a different effectiveness in comparison to the others.  See below for the different types of scanners, and their abilities.

Type 1 Scanner - Allows a ship to conduct all scans except detailed.  Requires 12 hours to conduct scans.

Type 2 Scanner - Allows a ship to conduct detailed scans.  Requires 12 hours to conduct scans.

Type 3 Scanner - Allows a ship to conduct detailed scans.  Requires 6 hours to conduct scans.

Type 1 Transmitter - Allows a ship to transmit scans to other ships in the same system.

Type 2 Transmitter - Allows a ship to transmit scan information to other ships in and out of the system.

Type 3 Transmitter - Allows a ship to transmit scan information to other ships in and out of the system.

Type 1 Jammer - Allows a ship to jam type 1 transmitters and jam type 1 scanners.

Type 2 Jammer - Allows a ship to jam type 2 transmitters and jam type 2 scanners.

Type of Scans:

Standard Scan - Reveals location of all space borne units.

Detailed Scan - Reveals location of all space borne and ground units.

Passive Scan - Reveals location of all space borne units, but takes 3 times as long to complete.

Type of Jamming:

Sensor Jamming - Jams sensors from picking up units in space and the surface.  Must be put into effect before 50% of the scan is complete.

Transmission Jamming - Jams transmissions from being sent out for a maximum of 12 hours.

A distress signal may be sent out via any valid comm unit until such time as a qualifying jammer stops it.  That does not stop a shuttle or ship entering hyperspace and sending the call providing one is there and it is posted.  If any system does not check in to Sector Headquarters after 24 hours, an automatic distress signal will be generated.

There are several other rules that apply to scanning as well.  First, note that once you commence scanning, you automatically reveal your location to all ships and units in the system unless you are passively scanning.  Second, adjacent locations are considered visual range, regardless of the type of scanner, transmitter, or jammer, when in visual range, ships are always aware of each other, and therefore able to attack after a minimum wait of 4 hours to complete a visual short range scan.  Note also that for a Scanning Jam to be successful, it must be initiated at least before 50% of a scan time is complete or must be activated before a transmission is sent.

Posting a *-* location may only be done at a friendly system with no enemy ships at that system. If a ship is scanning (unless passive), jamming, and/or transmitting, it automatically reveals it's location . Once a battle begins (two opposing sides in a system and shots fired), then the ship location of all ships in that system will be revealed and known to everyone in and out of that system to the factions that have ships there. The only exception to this is if a distress signal has not been sent and the PDFs have fired or been fired on. If a distress signal has been sent, the location of the jamming ship is revealed to all ships in and out of the system reguardless if that ship moves or not and/or quits jamming or not.
Jamming is only effective against PDF scanning and inter-system transmissions (i.e. distress signals). Jamming will not effect intra-system transmissions due to it's inability to stop tight-beam transmissions. Once a defending ship enters a system, the PDF will automatically update that ship of all enemy ship's locations after 4 hours.
Transmissions may not be sent or received in hyperspace.


Ionizing & Capturing Enemy Vessels

Ion Cannons are specialized weapons used to short out a ships systems and disable the ship's ability to perform basic actions such as movement and weapons fire.  Ion Cannons do not effect a ship's systems until shields are completely down.  When a ship is disabled, it can then be boarded.  A ship can be boarded in one of three ways:

#1:	The ship can be moved (via tractor beams) into another ship's hangar and troopers can then board the disabled ship.  However, to do this you must have a ship capable of holding another ship in her hull.  An example of this would be an Imperial-class Star Destroyer dragging a Corellian Corvette into its hangarbays.

#2:	The disabled ship can be boarded with boarding tubes from another ship.  In order to do this, both ships must be facing the same direction in the same grid space.  Only 25% of the aggressor's troops can be sent into the target ship every 4 hours.

#3:	The disabled ship can be boarded by shuttles and transports carrying troopers from another ship.  They can either burn a hole through the hull plating on the ship to enter special sections, or they can enter the standard hangarbay.

One thing remains the same in all boarding attempts.  You must follow the Ground Combat Rules when fighting for a ship.  In order to capture a ship, you must retain control (outnumber enemy 4:1) of the five main sections of the ship (Bridge, Engineering, Hangarbay, Crew Deck, & Troop Deck) or all troopers and crewers must be captured or killed.  All combat onboard capital ships and space-borne facilities is done on the Ship & Facility Combat Grid.


CapShip vs. CapShip Combat

Capital Ship combat is perhaps one of the most important aspects of strategy in simming.  There are many different types and classes of capital ships, generally defined as large ships which take a leading role in space combat, each with their own advantages and weaknesses.  For example, an Imperial-class Destroyer has a powerful array of weapons as well as a good compliment of fighters, but lacks in protection and defenses.  An MC-80 has fewer weapons, but makes up for it in shielding and fighters.  Know your ship well and know what it is capable of.

When Capital Ships engage in combat, it's a simple process of returning fire.  First you must be within legal weapons range of your target.  Then it's as simple as firing your weapons.  Your enemy will post damage and most likely fireback, or make a tactical move.  And so it continues on until one of you is destroyed.  A vessel is destroyed once all of its shield and armor points are depleted.

Ionization is also an important feature to capital ships.  Ion Cannons are special weapons that work wonders on a vessels computer systems.  Ships only take Ion damage once their shields completely fail.  For the effects of ion damage, see Ionizing & Capturing Enemy Vessels & Repairing & Recharging.


Altering Compliments

Altering Compliments is the system by which compliments -- units ready for battle -- are exchanged for other units. It is a very touchy subject in simming.  We use a very simple set of guidelines and rules in Galactic Realms for this topic.  First off, all troops take up the same amount of space.  Humanoids don't range enough in size for a difference to be made, therefore, any troop type may be substituted for another troop type.  Please keep realism in mind though.  Vehicles may also be altered freely, but please maintain a sense of realism in doing so.  An example being that an AT-AT couldn't replace a single AT-ST.  Questions about these types of alterations should be directed to the PCG Community Leaders.

Secondly, when altering Support Craft and/or Starfighters, total their lengths.  The total length is your maximum amount, although you cannot exceed the number of craft in the original specs either.  Therefore, you may have any support craft and starfighters onboard you wish, as long as their total length does not exceed the original loads or the original number of fighters and/or aux craft.  Support Craft are listed as "Auxiliary Craft" in the specifications sections.  You cannot exchange fighters for auxiliary craft or the other way around.


Repairing & Recharging

In Galatic Realms, each starship has a number of onboard systems.  Each system requires a certain amount of alotted energy to keep it running at 100% efficiency, however, power flow may be drained from a particular system, and dumped into another.  Perhaps making a ships sublight drive faster, but also lowering its shield durability.

**Note that your ships system allocations must be located in the status portion of your posts.**

There are two types of actual point ratings to be taken into consideration regarding systems.  The first, are energy points which are small whole numbers such as 1, 2, and 3.  The second, however, are generally much larger, and are refered to as system points.

Energy points are used in distribution amongst a ships systems, and System Points are used for ionization.  Each energy point is worth a particular amount of system points, which varies from ship to ship.  To determine how many system points a single energy point is worth, divide the ships total system points by the total number of energy points, which is always 9.  Once the proper amount of system points are dwindled away, then a ship loses use of an energy point.

Example:  Let's say a ship has a total of 900 system points.  With a total of 9 energy points, that means that each energy point is worth 100 system points.  Once 100 system points are dwindled from a ship via ion damage, then it loses use of one of those system points.  And so on.

Below is a list of ship systems, the standard number of energy points it takes to keep them at 100% efficiency, and their modifiers.

Shielding	 3 system points for standard efficiency

Weapon Systems	 3 system points for standard efficiency

Sublight Drive	 2 system points for standard efficiency

Hyperdrive	 1 system point for standard efficiency

Shielding:

When dumping extra points into a ships shielding, essentially, you are boosting or recharging it.  Know first that a ships shield rating may not excede 125% of its standard rating.  To determine how many shield points are boosted/recharged, you must know how many system points an energy point is worth.  If you dump one energy point into a ships shields, and a single energy point is worth 300 system points, than a ships shielding is boosted/recharged 300pts.  There is no limit to the amount of points that may be dumped into a ships shielding, as long as it does not excede the 125% mark.  You may only boost/recharge your shields once per 24 hours.  You also do not have to keep extra enegy points in your shielding after they are boosted, you can remove them after 8 hours.

Weapon Systems:

When dumping extra points into a ships weapon systems, basically you just increasing the power flow, and making each blast or shot more damaging than normally.  Weapon systems may only have a total of 5 energy points at any time.  The chart below explains the modifiers.

0 Energy Points	- Weapons inactive

1 Energy Points	- Weapons do .50 of standard damage

2 Energy Points	- Weapons do .75 of standard damage

3 Energy Points	- Weapons do standard damage

4 Energy Points	- Weapons do 1.25 standard damage

5 Energy Points	- Weapons do 1.50 standard damage

*Note:  This is not for Warhead damage.  Energy & Ionization only.

Sublight Drive:

When dumping points into a ships sublight drives, your increasing the power flow to its engines essentially making it go faster.  Know first that a ships engines can only go so fast to begin with, and the maximum amount of points it may hold at a time is 4.  See the chart below for explanations.

0 Energy Points	- Sublight Drives inactive

1 Energy Point	- -1 Point to Sublight Movement

2 Energy Points	- Sublight Drive at standard efficiency

3 Energy Points	- +1 Point to Sublight Movement

4 Energy Points	- +2 Points to Sublight Movement

Hyperdrive:

A ship's hyperdrive is a very delicate system.  Know first that a ship's hyperdrive may never excede 1 Energy Point, and that energy may only be drained from the Hyperdrive.  If a ships hyperdrive is at 0 Energy Points, it's inactive; it it's at 1 Energy Point, its 100% efficient.

Hull Damage must be repaired while the ship is in Dry Dock at a repair facility or ship yard, never during combat.  3% of Hull Integrity may be repaired per hour.


Supership Rules

All superships must adhere to a Manueverability rating of 1. In the status of each supership post, a heading must be posted. Superships may only fire 1 arc per target. The GE & NR may only have 1 completed supership at a time, and the USSF 2 completed superships at a time.


Dogfighting:  Fighter vs. Fighter Combat

Dogfighting is a very simple process of firing your weapons and taking appropriate damage.  To engage in a dogfight, fighters must first be located within weapons range of their target.  You may opt to only use 1 of  your weapons on a fighter if it has both energy and warhead types, saving the other for defense, or you may fire everything you have all at once.  Fighters may reload their warheads by returning to their mothership.  Completely reloading a fighter is an 8 hour process.  This allows the pilots time to rest.  Exiting and entering hangars and vice versa has to be posted a minimum of 4 hours apart.  For the purpose of combat, the largest group starfighters may be massed into is a squadron, which numbers 12 craft.  Starfighters must be attacked in their entire groups and cannot be singled out.

Element	- 2 fighters

Flight	- 4 fighters

Squadron	- 12 fighters

Wing	- 72 Imperial fighters, 36 Republic fighters

To Ionize fighters with other fighters, you must first deplete their shields, then fire ion weapons on them in standard capship vs. capship style combat.

Capital ships must exit in the same system as their starfighters.  If you lose your capital ship in battle, then you may continue to fight with your starfighters taking the same risk as a normal starfighter player in possibly losing your character, or you may turn control of your starfighters to allies in the battle if that ally has room as normal to host them, as he lost his starfighters in combat previously.

Example of starfighter dogfighting:

72 Miy’til Combat Interceptors attack 72 TIE Avengers

-72 Miy’til Combat Interceptors fire 288 Heavy laser cannons at your 72 TIE Avengers for a possible 288 points of damage.  They also fire 144 advanced concussion missiles at your 72 TIE Avengers for a possible 864 points of damage.  Possible total damage: 1,152

Reply for TIE Avenger player

-72 TIE Avengers fire 288 lasers at 144 incoming concussion missiles.  Each six lasers shoot down an incoming missile.  48 Missiles shot down.  96 get through for 576 damage.  Real damage is 864.  Shields of  432 are destroyed.  432 damage left over for hull.  Hull at 864 – 432 leaves 432 armor left.  72 TIE Avengers then fire 144 advanced concussion missiles at your 72 Miy’til Combat Interceptors for 864 damage.

-Miy’til shields of 288 are taken out leaving 576 hull damage.  Hull of 576 points leave no points left over, so all Miy’til Combat Interceptors are destroyed by return fire.


Fighters vs. CapShips

Engaging capital ships is a fairly easy process for starfighters.  To attack, naturally the fighter must first be within weapons range, and then may simply fire a weapon system of choice.  Capital ships however, are not completely defenseless against starfighters, though slow and jerky, capital scale turbolasers and lasers have a slim chance of hitting some fighters.

To determine weather or not Heavy Energy Weapons & Torpedo-type warheads (i.e. Any Turbolaser-class weapon) hit you must follow the standard rule; 50% of the weapons fired would hit, 50% would miss a starfighter.

Light Energy Weapons (i.e. Laser Cannon, Heavy Laser Cannon, & Turbo-Charged Laser) must follow the rule:  75% of the weapons fired will hit, while 25% of the weapons will be evaded.

Concussion Missile-type Warheads must follow a modified form of the standard rule:  90% of the missiles will track and hit their target, 10% will miss.

Always round up when you get a decimal.

You must wait a minimum of 4 hours after attacking another ship or starfighter squad before your starfighter’s can return to the safety of their own hangar or back to Combat Space Patrol.  Shooting down incoming missiles does not count as attacking someone, although that weapon will be exhausted for 8 hours.


Combat Space Patrol

Combat Space Patrol is a tactic used by capital ship commanders to protect their ships from incomming warheads and attacks by enemy starfighters.  For friendly fighters to intercept warheads targetted at a capital ship, they must be on Combat Space Patrol for that specific ship before the weapons are fired.  Once a your ship is attacked, you have 8 hours to respond before those weapons hit your ship.  If you do not respond within that 8 hour time frame, then all weapons hit.

Enemy fighters attacking an enemy ship must first engage at least 25% of that ship's combat space patrol.  Whether that involves destroying them or just engaging them, that is up to the individual commander.  But a capital ship cannot be attacked without first engaging that fraction of it's combat space patrol.  Once the CSP is engaged, any and all other ships may attack it without having to attack more of the CSP for the next 8 hours.  8 hours after the CSP has been engaged, it will have to be re-engaged before further starfighter attacks on the capital ship can be attempted.


Deploying Fighters

Starfighters and support craft are deployed based upon the number and type of launch bays found onboard a ship.  Most ships have standard and small launch bays, however some specialized ones are equipped with large bays.

Small Launch Bay	-	6 Craft per Turn

Medium Launch Bay	-	12 Craft per Turn

Large Launch Bay	-	24 Craft per Turn

You may only have one hyperspace capable fighter squadron in hyperspace with you at a time.  That squadron must be a part of your fighter loadout listed in its statistics.  This does not mean you have an an EXTRA fighter squadron in addition to the # of fighters listed in your specific ships statistics.  No external squadrons.


Repairing Fighters

Starfighters and support craft that aren't destroyed in combat often suffer heavy amounts of damage.  Shield damage for fighters may simply be recharged at a rate of 10% per hour.  Hull damage is replaced at a rate of 5% per hour, both done inside the mothership.  Neither can do this outside of the mother ship, but it can be done while the mother ship is in a combat situation.  System damage automatically replenishes itself once a fighter returns to its mothership and powers down, then re-powers.

This does not apply for Capital Ships (See the Repairing & Recharging Section ) section for details on how to repair capital ship damage.


Intercepting Warheads

Intercepting warheads fired at your ship is an important part of Space Combat.  When an enemy opens fire, you may wish to knock down as many warheads as possible before you counter attack.  The following system is how you may do this.

Any unit posted as being on Combat Space Patrol for the target may intercept an inbound warhead using the proper amount of force.  To intercept a warhead, a certain amount of weapons must be fired on it.  Once you fire enough weapons upon it, it's considered destroyed.  In addition the units on CSP, the target may also fire any weapons it has of its own capable of intercepting warheads.

Concussion Missile	- 4 laser cannons

Proton Torpedo	- 2 laser cannons

Advanced Missile	- 6 laser cannons

Advanced Torpedo	- 3 laser cannons

If you can't concentrate the proper amount of fire on a warhead, then it slips through and hits its target.


Ramming

To ram a vessel, you must first off be able to match its speed.  If a vessel is faster than yours you may not ram it, unless of course its sublight engines are disabled.  When you ram a vessel, it takes damage equal to your hull integrity, and you take damage equal to its hull integrity.  If either vessel is destroyed in a ram, all onboard perish.  All damage goes to shields first, then to hull.

Starfighter & Super Ship Ramming is illegal in all circumstances with no exceptions.


Self-Destructing

To self-destruct a capital ship or facility, you must follow a relatively simple process.  The first step in accomplishing this is to initiate the self-destruct mechanizism on the vessel you wish destroyed.  Once this is accomplished, 8 hours must pass by without that vessel being disabled completely.  If it does become disabled, the self-destruct mechanism is interrupted and will not accomplish it's task.  If 8 hours go by and the ship still contains system power, the ship will be destroyed.  The blast will not damage any surrounding ships.


Tractor Beams

Tractor Beams are used for a variety of purposes from moving cargo and guiding friendly ships into position, to capturing and holding enemy vessels.  Tractor Beams may only be used on a Capital Ship or a starfighter once its shields fall to 0%.

A single beam may hold up to 125 meters worth of ship.  Multiple beams from the same or separate ships may be combined to hold larger vessels.  If you don't have enough tractors, then you can't get the job done.

Tractor beams prevent craft from forward/reverse movement.  They do not restrict hyperdrives.  If locked in a tractor beam, a ship not totally in control of the tractoring sim may still work on repairing systems, and if in an appropriate position, a vessel may still raise shields, break free and enter hyperspace.

Starfighters cannot tractor capital ships.  Space tugs are specially designed to tractor either starfighters or capital ships, but must be known to be in the system before combat begins to be used.  Starfighters cannot be boarded or captured during combat without using a tractor beam to bring them into a hangar.


Gravity Wells

Gravity Wells have two purposes.  One, preventing vessels from entering hyperspace,  and two, bringing vessels out of hyperspace.  A single Gravity Well effects a 4x4 area and must include the same grid location as the ferrying vessel.

If a ship is covered by a Gravity Well, it is prevented entering hyperspace until that field is either down, or it moves out of range.  If a ship is traveling along a hyperspace route and passes a system where a Gravity Well field has been raised, it is automatically drawn from hyperspace in the edge of that Gravity Well.  The PCG Community Leaders will inform the commander of the ships effective should this happen.


PDF Rules & Regulations

Planetary Defense Forces are an essential part of protecting the territory that a sim has gained.  They can be commanded by one person as well, allowing for greater defenses than sometimes a standard fleet can provide.

There are certain rules and limitations placed on Planetary Defense Forces and their commanders based upon a planets value.  A PDF Commander may be selected at the beginning of a battle and may not be altered until the end unless posted by the defending sim leader and the PCG Community Leaders are notified.  PDF Commanders are given all the resources of their system to defend with on file with the PCGs prior to the battle.

There are certain limits that apply to the number of units a system may have for defense.  These limits are fairly minor and will not be increased unless PDFs are abused.  This is based upon their value (UR, R, S, F, or P).  Capital planets do not have to follow the PDF restrictions.

Class	Fighter Squads	Ships	Platforms	Troops	Vehicles

Ultra Rich	12	12	6	50,000	500

Rich	10	10	4	40,000	400

Standard	8	8	3	30,000	400

Fair	6	7	2	20,000	300

Poor	4	6	2	10,000	200

When a system is scanned by an enemy force, the defending party has up to 12 hours after scanning has been completed to post PDF that is deserved for the scanning done.  If not posted within this time the offending sim can request that the PCG Staff post PDF for them from the latest updated PDF list they have.  If a sim repeatedly has problems posting their own PDFs, monetary fines will begin to be imposed to that sim as punishment and for motivation.

All systems will start with a minimum PDF donated locally without cost to the sims, by the system as follows:

Notice that his minimum PDF belongs to the citizens, not the Sim itself as they are not paying for it.  You may not randomly remove the minimum PDF.  Anything extra placed there by the Sim does remain the property of the sim, and can be moved around.  Battle damaged PDF may be removed for repair.  Planets that have been attacked but not conquered cannot regenerate lost PDF unless the sim pays for it and takes the proper time to build it.  Planets that have been conquered automatically gain this minimum PDF.

Class	Fighter Squads	IPV-1Ships	Golan Is	Stand. Troops	Stand. Vehicles

Ultra Rich	8	4	3	5,000	50

Rich	6	3	2	4,000	40

Standard	4	2	2	3,000	40

Fair	2	2	1	2,000	30

Poor	0	1	1	1,000	20


Landing/Boarding

Ground Troops are an essential part of combat.  Without them, you could not capture enemy ships that have been disabled and more importantly, could not capture and occupy planets.  Galactic Realms Ground Combat rules are involved, but are fairly easy to grasp once the basics are down pact.

For the process of ground combat to actually begin, one of the two opposing forces must first be transported to the battle zone.  This is done through either landing barges or boarding transports.

Landing Barges must be carried by larger craft, and are then deployed with their compliments and sent down to the surface.  For a landing barge to get to the surface, it must first enter from a grid space adjacent to the planet, and post moving down into the atmosphere.  Once that is done, the landing barge is no longer considered on the system space, but rather on the planet.  It may then land at a location of choice and deploy its cargo.  From there it may either wait, or return home.  Landing barges may not be used to board enemy ships.  Landing barges are designed to go up and down through the atmosphere.  They are not capable of extended flight in a vacuum.

Boarding Transports may only deliver troops to a vessel with its shields down.  Once shields fall, a ship may be boarded.  Transports may deploy all their troops in a single turn and either remain docked and wait, or move away.  Simply post transports continuously ferrying troops as necessary.

When boarding a ship or landing troops on the surface, one things remains the same;  it takes two turns.  One turn will be the launching of the boarding transport and/or landing barge and the other, a minimum of four hours afterward, a second post landing the troops.


Troop vs. Troop Combat

Troops engage in combat with each other in much the same way as starfighters.  Each troop type has a number of weapons that do a specified damage.  It is a simple exchange of fire until one side either retreats or is destroyed.  We will allow you to decide if you kill one troop then move onto the next, but please do not spread out damage equally among all troops.  Try to be realistic when taking damage.  Always round up when you get a decimal for troopers.

Squad	-	10 troopers

Platoon	-	40 troopers (4 squads)

Company	-	160 troopers (4 platoons)

Battalion	-	640 troopers (4 companies)

Regiment	-	2,560 troopers (4 battalions)

Battlegroup	-	10,240 troopers (4 regiments)

Corps	-	40,960 troopers (4 battlegroups)


Troop vs. Vehicle Combat

Troops engage in combat with vehicles much the same way as starfighters do against capital ships, however unfortunately unlike starfighters being able to harm capital ships, the majority of troop weapons have no effect on vehicles.  Only a few select specialized troop types are equipped with the proper weapons and are capable of attacking vehicles, causing point damage.

When attacking vehicles, it is a simple process of the exchange of fire.  Vehicles are only 50% effective against troops, meaning that only half of your weapons will actually hit the targetted troop formations.  Distribute that damage in anyway you like to your troopers.


Vehicle vs. Vehicle Combat

Vehicles engage each other in much the same way as capital ships engage each other in space.  As with almost all combat in Galactic Realms, it is based upon an exchange of fire.  Damage may be distributed amongst a group of vehicles as its commander wishes.

Squad	-	4 vehicles

Platoon	-	8 vehicles (2 squads)

Company	-	16 vehicles (2 platoons)

Battalion	-	32 vehicles (2 companies)

Regiment	-	64 vehicles (2 battalions)

Battle Group	-	128 vehicles (2 regiments)

Corps	-	256 vehicles (2 battlegroups)


Structures

Structures are another class of units seen in ground combat.  They are immobile, and generally the last line of defense.  Troop weapons, other than those specialized to damage structures, inflict no damage upon structures.  Vehicle weapons follow a simple exchange of fire process with structures exactly like capital ships do against each other.

General structures and their damage tolerance are listed below, other structures may be located elsewhere in the specifications section.

Road / Bridge	- a single section of road can take up to 50pts of damage.

Cityscape	- a single section of city can take up to 500pts of damage.


Orbital Bombardment

Orbital Bombardment often plays a very important role in ground combat.  Orbital Bombardment is only effective against stationary structures since compared to capital scale weapons, troops and vehicles are diminutive.

For orbital bombardment to occur, a starship must first be in orbit of a planet.  Being in orbit of a planet consists of being in the A-Ring of the Space Combat Grid.  Once in orbit, its open season upon any and all stationary structures from bases and buildings to entire cities and bridges.

Starfighters and Bombers capable of atmospheric flight (Noted in their stats) may also bomb Structures.  They may not fly under structures or ground shields.


Starfighter Involvment

Starfighters & bombers, if atmospheric capable, are very effective tools in ground combat.  They may enter the atmosphere the same way as landing barges.  It takes two posts, 4 hours apart, one to enter the atmosphere (where you can't fire) and then the next you may fire your weapons.  Once in the atmosphere, they move along the planetary surface.  When starfighters attack troops, to determine whether or not weapons hit, only a maximum of 10% of the weapons fired will hit the troopers and 50% hit vehicles.

When attacking structures, all weapons fired make contact.  To determine the amount of damage taken to a vehicle, troop, or structure, use the standard ground weapons chart.  Starfighters may not fly under base structures.

Structures, vehicles, and troopers are capable of defending themselves against starfighters.  Any weapon capable of targetting a starfighter (ground troop weapons included) hit a starfighter at a rate of 50%.


Capturing a Planet

To capture a planet, both of the following objectives must be met. . .

A) 75% of all enemy ground forces are destroyed.

and

B) It must be held for 24 hours, with all defender ships cleared of the system.

Once both of the previous objectives have been met, the planet is thereby considered under the aggressor’s control.  It may be signed over beforehand should the PDF commander decide to.  A system is considered completely cleared of enemy presence 12 hours after the last enemy ship has left, is disabled, or destroyed.  That is 12 hours after the last attack post time that made it that way, not from the time of the last damage post.


Economy

The Galactic Realms economy revolves around the control of systems.  Each system produces a certain amount of income, which is generated by taxation and exportation of goods.

A planets income may be collected once on the first day of every month.  It automatically transfers itself to the controlling factions main accounts and from there may be distributed to other accounts, or used in the construction of units.  The PCGs will mail account status to the Sim Leaders, who will in turn keep them informed of every transaction.

Each sim may have one official business office as part of their government to buy and sell military hardware to members or other sims.  No private ships can be used in sim battles.  PCGs reserve the right to limit companies or sales, if need be.

There is a cost associated with the upkeep of cap ships in excess of 300 meters.  This cost is noted on the ship stat pages and will be deducted from monthly taxes collected from sim systems before deposit.  Only the upkeep of ships that are currently commanded by a player will need to be paid.

Sim Leaders MUST send updated Monthly Reports, or they will not receive monthly payment by the PCGs.


Space Weapons Chart

*All Weapons can be fired in the same or adjacent grid spaces from their originating ships.

Type	Damage

Laser Cannon	1 Damage Point

Heavy Laser Cannon	2 Damage Points

Turbo-Charged Laser	3 Damage Points

Light Turbolaser	5 Damage Points

Turbolaser	6 Damage Points

Heavy Turbolaser	7 Damage Points

Turbolaser Battery	8 Damage Points

Concussion Missile	5 Damage Points

Adv. Concussion Missile	6 Damage Points

Proton Torpedo	10 Damage Points

Adv. Proton Torpedo	12 Damage Points

Light Ion Cannon	4 System Points

Ion Cannon	6 System Points

Heavy Ion Cannon	8 System Points


Ground Weapons Chart

Type	Damage

Light Blaster Rifle	N/A

Medium Blaster Rifle	N/A

Heavy Blaster Rifle	N/A

Assault Blaster Rifle	N/A

Repeating Blaster Rifle	2 Damage Points

Light Blaster Cannon	1 Damage Point

Medium Blaster Cannon	3 Damage Points

Heavy Blaster Cannon	5 Damage Points

Light Laser Cannon	2 Damage Points

Laser Cannon	4 Damage Points

Heavy Laser Cannon	6 Damage Points

Light Turbolaser	5 Damage Points

Turbolaser	6 Damage Points

Heavy Turbolaser	7 Damage Points

Turbolaser Battery	8 Damage Points

Heavy Turbolaser Battery	9 Damage Points

Thermal Detonator	6 Damage Points

Concussion Grenade	3 Damage Points

Concussion Missile	8 Damage Points

Adv. Concussion Missile	10 Damage Points

Proton Torpedo	15 Damage Points

Adv. Proton Torpedo	20 Damage Points

N/A - Personnel Only


The Force

The Force is perhaps the most interesting element of the Galaxy. In simming there are countless people claiming to be Jedi Knights and Sith Masters. Only a select few can claim correct training, however it shows the effect the Force does have on simming. So with that in mind it is obvious that in Galactic Realms many individuals will want to be able to claim to use the Force. Unfortunately not everyone can use the Force. While many people may want to be able to use the Force, only a few are able to do so. However, the possibility exists that anyone will be able to learn.

This file is created not only for the benefit of the Force Users in Galactic Realms but also those who wish to learn to use the Force and for those who wish to be able to know when a Force User is doing something legal or illegal in a post.


Nature of the Force

The Force itself is truly a mystery. Even the Jedi Order did not know all they could about the Force. They knew that it was the energy field that made up the galaxy itself and connected the past and future and present and all living things and all forms of matter. They knew that it was powerful and could be manipulated by the individuals who were born with a high level of midi-chlorians in their body, a small life form that exists in individuals. Through them the Force can be seen.

The force is said to have two sides, a light and a dark side. The light side embodies the common good, seeking to help people, not the pursuit of personal power.  The dark side of the Force is another aspect of the force. It is able to be used by those who allow their emotions to strengthen their ability to use the Force. Emotions such as anger, fear, and hatred.


Finding a Teacher

In Galactic Realms no one will be allowed to join the Universe once it has began as a full fledged (rank of Knight/Warrior) Jedi, Sith, or fallen Jedi. Simmers will not be allowed to have stories with them being force sensitive until their being force sensitive is discovered by another Jedi or Sith in the Universe and they are told of their potential. Once a master has agreed to teach a simmer, that simmer must learn from him or her. In most cases this will include live role-play sessions, whether in private or in the Space Wars conference room (if it is not in use by a previously-scheduled event), mailings, and board training. Individuals who are not prepared will not be allowed to advance in rank. The only exception is for the two Masters on each side of the Force at the beginning of the game -- someone has to be around to get things started in the game! These, however, are the only exceptions that will be permitted. All other characters aside from those four must be fully trained in the standard method.


Force Regulations

This section is a brief overview of rules and regulations for circumstances that might arise in the Universe regarding the Force. It will be updated as problems arise and clarifications are needed.

Combat between Force Users can take place either on the boards or in a private chat room. The Defender always has the choice. Combat must be initiated on the board however. A Jedi, Sith, or Fallen Jedi meets his opponent somewhere and challenges him by attacking or by drawing his weapon. The Defending person may either flee the area, defend himself on the boards by responding, or email the attacker asking to fight in a Private Room. Such battles must be logged and sent to the PCG Community Leaders. When the result is determined it is up to the two fighters to make a storyline post to show the results.

The Force Powers in the Universe are up to the Simmers following the basic guidelines below. However, no Force User may use powers taken from "other sources" and can't be explained following the powers below. If such a thing occurs the simmer shall first be warned, then after a second offense his powers shall be lessened for two weeks. After a third offense that player’s character will loose the ability to touch the Force.

Characters who have their characters not follow the way of their Order, e.g. a Jedi killing out of hatred, will be forced to make their characters change orders by the PCGs. A Jedi will turn to the dark side or a Sith leave the dark side.


Force Powers

The Force Powers used in Galactic Realms are listed below. Simmers advance in ability in that type of power as they advance. They also learn how to use the power for other uses. One of the reasons for this is to prevent new members from simply claiming powers. This way Masters teach their apprentices how to use powers differently to accomplish different things.

Telekinesis- This is the ability for a Force User to alter and interact with the physical world in some way. The most simple way is pulling something to him with the Force. Pulling a Light Saber to your hand is an example. The stronger in rank the Force User the heavier the objects he will be able to lift and move. Sith Lords often use Telekinesis to kill enemies.

Telepathy- This is the ability for a Force User to use his mind to interact with other minds. A Jedi could speak to someone else over a long distance or use the Jedi Mind trick to fool an opponent. This power also includes sense skills, like sensing Danger.  For example, if someone was posting following another character, that character could be able to sense that through the Force should be powerful enough.

Body Control- This is the ability for a Force User use the force to control his own body or, at times someone else’s. Examples of this power are enhancing strength. Increasing a Jedi's strength might allow him to jump higher or do flips with more ease. Increasing a Sith's strength might allow him to lift someone over his head with one hand and break bones. Remaining Conscious or helping someone regain consciousness could also be included. A Jedi who falls from a high distance might be able to reduce injury.

Force Lightning- The Ability for a Sith Lord to create dark side energy in the form of lightning bolts that emit from his hands and are projected at his enemies. Such a power is extremely difficult and only available to the most experienced Sith Lords. The Master of the two Sith Lords, if he has been a Sith Lord for a long time should almost always know the power. The Apprentice Sith Lord does not always know the power and only when he has been fully trained for a long time can he acquire it.


Jedi Order

The Jedi Order was founded as a theological and philosophical study group countless years ago. It had gradually become aware of the Force. As they discovered the Force the order began to study it and search for the meaning of its power. Eventually the Order changed from a belief in isolated meditation to a group with responsibility to the galaxy. The Jedi Order became the peace keepers of the Galactic Republic. Their duty was to give Justice to all. The Jedi rejected the dark side of the Force and found enemies in the Sith Order, a splintered organization of their own order. They were all but destroyed by the Empire and the Sith, but with new force users, the Jedi returned.

The Jedi Order has emerged again after being nearly wiped out. It has risen in strength and reestablished itself as the defenders of peace and justice in the galaxy. Their belief in Justice have made them the key allies of the Republic.

Many of the Jedi teachings were lost long ago. The new Jedi and their apprentices have tried very hard to salvage the lessons of the past Jedi. Much was found in the Great Jedi Temple and much also in the storage yards of the past Emperor.

The Jedi ranks are the same as they once were, they are as follows:

Jedi Master

Jedi Knight

Jedi Apprentice

Explanation of Jedi Ranks

Jedi Master- The Jedi Master is the highest Jedi rank attainable. They have complete control of their abilities in the Force and know how to control their emotions. In most cases Jedi Masters have apprentices in which they teach the Force.

Jedi Knight- The Jedi Knights were once the greatest Warriors in the Galaxy. They brought Justice and guarded the Republic. Now that Jedi are once again returning to the Galaxy the Jedi Knights have began to be seen as the Warriors of old. Having completed the Jedi Training they have control over their abilities and often are given apprentices to train.

Padawan- The Jedi Apprentices are assigned to Masters and Knights to learn the ways of the Force. Their training is long and they learn much in the time of their training. Once their master believes they are ready, they are made a Knight.


Sith Order

The Sith Order was created over two thousand years ago by a renegade Jedi Knight, who chose to experiment with the dark side of the Force. Believing the dark side to be stronger, he shared the things he had learned with his fellow Jedi Knights and many began to use the force as he did. Eventually he went before the Jedi Council to share with them what he had learned. The Council rejected his teachings and in anger the Jedi fled the order. Soon the Jedi who he had shared his teachings with joined him and they recruited others from the Jedi Order and founded the Sith Order. The Sith began to plot a war to exterminate the Jedi however, before it could truly begin the Sith rose up against their leader and destroyed him. Then chaos followed and the Order destroyed each other. The few that  remained were destroyed by the Jedi Knights. All except Darth Thanik. He had seen the destruction of the Sith before it was to happen, knowing that the desire for power would force the Sith to destroy each other. He practiced the Jedi ideas of patience and so waited while the Sith destroyed each other. Then he left and began to work on his powers on his own. Eventually, he grew old and took an Apprentice. That Apprentice eventually became the Master when Thanik died and he took an Apprentice. And so it continued for nearly two thousand years, until the last of the Sith Lords were destroyed over Endor. But, as the Jedi thought the Sith had been destroyed before, they would return.....

The Sith Order is the Order opposite the Jedi. They believe that their powers should not be used to serve but to dominate and to rule. While the Jedi protect, the Sith are aggressive. They use their anger to strengthen their powers. But the Sith teachings have progressed. When the Sith Order first came into being much was learned with nearly 50 members all studying the force. Many techniques and powers were of course learned. But still the Sith were rash and arrogant and so lacking patience, their control was not as great as it could have been. When they were destroyed, Darth Thanik's belief in patience allowed a Sith to become far more powerful then they had been before. Not only did they use the dark side of the force, but they were able to advance their powers and control it better through patience.

The Sith often only have two members of the Order at a time, a Master and an Apprentice. Both, when the apprentice is fully trained, Sith Lords, and both can take the title of Dark Lord of the Sith. However; in this time of Civil War it is never impossible that the Sith would increase its members. With the Empire in place to protect the Emperor it is quite possible that he and his apprentice could control a larger Order to oppose the Jedi.

The Sith believed that any Sith was stronger then a Jedi equal in rank. Long ago, when the Sith were reckless and without control that may not have been so, today who knows.

Later, Sith Lords rediscovered the lost Sith teachings, as well as the lost ranking system, which is as follows:

Sith Lord

Sith Master

Sith Warrior

Sith Apprentice

Sith Initiate

Explanation of Sith Ranks

The rank of Sith Lord is the highest rank that can be achieved. When the Sith Order was first created, the Sith Lords were the strongest Sith and were the Sith that led the Order. They are for the most part, more powerful then any Jedi. Now, their are only two and if ever more Sith were allowed inside the Order, only two could hold the Sith Lord rank at a time.

The rank of Sith Master was given to the powerful Sith who had acquired ability beyond that of a Sith Warrior. Like most ranks it was opposite to a Jedi rank, a non Jedi Council member Jedi Master.

The rank of Sith Warrior is given to a Sith who had finished the basic training in the Force and has become strong enough in the Dark Side to be the equal of a Jedi Knight.

The rank of Sith Apprentice is given to any Sith with little training. The Sith is put under the teachings of a stronger Sith to learn.

The rank of Sith Initiate is not necessarily the weakest rank in the Order, but the lowest. Sith Initiates are often new recruits who are given the rank upon entering the Order. However, the rank is also given to fallen Jedi who do not receive a rank relative to their strength until they understand the Sith better.


Fallen Jedi

There have been many Jedi throughout the years that have fallen from the Jedi Order. The Sith were formed by such a Jedi. Often, however; the fallen Jedi are not as strong overall, being rash and unable to properly harness their powers except in anger. They are strong in offensive times but in other times they are often at a disadvantage. But dark siders who eventually gain control, through patience or simply constant study of the force, do become very powerful and can advance in ability.

Fallen Jedi are dark siders and so the enemies of the Jedi. Though this section refers to Fallen Jedi, it also includes dark siders with no Jedi training. No fallen Jedi however, can simply be a Sith, because, like the Jedi the Sith are an Order and to be a Sith a dark sider must be taught by a Sith. Fallen Jedi though may often take titles such as Dark Jedi Knight or Master or other similar ranks. But because of the independence, Fallen Jedi are often hunted by the Sith Order as well.

Because fallen Jedi and are so reckless and often lack control they do not advance as easily in the force as Sith and Jedi and must some how increase their ability to control their powers to advance. The fallen Jedi also do not have the teachings of the Sith available to them, and so they would not know the many Sith techniques and would have to discover on their own many of the abilities.


The Specs

Starship Specifications

Starships of the Galactic Empire

Starships of the New Republic

Starships of the United Soviet Socialist Federation

Common Starships

Troop/Vehicle Specifications

Troops & Vehicles of the Galactic Empire

Troops & Vehicles of the New Republic

Troops & Vehicles of the United Soviet Socialist Federation

Common Troops & Vehicles

Facility Specifications

Facilities of the Galactic Empire

Facilities of the New Republic

Facilities of the United Soviet Socialist Federation

Common Facilities

Special Technology

Pulse Grav-Well Projector

Electro-Magnetic Pulse Warhead

Modular Automated Defense Mines


Starships of the Galactic Empire

Superships

·	Executor-class Super Star Destroyer

Large Ships

·	Royal Guard-class Star Destroyer

·	Imperial II-class Star Destroyer

·	Imperial-class Star Destroyer

·	Victory-class Escort Carrier

Medium Ships

·	Victory II-class Star Destroyer

·	Victory-class Star Destroyer

·	Interdictor-class Heavy Cruiser

Small Ships

·	Aggressor-class Destroyer

·	Imperial Army Star Galleon

·	Imperial Armored Transport

Starfighters

·	TIE Fighter

·	TIE Interceptor

·	TIE Bomber

·	TIE Avenger

·	Xg-1 Assault Gunboat

·	Xg-2 Missileboat


Executor-class Super Star Destroyer

Cost in Credits:  12,000 MC

Production Time:  16 Weeks

Monthly Upkeep:  600 MC

Length:  8,000 Meters

Crew:  79,144

Troops:  24,000

Ground Units:

5 Landing Barges

3 Pre-fabricated Imperial Garrison Bases

25 AT-AT Walkers

50 AT-ST Walkers

Shields:  Moderate [24,000 Points]

Hull:  Moderate [20,000 Points]

Power Systems:  12,000 Points

Sublight Speed:  Very Slow

Weapons Systems:

200 Turbolaser Batteries
Arc: 85 Forward, 50 Starboard, 50 Port, 15 Aft
200 Turbolasers
Arc: 85 Forward, 50 Starboard, 50 Port, 15 Aft
250 Concussion Missile Tubes
Arc: 100 Forward, 60 Starboard, 60 Port, 30 Aft
100 Laser Cannons
Arc: 50 Forward, 25 Starboard, 25 Port
250 Ion Cannons
Arc: 100 Forward, 60 Starboard, 60 Port, 30 Aft
30 Tractor Beam Projectors
Arc: 14 Forward, 8 Starboard, 8 Port

Sensor Systems:

Type 3 Sensor

Type 3 Transmitter

Type 2 Jammer

Launch Bays:

2 Large Bays

Onboard Craft:

2 TIE Fighter Squadrons

2 TIE Interceptor Squadrons

2 TIE Bomber Squadrons

2 TIE Avenger Assault Bomber Squadrons

4 XG-2 Missileboat Squadrons

4 Tramp Shuttles

12 Lambda-class Shuttles

12 Echo-class Boarding Transports

Special Capabilities/Notes:  None.


Royal Guard-class Star Destroyer

Cost in Credits:  Unique - 2,250  MC

Production Time:  Unique - 5 Weeks

Monthly Upkeep:  112 MC

Length:  1,600 Meters

Crew:  35,000

Troops:

3,000 Elite Imperial Stormtroopers

10 Royal Guard Teams

Ground Units:

None.

Shields:  Moderate [4,800 Points]

Hull:  Moderate [4,000 Points]

Power Systems:  2,400 Points

Speed:  Moderate

Weapons:

75 Turbolaser Batteries (8/600)

25 Heavy Turbolasers (7/175)

40 Concussion Missile Launchers (5/200)

30 Heavy Ion Cannons (8/240 sys)

10 Tractor Beam Projectors

Sensor Systems:

Type 3 Sensor

Type 3 Transmitter

Type 2 Jammer

Launch Bays:

1 Large Bay

Onboard Craft:

4 TIE Avenger Squadrons

2 TIE Bomber Squadrons

2 Xg-2 MissileBoat Squadrons

5 Echo-class Boarding Transports

5 Lambda-class Shuttles

Special Notes / Capabilities:

This Guard-class Star Destroyer is one of a kind.  The flagship of the Emperor, it is a Modified ISD II, with several additions to it.  The ground troops have been removed, for addition warhead systems, and a more powerful fighter compliment.  The ships hull has been painted black with large red Imperial Symbols painted on the sides of upper dagger shaped Hull.  The Underside has the symbol of the Guard, near the tip, and the ships windows are all red, giving it an evil look.  The ship is the makeshift, mobile base of the Emperor.  The ship itself houses only a small of number troops of what it could hold.  Training rooms, meeting rooms, and advanced medical facilities are part of the design.  A large dark meditation room, resides in the center of the ship.  It is devoted to the Sith Studies of the ship’s commander.  The ship, may only be commanded by the Emperor, High Lord, or the Guard Inquisitor of the Emperor's Royal Guard.  The ship houses 3000 of the most elite Guardsmen, equipped with special boarding devices, and 4 Landing Barges.  This ship may not be rebuilt, unless the previous one is destroyed.  One copy of the plans exist, in the Guard Mainframe on Yinchorr.


Imperial II-class Star Destroyer

Cost in Credits:  2,235 MC

Production Time:  5 Weeks

Monthly Upkeep:  112 MC

Length:  1,600

Crew:  36,755

Troops:  9,700

Ground Units:

9 Landing Barges

1 Pre-fabricated Imperial Garrison Base

20 AT-AT Walkers

30 AT-ST Walkers

Shields:  Moderate [4,800 Points]

Hull:  Moderate [4,000 Points]

Power Systems:  2,400 Points

Speed:  Slow

Weapons:

50 Turbolaser Batteries (8/400)

50 Heavy Turbolasers (7/350)

20 Ion Cannons (6/120 sys)

10 Tractor Beam Projectors

Sensor Systems:

Type 2 Sensor

Type 2 Transmitter

Type 2 Jammer

Launch Bays:

1 Large Bay

Onboard Craft:

2 XG-2 Missileboat Squadrons

3 TIE Interceptor Squadrons

1 TIE Bomber Squadron

16 Lambda-class Shuttles

1 Tramp Shuttle

12 Echo-class Boarding Shuttles


Imperial-class Star Destroyer

Cost in Credits:  2,205 MC

Production Time:  5 Weeks

Monthly Upkeep: 110 MC

Length:  1,600

Crew:  36,810

Troops:  9,700

Ground Units:

9 Landing Barges

1 Pre-fabricated Imperial Garrison Base

20 AT-AT Walkers

30 AT-ST Walkers

Shields:  Moderate [4,800 Points]

Hull:  Moderate [4,000 Points]

Power Systems:  2,400 Points

Speed:  Slow

Weapons:

60 Turbolaser Batteries (8/480)

60 Ion Cannons (6/360 sys)

10 Proton Torpedo Tubes [10 per] (10/100)

10 Tractor Beam Projectors

Sensor Systems:

Type 2 Sensor

Type 1 Transmitter

Type 1 Jammer

Launch Bays:

1 Large Bay

Onboard Craft:

3 TIE Avenger Squadrons

2 TIE Interceptor Squadrons

1 XG-1 Squadron

8 Lambda-class Shuttles

6 Echo-class Boarding Shuttles

6 Tramp Shuttles


Victory-class Escort Carrier

Cost in Credits:  2,514 MC

Production Time:  5 Weeks

Monthly Upkeep:  126 MC

Length:  1,500 Meters

Crew:  13,485

Troops:  800

Ground Units:

None.

Shields:  Moderate [4,500 Points]

Hull:  Moderate [3,750 Points]

Power Systems:  2,250 Points

Speed:  Moderate

Weapons:

20 Turbolasers (6/120)

200 Laser Cannons (1/200)

12 Tractor Beam Projectors

Sensor Systems:

Type 1 Sensor

Type 2 Transmitter

Type 2 Jammer

Launch Bays:

3 Large Bays

4 Medium Bays

Onboard Craft:

2 TIE Avenger Squadrons

2 TIE Interceptor Squadrons

2 TIE Bomber Squadron

4 XG-2 Missileboat Squadrons

6 Lambda-class Shuttles

8 Tramp Shuttles


Victory II-class Star Destroyer

Cost in Credits:  1,385 MC

Production Time:  3 Weeks

Monthly Upkeep:  70 MC

Length:  900 Meters

Crew:  6,107

Troops:  1,600

Ground Units:

3 Landing Barges

Shields:  Moderate [2,700 Points]

Hull:  Moderate [2,250 Points]

Power Systems:  1,350 Points

Speed:  Fast

Weapons:

30 Turbolaser Batteries (8/240)

30 Turbolasers (6/180)

10 Ion Cannons (6/60 sys)

10 Tractor Beams

Sensor Systems:

Type 2 Sensor

Type 1 Transmitter

Type 1 Jammer

Launch Bays:

1 Medium Bay

Onboard Craft:

2 TIE Interceptor Squadrons

1 XG-2 Missileboat Squadron

6 Lambda-class Shuttles


Victory-class Star Destroyer

Cost in Credits:  1,265 MC

Production Time:  3 Weeks

Monthly Upkeep:  64 MC

Length:  900 Meters

Crew:  4,789

Troops:  2,040

Ground Units:

3 Landing Barges

Shields:  Moderate [2,700 Points]

Hull:  Moderate [2,250 Points]

Power Systems:  1,350 Points

Speed:  Moderate

Weapons:

10 Turbolasers (6/60)

40 Turbolaser Batteries (8/320)

10 Concussion Missile Launchers (5/50)

10 Tractor Beam Projectors

Sensor Systems:

Type 2 Sensor

Type 1 Transmitter

Type 1 Jammer

Launch Bays:

1 Medium Bay

Onboard Craft:

2 TIE Avenger Squadrons

4 Lambda-class Shuttles


Interdictor-class Heavy Cruiser

Cost in Credits:  960 MC

Production Time:  2 Weeks

Monthly Upkeep:  48 MC

Length:  600 Meters

Crew:  2,783

Troops:  80

Ground Units:

None.

Shields:  Moderate [1,800 Points]

Hull:  Modeate [1,500 Points]

Power Systems:  900 Points

Speed:  Moderate

Weapons:

80 Laser Cannons (1/80)

4 Gravity Well Projectors

Sensor Systems:

Type 2 Sensor

Type 1 Transmitter

Launch Bays:

1 Small Bay

Onboard Craft:

1 TIE Interceptor Squadron

1 TIE Avenger Squadron

2 Lambda-class Shuttles

Special Notes / Capabilities:

The Interdictors gravwells can control 25% of a system’s space lanes.  The source of the gravwells cannot get nearer then 12 hours to a planet’s atmosphere due to the affect of the gravwells upon the atmosphere.  Any nearer and the gravwells are pre-designed to shut down.  It takes 12 hours to travel from the rim to the source of a gravwell for a capital ship, half for a starfighter.  While bring grav wells up is instantaneous, it will take 12 hours in between lowering and re-raising grav wells.


Aggressor-class Star Destroyer

Cost in Credits:  890 MC

Production Time:  2 Weeks

Monthly Upkeep:  45 MC

Length:  650 Meters

Crew:  5,300

Troops & Ground Units:

2 Landing Barges

4,000 Troopers

4 Speeder Bikes

Shields:  Moderate [1,950 Points]

Hull:  Moderate [1,625 Points]

Power Systems:  975 Points

Speed:  Fast

Weapons:

20 Laser Cannons (1/20)

15 Concussion Missile Launchers (5/75)

20 Light Turbolasers (5/100)

20 Heavy Laser Cannons (2/40)

20 Heavy Ion Cannons (8/160sys)

Sensor Systems:

Type 2 Sensor

Type 2 Transmitter

Type 1 Jammer

Launch Bays:

1 Small Bay

Onboard Craft:

1 TIE Avenger Squadron

8 Echo Class Boarding Tranports

2 Lamda Shuttles

Special Notes / Capabilities:

This ship is designed as replacement for the older LSC and DHC class ships.  It is smaller then the DHC with less crew, vehicles, and craft, but it is still powerful enough to be a warship and not limited to defensive patrols.


Imperial Army Star Galleon

Cost in Credits:  779 MC

Production Time:  2 Weeks

Monthly Upkeep:  39 MC

Length:  550 Meters

Crew:  1,500

Troops & Ground Units:

Assault Option

10 Landing Barges

6,785 Troopers

8 AT-AT Walkers

16 AT-ST Walkers

Armored Option

8 Landing Barges

2,560 Troopers

15 AT-AT Walkers

30 AT-ST Walkers

Shields:  Moderate [1,650 Points]

Hull:  Moderate [1,375 Points]

Power Systems:  825 Points

Speed:  Fast

Weapons:

24 Laser Cannons (1/24)

3 Concussion Missile Launchers (5/15)

Sensor Systems:

Type 1 Sensor

Type 1 Transmitter

Launch Bays:

1 Small Bay


Imperial Armored Transport

Cost in Credits:  75 MC

Production Time:  1 Week

Length:  50 Meters

Crew:  10

Troops:  20

Ground Units:

None.

Shields:  Moderate [150 Points]

Hull:  Moderate [125 Points]

Power Systems:  75 Points

Speed:  Moderate

Weapons:

2 Laser Cannons (1/2)

Sensor Systems:

Type 1 Sensor

Type 1 Transmitter


TIE Fighter

Cost in Credits:  6 MC per Squadron

Production Time:  3 Days

Length:  7 Meters

Crew:  1

Shield:  4 Points

Hull:  7 Points

Power Systems:  11 Points

Speed:  Moderate

Weapons:

2 Laser Cannons (1/2)

Special Capabilities / Notes:

No Hyperdrive


TIE Interceptor

Cost in Credits:  7 MC per Squadron

Production Time:  3 Days

Length:  7 Meters

Crew:  1

Shield:  4 Points

Hull:  7 Points

Power Systems:  11 Points

Speed:  Fast

Weapons:

4 Laser Cannons (1/4)

Special Notes / Capabilities:

No hyperdrive.


TIE Bomber

Cost in Credits:  14 MC per Squadron

Production Time:  5 Days

Length:  8 Meters

Crew:  1

Shield:  4 Points

Hull:  8 Points

Power Systems:  12 Points

Speed:  Slow

Weapons:

2 Laser Cannons (1/2)

2 Multi-purpose Warhead Launchers [16 CM or 12 PT] (5-10/20)

Special Notes/Capabilities:

No Hyperdrive. Atmospheric.


TIE Avenger

Cost in Credits:  18 MC per Squadron

Production Time:  8 Days

Length:  12 Meters

Crew:  1

Shields:  6 Points

Hull:  12 Points

Power Systems:  18 Points

Speed:  Very Fast

Weapons:

4 Laser Cannons (1/4)

2 Advanced Concussion Missile Launchers [8 carried] (6/12)

Special Notes/Capabilities:

Hyperdrive.


XG-1 Assault Gunboat

Cost in Credits:  22 MC per Squadron

Production Time:  9 Days

Length:  15 Meters

Crew:  1

Shields:  8 Points

Hull:  15 Points

Power Systems:  23 Points

Speed:  Slow

Weapons:

2 Laser Cannons (1/2)

2 Ion Cannons (4/8 sys)

2 Multi-Purpose Warhead Launchers [6 PT or 8 CM] (10-5 pts ea / 20-10)

Special Notes/Capabilities:

Atmospheric. Hypedrive


XG-2 Missile Boat

Cost in Credits:  25 MC per Squadron

Production Time:  9 Days

Length:  17 Meters

Crew:  2

Shields:  9 Points

Hull:  17 Points

Power Systems:  26 Points

Speed:  Moderate

Weapons:

2 Laser Cannons (1/2)

4 Concussion Missile Launchers [4 CM] (5/20)

Special Notes/Capabilities:

Atmospheric. Hyperdrive.  Can only have 2 squads or less on any ship except for carriers, which can have 4 squads.  Must still obey the footage substitution rules.


Starships of the New Republic

Super Ships

·	Mon Calamari Defender-class Heavy Cruiser

Large Ships

·	Mon Calamari 90b-class Heavy Cruiser

·	Mon Calamari 90-class Heavy Cruiser

·	Mon Calamari 80b-class Star Carrier

·	Mon Calamari 80a-class Star Cruiser

·	Endurance-class Fleet Carrier

Medium Ships

·	Nebula-class Star Destroyer

·	Mon Calamari 60-class Strike Cruiser

·	Republic Assault Frigate

Small Ships

·	Reaper-class Gunship

·	Pulse Grav-well Projector Tender

Starfighters

·	T-Wing Fighter

·	X-Wing Starfighter

·	A-Wing Interceptor

·	Y-Wing Bomber

·	B-Wing Assault Bomber

·	E-Wing Starfighter


Mon Calamari Defender-class Heavy Cruiser

Cost in Credits:  11,250 MC

Production Time:  15 Weeks

Monthly Upkeep:  563 MC

Length:  7,800

Crew:  91,822

Troops:  20,480 (2 Battlegroups)

Vehicles:

12 Landing Barges

30 Freerunners

20 Heavy Trackers

24 T-47 Speeders

Shields:  Moderate [23,400 Points]

Hull:  Moderate [19,500 Points]

Power Systems:  11,700 Points

Speed:  Very Slow

Weapons:

200 Heavy Turbolasers
Arc: 40 Forward, 60 Starboard, 60 Port, 40 Aft
240 Turbolasers
Arc: 50 Forward, 70 Starboard, 70 Port, 50 Aft
74 Proton Torpedo Launch Tubes
Arc: 12 Forward, 25 Starboard, 25 Port, 12 Aft
74 Turbo-charged Lasers
Arc: 12 Forward, 25 Starboard, 25 Port, 12 Aft
150 Heavy Ion Cannons
Arc: 25 Forward, 50 Starboard, 50 Port, 25 Aft
24 Tractor Beam Projectors
Arc: 4 Forward, 8 Starboard, 8 Port, 4 Aft

Sensor Systems:

Type 3 Sensor

Type 3 Transmitter

Type 2 Jammer

Launch Bays:

2 Large Bays

Onboard Craft:

4 X-Wing Squadrons

3 A-Wing Squadrons

2 E-Wing Squadron

3 B-Wing Squadrons

16 Lambda-class Shuttles

4 Tramp Shuttles

12 Echo-class Boarding Transports


Mon Calamari 90b-class Heavy Cruiser

Cost:  Unique - 2,237 MC

Build Time:  Unique - 5 Weeks

Monthly Upkeep:  112 MC

Length:  1,500

Crew:  5,860

Troops:  2,700

Shields:  Heavy [5,250 Points]

Hull:  Moderate [3,750 Points]

Power Systems:  2,250 Points

Speed:  Fast

Weapons:

85 Turbolaser Batteries (8/680)

18 Proton Torpedo Launch Tubes (10/180)

8 Tractor Beam Projectors

Sensor Systems:

Type 3 Sensor

Type 3 Transmitter

Type 2 Jammer

Launch Bays:

2 Large Bays

1 Auxiliary Bay

Onboard Craft:

3 X-Wing Squadrons

1 E-Wing Squadron

2 A-Wing Squadrons

2 B-Wing Squadron

2 Lambda-class Shuttles

2 Tramp Shuttles

Notes/Special Capabilities:

A Capital ship designed to be the President’s flagship, however, with the recent concerns over fleet costs, only one MC-90b may be kept active at a time.  The ship was designed with human configuration in mind.  All visual displays have optional 'human' settings.  Tactical stations and monitors have been upgrade into 3-Dimensional Holographic Imaging.  Only a Mon Calamari can operate the systems, however.  The hull is a brilliant white with an opalescent tone to it with the red New Republic Crest aft-starboard and aft-portside just behind the 'wings'.  The name of the ship, Crystal Blade, appears on the starboard and portside in large, italicized, bright blue letters and accented with a shining star at the end.  Only a member of the senate may use this command ship


Mon Calamari 90-class Heavy Cruiser

Cost in Credits:  2,068 MC

Production Time:  5 Weeks

Monthly Upkeep:  104 MC

Length:  1,500

Crew:  5,860

Troops:  9,700

Vehicles:

6 Landing Barges

15 Freerunners

10 Heavy Trackers

12 T-47 Speeders

Shields:  Heavy [5,250 Points]

Hull:  Light [3,000 Points]

Power Systems:  2,250 Points

Speed:  Slow

Weapons:

75 Turbolaser Batteries (8/600)

6 Proton Torpedo Launch Tubes (10/60)

30 Ion Cannons (6/180 sys)

8 Tractor Beam Projectors

Sensor Systems:

Type 2 Sensor

Type 2 Transmitter

Type 2 Jammer

Launch Bays:

1 Large Bay

Onboard Craft:

2 X-Wing Squadrons

2 E-Wing Squadron

2 B-Wing Squadrons

12 Lambda-class Shuttles

2 Tramp Shuttles

12 Echo-class Boarding Shuttles


Mon Calamari 80b-class Star Cruiser

Cost in Credits:  1,673 MC

Production Time:  4 Weeks

Monthly Upkeep:  84 MC

Length:  1,000

Crew:  5,402

Troops:  1,200

Ground Units:

8 Landing Barges

10 Freerunners

10 Heavy Trackers

12 T-47 Speeders

Shields:  Heavy [3,500 Points]

Hull:  Moderate [2,000 Points]

Power Systems:  1,500 Points

Speed:  Moderate

Weapons:

48 Turbolasers (6/288)

20 Ion Cannons (6/120 sys)

6 Starfigher Class Tractor Beam Projectors

Sensor Systems:

Type 2 Sensor

Type 2 Transmitter

Type 1 Jammer

Launch Bays:

2 Large Bays

1 Medium Bay

Onboard Craft:

3 X-Wing Squadrons

2 A-Wing Squadrons

1 Y-Wing Squadron

2 B-Wing Squadron

2 Lambda-class Shuttles


Mon Calamari 80a-class Star Cruiser

Cost in Credits:  1,743 MC

Production Time:  5 Weeks

Monthly Upkeep:  88 MC

Length:  1,300

Crew:  5,156

Troops:  3,200

Ground Units:

4 Landing Barges

10 Freerunners

7 Heavy Trackers

12 T-47 Speeders

Shields:  Moderate [3,900 Points]

Hull:  Moderate [3,250 Points]

Power Systems:  1,950 Points

Weapons:

48 Turbolaser Batteries (8/384)

15 Concussion Missle Launchers (5/75)

40 Ion Cannons (6/240 sys)

6 Tractor Beam Projectors

Sensor Systems:

Type 2 Sensor

Type 1 Transmitter

Type 1 Jammer

Launch Bays:

1 Medium Bay

1 Small Bay

Onboard Craft:

1 X-Wing Squadron

1 A-Wing Squadron

1 B-Wing Squadron

2 Lambda-class Shuttles


Endurance-class Fleet Carrier

Cost in Credits:  2,224 MC

Production Time:  4 Weeks

Monthly Upkeep:  112 MC

Length:  1,200 Meters

Crew:  18,156

Troops:  1,000

Shields:  Heavy [4,200 Points]

Hull:  Moderate [3,000 Points]

Power Systems:  1,800 Points

Speed:  Fast

Weapons:

25 Turbolasers (6/150)

50 Heavy Laser Cannons (2/100)

12 Starfighter Class Tractor Beam Projectors

Sensor Systems:

Type 2 Sensor

Type 1 Transmitter

Type 2 Jammer

Launch Bays:

3 Large Launch Bays

4 Medium Launch Bays

Onboard Craft:

3 X-wing Squadrons

2 E-wing Squadrons

2 B-wing Squadrons

3 A-wing Squadrons

4 Tramp Shuttles

2 Lambda Shuttles


Nebula-class Star Destroyer

Cost in Credits:  1,560 MC

Production Time:  3 Weeks

Monthly Upkeep:  78 MC

Length:  1,000 Meters

Crew:  5,230

Troops:  4,000

Ground Units:

12 Landing Barges

36 T-47 Speeders

20 Freerunners

15 Heavy Trackers

Shields:  Heavy [3,500 Points]

Hull:  Light [2,000 Points]

Power Systems:  1,500 Points

Speed:  Fast

Weapons:

40 Turbolasers (6/240)

10 Proton Torpedo Launch Tubes (10/100)

80 Heavy Laser Cannons (2/160)

Sensor Systems:

Type 2 Sensor

Type 2 Transmitter

Type 1 Jammer

Launch Bays:

1 Medium Launch Bay

Onboard Craft:

2 X-wing Squadrons

2 B-wing Squadrons

2 Lambda Shuttles

Special Capabilities / Notes:

The Nebula Star Destroyer is a wedge-shaped republic destroyer.  Designed by Rendili Star Drive to compete with the merciless ISD and VSD.


Mon Calamari 60-class Strike Cruiser

Cost in Credits:  863 MC

Production Time:  2 Weeks

Monthly Upkeep:  44 MC

Length:  500

Crew:  3,402

Troops:  600

Ground Units:

1 Landing Barge

12 T-47 Speeders

Shields:  Moderate [1,500 Points]

Hull:  Moderate [1,250 Points]

Power Systems:  750 Points

Speed:  Fast

Weapons:

38 Turbolaser Batteries (6/228)

25 Ion Cannons (6/150 sys)

6 Tractor Beam Projectors

Sensor Systems:

Type 2 Sensor

Type 1 Transmitter

Type 1 Jammer

Launch Bays:

1 Medium Bay

Onboard Craft:

2 X-Wing Squadrons


Republic Assault Frigate

Cost in Credits:  975 MC

Production Time:  3 Weeks

Monthly Upkeep:  49 MC

Length:  700

Crew:  4,882

Troops:  100

Ground Units:

None.

Shields:  Moderate [2,100 Points]

Hull:  Moderate [1,750 Points]

Power Systems:  1,050 Points

Speed:  Fast

Weapons:

15 Laser Cannons (1/15)

20 Heavy Laser Cannons (2/40)

15 Turbolaser Batteries (8/120)

Sensor Systems:

Type 2 Sensor

Type 1 Transmitter


Reaper-class Gunship

Cost in Credits:  667 MC

Production Time:  2 Weeks

Length:  320 Meters

Crew:  470

Shields:  Moderate [960 Points]

Hull:  Moderate [800 Points]

Power Systems:  480 Points

Speed:  Fast

Sensor Systems:

Type 1 Sensor

Type 1 Transmitter

Launch Bay:

1 Small Bay

Weapons:

A: configuration

60 Laser Cannons (1/60)

20 Turbolaser Cannons (6/120)

6 Proton Torpedo Launchers 20 ea (10/60)

B: configuration

20 Laser Cannons (1/20)

60 Ion Cannons (6/360 sys)

2 Tractor Beams/2 Starfighter Tractor Beams

Troops:

A: configuration

50 Troopers

B: configuration

2,000 Troopers

Onboard Craft:

A: configuration

6 Starfighters

B: configuration

2 Echo-class Boarding Shuttles

Special Notes / Capabilities:

The Reaper is customizable at time of construction into the a or b class.  The a class offers decent PDF protection with it’s weapons and craft.  It’s sister, the b class, is designed as a small mobile troop transport for boarding smuggler and pirate ships with it’s ions, tractors, and boarding shuttles.


Pulse Grav-Well Projector Tender

Cost in Credits:  547 MC

Production Time:  2 Weeks

Monthly Upkeep: 28 MC

Length:  300 Meters	(When coupled with a PGWP 700 meters)

Crew:  520

Troops:  25

Shields:  Moderate [900 Points]	(When coupled with a PGWP 2,100)

Hull:  Moderate [750 Points]	(When coupled with a PGWP 1,750)

Power Systems:  450 Points	(When coupled with a PGWP 1,050)

Speed:  Moderate

Sensor Systems:

Type 2 Sensor

Type 1 Transmitter

Launch Bay:

1 Small Bay

Weapons:

30 Laser Cannons (1/30)	(When coupled with a PGWP 70 Laser Cannons (1/70))

6 Tractor Beam Projectors

Onboard Craft:

1 Starfighter Squadron

1 Lamda-Class Shuttle

Special Notes/Capabilities:

This tender is specially designed to interlock with the Pulse Gravwell Projector Platforms to move them from system to system.  It is capable of stand-a-lone hyperspace flight, as well as with the projector interlocked.  When the two are interlocked, the two are to be considered as one craft when figuring overall length.  Thus the shields, hull, and systems would be added together as one.  The starfighters onboard serve as protection for the tender.  Due to the stress on the coupling system, the two can only travel as a pair for a maximum of 4 hyperspace jumps before they have to separate and the coupling system is replaced on the tender at a space dock.  Gravwells can control 25% of a system’s space lanes.  The source of the gravwells cannot get nearer then 12 hours to a planet’s atmosphere due to the affect of the gravwells upon the atmosphere.  Any nearer and the gravwells are pre-designed to shut down.  It takes 12 hours to travel from the rim to the source of a gravwell for a capital ship, half for a starfighter.  While bring grav wells up is instantaneous, it will take 12 hours in between lowering and re-raising grav wells. This ship’s tech has some limited build rights purchased by the Hapan and Shadow Alliance sims under prior trade agreements.


T-Wing Fighter

Cost in Credits:  10 MC per Squadron

Production Time:  6 Days

Length:  10 Meters

Crew:  1

Shields:  5 Points

Hull:  10 Points

Power Systems:  15 Points

Speed:  Moderate

Weapons:

2 Laser Cannons (1/2)

2 Concussion Missile Launchers [4 count] (5/10)

Special Notes/Capabilities:

No Hyperdrive.


X-Wing Starfighter

Cost in Credits:  22 MC per Squadron

Production Time:  8 Days

Length:  16 Meters

Crew:  1 + Astromech Droid

Shields:  8 Points

Hull:  16 Points

Power Systems:  24 Points

Speed:  Moderate

Weapons:

4 Laser Cannons (1/4)

2 Proton Torpedo Launchers [8 Count] (10/20)

Special Notes/Capabilities:

Hypedrive, Atmospheric.


A-Wing Interceptor

Cost in Credits:  14 MC per Squadron

Production Time:  7 Days

Length:  10

Crew:  1

Shields:  5 Points

Hull:  10 Points

Power Systems:  15 Points

Speed:  Fast

Weapons:

2 Laser Cannons (1/2)

2 Advanced Concussion Missile Launchers [6 Count] (6/12)

Special Capabilities / Notes:

Hyperdrive.


Y-Wing Bomber

Cost in Credits:  20 MC per Squadron

Production Time:  9 Days

Length:  16 Meters

Crew:  1

Shields:  8 Points

Hull:  16 Points

Power Systems:  24 Points

Speed:  Slow

Weapons:

2 Laser Cannons (1/2)

2 Proton Torpedo Launchers [12 Count] (10/20)

2 Light Ion Cannons (4/8)

Special Capabilities / Notes:

Atmospheric, Hyperdrive.


B-Wing Assault Bomber

Cost in Credits:  25 MC per Squadron

Production Time:  12 Days

Length:  18 Meters

Crew:  1

Shields:  9 Points

Hull:  18 Points

Power Systems:  27 Points

Speed:  Moderate

Weapons:

3 Laser Cannon (1/3)

2 Proton Torpedo Launchers [16 Count] (10/20)

3 Ion Cannons (6/18 sys)

Special Capabilities / Notes:

Atmospheric, Hyperdrive.


E-Wing Starfighter

Cost in Credits:  20 MC per Squadron

Production Time:  11 Days

Length:  14 Meters

Crew:  1

Shields:  7 Points

Hull:  14 Points

Power Systems:  21 Points

Speed:  Very Fast

Weapons:

3 Heavy Laser Cannons (2/6)

1 Advanced Torpedo Launchers [8 each] (12/12)

Special Capabilities / Notes:

Hyperdrive.


Starships of the Federation
Starships of the United Soviet Socialist Federatio

Super Ships

·	Star Home

·	Federation-class Battle Ship

Large Ships

·	Charubah-class Fleet Carrier

·	Enhanced [Churabah-b] Battle Dragon

·	Federation-class Heavy Destroyer

·	Black Corsair-class Battle Ship

·	Sovereign-class Heavy Cruiser

·	Spitfire-class Frigate

Medium Ships

·	Enhanced [Churabah-a] Battle Dragon

·	Hapan Battle Dragon

·	Trade Federation Cruiser

Small Ships

·	Hapes Nova-class Battle Cruiser

·	Marauder-class Corvette

Auxilary Craft

·	C-9979 Landing Ship

·	Maurader Transport

Starfighters

·	Miy'til Combat Interceptor

·	Hetrinar Assault Bomber

·	Soviet Gunboat

·	Droid Starfighter

·	Cloakshape Fighter

·	StarViper Interceptor

·	SoroSuub Assault Bomber


SHC Star Home

Cost:  Unique - 7,500 MC

Build Time:  Unique - 12 Weeks

Monthly Upkeep:  375 MC

Diameter:  5,000 Meters

Crew:  19,500

Troops:

9,000 Royal Troopers

1,000 Royal Soviet Guards

Ground Units:

14 Landing Barges

36 Hapan Ultra Light Assault Vehicles

16 AT-PT Walkers

Shields:  Moderate [15,000 Points]

Armor:  Moderate [12,500 Points]

Systems:  7,500 Points

Speed:  Slow

Weapons:

100 Turbolasers
Arc: 25 Forward, 25 Starboard, 25 Port, 25 Aft
200 Turbolaser Batteries
Arc: 50 Forward, 50 Starboard, 50 Port, 50 Aft
60 Heavy Laser Cannons
Arc: 15 Forward, 15 Starboard, 15 Port, 15 Aft
120 Advanced Concussion Missile Launchers
Arc: 30 Forward, 30 Starboard, 30 Port, 30 Aft
200 Ion Cannons
Arc: 50 Forward, 50 Starboard, 50 Port, 50 Aft
20 Tractor Beam Projectors
Arc: 10 Forward, 10 Aft

Sensor Systems:

Type 3 Sensor

Type 3 Transmitter

Type 2 Jammer

Launch Bays:

3 Large Bays

Onboard Craft:

6 Miy'til Fighter Squadrons

6 Hetrinar Assault Bomber Squadrons

16 Lambda-class Shuttles

4 Tramp Shuttles

12 Echo-class Boarding Transports

Special Capabilities / Notes:

The first Queen Mother began construction of Star Home nearly 4,000 years ago, using her castle as a blue print.  Over the years, Star Home has been completed and upgraded, becoming the Hapan's most prized possession. Only one may exist at a time.


Federation-class Battle Ship
Trade Federation-class Battleship

Cost:   4,755 MC

Build Time:   15 Weeks

Monthly Upkeep:  238 MC

Diameter:  3,170 Meters

Crew:  35,000

Troops:  265,850 Battle Droids

Ground Units:

330 MTTs

3,420 AATs

840 Troop Carriers (94,080 infantry, 1,680 crew)

960 STAPs

500 Droidekas

Shields:  Moderate [9,510 Points]

Armor:  Moderate [7,925 Points]

Systems:  4,755 Points

Speed:  Moderate

Weapons:

248 Turbolaser Batteries
Arc: 62 Forward, 62 Starboard, 62 Port, 62 Aft
8 Tractor Beam Projectors
Arc: 4 Forward, 4 Aft

Sensor Systems:

Type 3 Sensor

Type 3 Transmitter

Type 2 Jammer

Launch Bays:

2 Huge Bays [3 Squadrons per Bay]

4 Inner Wall Hangars [For shuttles and aux ships]

4 Center Sphere Hangars [For shuttles and aux ships]

Onboard Craft:

12 Droid Fighter Squadrons

20 C-9979 Landing Ships

500 meters of aux craft docking space

Special Capabilities / Notes:

The Federation Battleship is the centerpiece of the Federations main battle fleet. While not as heavily armored as a Super Star Destroyer, the Battleship carries the most important element in the Federation ground forces, the Droid Army.  It is capable of launching all auxilary craft at once.


Charubah-class Fleet Carrier

Cost:  2,164 MC

Build Time:  5 Weeks

Monthly Upkeep:  108 MC

Length:  1,400 Meters

Crew:  13,000 + Assorted Droids and Pilots

Troops:   400 Soviet Troopers

Ground Units:

None

Shields:  Heavy [4,900 Points]

Hull:  Moderate [3,500 Points]

Power Systems:  2,100 Points

Speed:  Fast

Weapons Systems:

40 Turbolaser Batteries (8/320)

80 Heavy Laser Cannons (2/160)

12 Tractor Beam Projectors

Sensor Systems:

Type 2 Sensor

Type 2 Transmitter

Launch Bays:

4 Large Bays

4 Medium Bays

Onboard Craft:

4 Miy'til Fighter Squadrons

4 Hetrinar Assault Bomber Squadrons

4 Soviet Gunboat Squadrons

2 Tramp Shuttles


Enhanced [Charubah-b] Battle Dragon

Cost:  1,849 MC

Build Time:  4 Weeks

Monthly Upkeep:  93 MC

Diameter:  1,200 Meters

Crew:  3,042

Troops:  5,000 Soviet Troopers

Ground Units:

8 Landing Barges

20 Heavy Trackers

Shields:  Moderate [3,600 Points]

Hull:  Moderate [3,000 Points]

Power Systems:  1,800 Points

Speed:  Moderate

Weapons:

60 Turbolaser Batteries (8/480)

15 Proton Torpedo Tubes (10/150)

60 Heavy Ion Cannons (8/480 sys)

2 Tractor Beam Projectors

Sensor Systems:

Type 1 Sensor

Type 1 transmitter

Type 1 Jammer

Launch Bays:

1 Large Bay

1 Small Bay

Onboard Craft:

2 Miy'til Fighter Squadrons

2 Hetrinar Assault Bomber Squadrons

2 Soviet Gunboat Squadron

1 Tramp Shuttles

4 Lambda-class Shuttles

12 Echo-class Boarding Shuttles


Federation-class Heavy Destroyer
Trade Federation-class Destroyer

Cost:  2,075 MC

Build Time:  5 Weeks

Monthly Upkeep:  104 MC

Diameter:  1,500 Meters

Crew:  32,000

Troops:  10,100 Battle Droids

Ground Units:

22 MTTs

228 AATs

56 Troop Carriers

120 STAP

Shields:  Moderate [4,500 Points]

Hull:  Moderate [3,750 Points]

Power Systems:  2,250 Points

Speed:  Moderate

Weapons:

40 Turbolaser Batteries (8/320)

40 Heavy Turbolasers (7/280)

15 Ion Cannons (6/90 sys)

8 Tractor Beam Projectors

Sensor Systems:

Type 2 Sensor

Type 2 transmitter

Type 1 Jammer

Launch Bays:

2 Large Bays

1 Medium Bay

Onboard Craft:

10 Droid Starfighter Squadrons

2 CC-9979 Landing Ships (176 crew)

6 Lamda Shuttles

Special Capabilities / Notes:

The Trade Federation Destroyer is based on the very ship that ended the Trade Federation, the Star Destroyer. While not as heavily armed, it does carry a wider range of ground support troops then it’s Imperial or Republican counterparts and also is a bit quicker.


Black Cossair-class Battleship

Cost in Credits:  2,301 MC

Production Time:  5 Weeks

Monthly Upkeep:  115 MC

Length:  1,600 Meters

Crew:  16,113

Troops:  18,000 Soviet Troopers

Shields:  Moderate [4,800 Points]

Hull:  Moderate [4,000 Points]

Power Systems:  2,400 Points

Speed:  Moderate

Weapons:

50 Turbolasers (6/300)

25 Heavy Turbolasers (7/175)

8 Turbolaser Batteries (8/64)

8 Proton Torpedo Launchers (10/80)

10 Heavy Ion Cannons (8/160sys)

12 Tractor Beam Projectors

Sensor Systems:

Type 3 Sensor

Type 3 Transmitter

Type 2 Jammer

Launch Bays:

2 Large Bays

Onboard Craft:

8 Cloakshape Starfighter Squadrons

24 Echo-class Boarding Shuttles


Sovereign-class Heavy Cruiser
Vong Warrior-class Heavy Cruiser

Cost in Credits:  1,865 MC

Production Time:  5 Weeks

Monthly Upkeep:  94 MC

Length:  1,300 Meters

Crew:  12,400

Troops:

7,200 Soviet Troopers

6 Landing barges

Shields:  Moderate [3,900 Points]

Hull:  Moderate [3,250 Points]

Power Systems:  1,950 Points

Speed:  Moderate

Weapons:

80 Turbolaser Batteries (8/640)

20 Laser Cannons (1/20)

16 Heavy Ion Cannons (8/128 sys)

4 Tractor Beam Projectors

Sensor Systems:

Type 3 Sensor

Type 2 Transmitter

Type 2 Jammer

Launch Bays:

2 Medium Bays

Onboard Craft:

2 Soviet Gunboat Squadrons

2 SoroSuub Assault Bomber Sqoadrons

12 Skipray Blastboats

12 Echo-class Boarding Shuttles


Spitfire-class Frigate
Elroodian Spitfire-class Frigate

Cost in Credits:  1,609 MC

Production Time:  4 Weeks

Monthly Upkeep:  81 MC

Length:  1,200 Meters

Crew:  180

Troops:  2,700

Shields:  Moderate [3,600 Points]

Hull:  Moderate [3,000 Points]

Power Systems:  1,800 Points

Speed:  Moderate

Weapons:

50 Turbolaser Batteries (6/300)

20 Laser Cannons (1/20)

20 Ion Cannons (6/120 sys)

2 Tractor Beam Projectors

Sensor Systems:

Type 2 Sensor

Type 1 Transmitter

Type 1 Jammer

Launch Bays:

1 Medium Bay

Onboard Craft:

2 Cloakshape Fighter Squadrons

3 Lambda-class Shuttles


Enhanced [Charubah-a] Battle Dragon

Cost:  1,527 MC

Build Time:  4 Weeks

Monthly Upkeep:  77 MC

Diameter:  1,000 Meters

Crew:  3,042

Troops:  7,500 Soviet Troopers

Ground Troops:

8 Landing Barges

20 Heavy Trackers

Shields:  Moderate [3,000 Points]

Hull:  Moderate [2,500 Points]

Power Systems:  1,500 Points

Speed:  Moderate

Weapons:

48  Heavy Turbolasers (7/336)

10 Proton Torpedo Tubes (10/100)

48 Ion Cannons  (6/288 sys)

Sensor Systems:

Type 1 Sensor

Type 1 Transmitter

Type 1 Jammer

Launch Bays:

2 Medium Bays

Onboard Craft:

2 Miy'til Fighter Squadrons

2 Hetrinar Assault Bomber Squadrons

6 Soviet Gunboats

4 Lambda-class Shuttles

6 Echo-class Boarding Shuttles


Hapan Battle Dragon

Cost:  1,230 MC

Build Time:  4 Weeks

Monthly Upkeep:  62 MC

Diameter:  800 Meters

Crew: 1,200

Troops: 2,500 Soviet Troopers

Ground Troops:

10 Heavy Trackers

2 Landing Barges

Shields:  Moderate [2,400 Points]

Hull:  Moderate [2,000 Points]

Power System:  1,200

Speed:  Fast

Weapons:

40 Heavy  Turbolasers (7/280)

10 Proton Torpedo Tubes (10/100)

40 Ion Cannons (6/240 sys)

Sensor Systems:

Type 1 Sensor

Type 2 Transmitter

Type 1 Jammer

Launch Bays:

1 Medium Bay

1 Small Bay

Onboard Craft:

2 Miy'til Fighter Squadrons

1 Hetrinar Assault Bomber Squadron

4 Lambda-class Shuttles


Federation-class Light Cruiser
Trade Federation Cruiser

Cost:  1,330 MC

Build Time:  5 Weeks

Monthly Upkeep:  67 MC

Diameter:  950 Meters

Crew: 7,000

Troops: 4,368 Battle Droids

Ground Troops:

114 Armored Assault Tanks

11 Multi-Troop Transports

28 Troop Carriers

10 Droidekas

75 STAPs

Shields:  Moderate [2,850 Points]

Hull:  Moderate [2,375 Points]

Power System:  1,425

Speed:  Fast

Weapons:

15 Turbolasers Batteries (8/120)

15 Turbolasers (6/90)

10 Ion Cannons (6/60 sys)

Sensor Systems:

Type 2 Sensor

Type 2 Transmitter

Type 1 Jammer

Launch Bays:

1 Large Bay

Onboard Craft:

1 C-9979 Landing Ship

5 Droid Starfighter Squadrons

6 Lamda Shuttles


Nova-class Battle Cruiser
Hapes Nova-class Battle Cruiser

Cost:  810 MC

Build Time:  2 Weeks

Monthly Upkeep:  41 MC

Length: 400 Meters

Crew: 1,700

Troops: 1,600 Troopers

Ground Vessels:

1 Landing Barge

Shields:  Moderate [1,200 Points]

Hull:  Moderate [1,000 Points]

Power Systems:  600 Points

Speed:  Fast

Weapons:

25  Turbolasers (6/150)

20 Laser Cannons (1/20)

10 Heavy Ion Cannons (8/80)

Sensor Systems:

Type 2 Sensor

Type 2 Transmitter

Type 1 Jammer

Launch Bays:

1 Medium Bay

1 Small Bay

Onboard Craft:

2 Miy'til Fighter Squadrons

1 Hetrinar Assault Bomber Squadron

6 Tramp Shuttles


Marauder-class Corvette

Cost in Credits:  356 MC

Production Time:  1 Week

Length:  250 Meters

Crew:  129

Troops:  40 Soviet Troopers

Shields:  Moderate [750 Points]

Hull:  Moderate [625 Points]

Power Systems:  375 Points

Speed:  Very Fast

Weapons:

20 Turbolasers (6/120)

20 Laser Cannons (1/40)

10 Ion Cannons (6/60sys)

3 Tractor Beam Projectors

Sensor Systems:

Type 2 Sensor

Type 2 Transmitter

Type 1 Jammer


C-9979 Landing Ship

Cost:  500 MC per Squadron

Build Time:  2 Weels

Length:  180 Meters

Crew:  88 Pilots/Gunners

Troop Capacity:

3,750 Battle Droids

250 Droidekas

Vehicle Capacity:

25 Multi-Troop Transports

100 Armored Assault Tanks

100 Single Trooper Ariel Platforms

Shields:  520 Points

Hull:  480 Points

Power Systems:  370 Points

Speed:  Moderate

Weapons:

8 Laser Cannons (1/8)

Sensor Systems:

Type 1 Sensor

Type 1 Transmitter

Special Notes/Capabilities:

Atmospheric. No Hyperdrive.  Can only be used with Droid Armies.  They are not capable of dogfighting or attacking targets in space.


Marauder-class Transport

Cost in Credits:  50 MC per Squadron

Production Time:  9 Days

Length:  65 Meters

Crew:  5 (Pilot, Lift Operator, 3 Gunners)

Shields:  120 Points

Hull:  100 Points

Power Systems:  75 Points

Speed:  Moderate

Weapons:

8 Laser Cannons (1/8)

Special Notes/Capabilities:

No Hyperdrive. Atmospheric.  See below for variants.  Can only be used by Soviet Shock Troops, no other troop is permitted onboard.  Limited to a maximum of 20 on any capital ship.

Landing Shuttle Infantry (LSI)

Passengers: 150 Troopers

Notes: For rapid deployment of light and heavy units.

Landing Shuttle Mechanized (LSM)

Cargo: 50 Small Assault Vehicles and crew

Notes: For rapid deployment of vehicles


Miy'til Combat Interceptor

Cost:  12 MC per Squadron

Production Time:  8 Days

Length:  8 Meters

Crew:  1 Pilot + Astromech Droid

Shields:  4 Points

Hull:  8 Points

Power Systems:  12 Points

Speed:  Fast

Weapons:

2 Heavy Laser Cannons (2/4)

2 Advanced Concussion Missile Launcher [10 CMs] (6/12)

Special Notes/Capabilities:

Hyperdrive.


Hetrinar Assault Bomber

Cost:  18 MC per Squadron

Build Time:  12 Days

Length:  14 Meters

Crew:  1 Pilot + Astromech Droid

Shields:  7 Points

Hull:  14 Points

Power Systems:  21 Points

Speed:  Slow

Weapons:

2 Heavy Laser Cannons (2/4)

2 Proton Torpedo Tubes [6 Torpedoes each](10/20)

Special Notes/Capabilities:

Atmospheric. No Hyperdrive


Soviet Gunboat
Hapan Gunboat

Cost:  24 MC per Squadron

Build Time:  15 Days

Length:  16 Meters

Crew:  5 Pilots/Gunners

Shields:  8 Points

Hull:  16 Points

Power Systems:  24 Points

Speed:  Moderate

Weapons:

4 Laser Cannons (1/4)

1 Proton Torpedo Launchers [8 torpedoes each] (10/10)

1 Concussion Missile Launcher [12 missiles] (5/5)

1 Light Ion Cannon (4/4 sys)

Special Notes/Capabilities:

Atmospheric. No Hyperdrive.  Formerly known as a Hapan Gunboat


Droid Starfighter

Cost:  3 MC per Squadron

Production Time:  3 Days

Length:  3.5 Meters

Crew:   Droid

Shields:  2 Points

Hull:  4 Points

Power Systems:  6 Points

Speed:  Moderate

Weapons:

     4 Laser Cannons (1/4)

     2 Advanced Concussion Missile Launchers [2 CMs] (6/12)

Special Capabilities / Notes:

No hyperdrive, Atmospheric.


CloakShape Fighter
CloackShape Fighter

Cost in Credits:  15 MC per Squadron

Production Time:  5 Days

Length:  15 Meters

Crew:  1

Shield:  8 Points

Hull:  15 Points

Power Systems:  23 Points

Speed:  Moderate

Weapons:

4 Laser Cannons (1/4)

2 Advanced Concussion Missile Launchers [8 count] (6/12)

2 Light Ion Cannons (4/8sys)

Special Notes/Capabilities:

Hyperdrive.


StarViper Interceptor

Cost in Credits:  13 MC per Squadron

Production Time:  5 Days

Length:  12 Meters

Crew:  1

Shield:  6 Points

Hull:  12 Points

Power Systems:  18 Points

Speed:  Very Fast

Weapons:

4 Laser Cannons (1/4)

2 Concussion Missile Launchers [4 count] (5/10)

Special Notes/Capabilities:

Hyperdrive.


SoroSuub Assault Bomber

Cost in Credits:  14 MC per Squadron

Production Time:  8 Days

Length:  14 Meters

Crew:  2

Shields:  7 Points

Hull:  14 Points

Power Systems:  21 Points

Speed:  Slow

Weapons:

2 Laser Cannons (1/2)

2 Proton Torpedo Tubes [16 carried] (10/20)

Special Notes/Capabilities:

No Hyperdrive. Atmospheric.


Common Starships

Medium Ships

·	Dreadnaught-class Heavy Cruiser

·	Loronar Strike Cruiser

·	Quasar Fire-class Starfighter Carrier

·	Escort-class Starfighter Carrier

·	Nebulon-B2 Escort Frigate

·	Carrack-class Light Cruiser

Small Ships

·	Lancer-class Frigate

·	Corellian Corvette

·	Corellian Gunship

·	IPV-1 System Patrol Craft

Auxiliary Craft

·	Sentinel-class Landing Shuttle

·	Tramp Shuttle

·	Lambda-class Shuttle

·	Echo-class Boarding Shuttle

·	Skipray Blastboat

Starfighters

·	A-9 Vigilence Interceptor

·	Z-95 Headhunter

·	R-41 Starchaser

Misc Craft

·	Landing Barge

·	Space Tug


Dreadnaught-class Heavy Cruiser

Cost in Credits:  900 MC

Production Time:  3 Weeks

Monthly Upkeep:  45 MC

Length:  600 Meters

Crew:  9,300

Troops:  3,000

Vehicles:

2 Landing Barges

4 Light Vehicles

2 Heavy Vehicles

Shields:  Moderate [1,800 Points]

Hull:  Moderate [1,500 Points]

Power Systems:  900 Points

Speed:  Moderate

Weapons:

10 Turbolasers (6/60)

10 Turbolaser Batteries (8/80)

10 Proton Torpedo Tubes (10/100)

20 Heavy Ion Cannons (8/160 sys)

Sensor Systems:

Type 1 Sensor

Type 1 Transmitter

Type 1 Jammer

Launch Bays:

1 Medium Bay

Onboard Craft:

1 Starfighter Squadron

12 Echo-class Boarding Shuttles


Loronar-class Strike Cruiser

Cost in Credits:  742 MC

Production Time:  2 Weeks

Monthly Upkeep:  38 MC

Length:  450 Meters

Crew:  1,972

Troops:  340

Ground Units:

1 Landing Barge

Shields:  Moderate [1350 Points]

Hull:  Moderate [1125 Points]

Power Systems:  675 Points

Speed:  Fast

Weapons:

20 Turbolasers (6/120)

10 Turbolaser Batteries (8/80)

10 Ion Cannons (6/60)

6 Tractor Beam Projectors

Sensor Systems:

Type 2 Sensor

Type 1 Transmitter

Launch Bays:

1 Small Bay

Onboard Craft:

1 Starfighter Squadron

2 Lambda-class Shuttles


Quasar Fire-class Starfighter Carrier

Cost in Credits:  527 MC

Production Time:  2 Weeks

Monthly Upkeep:  27 MC

Length:  340 Meters

Crew:  250

Troops:  85

Ground Units:

None

Shields:  Moderate [1020 Points]

Hull:  Moderate [850 Points]

Power Systems:  510 Points

Speed:   Very Fast

Weapons:

4 Turbolaser Batteries (8/32)

2 Starfighter Class Tractor Beam Projectors

Sensor Systems:

Type 2 Sensor

Type 1 Transmitter

Launch Bays:

2 Medium Bays

Onboard Craft:

1 Tramp Shuttle

4 Starfigher Squadrons


Escort-class Starfighter Carrier

Cost in Credits:  839 MC

Production Time:  2 Weeks

Monthly Upkeep:  42 MC

Length:  500 Meters

Crew:  3,505

Troops:  800

Ground Units:

None

Shields:  Moderate [1,500 Points]

Hull:  Moderate [1,250 Points]

Power Systems:  750 Points

Speed:  Fast

Weapons:

20 Laser Cannons (1/20)

12 Multi Warhead Launchers (10 Concussion Missiles or Proton Torpedos) (5/10--60/120)

Sensor Systems:

Type 2 Sensor

Type 1 Transmitter

Launch Bays:

2 Medium Bays

Onboard Craft:

1 Tramp Shuttle

4  Z-95 HeadHunter Squadrons


Nebulon-B2 Escort Frigate

Cost in Credits:  488 MC

Production Time:  1 Week

Monthly Upkeep:  25 MC

Length:  300 Meters

Crew:  920

Troops:  75

Shields:  Moderate [900 Points]

Hull:  Moderate [750 Points]

Power Systems:  450 Points

Speed:  Very Fast

Weapons:

24 Turbolaser Cannons (6/144)

18 Laser Cannons (1/18)

2 Tractor Beam Projectors

Sensor Systems:

Type 2 Sensor

Type 1 Transmitter

Launch Bays:

1 Medium Bay

Onboard Craft:

3 Starfighter Squadrons

3 Lambda-class Shuttles


Carrack-class Light Cruiser

Cost in Credits:  420 MC

Production Time:  1 Week

Monthly Upkeep:  21 MC

Length:  350 Meters

Crew:  1,007

Troops:  142

Ground Units:

None.

Shields:  Moderate [1050 Points]

Hull:  Moderate [875 Points]

Power Systems:  525 Points

Speed:  Fast

Weapons:

10 Heavy Turbolasers (7/70)

20 Laser Cannons (1/20)

5 Tractor Beam Projectors

Sensor Systems:

Type 2 Sensor

Type 1 Transmitter

Launch Bays:

3 Launch Racks [4 Fighters apiece]

Onboard Craft:

12 Starfighters


Lancer-class Frigate

Cost in Credits:  450 MC

Production Time:  1 Week

Length:  250 Meters

Crew:  810

Troops:  40

Ground Units:

None.

Shields:  Moderate [750 Points]

Hull:  Moderate [625 Points]

Power Systems:  375 Points

Speed:  Very Fast

Weapons:

100 Turbo-Charged Laser Cannons (3/300)

Sensor Systems:

Type 1 Sensor

Type 1 Transmitter


Corellian Corvette

Cost in Credits:  174 MC

Production Time:  1 Week

Length:  150 Meters

Crew:  165

Troops:  600

Shields:  Moderate [450 Points]

Hull:  Moderate [375 Points]

Power Systems:  225 Points

Speed:  Very Fast

Weapons:

12 Turbolasers (6/72)

Sensor Systems:

Type 2 Sensor

Type 1 Transmitter


Corellian Gunship

Cost in Credits:  180 MC

Production Time:  1 Week

Length:  120

Crew:  45

Troops:  None.

Ground Units:

None.

Shields:  Moderate [360 Points]

Hull:  Moderate [300 Points]

Power Systems:  180 Points

Speed:  Very Fast

Weapons:

10 Turbolasers (6/60)

16 Laser Cannons (1/16)

4 Concussion Missile Tubes (5/20)

Sensor Systems:

Type 1 Sensor

Type 1 Transmitter


IPV-1 System Patrol Craft

Cost in Credits:  148 MC

Production Time:   1 Week

Length:  120 Meters

Crew:  4

Troops:  10

Ground Units:

None.

Shields:  Moderate [360 Points]

Hull:  Moderate [300 Points]

Power Systems:  180 Points

Speed:  Very Fast

Weapons:

14 Turbolaser Cannons (6/84)

Sensor Systems:

Type 2 Sensor

Type 1 Transmitter

Special Notes/Capabilities:

No Hyperdrive.


Sentinel-class Landing Shuttle

Cost in Credits:  50 MC per Squadron

Production Time:  8 Days

Length:  40 Meters

Crew:  5

Troops:  54

Ground Units:

6 Speeder Bikes

Shields:  80 Points

Hull:  50 Points

Power Systems:  20 Points

Speed:  Moderate

Weapons:

10 Laser Cannons (1/10)

2 Concussion Missile Launchers [8 each] (5/10)

1 Ion Cannon (6/6 sys)

2 Repeating Blaster Cannons - Ground Troops Only (1/2)

Special Notes/Capabilities:

Atmospheric.


Tramp Shuttle

Cost in Credits:  32 MC per Squadron

Production Time:  4 Days

Length:  25 Meters

Crew:  3

Cargo or Passengers:  10

Shields:  50 Points

Hull:  32 Points

Power Systems:  25 Points

Speed:  Slow

Weapons:

2 Laser Cannons (1/2)

1 Starfighter-class Tractor Beam

System Sensors:

Type 1 Sensor

Special Notes / Capabilities:

Atmospheric. Converted shuttle used by prospectors for grappling and mining asteroids.  Can be used to tow disabled starfighters.


Lambda-class Shuttle

Cost in Credits:  30 MC per Squadron

Production Time:  5 Days

Length:  20 Meters

Crew:  2

Troops:  20

Shields:  40 Points

Hull:  30 Points

Power Systems:  20 Points

Speed:  Moderate

Weapons:

10 Laser Cannons (1/10)

6 Blaster Cannons (1/6) - Ground troops only

Special Notes / Capabilities:

Atmospheric


Echo-class Boarding Shuttle

Cost in Credits:  38 MC per Squadron

Production Time:  6 Days

Length:  25 Meters

Crew:  3

Troops:  25

Shields:  50 Points

Hull:  38 Points

Power Systems:  25 Points

Speed:  Slow

Weapons:

3 Heavy Laser Cannons (2/6)

2 Turbolasers (6/12)


Skipray Blastboat

Cost in Credits:  38 MC per Squadron

Production Time:  7 Days

Length:  25 Meters

Crew:  2

Shields:  13 Points

Hull:  25 Points

Power Systems:  38 Points

Speed:  Fast

Weapons:

2 Laser Cannons (1/2)

1 Proton Torpedo Launcher [4 count] (10/10)

1 Concussion Missile Launcher [4 count] (5/5)

3 Ion Cannons (6/18sys)

Special Notes/Capabilities:

Atmospheric. No hyperdrive.


A-9 Vigilence Interceptor

Cost in Credits:  8 MC per Squadron

Production Time:  2 Days

Length:  8 Meters

Crew:  1

Shield:  4 Points

Hull:  8 Points

Power Systems:  12 Points

Speed:  Fast

Weapons:

4 Laser Cannons (1/4)

Special Notes/Capabilities:

No Hyperdrive.


Z-95 Headhunter

Cost in Credits:  12 MC per Squadron

Production Time:  6 Days

Length:  12 Meters

Crew:  1

Shields:  6 Points

Hull:  12 Points

Power Systems:  18 Points

Speed:  Moderate

Weapons:

4 Lasers (1/4)

2 Concussion Missile Launchers [8 count] (5/10)

Special Notes / Capabilities:

Hyperdrive capable.


R-41 Starchaser

Cost in Credits:  14 MC per Squadron

Production Time:  5 Days

Length:  14 Meters

Crew:  1

Shields:  7 Points

Hull:  14 Points

Power Systems:  21 Points

Speed:  Moderate

Weapons:

4 Laser Cannons (1/4)

2 Light Ion Cannons (4/8 sys)

Special Notes / Capabilities:

No hyperdrive.


Landing Barge

Cost in Credits:  98 MC

Production Time:  5 Days

Length:  65 Meters

Crew:  2

Shields: 0 Points

Hull:  98 Points

Power Systems:  65 Points

Speed:  Very Slow

Configuration #1:

700 Troopers

1 Heavy Vehicle

2 Light Vehicles

Configuration #2:

4 Heavy Vehicles

8 Light Vehicles

Special Notes / Capabilities:

Atmospheric only. Cannot navigate through space.


Space Tug

Cost in Credits:  30 MC

Production Time:  3 Days

Length:  25 Meters

Crew:  1

Onboard Troops/Vehicles:  None

Shields: 50 points

Hull:  25 Points

Power Systems:  25 Points

Speed:  Very Fast [When tractoring a ship, equal to that ships speed]

Weapons:

Heavy Tractor Beam Cluster

Special Capabilities / Notes:

The Heavy Tractor Beam Cluster is capable of locking itself onto any target due to the double-turret which allows it to move back and forth as well as up and down.  The tractor beam specially created for the Tug, is capable of holding from 5 up to 250 Meters.

Tugs must be in a system before a combat situation arises in that system; otherwise they cannot enter the system until the hostilities are ended. Tech common to all sims. .


Troops & Vehicles of the Galactic Empire

Troopers

·	Imperial Infantry

·	Imperial Stormtroopers

·	Imperial Rangers

·	Heavy Imperial Rangers

·	Elite Imperial Commandos

·	Royal Guard Troopers

Vehicles

·	AT-AT Walker

·	AT-ST Walker

·	Compact Assault Vehicle

·	Floating Fortress

·	Hoverscout

·	TIE Crawler


Imperial Infantry

Cost in Credits:  25 MC per Batallion

Training Time:  1 Week

Troop # per Batallion:  640

Movement Points:  2

Maneuverability:  2

Damage Tolerance:  6 Points

Weapons & Equipment:

BlasTech E-11a Imperial Blaster

Damage Rating:  4


Imperial Stormtroopers

Cost in Credits:  36 MC per Batallion

Training Time:  2 Weeks

Troop # per Batallion:  640

Movement Points:  3

Maneuverability:  2

Damage Tolerance:  8 Points

Weapons & Equipment:

BlasTech E-11b Imperial Blaster Rifle

Damage Rating:  5 / .25 vs. Vehicles

Spceial Notes / Capabilities:

Imperial Stormtroopers can be specialized depending on the environment they are working in.  However, their main statistics do not change.  Some of the variants include Snowtroopers, Sandtroopers, & Aquatroopers as well as others.


Imperial Rangers

Cost in Credits:  52 MC per Batallion

Training Time:  2.5 Weeks

Troop # per Batallion:  640

Movement Points:  3

Damage Tolerance:  8 Points

Weapons & Equipment:

BlasTech Imperial Repeater Rifle

Damage Rating:  6 / .25 vs. Vehicles

Thermal Detonators (2)

Damage Rating:  6

Special Notes / Capabilities:

Imperial Rangers can be specialized depending on the environment they are working in.  However, their main statistics do not change.  Some of the variants include Alpine Troopers, Desert Troopers, & Combat Swimmers as well as others.


Heavy Imperial Rangers

Cost in Credits:  50 MC per Batallion

Training Time:  2.5 Weeks

Troop # per Batallion:  640

Movement Points:  3

Maneuverability:  2

Damage Tolerance:  8 Points

Weapons & Equipment:

BlasTech Heavy Laser Cannon

Damage Rating:  4 / 3 vs. Vehicles

Special Notes / Capabilities:

Imperial Rangers can be specialized depending on the environment they are working in.  However, their main statistics do not change.  Some of the variants include Alpine Troopers, Desert Troopers, & Combat Swimmers as well as others.


Elite Imperial Commandos

Cost in Credits:  10 MC per Platoon

Training Time:  3 Weeks

Troop # per Platoon:  40

Movement Points:  4

Damage Tolerance:  10 Points

Weapons & Equipment:

BlasTech Sharpshooter V Rifle

Damage Rating:  6 / .5 vs. Vehicles


Royal Guard Troopers

Cost in Credits:  15 MC per Platoon

Training Time:  4 Weeks

Troop # per Platoon:  40

Movement Points:  5

Maneuverability:  4

Damage Tolerance:  12 Points

Weapons & Equipment:

Modified BlasTech E-11b Imperial Blaster Rifle

Damage Rating:  10  /  .75 vs. Vehicles

VibroStaff Twin bladed

Damage Rating: 10

Special Notes / Capabilites:

Equipped with helmet and Comm, gas mask, and full body armor.  Red Robed, armored and carrying numerous weapons.  The Guardsmen travel in groups of 10.  This 10 is never separate.  Only 5 Teams can be present on any ship, reserved must be trained and kept on Yinchorr.  The only exception to the 5 teams per ship is, if the RGSD & the Emperor's ship wishes to carry more, it may carry 10 teams.


AT-AT Walker

Cost in Credits:  10 MC per Platoon (8)

Production Time:  1 Week

Length:  20.6 Meters

Height:  15.5 Meters

Crew:  5

Onboard Troops/Vehicles:  40 Troopers

Movement Points:  4

Maneuverability:  1

Hull:  80 Points

Power Systems:  112 Points

Weapons:

2 Heavy Laser Cannons (6/12)

2 Medium Blaster Cannons (3/6)


AT-ST Walker

Cost in Credits:  8 MC per Platoon (8)

Production Time:  4 Days

Length:  6.4 Meters

Height:  8.6 Meters

Crew:  2

Movement Points:  6

Hull:  40 Points

Power Systems:  72 Points

Weapons:

2 Blaster Cannons (3/6)

2 Light Blaster Cannons (1/2)

1 Concussion Grenade Launcher (4 Grenades) (3/3)


Compact Assault Vehicle

Cost in Credits:  3 MC  per Platoon (8)

Production Time:  3 Days

Length:  5.1 Meters

Crew:  1

Movement Points:  8

Hull:  20 Points

Power Systems:  43 Points

Weapons:

1 Medium Blaster Cannon (3/3)


Floating Fortress

Cost in Credits:  6 MC per Platoon (8)

Production Time:  4 Days

Length:  17.4 Meters

Crew:  4

Onboard Troops/Vehicles:  10 Troopers

Movement Points:  6

Hull:  50 Points

Power Systems:  71 Points

Weapons:

2 Heavy Blaster Cannons (5/10)


Hoverscout

Cost in Credits:  4 MC per Platoon (8)

Production Time:  6 Days

Length:  15.9 Meters

Crew:  4

Onboard Troops/Vehicles:  6 Troopers

Movement Points:  10

Hull:  25 Points

Power Systems:  39 Points

Weapons:

1 Heavy Blaster Cannon (5/5)

1 Laser Cannon (4/4)

1 Concussion Missile Launcher (6 Missiles) (5/5)


TIE Crawler

Cost in Credits:  1 MC per Platoon (8)

Production Time:  3 days

Length:  17.6 Meters

Height:  3.5 Meters

Crew:  1

Onboard Troops/Vehicles:  None

Movement Points:  5

Maneuverability:  2

Hull:  15 Points

Power Systems:  40 Points

Weapons:

2 Medium Blaster Cannons (3/6)

1 Retractable Light Turbolaser Cannon (5/5)


Troops & Vehicles of the New Republic

Troopers

·	Republic Infantry

·	Republic Commandos

·	Republic Special Forces Infantry

Vehicles

·	Freerunner

·	Heavy Tracker

·	T-47 Speeder

·	Ultra Light Assault Vehicle


Republic Infantry

Cost in Credits:  25 MC per Battalion

Training Time:  1 Week

Troop # per Battalion:  640

Movement Points:  2

Damage Tolerance:  6 Points

Weapons & Equipment:

SoroSuub 'Heavy Tracker' 16 Blaster Rifle

Damage Rating:  4

Vibroblade

Damage Rating:  4


Republic Commandos

Cost in Credits:  37.5 MCs per Battalion

Training Time:  2 Weeks

Troop # per Battalion:  640

Movement Points:  3

Damage Tolerance:  8 Points

Weapons & Equipment:

Merr-Sonn G8 Blaster Rifle

Damage Rating:  5 / .25 vs. Vehicles

Special Notes / Capabilities:

Republic Commando's can be specialized depending on the environment they are working in.  However, their main statistics do not change.


Republic Special Forces Infantry

Cost in Credits:  10 MC per Platoon

Training Time:  3 Weeks

Troop # per Platoon:  40

Movement Points:  4

Damage Tolerance:  10 Points

Weapons & Equipment:

Merr-Sonn X2 Sniper Rifle

Damage Rating:  6 / .5 vs. Vehicles


Freerunner

Cost in Credits:  6 MC per Platoon (8)

Production Time:  1 Week

Length:  14.6 Meters

Crew:  5

Movement Points:  8

Hull:  45 Points

Power Systems:  63 Points

Weapons:

2 Anti-Vehicle Laser Cannons (4/8)

2 Anti-Infantry Blaster Cannons (3/6)


Heavy Tracker

Cost in Credits:  5 MC per Platoon (8)

Production Time:  4 Days

Length:  22.2 Meters

Crew:  8

Onboard Troops/Vehicles:  5 Troopers

Movement Points:  7

Hull:  45 Points

Power Systems:  60 Points

Weapons:

1 Heavy Laser Cannon (6/6)


T-47 Speeder

Cost in Credits:  2 MC per Platoon (8)

Production Time:  6 Days

Length:  5.5 Meters

Crew:  2

Movement Points:  12

Maneuverability:  3

Hull:  20 Points

Power Systems:  32 Points

Weapons:

2 Laser Cannons (4/8)

1 Power Harpoon


Ultra Light Assault Vehicle

Cost in Credits:  4 MC per Platoon (8)

Production Time:  5 Days

Length:  7 Meters

Crew:  2

Movement Points:  10

Hull:  20 Points

Power Systems:  38 Points

Weapons:

2 Light Laser Cannon (2/4)

1 Concussion Grenade Launcher (4 Grenades) (3/3)

1 Medium Blaster Cannon (3/3)


Troops & Vehicles of the Federation

Troopers

·	Soviet Troopers

·	Royal Soviet Guards

·	Battle Droids

·	Droidekas

·	Federation Shock Troopers

Vehicles

·	Soviet Ultra-Light Assault Vehicle

·	Combat Cloud Car

·	Multi-Troop Transport

·	Armored Assault Tank

·	Single Trooper Ariel Platform

·	Black Marauder Walker


Soviet Troopers
Royal Troopers

Cost:  25 MC per Battalion

Build Time:  1 Week

Troop # per Battalion:  640

Movement Points:  2

Damage Tolerance: 6 Points

Weapons & Equipment:

Olanjii Systems Blaster Rifle

Damage Rating:  4


Royal Soviet Guards
Royal Hapan Guards

Cost:  10 MC per Platoon

Training Time:  2 Weeks

Troop # per Platoon:  40

Movement Points:  3

Damage Tolerance:  9 Points

Weapons & Equipment:

Olanjii Heavy Blaster Repeater

Damage Rating:  6

Vibroblade

Damage Rating:  6


Battle Droids

Cost:  20 MC per Battalion

Build Time:  1 Day

Troop # per Battalion:  640

Movement Points:  2

Maneuverability:  1

Damage Tolerance: 8 Points

Weapons & Equipment:

Blaster Rifle

Damage Rating:  5


Droidekas

Cost:  25 MC per Company

Build Time:  1 Day

Troop # per Company:  160

Movement Points:  4

Damage Tolerance: Hull 4 Points, Shields 15 points, Systems 6 points

Weapons & Equipment:

4 Anti-Infantry Blaster Cannons

Damage Rating:  3 vs Troops (12 total)


Federation Shock Troopers
Marauder Troopers

Cost:  50 MC per Batallion

Build Time:  4 Weeks

Troop # per Batallion:  640

Movement Points: 5

Maneuverability:  4

Damage Tolerance: 15 Points

Weapons & Equipment:

1 Heavy  Blaster Rifle with underslung Concussion Grenade Launcher

Damage Rating:  8 vs troops, 5 vs vehicles

1 Wrist Blade (12 inch blade for hand to hand)

Damage Rating:  6 vs troops

Special Notes / Capabilities:

Marauder Armor is a 17 piece Anti-Blaster Body Armor.  There is a temperature controlled body glove worn under the armor.  The helmet has automatic polarized lenses, enhanced binoculars, starlight imaging, low light magnification, infrared vision up to 200 meters.  The Marauders are designed to be the elite of the SA forces.  They are trained to be the toughest in the galaxy.  They do not surrender, ever.  They are trained in hand to hand combat, as well as various vehicle operations.  The armor of the Marauders is black with a silver chest plate and a silver stripe down the sleeves and leggings.  The SA symbol can be seen on the right breast of the chest plate.  Control pads for the suit are on the inside left forearm.  No capital ship can mass more then 1,500 of them at any one time.


Soviet Ultra-Light Assault Vehicle
Hapan Ultra-Light Assault Vehicle

Cost:  3 MC

Build Time:  3 Days

Length: 7 meters

Crew: 1 Pilot, 1 Gunner

Movement Points:  9

Hull:  18 Points

Power Systems:  31 Points

Weapons:

2 Light Laser Cannons (2/4)

1 Medium Blaster Cannon (3/3)


Combat Cloud Car

Cost:  5 MC per Platoon (8)

Build Time:  6 Days

Length:  7 Meters

Crew: 1 Pilot, 1 Gunner

Movement Points:  10

Maneuverability:  2

Hull:  20 Points

Power Systems:  35 Points

Weapons:

4 Blaster Cannons (4/4)

1 Concussion Missile Launcher [3 Concussion Missiles] (5/5)

Special Notes / Capabilities:

Requires a starfighter landing pad, or ground base. Atmospheric. No Hyperdrive.


Multi-Troop Transport

Cost:  8 MC per Platoon (8)

Build Time:  7 Days

Length: 31 meters

Height: 13 Meters

Crew: 1 Pilot, 1 Gunner, 112 Droids, 10 Droidekas

Movement Points:  3

Maneuverability:  1

Hull:  80 Points

Power Systems:  112 Points

Weapons:

4 Anti-Personnel Blaster  Cannons (3/12)

1 Medium Blaster Cannon (3/3)


Armored Assault Tank

Cost:  10 MC per Platoon (8)

Build Time:  7 Days

Length: 9.75 meters

Crew: 4

Movement Points:  5

Maneuverability:  3

Hull:  25 Points

Power Systems:  45 Points

Weapons:

2 Anti-Personnel Blaster  Cannons (3/6)

1 Turreted Heavy Laser Cannon (5/5)

6 Energy Shell Projectile Launchers (2/12)

2 “Bunker Buster” High Explosive (2/4)

2 Armor-piercing Cannon (5/10)

2 High-energy Cannon (4/8)


Single Trooper Ariel Platform

Cost:  1 MC per Platoon (8)

Build Time:  3 Days

Length: 3 meters

Crew: 1

Movement Points:  6

Hull:  3 Points

Power Systems:  5 Points

Weapons:

2 Blaster Cannons (3/6)

Special Notes / Capabilities:

Hovercraft type vehicle.  Can rise no higher then 6 feet off  the ground.


Black Marauder Walker

Cost:  5 MC per Platoon (8)

Build Time:  7 Days

Length: 8 meters

Crew: 3 (1 Pilot, 2 Gunners)

Movement Points:  10

Maneuverability:  3

Hull:  45 Points

Power Systems:  80 Points

Weapons:

4 Blaster Cannons  (3/6)

2 Concussion Grenade Launchers {4 ea }(3/6)


Common Troops & Vehicles

Troopers

·	Mercenaries

·	Standard Infantry

·	Standard Heavy Infantry

Vehicles

·	Repulsor Sled

·	Speeder Bike

·	AT-PT Walker


Mercenaries

Movement Points:  2

Maneuverability:  2

Damage Tolerance:  8 Points

Weapons & Equipment:

Elroodian Blaster Rifle

Damage Rating:  5


Standard Infantry

Cost in Credits:  15 MC per Battalion

Training Time:  4 Days

Troop # per Company:  640

Movement Points:  2

Maneuverability:  2

Damage Tolerance:  6 Points

Weapons & Equipment:

Standard Blaster Rifle

Damage Rating:  4


Standard Heavy Infantry

Cost in Credits:  25 MC per Battalion

Training Time:  1.5 Weeks

Troop # per Battalion:  640

Movement Points:  2

Maneuverability:  2

Damage Tolerance:  9 Points

Weapons & Equipment:

Heavy Blaster Rifle

Damage Rating:  5 / .25 vs. Vehicles


Repulsor Sled

Cost in Credits:  2 MC per Platoon (8)

Production Time:  2 Days

Length:  4.1 Meters

Crew:  1

Movement Points:  7

Maneuverability:  2

Hull:  5 Points

Power Systems:  12 Points

Weapons:

1 Light Blaster Cannon (1/1)


Speeder Bike

Cost in Credits:  1 MC per Platoon (8)

Production Time:  3 Days

Length:  5.8 Meters

Crew:  1

Movement Points:  8

Maneuverability:  4

Hull:  3 Points

Power Systems:  5 Points

Weapons:

1 Blaster Cannon (3/3)


AT-PT Walker

Cost in Credits:  4 MC per Platoon (8)

Production Time:  3 Days

Length:  2.6 Meters

Height:  3 Meters

Crew:  1

Movement Points:  5

Maneuverability:  2

Hull:  25 Points

Power Systems:  51 Points

Weapons:

2 Blaster Cannons <Fire-Linked> (3/6)

1 Concussion Grenade Launcher <4 Grenades> (3/3)


Facilities of the Galactic Empire

Ground-based Defensive Facilities

·	Modular Imperial Garrison Base

·	Heavy Imperial Garrison Base


Modular Imperial Garrison Base

Cost in Credits:  600 MC

Production Time:  2 Weeks

Diameter:  300 Meters

Crew:  528

Troops:  1,280

Ground Units:

10 AT-AT Walkers

10 AT-ST Walkers

Shields:  1,800 Points

Hull:  1,800 Points

Power Systems:  1,800 Points

Weapons:

6 Heavy Turbolaser Cannons (7/42)

6 Heavy Laser Cannons (6/36)

Launch Bays:

1 Medium Bay

Onboard Craft:

2 TIE Fighter Squadrons

1 TIE Bomber Squadron


Heavy Imperial Garrison Base

Cost in Credits:  1,000 MC

Production Time:  3 Weeks

Diameter:  600 Meters

Crew:  1,144

Troops:  3,200

Ground Units:

15 AT-AT Walkers

25 AT-ST Walkers

Shields:  3,600 Points

Hull:  3,600 Points

Power Systems:  3,600 Points

Weapons:

10 Heavy Turbolaser Cannons (7/70)

10 Heavy Laser Cannons (6/60)

Launch Bays:

2 Medium Bays

Onboard Craft:

4 TIE Fighter Squadrons

2 TIE Bomber Squadron


Facilities of the New Republic

Ground-based Defensive Facilities

·	Light Republic Underground Hangar

·	Medium Republic Underground Hangar

·	Republic Underground Hangar


Light Republic Underground Hangar

Cost in Credits:  600 MC

Production Time:  2 Weeks

Diameter:  320 Meters

Crew:  712

Troops:  1,280

Ground Units:

20 Republic Assault Tanks

12 T-47 Airspeeders

Shields:  1,920 Points

Hull:  1,920 Points

Power Systems:  1,920 Points

Weapons:

4 Heavy Turbolaser Cannons (7/28)

20 Concussion Missile Launchers (5/100)

Launch Bays:

1 Medium Bay

Onboard Craft:

2 X-Wing Squadrons


Medium Republic Underground Hangar

Cost in Credits:  1,000 MC

Production Time:  3 Weeks

Diameter: 1,500 Meters

Crew:  1,298

Troops:  2,560

Ground Units:

20 Republic Assault Tanks

24 T-47 Airspeeders

Shields:  3,000 Points

Hull:  3,000 Points

Power Systems:  1,980 Points

Weapons:

8 Heavy Turbolaser Cannons (7/56)

30 Concussion Missile Launchers (5/150)

Launch Bays:

1 Medium Hangarbay

Onboard Craft:

3 X-Wing Squadrons


Republic Underground Hangar

Cost in Credits:  800 MC

Production Time:  2 Weeks

Length:  600 Meters Underground

Crew: 128

Troops: None

Hull: 3,500 points

Power Systems: 1,600

Weapons:

20 Laser Cannons (4/80)

Launch Bays:

3 Small Launch Bays

Onboard Craft:

3 X-Wing Squadrons

Special Notes / Capabilities:

The Sheltered Hangar is built underground and is not picked up by ship scanning except if they are directly above the planet.  Only a search of the space by ground forces reveals a sheltered hangar and the starfighters contained within. The laser cannons can retract into the ground where they are protected from harm. Scanners pick up the whole hangar bay once it's launch chutes are actually exposed to air.


Facilities of the Federation

Spaceborne Defensive Facilities

Invictus Type R-1a Platform

Investigator Type R-1b Platform

Artisan Type R-1c Platform

Administrator Type R-1d Platform

Informant Type R-1e Platform

Harmony Type R-1f Platform

Mercy Type R-1g Platform

Terminus Type R-1h Platform

Stratos Type R-1i Platform

Deadeye Type R-1j Platform

Domicile Type R-1k Platform

Ground-based Defensive Facilities

KDY-v90 Protector Medium Ion Cannon

KDY-v35 Spoiler Light Ion Cannon

Guardian-class Shield Generator


Invictus Type R-1a Platform

MC Cost:  350

Build Time:  1 Week

Combat Designation: Orbital Defense Outpost

Length: 1.5km

Crew: 250

Troops: 1,500

Weapons Systems:

30 Turbolasers

20 Laser Cannons

10 Proton Torpedo Launchers

2 Tractor Beam Projectors.

Hull: 3000

Shields: 1500

Systems: 1500

Sensor Systems:

Type 2 Sensor

Type 2 Transmitter

Type 2 Jammer

Onboard Craft:

4 Shuttles

1 Starfighter Squadron [144 Meters Maximum]

Special Capabilities/Notes:

The mission for the Invictus type platform is to provide defensive support for installations and planetary systems and to serve as an early-warning post able to withstand a low- to moderate-level incursion by enemy forces.


Investigator Type R-1b Platform

MC Cost:  150

Build Time:  1 Week

Combat Designation: Orbital Research Station

Length: 1.5km

Crew: 250

Troops: 1,300

Weapons Systems:

10 Turbolasers

10 Laser Cannons

2 Tractor Beam Projectors.

Hull: 3000

Shields: 1500

Systems: 1500

Sensor Systems:

    Type 3 Sensor

    Type 2 Transmitter

Onboard Craft:

8 Shuttles

Special Capabilities/Notes:

This station is designed to give scientists the ability to research in secrecy, far away from support installations. It provides maximum comfort and utility for both research staff and support personel. Can operate for 18 months without suppy. Produces 2 RP per month.


Artisan Type R-1c Platform

MC Cost:  275

Build Time:  1 Week

Combat Designation: Orbital Manufacturing Center

Length: 1.5km

Crew: 200

Workers: 500

Troops: 1,400

Weapons Systems:

10 Turbolasers

10 Laser Cannons

2 Tractor Beam Projectors.

Hull:  3000

Shields: 1500

Systems: 1500

Sensor Systems:

Type 2 Sensor

Type 1 Transmitter

Onboard Craft:

8 Shuttles

6 Starfighters [72 Meters Maximum]

Special Capabilities/Notes:

This station is designed to allow the manufacturing of industrial, medicinal, and biological goods in a gravity-controlled environment. Can build anything from aspirin to fighters.

That station has the ability to have 2 production lines.


Administrator Type R-1d Platform

MC Cost: 150

Build Time:  1 Week

Combat Designation: Administrative Center

Length: 1.5km

Crew: 300

Passengers: 500

Troops: 1,200

Weapons Systems:

10 Turbolasers

10 Laser Cannons

2 Tractor Beam Projectors.

Hull: 3000

Shields: 1500

Systems: 1500

Sensor Systems:

Type 2 Sensor

Type 1 Transmitter

Onboard Craft:

4 Shuttles

4 Starfighters [48 Meters Max]

Special Capabilities/Notes:

The most versatile of the Raven-class Stations, the R-1c administrative center functions as accommodations and centralized headquarters for both private and governmental organizations.  It is designed to provide luxury housing and to secure historical and government documents. Another use is as "hotel" space for visiting dignitaries or business beings.


Informant Type R-1e Platform

MC Cost:  350

Build Time:  1 Week

Combat Designation: Surveillance Station

Length: 1.5km

Crew: 250

Troops: 1,500

Weapons Systems:

10 Heavy Turbolasers.

20 Laser Cannons.

5 Tractor Beam Projectors.

Hull: 3000

Shields: 1500

Systems: 1500

Sensor Systems:

Type 3 Sensor

Type 3 Transmitter

Type 3 Jammer

Onboard Craft:

2 Shuttles

Special Capabilities/Notes:

A deep-space surveillance center. It is assigned to gather, analyze, and evaluate intelligence. Usually positioned along borders, the sophisticated surveillance system are capable of monitoring ship movements, data transmissions, and natural phenomena, as well as broadcasting counter intelligence and conducting electronic warfare  operations.  Also contains a specialize communications jamming system for blocking enemy transmissions if the ships sensor rating exceeds the R-1e then the comm jammer does not effect that ship.


Harmony Type R-1f Platform

MC Cost:  100 MC

Build Time:  1 Week

Combat Designation: Recreational Facility

Length: 1000 meters

Crew: 300

Passengers: 200

Troops: 1,500

Hull: 2000

Shields: 1000

Systems: 1000

Weapons Systems:

None

Sensor Systems:

Type 2 Sensor

Type 1 Transmitter

Onboard Craft:

2 Shuttles

12 Orbit Jumpers (System Transports)

Special Capabilities/Notes:

This recreational facility provides a wide spectrum  of entertainment opportunities for tourists from all over the galaxy. Luxurious living facilities make them popular vacations spots.


Mercy Type R-1g Platform

MC Cost: 100

Build Time:  1 Week

Combat Designation: Orbital Medical Center

Length: 1000 meters

Crew:

100 Station

200 Doctors

375 Nurses

1250 Emergency Technicians

500 Medical Droids

Passengers:

2000 (Bacta Tanks)

750 (Quarantine)

15,000 Patients

Troops: 500

Hull: 2000

Shields: 1000

Systems: 1000

Weapons Systems:

None

Sensor Systems:

Type 2 Sensor

Type 1 Transmitter

Onboard Craft:

4 Shuttles

12 Orbit Jumpers (System Transports)

Special Capabilities/Notes:

Functions as a hospital for treating medical emergencies.


Terminus Type R-1h Platform

MC Cost:  300

Build Time:  1 Week

Combat Designation: Orbital Penal Installation

Length: 1.5km

Crew: 250

Inmates: 15,000

Troops: 5,000

Hull: 3000

Shields: 1500

Systems: 1500

Weapons Systems:

24 Turbolasers.

18 Laser Cannons.

2 Tractor Beam Projectors

Sensor Systems:

Type 2 Sensor

Type 1 Transmitter

Onboard Craft:

4 Shuttles

1 Starfighter Squadron

Special Capabilities/Notes:

A secure holding area for dangerous people, enemy operatives and POWs.  Locations of these facilities are kept secret most the time.

All lifts to the station do not stop on the prison levels (levels 15-17). The lift to the prison levels is located on level 14 (Security). With the exception of that 1 lift, the prison levels are completely isolated. To further complicate matter every Terminus has a unique internal layout. This prevents infiltrators from being able to plan using a standard layout for training.


Stratos Type R-1i Platform

MC Cost:  750

Build Time:  1 Week

Combat Designation: Orbital Starfighter Platform

Length: 1.5km

Crew: 250

Troops: 1,500

Weapons Systems:

24 Turbolasers

18 Laser Cannons

2 Starfighter sized Tractor Beam Projectors

Sensor Systems:

Type 2 Sensor

Type 1 Transmitter

Hull: 3000

Shields: 1500

Systems: 1500

Onboard Craft:

4 Shuttles

6 Starfighter Squadrons [864 Meters Max]

Special Capabilities/Notes:

A definite upgrade to any planets fighter defenses. A superb launch platform.


Deadeye Type R-1j Platform

MC Cost:  300

Build Time:  1 Week

Combat Designation: Orbital Anti-Starfighter Platform

Length: 1.5km

Crew: 250

Troops: 1,500

Weapons Systems:

80 Heavy Laser Cannons

2 Tractor Beam Projectors

Hull: 3000

Shields: 1500

Systems: 1500

Sensor Systems:

Type 2 Sensor

Type 1 Transmitter

Onboard Craft:

4 Shuttles

Special Capabilities/Notes:

Designed to ward off starfighter attacks into PDF range.


Domicile Type R-1k Platform

MC Cost:   100 MC

Build Time:  1 Week

Combat Designation: Orbital Living Quarters

Length: 1.5km

Crew: 250

Passengers: 5,000

Troops: 750

Hull: 2000

Shields: 1000

Systems: 1000

Weapons Systems:

5 Tractor Beam Projectors

Sensor Systems:

Type 2 Sensor

Type 1 Transmitter

Onboard Craft:

20 Shuttles

Special Capabilities/Notes:

Perhaps the simplest variant there is. Orbital living space.


KDY-v90 Protector Medium Ion Cannon

Cost in Credits:  350 MC

Production Time:  1 Weeks

Length:  25 Meters

Crew:  25

Shield:  50 Points

Hull:  225 Points

Weapons:

1 Anti-Orbital Ion Cannon

Special Notes / Capabilities:

Due to the Federation's studies into miniaturization, they have developed smaller versions of the well known Ion Cannon.  Located on planetary surfaces, may fire at Capital Ships in orbit of the planet.  Deals 1,000 points of system damage and bypasses all shielding and hull.  May only fire once every 24 hrs.  Due to the enormous power usage of this equipment, only 4 may be placed on any one system.


KDY-v35 Spoiler Light Ion Cannon

Cost in Credits:  200 MC

Production Time:  4 days

Length:  13 Meters

Crew:  4

Shield:  25 Points

Hull:  112 Points

Weapons:

1 Anti-Orbital Ion Cannon

Special Notes / Capabilities:

Due to the Federation's studies into miniaturization, they have developed smaller versions of the well known Planetary Ion Cannon.  Located on planetary surfaces, may fire at Capital Ships in orbit of the planet.  Deals 500 points of system damage and bypasses all shielding and hull.  May only fire once every 24 hrs.  Due to the enormous power usage of this equipment, only 8 may be placed on any one system.


Guardian-class Shield Generator

Cost in Credits:  500 MC

Production Time:  2 Weeks

Length:  50 Meters

Crew:  20

Shield:  2,000 Points <See Special Notes>

Hull:  300 Points

Special Notes / Capabilities:

Located on planetary surfaces. Used in protecting a base from surface attacks.  Only heavy weapons affect this type of base.  Infantry weapons are ineffectual.  The shield will cover up to 5 surface facilities.  The shield does not quite reach the ground, so units under 16 meters tall can walk under it.


Common Facilities

Spaceborne Defensive Facilities

·	Golan I Space Defense Platform

·	Golan II Space Defense Platform

·	Golan III Space Defense Platform

·	Omega-class Space Platform

·	Sigma-class Space Platform

·	Sector Communications Base

·	System Communications Relay

Ground-based Defensive Facilities

·	Light Underground Hangar

·	Heavy Underground Hangar

·	Planetary Artillery

·	Planetary Ion Cannon

·	Planetary Shield Generator

·	Anti-Orbital Turbolaser Cannon

Production Facilities

·	Space Dock Repair Facility

·	Orbital I-class Ship Dock

·	Orbital II-class Ship Dock

·	Orbital III-class Ship Dock

·	Starfighter Plant

·	Ground Weapons Factory

·	Troop Training Grounds


Golan I Space Defense Platform

Cost in Credits:  800 MC

Production Time:  4 Weeks

Length:  1,230 Meters

Crew:  325

Troops:  40

Ground Units:

None.

Shields:  1,230 Points

Hull:  2,460 Points

Power Systems:  1,230 Points

Weapons:

28 Turbolaser Batteries (9/224)

5 Proton Torpedo Launchers [50 count] (10/50)

6 Starfighter Class Tractor Beam Projectors

Sensor Systems:

Type 2 Sensor


Golan II Space Defense Platform

Cost in Credits:  1,000 MC

Production Time:  6 Weeks

Length:  2,160 Meters

Crew:  700

Troops:  80

Ground Units:

None.

Shields:  2,160 Points

Hull:  4,320 Points

Power Systems:  2,160 Points

Weapons:

35 Turbolaser Batteries (8/280)

10 Proton Torpedo Launchers [50 count] (10/100)

8 Starfighter Class Tractor Beam Projectors

2 Tractor Beam Projectors

Sensor Systems:

Type 2 Sensor

Type 1 Transmitter


Golan III Space Defense Platform

Cost in Credits:  1,300 MC

Production Time:  7 Weeks

Length:  2,600 Meters

Crew:  880

Troops:  100

Ground Units:

None.

Shields:  2,600 Points

Hull:  5,200 Points

Power Systems:  2,600 Points

Weapons:

50 Turbolaser Batteries (8/450)

24 Proton Torpedo Launchers [50 count] (10/240)

15 Starfighter Class Tractor Beam Projectors

4 Tractor Beam Projectors

Sensor Systems:

Type 2 Sensor

Type 2 Transmitter


Omega-class Space Platform

Cost in Credits:  600 MC

Production Time:  3 Weeks

Diameter:  600 Meters

Crew:  698

Troops:  120

Ground Units:

None.

Shields:  600 Points

Hull:  1,200 Points

Power Systems:  600 Points

Weapons:

12 Turbolaser Cannons (6/72)

16 Laser Cannons (1/16)

2 Starfighter Class Tractor Beam Projectors

Sensor Systems:

Type 2 Sensor

Type 1 Transmitter

Launch Bays:

2 Small

Onboard Craft:

2 Starfighter Squadrons (288 Meters Max)

4 Tramp Shuttles


Sigma-class Space Platform

Cost in Credits:  750 MC

Production Time:  4 Weeks

Diameter:  700 Meters

Crew:  843

Troops:  160

Ground Units:

None.

Shields:  700 Points

Hull:  1,400 Points

Power Systems:  700 Points

Weapons:

16 Turbolaser Cannons (6/96)

20 Laser Cannons (1/20)

2 Starfighter Class Tractor Beam Projectors

Sensor Systems:

Type 2 Sensors

Type 1 Transmitter

Launch Bays:

1 Medium

Onboard Craft:

3 Starfighter Squadrons (432 Meters Max)

6 Tramp Shuttles


Light Underground Hangar

Cost:  600 MC

Build Time:  2 Weeks

Length:

400 Meter Surface Facility

800 Meter Underground Facility

Crew:  6,700

Troops:  6,500

Ground Units:

20 AT-PT Walkers

10 Speeder Bikes

Shields:  2,400 Points

Hull:  2,400 Points

Power Systems:  2,400 Points

Weapons:

15 Heavy Turbolaser Batteries (7/105)

Launch Bays:

2 Medium Bays

Onboard Craft:

3 Starfighter Squadrons [432 Meters Max]

6 Tramp Shuttles

Special Notes / Capabilities:

None.


Heavy Underground Hangar

Cost:  1,000 MC

Build Time:  3 Weeks

Length:

700 Meter Surface Facility

1200 Meter Underground Facility

Crew: 12,000

Troop Capacity: 6,500

Ground Units:

20 AT-PT Walkers

20 Speeder Bikes

Shields:  3,200 Points

Armor: 3,200 Points

Power Systems:  3,200 Points

Weapons:

15 Turbolaser Batteries (6/90)

25 Concussion Missile Launchers (5/125)

Launch Bays:

1 Large Bay

1 Medium Bay

Onboard Craft:

4 Squadrons [Max 576 Meters]

Special Notes / Capabilities:

None.


Planetary Artillery

Anti-Vehicle Laser Gun

Anti-Infantry Battery

Co-Mar Tri-Tracker

Field Missile Launcher

Heavy Anti-Vehicle Gun


Anti-Vehicle Laser Gun

Cost in Credits:  2 MC per Platoon (8)

Production Time:  4 Days

Crew:  4

Hull:  56 Points

Weapons:

Laser Cannon (4/4)


Anti-Infantry Battery

Cost in Credits:  2 MC per Platoon (8)

Production Time:  5 Days

Crew:  3

Hull:  58 Points

Weapons:

4 Repeating Blasters (2/8)


Co-Mar Tri-Tracker

Cost in Credits:  4 MC per Platoon (8)

Production Time:  6 Days

Crew:  2

Hull:  55 Points

Weapons:

3 Laser Cannons (4/12)


Field Missile Launcher

Cost in Credits:  4 MC per Platoon (8)

Production Time:  8 Days

Crew:  6

Hull:  65 Points

Weapons:

2 Concussion Missile Launchers (5/10)

Special Notes / Capabilities:

Can fire at land or air based targets. Cannot be fired through certain terrain at ground targets.  Sits on a tracked chassis which allows the launcher to move.


Heavy Anti-Vehicle Gun

Cost in Credits:  2 MC per Platoon (8)

Production Time:  1 Week

Crew:  8

Hull:  45 Points

Weapons:

Light Turbolaser (5/5)

Special Notes / Capabilities:

Sits on a tracked Chassis, which allows the battery to move.


Planetary Ion Canon

Cost in Credits:  600 MC

Production Time:  2 Weeks

Length:  50 Meters

Crew:  50

Shields: 100 Points

Hull:  450 Points

Weapons:

1 Anti-Orbital Ion Cannon

Special Notes / Capabilities:

Located on planetary surfaces, may fire at Capital Ships in orbit of the planet.  Deals 2,000 points of system damage and bypasses all shielding and hull.  May only fire once every 24 hrs.  Due to the enormous power usage of this equipment, only 2 may be placed on any one system.


Planetary Shield Generator

Cost in Credits:  800 MC

Production Time:  4 Weeks

Length:  100 Meters

Crew:  325

Shields:  4,500 Points <See Special Notes>

Hull:  680 Points

Special Notes:

Located on planetary surfaces, the shield covers ¼ of the planetary surface.  Shields can be taken down individually.  May be raised or lowered with a time of only an hour in between.  It takes 4 to completely cover a planet.


Anti-Orbital Turbolaser Cannon

Cost in Credits:  100 MC

Production Time:  2 Weeks

Length:  40 Meters

Crew:  15

Hull:  230 Points

Weapons:

1 Planetary Scale Turbolaser Cannon

Special Notes / Capabilities:

Located on planetary surfaces, may fire at Capital Ships in orbit of the planet.  Deals 200 points of shield then hull damage.  May only fire once every 12hrs. Due to the power usage of this weapon, only 5 may be located on any one planet.


Sector Communications Base

Cost in Credits:  100 MC

Production Time:  2 Weeks

Length:  100 Meters

Crew:  142

Troops:  None

Ground Units:

None.

Shields:  100 Points

Hull:  150 Points

Power Systems:  100 Points

Weapons:

32 Laser Cannons (4/128)

Sensor Systems:

Type 2 Sensor

Type 2 Transmitter

Onboard Craft:

1 Lambda-class Shuttle


System Communications Relay

Cost in Credits:  50 MC

Production Time:  1 Week

Length:  50 Meters

Crew:  25

Troops:  None

Ground Units:

None.

Shields:  50 Points

Hull:  75 Points

Power Systems:  75 Points

Weapons:

16 Laser Cannons (4/64)

Sensor Systems:

Type 1 Sensor

Type 2 Transmitter

Onboard Craft:

1 Lambda-class Shuttle


Space Dock Repair Facility

Cost in Credits:  125 MC

Production Time:  2 Weeks

Shield:  1,250 Points

Hull:  1,250 Points

Systems:  1,250 Points

Weapons:

10 Laser Cannons (1/10)

6 Tractor Beam Projectors

Special Notes / Capabilities:

Used to repair damaged capital ships.  May repair two capital ships at a time. Counts as a Golan platform.


Orbital I-class Ship Dock

Cost in Credits:  450 MC

Production Time:  3 Weeks

Length:  1,200 Meters

Crew:  4,114

Troops:  200

Ground Units:

None.

Shields:  1,200 Points

Hull:  2,400 Points

Power Systems:  2,400 Points

Weapons:

9 Tractor Beam Projectors

10 Laser Cannons (1/10)

Special Notes / Capabilities:

May construct a single ship up to 1,000 Meters in length at a time.  Counts as a Golan platform.


Orbital II-class Ship Dock

Cost in Credits:  600 MC

Production Time:  4 Weeks

Length:  1,600 Meters

Crew:  5,500

Troops:  500

Ground Units:

None.

Shields:  1,600 Points

Hull:  3,200 Points

Power Systems:  3,200 Points

Weapons:

8 Turbolaser Batteries (6/48)

8 Tractor Beam Projectors

Special Notes / Capabilities:

May construct a single ship up to 1,400 Meters in length at a time. Counts as a Golan platform.


Orbital III-class Ship Dock

Cost in Credits:  800 MC

Production Time:  5 Weeks

Length:  4,800 Meters

Crew:  10,500

Troops:  2,000

Ground Units:

None.

Shields:  4,800 Points

Hull:  9,600 Points

Power Systems:  9,600 Points

Weapons:

60 Turbolaser Batteries (6/360)

20 Tractor Beam Projectors

Special Notes / Capabilities:

May construct a ship up to 4,000 Meters in length at a time.  May be connected with other OSD III's for greater production capabilities. Counts as a Golan platform.


Starfighter Plant

Cost in Credits:  300 MC

Production Time:  2 Weeks

Length:  250 Meters

Crew:  348

Troops:  100

Ground Units:

None.

Shields:  980 Points

Hull:  1,600 Points

Power Systems:  2,000 Points

Weapons:

10 Laser Cannons (1/10)

12 Starfighter Class Tractor Beams

Special Notes / Capabilities:

Capable of producing 24 fighters at a time.  Counts as a Golan platform.


Ground Weapons Factory

Cost in Credits:  150 MC

Production Time:  2 Weeks

Length:  340 Meters

Crew:  400

Troops:  125

Ground Units:

None.

Hull:  2,328 Points

Power Systems:  3,482 Points

Special Notes / Capabilities:

Used to manufacturer vehicles and artillery emplacements.  May build up to 100 units at a time.


Troop Training Grounds

Cost in Credits:  125 MC

Production Time:  1 Week

Length:  588 Meters

Crew:  234

Troops:  50

Ground Units:

None.

Hull:  1,790 Points

Power Systems:  2,450 Points

Special Notes / Capabilities:

 May train up to ten battalions at a time (6,400).


Pulse Grav-Well Projector

Cost:  500 MC

Production Time:  2 Weeks

Length: 400 Meters

Crew:  1,540

Shields: 1200 Points

Hull: 800 Points

Systems: 400 Points

Weapons:

40 Lasers (1/40)

1 Gravity Well Generator

Sensors:

Type 2 Sensor

Type 1 Transmitter

Special Notes / Capabilities:

The gravity well projector is quite a bit different from the Imperial version on the Interdictor class ship, although the effects are the same.  1 GWP can cover a 25% area of the system space lanes and stop ships from leaving or entering those spaces.  Like the Imperial Interdictor, the projector platform must be placed 12 hours away from the system’s planet, or the failsafe will shut down the unit.  It takes 12 hours for a cap ship to move from the edge of the grav well to the platform and 12 hours from there to the planet’s orbit.  Due to it’s size, this does not count as a Golan platform, but rather as a capship on the PDF limitation chart.


Electro-Magnetic Pulse Warhead

EMP Torpedo

Damage:  8 System Points

Notes:   Considered a "torpedo"-class warhead and can thus only be used in starfighters that can fire proton torpedoes.  However, they do contain homming missile technology, so they are as effective as a regular Concussion Missile in actually hitting their targets.


Modular Automated Defense Mines

Cost in Credits:  1 MC for base unit

Production Time:  1 Day

Length:  10 Meters

Crew:  Automated

Troops:  None

Shields:  None

Hull:  10

Power Systems: 10

Weapons:
Vary

Sensor Systems:
Targeting Sensors

Onboard Craft:

None

Modules:
Mark I

Cost: 2 MC

Weapons:

1 Laser Cannon

Mark II
Cost: 4 MC
Weapons:

1 Concussion Missile Launcher (4 missiles)

Mark III
Cost: 4 MC
Weapons:

1 Ion Cannon

Special Notes/Capabilities:
Once deployed, the mines may not be moved. Only 50 my occupy any single grid space.


The Galaxy

Planetary Listing

Galaxy Map

Space Combat Grid

Ship & Facility Combat Grid

Ground Combat Grid


Planetary Listing

Value:

UR - Ultra Rich	(200 Million Credits)

R -  Rich	(150 Million Credits)

S -  Standard	(100 Million Credits)

F -  Fair	(50 Million Credits)

P -  Poor	(25 Million Credits)

- All Neutral Systems are for storyline only, unless otherwise specified by the PCG’s

--------------------------------------------------------------

--------------------------------------------------------------

System Name	Income 	Value	Affiliation

Deep Core

1.  Abyssin Sector

a. Byss	UR	200	Galactic Empire

b. Prefsbelt	F	50	Galactic Empire

c. Alsakan	R	150	Galactic Empire

d. Namaryne	  	F	50	Galactic Empire

e. Oplovis	S	100	Galactic Empire

f. Kwenn	S	100	Galactic Empire

g. Yinchorr	P	25	Galactic Empire

Galactic Core

1.  Justani Sector

a. Coruscant	UR	200	New Republic

b. Gyndine	F	50	New Republic

c. Chandrila	UR	200	Galactic Empire

d. Pirralor	S	100	New Republic

e. Deyla	F	50	New Republic

f. Charmath	S	100	New Republic

g. Makrosia	P	25	Neutral

h. Denevar	 	S	100	New Republic

i. Metellos	S	100	New Republic

j. Galalea	F	50	Neutral

2.  Kuat Sector

a. Aargau	S	100	Galactic Empire

b. Celanon	S	100	Galactic Empire

c. Ropagi	S	100	Galactic Empire

d. Kuat	UR	200	Galactic Empire

e. Caprioril	F	50	Galactic Empire

f. Commenor	F	50	Galactic Empire

g. Grizmaullt	F	50	Galactic Empire

h. Xa Fel	S	100	Galactic Empire

3.  Corellian Sector

a. Talus	S	100	New Republic

b. Corellia	UR	200	Galactic Empire

c. Sarcorria	S	100	New Republic

d. Monadin	F	50	New Republic

e. Drall	F	50	New Republic

f. Tralus	F	50	New Republic

4.  Darpa Sector

a. Esseles	F	50	Galactic Empire

b. Fornax	S	100	Galactic Empire

c. Corulag	R	150	Galactic Empire

Colonies Region

1.  Sern Sector

a. Ghorman	F	50	Galactic Empire

b. Tyrius	F	50	Galactic Empire

c. Delphon	F	50	Galactic Empire

d. Junction	P	25	New Republic

e. Pendarr	S	100	New Republic

f. Merson	P	25	New Republic

g. Goroth	S	100	New Republic

h. Issor	F	50	New Republic

i. Findris	F	50	New Republic

j. Haldeen	F	50	New Republic

2.  Lambda Sector

a. Mandalore	R	150	Galactic Empire

b. Alderaan A-Field	P	25	United Soviet Socialist Federation

c. Carida	P	  	25	Galactic Empire

d. Desstious	F	50	New Republic

e. Mrisst	S	100	Galactic Empire

f. Tieos	F	50	New Republic

g. Barab	F	50	New Republic

h. Thrysus	F	50	Galactic Empire

i. Baralou	P	25	Galactic Empire

3.  Colunda Sector

a. Bimmisaari	S	100	Galactic Empire

b. Onderon	F	50	New Republic

c. Solaest	F	50	New Republic

d. Tandell	S	100	New Republic

e. Weerden	F	50	Galactic Empire

f. Korseg	S	100	Galactic Empire

g. Funarr	P	25	New Republic

h. Itani	P	25	New Republic

4.  Trax Sector

a. Bestine	F	50	New Republic

b. Duro	S	100	New Republic

c. Palanhi	F	50	New Republic

d. Sedri	F	50	New Republic

e. Varn	S	100	New Republic

f. Wor Tandell	F	50	New Republic

g. Turak	S	100	New Republic

h. Byblos	R	150	New Republic

i. Ulion	F	50	New Republic

5.  Xappyh Sector

a. Alzoc	F	50	Neutral

b. Dalron	S	100	Neutral

c. Muntro Codro	F	50	Neutral

d. Svivren	S	100	Neutral

e. Umgul	S	100	Neutral

f. Horthav	S	100	Neutral

g. Kallistas	F	50	Neutral

h. Redrish	P	25	Neutral

6.  Emmo Sector

a. Danteel	S	100	Neutral

b. Votrad	S	100	Neutral

c. Lirra	F	50	Neutral

d. Trunska	S	100	Neutral

Inner Rim

1.  Pallis Sector

a. Alpheridies	S	100	United Soviet Socialist Federation

b. Chokan	P	25	United Soviet Socialist Federation

c. Kamparas	F	50	United Soviet Socialist Federation

d. Roche A-Field	F	50	Galactic Empire

e. Teta	F	50	Galactic Empire

f. Bortras	S	100	Galactic Empire

g. Jweab	F	50	Galactic Empire

h. Quiberon A-Field	F	50	Neutral

i. Adim	P	25	Galactic Empire

j. Visseon	  	S	100	Neutral

2.  Testarr Sector

a. Bothawui	S	100	New Republic

b. Kothlis	R	150	New Republic

c. Kashyyyk	P	25	New Republic

d. Norvall II	S	100	Galactic Empire

e. Thila	F	50	United Soviet Socialist Federation

f. Agrilat	F	50	United Soviet Socialist Federation

g. Whendyll	  	P	25	United Soviet Socialist Federation

h. Bacrana	  	S	100	Neutral

i. Deraan	S	100	New Republic

j. Dela	S	100	Neutral

3.  Neuvalis Sector

a. Azbrian	S	100	Neutral

b. Dilonexa	  	F	50	Neutral

c. Myomar	  	F	50	Neutral

d. Oor	P	25	Neutral

e. Moorja	P	25	Neutral

f. Viridia	F	50	Neutral

g. Qeimet	F	50	Neutral

h. Lahara	P	25	Neutral

i. Bellis	F	50	Neutral

4.  Brak Sector

a. Columus	S	100	United Soviet Socialist Federation

b. Fef	F	50	United Soviet Socialist Federation

c. Norulac	F	50	Neutral

d. Taanab	S	100	Galactic Empire

e. Tynna	R	150	United Soviet Socialist Federation

f. Boordii	P	25	Neutral

g. Harrin	P	25	Neutral

h. Korrin	F	50	Neutral

i. Jamul	P	25	United Soviet Socialist Federation

j. Lianna	S	100	United Soviet Socialist Federation

k. Bacrana	F	50	Neutral

5.  Fakir Sector

a. Berchest	S	100	United Soviet Socialist Federation

b. Chad	  	F	50	Neutral

c. Froz	  	F	50	United Soviet Socialist Federation

d. Halowan	R	150	United Soviet Socialist Federation

e. Roti-Ow	F	50	United Soviet Socialist Federation

f. Zi'Dek	P	25	United Soviet Socialist Federation

g. Aramand	P	25	United Soviet Socialist Federation

h. Intran	F	50	United Soviet Socialist Federation

i. Trantor	P	25	United Soviet Socialist Federation

6.  Greater Plooriod Cluster

a. Cona	F	50	Neutral

b. Corsin	S	100	New Republic

c. Nentan	F	50	New Republic

d. Stic	  	F	50	Neutral

e. Trebela	S	100	Galactic Empire

f. Vontor	P	25	New Republic

g. Cardooine	P	25	Neutral

h. Tel	F	50	Neutral

i. Latoma	R	150	Neutral

j. Circarpous	R	150	New Republic

7.  Lesser Plooriod Cluster

a. Davnar	F	50	Neutral

b. Ottega	P	25	Neutral

c. Rampa	R	150	Neutral

d. Tibrin	P	25	Neutral

e. Womrik	P	25	Neutral

f. Aduba	S	100	Neutral

g. De'nel	S	100	Neutral

h. Fenves	F	50	Neutral

8.  Mayagil Sector

a. Stenness	F	50	Neutral

b. Clak'dor	P	25	Neutral

c. Gamorr	F	50	Neutral

d. Ithull	  	F	50	Neutral

e. Mantessa	S	100	Neutral

f. Andron	P	25	Neutral

g. Wukkar	F	50	Neutral

h. Demar	F	50	Neutral

i. Agamar	S	100	Neutral

j. Chrona	S	100	Neutral

k. Colu	S	100	Neutral

9.  Brema Sector

a. Cmaoli Di	F	50	United Soviet Socialist Federation

b. Fyrin	UR	200	United Soviet Socialist Federation

10.  Spirva Sector

a. Lenthalis	F	50	Neutral

b. Rhamalai	  	F	50	Neutral

Expansion Region

1.  Boeus Sector

a. Anoat	F	50	Galactic Empire

b. Bespin	F	50	Galactic Empire

c. Kabal	S	100	Neutral

d. Oseon A-Field	P	25	Neutral

e. Elom	R	150	New Republic

f. Paqualis	S	100	New Republic

g. Yavin	P	25	New Republic

h. Hoth	  	P	25	Neutral

i. Aqualis	F	50	Neutral

2.  Klystron Sector

a. Mon Calamari	UR	200	New Republic

b. Culroon	S	100	New Republic

c. Firrerre	F	50	New Republic

d. Paonnid	  	S	100	New Republic

e. Urdur	P	25	New Republic

f. Iskallon	S	100	New Republic

g. Barpine	P	25	New Republic

h. Buralli	F	50	New Republic

3.  Kira Sector

a. Chalcedon	 	F	50	Neutral

b. Fedje	F	50	Neutral

c. Feree	P	25	Neutral

d. Ka'Dedus	P	25	Neutral

e. Oslumpex	  	S	100	Neutral

f. Taboon	F	50	Neutral

g. Vortex	S	100	Neutral

h. Lazerian	  	R	150	Neutral

i. Kira	  	P	25	Neutral

j. Jindas	F	50	Neutral

4.  Marettan Sector

a. Dargul	F	50	United Soviet Socialist Federation

b. Dra	P	25	United Soviet Socialist Federation

c. F'Tral	P	25	Neutral

d. Janodral	  	F	50	United Soviet Socialist Federation

e. New Alderaan 	S 	100	Galactic Empire

f. Sullust	S	100	New Republic

g. Seltos	F	50	Neutral

h. Trandosha	   	F	50	Galactic Empire

i. Tarsunt	F	50	United Soviet Socialist Federation

j. Kaaroa	S	100	Galactic Empire

5.  Elrood Sector

a. Elrood	UR	200	United Soviet Socialist Federation

b. Coyn	   	S	100	United Soviet Socialist Federation

c. Kidron	F	50	New Republic

d. Merisee	S	100	United Soviet Socialist Federation

e. Derilyn	S	100	Galactic Empire

f. Kuras	   	F	50	New Republic

6.  Anraq Sector

a. Adega	F	50	Galactic Empire

b. Cyax	   	F	50	Galactic Empire

c. Fondor	S	100	Galactic Empire

d. Galvoni	S	100	United Soviet Socialist Federation

e. Kaelta	F	50	New Republic

f. Lafra	   	F	50	New Republic

g. Lur	S	100	United Soviet Socialist Federation

h. Paradise	  	R	150	New Republic

i. Trianii	S	100	United Soviet Socialist Federation

j. Jardeen	F	50	United Soviet Socialist Federation

k. Cadomai	   	F	50	United Soviet Socialist Federation

7.  Quelli Sector

a. Arkania	S	100	Neutral

b. Dathomir	   	P	25	Galactic Empire

c. Cedre	F	50	Neutral

d. Drackmar	   	F	50	United Soviet Socialist Federation

e. Kalior	F	50	Neutral

f. Laramus	   	F	50	Neutral

g. Obroa-Skai	   	S	100	United Soviet Socialist Federation

h. Kirima	S	100	Galactic Empire

i. Santarine	 	S	100	United Soviet Socialist Federation

j. Kybo	   	F	50	Neutral

8.  Glythe Sector

a. Cauldron	S	100	Neutral

b. Eol Sha	F	50	New Republic

c. Deneba	S	100	Neutral

d. Gand	F	50	Neutral

e. Lorrd	   	F	50	Neutral

f. Myrkr	   	P	25	United Soviet Socialist Federation

g. Pesmenben	F	50	Neutral

h. Selaggis	P	25	Neutral

i. Valrar	   	P	25	Neutral

j. Herrad	F	50	Neutral

k. Tammuz-an	F	50	Neutral

Mid Rim

1.  Panna Sector

a. Yablari	F	50	Neutral

b. Aquaris	S	100	Neutral

c. Teke Ro	F	50	Neutral

d. Neimoidia	R	150	Neutral

d. Adegan	F	50	Neutral

e. Roon	   	F	50	Neutral

f. Cron Drift A-Field	P	25	Neutral

g. Cyborrea	   	F	50	Neutral

h. Derra	S	100	Neutral

2.  Corporate Sector

a. Kai-Tan	UR	200	Galactic Empire

b. Ammuud	R	150	Galactic Empire

c. Bonadan	R	150	New Republic

d. Duroon	F	50	New Republic

e. Etti	R	150	United Soviet Socialist Federation

f. Kali	S	100	United Soviet Socialist Federation

g. Kalla	S	100	Neutral

h. Mytus	R	150	United Soviet Socialist Federation

i. Orron	S	100	United Soviet Socialist Federation

j. Roonadan	S	100	Neutral

k. Selenius	S	100	Neutral

3.  Atrivis Sector

a. Engria	S	100	Neutral

b. Britnooin	F	50	Neutral

c. Tibro	   	F	50	Neutral

d. Valgauth	   	P	25	Neutral

e. Oetrago	P	25	Neutral

f. Pho Ph'eah	F	50	Neutral

g. Uvena	S	100	Neutral

4.  Sarin Sector

a. Draukyze	F	50	United Soviet Socialist Federation

b. F'la Ren	P	25	Neutral

c. Ketaris	F	50	Neutral

d. Ku'Bakai	   	P	25	United Soviet Socialist Federation

e. Mindar	P	25	United Soviet Socialist Federation

f. Phorliss	F	50	United Soviet Socialist Federation

g. Woostri	F	50	United Soviet Socialist Federation

h. Amorris	F	50	Neutral

i. Koaan	P	25	Neutral

j. Generis	P	25	Neutral

5.  Hapan Star Cluster

a. Hapes	UR	200	United Soviet Socialist Federation

b. Arabanth	R	150	United Soviet Socialist Federation

c. Charubah	R	150	United Soviet Socialist Federation

d. Dreena	S	100	United Soviet Socialist Federation

e. Gallinore	UR	200	United Soviet Socialist Federation

f. Reboam	R	150	United Soviet Socialist Federation

g. Selab	S	100	United Soviet Socialist Federation

h. Terephon	F	50	United Soviet Socialist Federation

i. Ut	F	50	United Soviet Socialist Federation

6.  Albanin Sector

a. Kalist	F	50	United Soviet Socialist Federation

b. Lekus	F	50	New Republic

c. Omwat	P	25	New Republic

d. Ryloth	S	100	New Republic

e. Tatooine	P	25	New Republic

f. Averam	S	100	New Republic

g. Fest	   	F	50	United Soviet Socialist Federation

h. Nigel	   	F	50	New Republic

7.  Phyco Sector

a. Athega	P	25	United Soviet Socialist Federation

b. Hijarna	F	50	United Soviet Socialist Federation

c. Kamar	P	25	Galactic Empire

d. Y'Toub	F	50	Galactic Empire

e. Rettna	P	25	Neutral

f. Trammis	F	50	Neutral

g. Filve	   	S	100	Galactic Empire

h. Baradas	   	F	50	Neutral

i. Naboo	R	150	New Republic

8.  Mektrun Sector

a. Delrian	F	50	Galactic Empire

b. Hindasar	P	25	Galactic Empire

c. Khuiumin	P	25	Neutral

d. Laboi	F	50	United Soviet Socialist Federation

e. Rishi	   	R	150	New Republic

f. Trogan	R	150	United Soviet Socialist Federation

g. Xyquine	S	100	Neutral

h. Dartessex	S	100	New Republic

i. Agash	F	50	New Republic

j. Atrig	   	S	100	New Republic

9.  Xengara Sector

a. Bilbringi	F	50	Galactic Empire

b. Tau Sakar	F	50	Galactic Empire

c. Jomark	P	25	Galactic Empire

d. Nellac	F	50	Galactic Empire

e. Sisk	   	P	25	Neutral

f. Tangrene	F	50	Galactic Empire

g. Chondre	   	F	50	Neutral

h. Skine	P	25	Neutral

i. Osirrag	P	25	Neutral

10.  Minos Cluster

a. Ptera	F	50	Neutral

b. Kiffex Nebulae	P	25	Neutral

c. Lelmra	F	50	Neutral

d. Phraetiss	   	S	100	Neutral

e. Toprawa	   	F	50	Neutral

f. Vagran	F	50	Neutral

g. Corstris	S	100	Neutral

h. Gesaril	F	50	Neutral

i. Travnin	F	50	Neutral

j. Adarlon	S	100	Neutral

k. Yelsain	F	50	Neutral

11.  Carpath Sector

a. Corfai	F	50	Neutral

b. Wistrill	P	25	Neutral

c. Hishyim	F	50	Neutral

d. Klatooine	S	100	Neutral

e. Rakrir	F	50	Neutral

f. Zebitrope	  	S	100	Neutral

g. Prindaar	P	25	Neutral

h. Baros	F	50	Neutral

i. Saurton	S	100	Neutral

12.  Sluis Sector

a. Bpfassh	F	50	New Republic

b. Praesitlyn	S	100	New Republic

c. Sluis Van	 	R	150	Galactic Empire

d. Paulking	F	50	Galactic Empire

e. Dagobah	P	25	New Republic

f. Ruuria	P	25	Galactic Empire

g. Alk'lellish	R	150	Neutral

h. Mardaan	F	50	New Republic

Outer Rim

1.  Moddell Sector

a. Endor	P	25	New Republic

b. Annaj	F	50	New Republic

c. Leria	   	F	50	Neutral

d. Orto	   	P	25	Neutral

e. Qat Chrystac  	R	100	United Soviet Socialist Federation

f. Zeffiffi	P	25	Neutral

g. Garnib	F	50	Neutral

h. Bittu	   	F	50	United Soviet Socialist Federation

i. Arcopola	P	25	United Soviet Socialist Federation

j. Faj	F	50	Neutral

2.  Churba Sector

a. New Cov	 	S	100	Neutral

b. Woldona	F	50	Neutral

c. Galpos	P	25	Neutral

d. Kimanan	P	25	Neutral

e. Pil Diller	   	R	150	Neutral

f. Terrijo	F	50	Neutral

g. Panto	F	50	Neutral

h. Joralla	P	25	Neutral

i. Killaniri	S	100	Neutral

j. Churba	S	100	Neutral

3.  Sumitra Sector

a. Cattamascar 	F	50	Neutral

b. Hosrel	F	50	Neutral

c. Kenyen	S	100	Neutral

d. Prindaar	F	50	Neutral

e. Renatasia	   	S	100	Neutral

f. Tierfon	S	100	Neutral

g. Anchoron	F	50	Neutral

h. Veron	F	50	Neutral

i. Resht	UR	200	Neutral

4.  Farrfin Sector

a. Bakura	R	150	New Republic

b. G'rho	   	F	50	Galactic Empire

c. Ottethan	S	100	United Soviet Socialist Federation

d. Proxima	F	50	Galactic Empire

e. Vinsoth	S	100	United Soviet Socialist Federation

f. Af'El	P	25	Galactic Empire

g.  Algara	F	50	Galactic Empire

h. Cariosi	S	100	United Soviet Socialist Federation

i. Farrfin	S	100	United Soviet Socialist Federation

5.  Dolomar Sector

a. Gandolo	   	F	50	United Soviet Socialist Federation

b. Geedon	F	50	Galactic Empire

c. Ralltiir	S	100	Galactic Empire

d. Skor	F	50	United Soviet Socialist Federation

e. Yag'Dhul	  	F	50	Galactic Empire

f. Zelos	   	P	25	Neutral

g. Tatrang	P	25	Neutral

h. Teya IV	F	50	United Soviet Socialist Federation

6.  Jospro Sector

a. Dantooine	 	P	25	Neutral

b. Dar'Or	P	25	Neutral

c. Maltoor	F	50	Neutral

d. Ord Trasi	UR	200	Neutral

e. Vodran	F	50	Neutral

f. Altarrin	F	50	Neutral

g. Atraken	F	50	Neutral

h. Gacerian	P	25	Neutral

i. Rafa	F	50	Neutral

7.  Orus Sector

a. Chazwa	S	100	Neutral

b. Dartibek	F	50	Neutral

c. Joiol	R	150	Neutral

d. Poderis	P	25	Neutral

e. Sarka	S	100	Neutral

f. Wayland	UR	200	Neutral

g. Aridus	P	25	Neutral

h. Bodrin	F	50	Neutral

i. Rordak	F	50	Neutral

j. Riileb	   	P	25	Neutral

8.  Tion Hegemony

a. Briggia	S	100	Neutral

b. Dellalt	F	50	Neutral

c. Ringneldia	P	25	Neutral

d. Rudrig	F	50	Neutral

e. Saheelindeel 	 	F	50	Neutral

f. Antipose   	P	25	Neutral

g. Balfron	P	25	Neutral

h. Ord Sirvan	F	50	Neutral

i. Lasan	R	150	Neutral

9.  Dufilvan Sector

a. Er'Dox	F	50	Galactic Empire

b. Kirdo	   	F	50	Galactic Empire

c. Ord Pardron	S	100	Galactic Empire

d. Rydar	F	50	Galactic Empire

e. Yaga Minor	S	100	Galactic Empire

f. Roti-Ow	P	25	Neutral

g. Enarc	F	50	New Republic

h. Kalinda	P	25	Neutral

i. Gorsh	F	50	New Republic

10.  Seswenna Sector

a. Eriadu	UR	200	Galactic Empire

b. Gelgelar	S	100	Galactic Empire

c. Stend	F	50	Galactic Empire

d. Maldra	F	50	Galactic Empire

e. Hargeeva	R	150	United Soviet Socialist Federation

f. Toola	   	S	100	New Republic

g. Seltaine	F	50	Galactic Empire

h. Fremond	P	25	Neutral

i. Rabaan	F	50	Neutral

11.  Abrion Sector

a. Ando	   	F	50	Neutral

b. Firro	   	F	50	Neutral

c. Hefi	S	100	Neutral

d. Mima	F	50	Neutral

e. Ord Mantell	F	50	Neutral

f. Ossel	   	P	25	Neutral

g. Ukio	   	F	50	Neutral

h. Sellasas	F	50	Neutral

i. Vaathkree	R	150	Neutral

j. Pax	P	25	Neutral

12.  Juris Sector

a. Denab	S	100	Neutral

b. Devaron	F	50	Neutral

c. Fwillsving	F	50	Neutral

d. Kessel	UR	200	United Soviet Socialist Federation

e. Honoghr	P	25	United Soviet Socialist Federation

f. Khomm	F	50	Neutral

g. Abregado	F	50	United Soviet Socialist Federation

h. Fenves	S	100	United Soviet Socialist Federation

i. Spica	   	R	150	United Soviet Socialist Federation


Galaxy Map


Space Combat Grid


Ship & Facility Combat Grid


Ground Combat Grid


Misc. Information

·	Time Period/History

·	Capital Ship Price & Build Time Formula

·	Capital Ship Hit Point Forumlas

·	Monthly Sim Leader Report

·	Request a Ruling

·	Ruling or Rule Change Petition

·	New Tech Petition

·	Tech Removal Petition

·	New Sim Petition


Time Peroid/History

Introduction

The New Republic and The Galactic Empire control approximately half of the Known Galaxy, yet this control is limited almost exclusively to member worlds.  The Republic's military forces are extremely limited, and therefore most systems are responsible for their own defense and law enforcement.  While most of the people of the region are fully in support of the Republic's ideals, there are still those who have grown lazy from decades of excess, and old habits die hard.  There are many member worlds with oppressive laws, and law enforcement is very uneven from system to system.

The New Republic, despite its power, is far from wealthy, and must scrounge for supplies and ships. The economy of the galaxy has virtually ground to a halt due to fears of economic instability, and the lack of new incentives to restart the engines of industry.  Recently, the New Republic has attempted to recruit independent cargo haulers and smugglers to officially join the Republic and restart the economy, but there is a definite hesitancy on their part to involve themselves with any official government body.

The regions still controlled by the Empire are also in a state of change.  Many such areas are firmly controlled by the Imperial Starfleet, which rallied around Grand Admiral Thrawn, but this was a tenuous alliance at best.  Many of the regions of "Imperial Space" were actually small dictatorships, administered and controlled by the Moffs who were directed to run them for the Emperor in years past.

In between Republic and Imperial space are the so-called Borderland Regions. These are areas near the battle fronts and in dispute.  These regions, for their own self-preservation, are officially neutral, and are waiting to see which side will gain permanent control of the area.

The galactic corporations still remain mostly neutral, serving whoever will pass them credits. Many of the companies have taken to directly trading amongst themselves ratter than dealing with governments, and while few take action against either government, neither are they allied with them, either.  Most corporate systems are responsible for all trade, currency, defense and other matters.

Finally, the 'fringe" society --the galactic underworld-- has benefited handsomely from the developments of the past few years.  The death of the Hutt crime lord has opened up many new areas of activity that were heretofore dominated by the infamous gangster, and new criminal organizations are springing up at an alarming rate.  Unlike the days of the Empire, when the Hutt seemed to control everything, these new organizations often specialize in a particular field, such as smuggling, assassination, racketeering or some other lucrative area of business.  It remains to be seen if a major new crime boss will emerge from the current chaos of the galactic underworld.

A Galactic Society

The galaxy was linked into one society through two technological miracles: hyperdrive and the HoloNet.  The pervasive influence of the Republic, hyperdrive, and the great engines of commerce has spread many technologies, such as blasters, Droids, and repulsorlift, almost universally throughout the Known Galaxy and beyond into the Unknown Regions.

Hyperdrive

It is unknown whether hyperdrive was invented by the Humans of the Core Worlds, or simply introduced by alien traders from far off in the Unknown Regions, but it is known that this miraculous technology, known to predate the Republic, allowed the creation of a galactic civilization.

Hyperdrive allows people to quickly and easily journey between stars, sometimes in a matter of hours. Without hyperdrive, travel between the nearest stars would take years, and most more distant stars would simply be beyond reach.

Because of the ancient nature of the devices, hyperdrive is affordable. The universal nature of the drive's components allows most starship mechanics to maintain and repair the drive with relative ease. It allows the average citizen and small company quick travel between planets.

While the reality of hyperdrive is almost beyond Human comprehension, the theory is easy to visualize: there is an alternate dimension called hyperspace. The laws of physics in hyperspace are vastly different than those of our own dimension, which is called real space.  When a hyperdrive is activated, through use of a hyperdrive motivator, a ship is physically transferred into this alternate dimension. In hyperspace, travel is not limited to the speed of light. It isn't known exactly how this is accomplished, but it is a proven fact that a ship in hyperspace can cross vast distances between worlds in a few short hours, even if they are hundreds of light years apart. With the miracle of hyperdrive, ships can cross the Known Galaxy in a few weeks.

The HoloNet

The HoloNet was built during the height of the Republic, and to this day remains one of its greatest accomplishments.  The HoloNet used a specially developed hyperspace technology to link all members of the Republic in a real-time holographic communication network.

Through the HoloNet, the President of the Republic could instantly address all citizens, no matter how remote.  Through the HoloNet, the Republic encouraged the free exchange of information and ideas, leading to great advancements in culture and commerce.  The HoloNet, together with hyperdrive held the Republic together.

However, the HoloNet was hideously expensive to maintain. Its use was commonly restricted to official Republic government functions and corporate uses, yet it provided vital sense of belonging and membership to the average citizen.

When the Emperor assumed the power, he realized that control was vital to his ability to suppress rebellion an maintain power.  He realized that the HoloNet, which had helped him gain quick support as senator and then President of the Republic, could prove his undoing as Emperor.

He dismantled the HoloNet soon after declaring himself Emperor.  By doing this, he made it extremely difficult for his opponents to coordinate any resistance to his policies. When a system became a problem, the Imperial war machine would simply move in and eliminate the offending element (often these actions proved to be an excuse for indiscriminate slaughter). The dismantling of the HoloNet also gave him a tremendous amount of credits to expend on the build-up of his awesome war machine.

Eventually, the Emperor reinstated a portion of the HoloNet reserving its use for high level military communications, given the Imperial Navy a tremendous advantage against the force of the Rebel Alliance, whose communications were limited to the speed of hyperdrive travel.

With the ongoing conflict between the Rebellion and the Empire, there have been no additional funds to rebuild the HoloNet up to its original transmission capabilities, although the Republic and the Empire have expended vast sums of money to maintain those areas which are still operational.  As the situation currently stands, only top level military communications of the Empire and the Rebellion have any access to the HoloNet, so the majority of galactic commerce is limited to hyperspace travel for communication.

Brief History of the Star Wars Universe

Rise of the Emperor

The Emperor, at first an unassuming senator, began his road to power during this time of social injustice and rampant corruption. He was self-effacing and, despite a record showing promise, was mostly ineffective in the Senate. His plodding, methodical way seemed at odds with the mercurial shifts of power and agendas which were the reality of the collapsing Senate.

He failed to take advantage of opportunities for placement on important advisory boards and powerful committees. He was noted as a keen observer, but he was reluctant to present his observations unless pressed by his colleagues The senator rose slowly, hampered by an apparent lack of ambition. His only notable achievement was a remarkable absence of enemies, attributed as much to his weakness within the Senate as to his unimposing personality.  But it was all a ruse, for the Emperor was more than he appeared to be. Much more.

The disintegration of the Senate continued, exhausting the entire Republic. On the constituent worlds, civil unrest was now commonplace and crime blossomed. Some worlds threatened secession. Others pledged their loyalty over the hypermedia while doing what they pleased. The uncorrupted senators realized the danger to the Republic and all it stood for. The corrupt senators could see the need for stability, if only to preserve as much of the Republic as possible for future plundering. A void existed, and it demanded to be filled.

The Senator seized the moment. Through fraud, clever promises, and astute political maneuvering, Palpatine had himself elected head of the Senatorial Council and President of the Republic.

The loyalists were encouraged that the President had not fallen in with the corrupt senators during his tenure, while the fallen senators took heart from his apparent docility.  Each side believed he would serve their needs.  Each side could not have been more wrong.

The New Order

The new President exceeded everyone's ex-expectations. In the midst of chaos, the previously underrated senator began the wheels of government turning again after too long a delay.  He proved to be an efficient leader, restoring many of the policies which had lapsed during the waning years.  His power supplanted that of the Senate in these policies only.  But as the Senate turned a greater portion of its attention to its internecine struggle, more and more governmental functions were given over to the President.  The senators of each faction found themselves establishing political debts to him. The President was the only being in the Republic who seemed capable of getting anything done. His power grew. An ever greater number of worlds accepted the President as the voice of the Republic.

It was in this climate of trust that the President declared his New Order and named himself Emperor. Skillfully evoking images of the glories of empires past, as well as promising to lead the Republic to a height unparalleled in galactic history, Palpatine gained ultimate power without any real opposition. When the senators realized what had transpired, they were too weak from their own in-fighting to mount an effective challenge. Those too vocal were silenced. Those considered dangerous were rendered harmless by whatever means were convenient. Darkness and tyranny spread slowly but continuously, entrenching itself across more and more worlds before anyone realized the danger.

The Empire was born.

The new Emperor promised to eradicate the corruption and social injustice of the previous galactic government. Instead, he gave the people a program that’s main goal was to subjugate as many planetary governments in the galaxy as possible for the personal benefit and glory of the Emperor.  He reneged on his promises to the people and instituted a reign of terror and even greater social injustice.  The Old Republic was consumed, and out of that rotted body rose the New Order.

Struggle of the Governments

During the difficult weeks immediately following the debacle at Endor, the problem was all too apparent to the Imperials themselves.  In an absolutist state, power must be wielded absolutely.  But by whom?  It became increasingly apparent that succession to the throne was something the Emperor, so circumspect in everything else, had never seriously prepared for.  When the Emperor was killed during the Battle of Endor, the speed with which the Empire's structure disintegrated amazed even some Alliance strategists.  Obviously something was going very wrong in the Empire.

Some felt an unwitting heir might prove better than no heir at all, so a genealogical trace was proposed.  Unfortunately, nearly all of Palpatine's personal records had been deleted from the known libraries.  Nor had the Emperor left a will or any final orders.

During these chaotic months, the one person who might have offered some clue to a resolution was the Grand Vizier.  As Steward of the Imperial Personal Archives, he was privy to the Emperor's most secret holo-communications and recordings.  If an heir was to be found in the Emperor's correspondence, this was where to look.  He refused, providing no explanation.

Many feared he might have his eye on the throne.  He had been running many of the day-to-day affairs of the Empire on his own even before the Battle of Hoth, allowing the Emperor to go about his arcane studies.  To some minds, it seemed quite likely he might claim some executive privilege.

The ranks of Imperial Advisors, never cooperative in the best of times, felt a new kinship and closed ranks against him.  Within weeks he was impeached as Vizier, formally censured, and stripped of his properties, titles and privileges.  All that saved him from the disintegration booth was his surprising offer to retire permanently to private life on Byss, the Emperor's personal sanctuary world. Little did anyone suspect his real reasons for doing this.

If the Emperor had not left a designated successor, and there was no constitutional procedure for one, then those with ambition felt they must make a new emperor from among themselves.  But the Empire seemed uncontrolled and uncontrollable.  Charismatic leaders who seemed capable of asserting power were toppled by jealous rivals and their own greed as time and the Alliance fleet trampled the once great Empire.

This crisis in authority was now seriously harming the war against the New Republic, and public confidence was eroding rapidly.  Of course, the rule in the individual sectors had not changed significantly in the inner portions of the galaxy, but as Mon Cal cruisers, Corellian Corvettes and the rest of the Republic fleet drove Star Destroyers from planet after planet, there was a growing sense that the "Imperial juggernaut" would face defeat.  Soon, when many spoke of their old leader, it was as an emperor, no longer as the Emperor.  Sheer arrogance led them to blame him for the failings of the Empire, rather than look to their own weaknesses and folly.

It proved nearly impossible to coordinate the hundreds of surviving task forces across the sea of space.  Access codes changed overnight, troops received inconsistent orders, and commanders were intractable and independent.  The Navy might order a system under Rebel siege defended, only to find a few weeks later the same fleet had been, with all proper procedure, redirected to an insignificant fortress world deep in the Core.

Furthermore, each planet to join the New Republic was one less world to pay taxes into the once limitless treasury, causing one fiscal crisis after another.  This wasn't helped much by the fact that the Emperor had always kept the left hand guessing what the right was up to, so any attempt to streamline the enormous spending programs proved futile.  All attempts to guarantee proper apportionment of credits vital to perimeter defense efforts failed.  Huge sums continued to be spent on useless projects, like the long delayed palace in the Corporate Sector.  Most notable was the ceaseless construction on the prototype Eclipse-class Super Star Destroyer.  Designed as a flagship for the late Emperor, it was typical of the type of self-aggrandizing acts that had once been obsequiously approved, yet couldn't now be justified.  Clearly, naval planners felt traditional ships of the line were what were needed to handle the Rebellion, not some grandiose yacht sitting for years in space dock with no sign of completion.

The Empire disintegrated under its own weight, splintering into countless independent factions with cautious allegiances to other factions, and all swearing loyalty to the "Empire."  All this time, while party officials, admirals and advisors jockeyed for some clear mandate, the New Republic was more than ready to fill the vacuum.  Of course, they had their work cut out for them: strategically the Empire was dying like a wounded vornskr, but just like a vornskr, that was when it was most dangerous.

With so much chaos, it was unsurprising that dozens of systems opted out of either side and formed independent system-states.  Neither Empire nor Republic could spare the personnel or the resources to make much of an appeal to these iconoclasts.  Both sides resolved to settle the more important matter of which government would survive first, and then parley with these worlds.

The Republic steadily forced the Empire back, claiming system after system, sector after sector.  Some Imperial factions fought to the death, others surrendered and were absorbed into the growing Republic.

Others proposed peace plans.  For example, three years after Endor, an Imperial Admiral began making secret overtures to members of he New Republic to negotiate the creation of a parliamentary monarchy.  She proposed an eleven year old remote grandniece of the past Emperor, as heir.  The Republic's provisional Council would replace the Imperial advisors in exchange for amnesty for the military.  Sadly, the first round of talks had only begun when the Admiral fell to an assassin's blade, presumably wielded by Noghri, and the plan was forgotten.

Four years after Endor, the New Republic controlled half the galaxy and was able to claim Coruscant, once the capital of the Empire.

The Coming of the Grand Admiral

Five years had passed since Endor, and the strains were threatening to tear the Empire apart, when from the outlying regions of the galaxy came a series of codes.  Unquestionably authentic, they accompanied a holo message from the last surviving Grand Admiral.  The squabbling ministers knew just how important a Grand Admiral could be to reverse the tide of defeat.  Even the most myopic of them knew how empty rule would be without an Empire to rule over.

Putting aside their differences for the time being, they managed to arrive at a consensus: a war hero such as this Grand Admiral might be exactly what hey needed.  As a non-Human, he was a complete outsider with no power base save his own competence.  He could rely on no support other than what they chose to give him.  Such a situation could prove advantageous, if he could accomplish all he claimed. If he could destroy the New Republic, they might make him their figurehead Emperor, with their power behind him.  And if he eventually proved too independent for them, he could always be eliminated.

For half a year, Imperial supporters allowed themselves to remember the "glories" of the past.  The Grand Admiral was Emperor in all but name.  While his fleet was but a small portion of the Empire's once unimaginably vast war fleet, and his support was far from universal or even enthusiastic, he had managed to bring the New Republic to its knees, even blockading Coruscant with a deviously simple siege weapon.  Imagine, then, the ministers' disappointment when, after so promising a start, he ultimately perished.  True, he had won back much of their lost territory, but the job was still unfinished.

After his defeat, the remaining fleet commanders joined with the Ruling Circle and within days had recaptured vital Imperial systems.  But they still weren't satisfied: although bloodied, the New Republic still controlled much territory. The ministers, munitions tycoons and functionaries turned immediately back to their plotting.  Only now, there was more to be won.

Now that the final victory over the Alliance seemed inevitable, the factions of the Empire tried to establish a government.  The Old Republic had endured many calamities, and yet survived them all. Until the collapse of order that spawned the Empire itself, the Republic had survived for millennia against disasters, plagues, wars and betrayals.  Surely the Empire could shake off its lethargy and restructure itself to suit the coming times.

As time passed, it became apparent this change was not forthcoming.  This was because, during the era of the Old Republic, most of those in the government were dedicated to serving their constituents. Many were highly motivated and brought intelligence and honor to their duties.  Even during the worst crisis of the Republic, there had been a sense of the great traditions and idealism that had forged it from the sprawling diversity of the galaxy.

Not so with the Empire. Unlike the Republic, it had not been created to bring justice and prosperity to all.  Rather, it was the striving of a single individual to imprint the galaxy with his own mark.  Now that mark was fading and it was up to his followers to find the will to survive the disaster of his passing.

Not to say all who served the Empire were corrupt or cynical or depraved.  There were many, many misguided souls who genuinely felt the Empire could restore the Old Republic's glory and sought to create what they called a "New Order with a Personal Face."  They were never at the heart of power; they lacked the predatory instinct that was necessary to achieve real power in the Empire.

Suspicious to the point of paranoia, the Emperor had always scrupulously avoided any delegation of power.  Major decisions made by ministers or advisors had to be personally ratified by his chosen servants, usually the Grand Vizier.  He allowed, even cultivated, the rivalries of his ministers, warriors and bureaucrats.

What none had dared speak in more than a whisper in years past was now a topic of open debate among the ruling bodies of the Empire.  The most important officials in the government, Imperial Advisors blithely suggested the new ruler be selected from their ranks by election. All the Advisors would convene in the old Senate building on Coruscant and, in secret negotiation, would select a ruler and crown him.  They would then sit in as a legislative body, overseeing the new ruler's decisions.

The Moffs and Grand Moffs, front line governors of the realm, approved ... with a single caveat: they must be allowed to join the convocation.  They further suggested participants get a number of votes equal to the number of worlds they controlled.  Realizing this would stack the odds in favor of the governors, the advisors politely demurred.

None of this sat well with the COMPNOR leadership.  Wealthy party functionaries and corrupt officials, they were out for themselves as much as anyone, and exploited the fervor of their supporters.  These followers were CompForce chiefs and other New Order purists in the government. As far as the "true believers" were concerned, the Empire was the New Order, and to make any decision based on political convenience was nothing short of treasonous.  They demanded litmus tests of ideological purity.

Most intransigent of them all were the officers of the Inquisitorius.  Charged with rooting at all that smacked of the old ways during the Great Purge, they had long since outlived any usefulness.  Though a new Grand Inquisitor hadn't been appointed since the last died in an accident on Weerden, they were unaware of their unpopularity.  They felt persecuted by COMPNOR, military and advisors' operatives, believing them secretly beholden to Rebel interests.  They resented the independence of the military and staged show trial after show trial to cow resistance.

Meanwhile, the navy and army had quite different opinions.  It had always been they who had maintained the Empire, by force when necessary, so who better to rule than those who controlled the power?  Realizing how useless a direct claim to the throne would seem with the war still raging, they appointed themselves kingmaker, even if they had to turn the power at their command against their fellows.

The Grand Admiral's huge success was limited to retaking territory, not uniting the Empire itself.  Instead of reuniting the disparate elements of the Empire, the unfinished victory only served to push them farther apart.  With victory almost within reach, the stakes were suddenly that much higher and the potential for bloodshed had risen proportionately.  The navy demanded the right to pick a new Grand Admiral from the chain of command and continue as planned.  Of course, the Army demanded a say in the matter as well.

In response, the bureaucracy claimed the warlord's defeat invalidated this claim and had crippled the offensive.  With regional armies and CompForces at their disposal, they felt confident enough to rattle their weapons.

Finally, after months of political maneuvering, the standoff ended.  The inevitable occurred, as tensions escalated and violence exploded.  The remnants of the Empire were now engaged in a full-scale Civil War.  No one is sure how or why, but fleets bombarded rival worlds from orbit, destroying whole planets.  Unlike the attacks by the New Republic, which avoided wholesale destruction of property and lives, no such mercy was granted by Imperials.

What side you supported even determined what the conflict was called, much as the war against the Empire had gone by many names:  "Rebellion" to the rulers, the "Galactic Civil War" to the Insurgents.  Most outsiders called this conflict "The Imperial Civil War."  COMPNOR/ISB purists called it "The War of Purification," while those opposing the militarists began calling it "The Mutiny."  Most just referred to it as the "Time of Destruction."

Perhaps the most intriguing aspect was the role played by those who still maintained a link to the Dark Side.  Though the opportunity existed, none of them made any sort of claim on power.  Most believed the supporters of the Dark Side dead or sufficiently discredited, and most of the contenders preferred it that way.

Since the Emperor had given his two major secret police agencies overlapping authority, they fought constantly.  Imperial Security Bureau (ISB) and the Ubiqtorate of Imperial Intelligence even assassinated each other's operatives on a regular basis.  Now, with full-scale war raging, their tenuous truce collapsed.  Imperial Intelligence published proscription lists naming "enemies."  Partisans were offered incentives to betray and assassinate their fellows and by doing so gain possession of their property.  Initially very successful, this method of operation was duplicated by ISB, and eventually by others as the sides splintered further.

Seeing a window of opportunity, the New Republic pressed its advantage to the fullest, sending its captured Star Destroyers to stir up even more trouble.  But no one, not the numerous pretenders to the throne nor the Republic's leaders, could see that the Mutiny was not an accident.  It was being allowed to happen, all involved manipulated by some unseen and unknown-known player.

Turn of Republic Leadership

The New Republic was facing rising problems of it's own as it struggled to maintain and expand it's boarders even further.  The leadership of the Republic slowly, yet surely, began giving way to a younger and more energetic generation.  Eventually Admiral Ackbar, General Cracken, Leia Solo, Han Solo, Luke Skywalker, and many of the others had ended up in strictly advisory roles... giving nwe leaders  a chance to take the challenge of leading a galaxy-wide government.

While the problems of the New Republic were vast, it was almost too much for the older generation to handle.  They had fought throughout the rebellion and had begun the New Republic.  Most felt it was time to step aside and allow others with more energy and passion to take over and lead the Republic into victory against the new Imperial threat.


Capital Ship Price & Build Time Formula

Capital Ship Price Formula

MC = Million Credits = 1,000,000 Credits

Base Cost	= Total Length

Weapons	= 2 MC each (including tractors)

Starfighter Squadrons	= 25 MC each

Shield Strength	= 25 MC increase for each level

Hull Strength	= 25 MC increase for each level

Launch Bays	= 25 MC increase for each level

Ships <350 Meters	= -200 MC

Capital Ship Build Time Formula

50 Meters to 300 Meters	= 1 Week

301 Meters to 750 Meters	= 2 Weeks

751 Meters to 1,250 Meters	= 4 Weeks

1,251 Meters to 1,750 Meters	= 5 Weeks

1,751 Meters to 2,000 Meters	= 6 Weeks

2,001 Meters +	= Unique

Monthly Upkeep	= Total Cost / 20


Capital Ship Hit Point Forumla
Capital Ship & Starfighter Hit Point Forumla

Capital Ship Shield Hit Point Formula

Very Light	= x2 Length

Light	= x2.5 Length

Moderate	= x3 Length

Heavy	= x3.5 Length

Very Heavy	= x4 Length

Capital Ship Hull Hit Point Formula

Very Light	= x1.5 Length

Light	= x2 Length

Moderate	= x2.5 Length

Heavy	= x3 Length

Very Heavy	= x3.5 Length

System Points are the equivelant of each ship's length times 1.5.


Monthly Sim Leader Report

This form is for the use of the Peoples Connection Games Community Leaders only.  Please do not send this to anyone but your PCG liaisons.  This form and specs must be sent in by the acting sim leaders, failure to, completely fill it out, and failure tell the full truth WILL result in heavy repercussions.  These are very important for not only fairness and Galactic Realms PCGs but to certain People Connection Games Supervisors as well.  Sim Leaders who neglect or delay to send by the end of each month, will result in delay or forfeiture of Monthly Pay, for the following month.  We cannot stress the importance of these enough, so please try to get these lists in on time, and be sure that they're accurate.

Sim Name:

Sim Leader:

Current Ship lists:

Current System Defense Forces Status:

Current Planets PDF Listing:

Current Construction List:  (What all you're building and times)

Current Sim Company:

Current Sim Company Leader:

Current Sim Company Stock List:

Current Member Status:

Current Member Roster:

Current Registered Spy Screen Names:


Request a Ruling

Please use this format to put in your ruling requests.  Please feel free to add any additional information, and make it accurate and clear as possible, provide links.  Just mail this form to the PCGs, your supervisor, the opposing sim leader, and the opposing sim member.

Sim Name:

Sim Leader:

Location of Thread:

Name of opposing member:  (if any)

Name of opposing Sim:  (if any)

Ruling Request:


New Sim Petition

If you meet all of the requirements listed and you wish to bring your sim to GR, then you must fill out this petition honestly and fully.  PCGs reserve the right to deny entry to any sim from the GR Universe if they feel your petition was not correct and/or that your sim might disrupt the balance of power in the Universe.  Also please keep in mind that this is a mainline Imperial vs. Rebel sim and that any sim other than those are side factions, and are not intended to be anything but just that.  After your submission of the petition to the PCGs a reply of acceptance or denial will be given within a couple of days.  If accepted by the PCG staff then they will contact you to coordinate a starting bonus, systems hand-out, trademark technology, and a storyline for your entrance into the exciting universe of Galactic Realms.

Requirements for Petition:

1)	Must follow America On-Lines' Terms of Service and Rules of the Road (Keyword: TOS & RoR).

2)	Must follow the rules set forth by the Galactic Realms Staff.

3)	Must recognize the People Games Connectivity Forum and Community Leader staff's authority over all matters.

4)	Must have at least 8 active members willing to join with you.

5)	Must have a sim structure already intact and ready to be set up.

Note -  All of the members that join with you do not have to remain with you the entire time, we understand things happen, but they will need to remain during your probationary period.  Probationary Periods will be determined before your sim is set up by the PCG Community Leaders.  During this time you need to try and maintain your members, set up your sim and buy your System Defense Forces, Troops, Vehicles, and Starships.  For your protection no sim will be allowed to attack yours during this period and you will not be allowed to attack anyone.  This period is mainly to get your feet wet and in the swing of things in the Galactic Realms Universe.

Name:

Sim Requested:

Sim Affiliation:

Sim Purpose:

History of your sim:  (source your sim appears in)

How your sim fits in the Star Wars Universe:

How your sim fits in the Galactic Realms Universe:

Sim Structure:  (government and chains of command)

Members Names:

Note - Also be aware that just because the Galactic Realms PCGs like your idea, it still may not get approved due to the fact that the SWSF & the People Games Connectivity Forum Community Leaders also must approve the sim.  Also be aware that there will probably be a lengthy time delay involved in the process.


New Tech Petition

Sim Leaders must submit their Tech and / or upgrade request in this exact format.   Incomplete reports will result in a delay which may affect when your request becomes available.  The Sim Leader MUST review it and e-mail it to the PCG Community Leaders.  As always sources will be checked into.  The PCG Community Leaders will review this form and the project specifications and then proceed to vote on the tech.  This form and specs must be sent in by the Sim's Representatives.  Limit 1 per month, per sim (not accumulative).

Also note that major techs such as capital ships will have a very, very slim chance of being approved if they are not practical tech.  For further information on what practical tech consists of, please contact your PCG Community Leaders.

Companies who wish to submit tech, will have to submit it to their Host Sim first, whether they submit it or not is under their discretion, however it will count as that sim’s monthly tech submittal.

Sim Name:

Sim Leader:

Project Code Name:

Project Type:

a.  New Tech / Upgrade

b.  Project Class:

Project Supervisor:  (Only One)

Project Description:

a.  Basic Project Description:  Basic information on the project, what current design it compares to.

b.  Project Conception:  How you came up with the Idea, What source did you get it.

c.  Potential for Abuse:  Reassure that the project won't be abused.

Project Specifications:


Tech Removal Petition

Please be as clear and precise as possible.  The PCG Community Leaders will review this form and the project requested and proceed to vote on this tech.  The form must be sent in by the Sim's Representative.  Please CC: the opposing sim leader and the designer so they can defend the project.  PCGs do not wish to be a mediator while you two duke it out over mails, so please ensure that all emails are courteous and professional.  PCGs reserve the right not to agree to go with the suggestion of compensation given by the sim and change it if need be.  Limit 1 per month per sim (not accumulative).

Sim Name:

Sim Leader:

Opposing Sim Name:

Opposing Sim Leader:

Project Requested Removed:

Reason for Request:

Suggestion of Recompense:


Ruling or Rule Change Petition

The object of the Galactic Realms Universe is to make this as fun and enjoyable as possible to the members.  If you feel that a ruling or rule should be changed then feel free to fill out this form and mail it to the People Connection Games Community Leaders.  Please be clear and clean as possible, staff bashing is not allowed.

Sim Name:

Sim Leader:

Rule or Ruling:

Location of Rule:  (if rule)

Location of Ruling:  (if ruling)

Reason for Request:

Who made the Ruling:  (if ruling)


Sourcebook Information

Last Updated:  January 13, 2001

Authorized Updater:  DWalkerx

Version:  3.1 Final

Official Games Forum Staff:

HOST PCG Medic, HOST PCG Ptah, HOST PCG Talon

Current Sim Leaders:

Galactic Empire	- WmALaswell

New Republic	- Dack S Johnson

United Soviet Socialist Federation	- SlyFox ApSly & DWalkerx

Acknowledgements:  Galactic Realms was made possible through the hard work and dedication of DWalkerx, Weller, HOST PCG Medic and HOST PCG Ptah.  We would also like to acknowledge the following universes from which we've gather ideas and information from:  Flashpoint, New Order Progressive, New Horizons 2, Dark Oblivion Universe, Star Wars Sim Group, Maelstrom Sim Group, & the Outer Rims Universe.  Special thanks to all past GR sim players who contributed ideas.  While there are too many to mention, they include but are not limited to Resquerat, Talon, Demon, Crix, Wilco, AckbarTB, Clevmut, Glaci3r, and TWRage.

Dedication:  Galactic Realms is dedicated to the preservation and restoration of the Space Wars Sim Forum.  It is time to put aside our differences and make an environment where everyone can have fun and enjoy the many aspects of simming.

Objective:  Galactic Realms was created to serve as a traditional Imperial and Republic universe focusing mainly on those two factions and again trying to revive the true Imperial and Rebel spirits of simming.  The universe is geared towards realism and simplicity, creating a warm and fun environment where all are welcome.

Prologue:  Several years have passed since the Galactic Empire's defeat at Endor.  The Emperor and Dark Lord are dead and long gone.  The crumbling Empire has again united under a single banner for the purpose of galactic conquest.  Slowly but surely, the Imperials are regaining their footholds in the galaxy and retaking territory from the New Republic.  The New Republic is dedicated to maintaining peace and trying to hold together a fresh and stable government.  Crime has gone rampant, and neutral systems are banning together under dark pretenses and suspicious circumstances.  One such group emerges from the chaos as a stable and emerging government as worlds flock to it's banner, the United Soviet Socialist Federation.

And so the war for Galactic power continues. . .