Copyright: ® 2001 Ptah Warbooks


Contents
Galactic Realms Simming Universe

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Greetings!  Welcome to the Galactic Realms official Warbook version 2.4.  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  Specs

The Rules	The Galaxy

Misc 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

•	Fire Arcs

•	Repairing System Power

Starfighter Specifics

•	DogFighting/Fighter vs. Fighter Combat

•	Fighters vs. CapShips

•	Combat Space Patrol

•	Deploying

•	Repairing Fighters

Additional Space Combat Rules

•	Intercepting Warheads

•	Ramming

•	Tractor Beams

•	Gravity Wells

•	PDF Rules/Regulations

General Ground Rules

•	Landing/Boarding

•	Movement/Terrain

Troop Specifics

•	Troop vs. Troop Combat

•	Troop vs. Vehicle Combat

Vehicle Specifics

•	Vehicle vs. Vehicle Combat

Additional Ground Combat Rules

•	Structures

•	Orbital Bombardment

•	Starfighter Involvement

•	Capturing a Planet

Misc Rules

•	Economy

•	Point System Charts

Force Rules

•	The Force

•	Nature of the Force

•	Finding a Teacher

•	Force Regulations

•	Force Powers

•	Jedi Order

•	Sith Order

•	Fallen Jedi


Online Gaming Forum Community Leaders
People Channel Gaming Forum 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.


Character Regulations
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 the GR 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, story lining 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 12 hours.  Combat posts, which are those that involve actual firing of weapons, may also only be made every 12 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 seek a PCG or Sim Leader who will calculate and post damage for them.  If you wait the proper time to attack again (12 hours), you do not have to wait for an enemy to respond before attacking them again.

All combat posts must include a 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.

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 story lining 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.

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 series of hyperspace lanes and charts.

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 six hours to travel from sector to sector.  There are 7 sectors, so to travel from Deep Core Sector to Outer Rim Sector would take a minimum of 72 hours.  You must also wait a minimum of 12 hours once you exit hyperspace in a system before returning to hyperspace.  This is to allow for more strategic traps and ambushes.

To enter hyperspace, a vessel must be free of any restrictions such as Gravity Wells.

Ships may only exit hyperspace at the far edge of a system if that system is not friendly.  If it is friendly or has been previously scanned, a ship can exit near the planet.  Upon exiting hyperspace, ships are free to power weapons and shields and make any other allotted actions.  Each action is allowed one move per 12 hours, each weapon may be fired once per 12 hours.

Ships cannot be in hyperspace for an indeterminable amount of time.  Once you enter, you must have a destination and you must exit hyperspace after the designated travel time for that hyperspace lane and before you are in hyperspace thrice as long as that travel time.  Be prepared to show were you entered hyperspace from via previous post, for failure to be able to do so will place your ship still sitting at the last proven system post, or at the nearest friendly system to that last proven post at discretion of the PCGs.  Any ship left abandoned undefended for a period in excess of 48 hours may have the captain of that ship replaced at the Sim Leader’s posted request.  That ship is to immediately return to a friendly port, and the prior captain is banned from Galactic Realms as a simmer until such time as they are re-instated by the PCGs.  Abuse of this rule in combat will bring punitive action against the sim responsible.


Sublight Movement

Each capital ship and starfighter is allotted a particular number to its speed.  These numbers are used to navigate across sub light.

Please note, vessels may move as often as their speed and maneuverability allows per post prior to firing weapons.  But they must follow the same posting times as firing weapons; twice per day at least 12 hours apart.

Typically, starfighters will be able to travel twice the speed of capital ships in sub light.  This includes travel through grav wells.  If no grav wells are present, and you exit in an unknown system, the closest you can exit is 12 hours away until the system is scanned.  If a grav well is present, you will exit 24 hours away.

   While there are no grids to plot, think of planetary space in 3 sectors.  3 Would be 24 hours away outside a grav well filed.  2 would be 12 hours away where grav platforms and ships sit, or enemy capships exit hyperspace to scan.  1 is 6 hours away from the planet, where most PDF sits, and is in range of ground based anti-orbital weapons.


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 all scans.  Requires 12 hours to conduct scans.

Type 3 Scanner - Allows a ship to conduct all 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.

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.  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 6 hours to complete a visual short range scan. Third, know that a vessel cannot be attacked unless it is scanned for, with the exception of visual range, and transmissions of course.  This does not mean that if a simmer posted exiting a ship in a friendly system, that an enemy sim can read his post, exit a fleet and destroy that ship.  There has to be some realism here.  Note also that for a Jam to be successful, it must be initiated at least before half of a scan time is complete or must be activated before a transmission is sent.

Standard Scan - Reveals location of all space borne units.

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

Distress signals move as the speed of hyperdrive.  A 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.


Ionizing & Capturing Enemy Vessels

Ion Cannons are specialized weapons used to short out a ship’s 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 two 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 hangar bays.

#2:  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 hangar bay.

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 ship or all troopers must be captured or killed.


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 fire back, 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 vessel’s computer systems.  Ships only take Ion damage once their shields completely fail.  For the effects of ion damage, see Ionizing & Capturing Enemy Vessels.


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 their numbers.  Support Craft are listed as "Auxiliary Craft" in the specifications sections.  You cannot exchange fighters for auxiliary craft or the other way around.


Fire Arc Distributions
Fire Arcs

While the idea of fire arcs has a time and place, it mainly rests in the past.  New technology developed mainly by the Hapan’s and widely copied by the other sims, has made virtually every weapon usable against any target of choice.  Fully rotating turrets, improved speed and maneuverability have all added to this ability.  For the purposes of Galactic Realms, arcs need no longer be a factor in determining whether you have a shot at a target or not.


Rerouting System Power/Repairing
Repairing System Power

In Galactic Realms, each starship has a number of onboard systems.  **Note that your ships system allocations must be located in the status portion of your posts.**

Shielding:  To determine how many shield points are recharged, you may recharge 5% of the shield every hour while in hyperspace or at rest in a friendly system only.  You may only recharge your shields once per 24 hours.

Sub light Drive:  Sub light drives may be repaired at a rate of 10% per hour.

Hyperdrive: A ship's hyperdrive is a very delicate system.  If a ship’s systems are at 0, it's inactive until some systems are restored.

Systems:  If systems are down, all power is temporarily lost to the ship.  If some are not repaired within 24 hours, life support will run out.  Nothing can be done with the ship until at least some system points are restored.  Continuous firing of ions into a disabled ship can defeat the efforts of the crew to restore system points.  Systems can be restored at a rate of 1% per hour in combat, or 5% per hour in hyperspace or in a friendly system.

Hull Damage must be repaired while the ship is in Dry Dock at a repair facility or ship yard.  3% of Hull Integrity may be repaired per hour.


Dogfighting/Fighter vs. Fighter Combat

Dog fighting is a very simple process of comparing number ratings and taking appropriate damage.  To engage in a dog fight, fighters must first be located within weapons range of their target.  You may choose to only use 1 type of weapon on a fighter if it has both energy and warhead types.  Fighters may reload their warheads by returning to their mothership.  Completely reloading a fighter is a twelve hour process.  This allows the pilots time to rest.  Exiting and entering hangars and vice versa has to be posted a minimum of twelve 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.  Since the Miy’til Combat Interceptors have no weapons left, all missiles hit.

      -Miy’til shields of 288 are taken out leaving 576 hull damage.  Hulls 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 a Heavy Energy Weapons & Torpedo-type warheads (i.e. Any Turbolaser-class weapon) 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.


Combat Space Patrol

Combat Space Patrol is a tactic used by capital ship commanders to protect their ships from incoming warheads and attacks by enemy starfighters.  For friendly fighters to intercept warheads targeted at a capital ship, they must be on posted as being on Combat Space Patrol for that specific ship.

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 posted combat space patrol.


Deploying

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 and massive bays.  You can scramble 6 squadrons per hour from a large bay, 4 squadrons per hour from a medium sized bay, and 2 squadrons per hour from a small bay.

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 load out listed in its statistics.  This does not mean you have an EXTRA fighter squadron in addition to the # of fighters listed in your specific ships statistics.  No external squadrons.


Repairing
Repairing Starfighters

Starfighters and support craft that aren't destroyed in combat often suffer heavy amounts of damage.  Shield damage for fighters only 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, however fighters may not repair damage while involved in combat.  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 Systems ) 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 on it 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, or 2 CMs, or 1 ACM

Advanced Missile	- 6 laser cannons

Advanced Torpedo	- 4 laser cannons, or 3 CMs, or 2 ACMs

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 it sub light 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.


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 once its shields fall to 0%.

A single beam may hold up to 100 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 cap ships.  Cap ships cannot tractor a starfighter sized craft under 30 meters.  Starfighters can tractor other starfighters if equipped with a small sized tractor beam.  Space tugs are specially designed to tractor either starfighters or cap 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 distort space and have two purposes.  One, preventing vessels from entering hyperspace, and two, keeping unfriendly traffic away from a system’s planet.  A single Gravity Well effects a 25% area around a planet’s shipping lane.  Multiple Wells may be combined for greater coverage.

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.

It takes 12 hours for a cap ship to travel from the edge of a grav well to the source.  Grav wells have to be setup outside the atmosphere of a planet, so it would take 12 hours to travel from the edge to the source, and another 12 to travel from that spot to the planet itself at sub light speed.

If a sim drops into an unknown enemy system to scan, and there is at least one grav well present as per the PDF on file with the PCGs, then these first ships have to exit hyperspace outside the grav well until scanning of potential shipping lanes is complete.


SDF Rules/Regulations
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).

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

As well, there is a limit to how far orbital weapons can fire:

Targets 6 hours away is the maximum range.

When a system is scanned by an enemy force, the defending party has up to 18 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.  Captured planets will take 72 hours to install these replacement PDF items as needed.

   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 location near 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.


Movement/Terrain

Compared to space style movement, ground movement is much more complex and detailed.  This is an area for creative role playing, just make it believable.  Different terrains can affect the movement of your troops.

Plains/Prairies	-	1 movement pt to cross, +1 to attack ratings

Forests/Jungles	-	2 movement pts to cross, +1 to defense ratings

Deserts/Ice lands	-	2 movement pts to cross, no rating modifiers

Roads	-	.5 movement pts to cross, -1 to defense ratings

Cities	-	.5 movement pts to cross, +2 to defense ratings

Mountains	-	3 movement pts to cross, +2 to defense ratings

Rivers	-	3 movement pts to cross, -1 to defense ratings

Oceans/Lakes	-	may only be crossed by specialized craft, no modifiers


Troop vs. Troop Combat

Troops engage in combat with each other much in the same way as starfighters do, by a comparison of ratings.  Each troop type has two ratings, attack and defense.  These two ratings are compared to determine the amount of damage taken by each side.

You simply multiply your troops attack rating by the number of troops then subtract the defenders defense rating multiplied by the number of defenders.  The remaining number is the total number of damage points the enemy has taken.  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.  Remember to take your own damage in return.

Quick Example of Ground Combat

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)


Quick Example of Ground Combat

Imperial Side:

- 30 AT-AT Walkers

- 3,000 Imperial Stormtroopers - attack 5 armor 8

-4,500 Imperial Infantry - attack 4 armor 6

Republic Side:

- 15 Freerunners

- 7,500 Republic Commandos - attack 5 armor 8

Round #1 (Republic's Turn):

*3,000 Republic Commandos attack 3,000 Imperial Stormtroopers

3,000 (RCs) x 5 attack rating = 15,000 vs 3,000 (ISs) x 8 damage rating = 24,000

*3,000 Imp. Stormtroopers return simultaneous fire

3,000 (ISs) x 5 attack rating = 15,000 vs 3,000 (RCs) x 8 damage rating = 24,000

Results:  24,000 - 15,000 = 9,000/ 8 = 1,125 Stormtroopers and RCs left alive

*4,500 Republic Commandos attack 4,500 Imperial Infantry

4,500 x 5 = 22,500 attack vs 4,500 x 6 = 27,000 armor

*4,500 Imperial Infantry exchange fire

4,500 x 4 = 18,000 attack vs 4,500 x 8 = 36,000 armor

Results:  27,000 - 22,500 = 4,500/6 = 750 Imp Inf left alive

       36,000 - 18,000 = 18,000/8 = 2,250 Rep Commandos alive

* 15 Freerunners attack 15 AT-AT Walkers

15 x 10 = 150 points damage  AT-AT armor 15 x 80 = 1200 - 150

* 15 AT-AT return fire

15 x 18 = 270 points damage Freerunner armor 15 x 45 = 675 - 270

 Results: 1 AT-AT Walker dead, 1 Badly Damaged, 6 Freerunners dead


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 capable of attacking vehicles, causing point damage.

When attacking vehicles, it is a simple process of the exchange of fire.  When taking damage from vehicles, divide the number of weapons fired at you by the average defense rating of your troop mass.  The remainder is the number of weapons that impacts.  Distribute that damage in anyway you like to your troopers.


Vehicle vs. Vehicle Combat

As with troops and starfighters, vehicles engage each other with a system of ratings and comparisons.  Each unit has two ratings, attack and defense.  The attack rating of one group of vehicles is compared to the defense rating of another and both sides takes the appropriate amount of damage to their armor.

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 however 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 location in which the planet is located.  Once in orbit, its open season upon any and all stationary structures from bases and buildings to entire cities and bridges.

Bomber Style Starfighters capable of atmospheric flight per the Warbook may also bomb Structures.  They may not fly under structures or ground shields.


Starfighter Involvement

Bomber Style Starfighters, if atmospheric capable, are very effective tools in ground combat.  They may enter the atmosphere the same way as landing barges.  Once in the atmosphere, they move along the planetary grid.  Starfighters are in no way effected by terrain modifiers.  When starfighters attack troops, to determine whether or not weapons hit, only a maximum of 10% of the weapons fired will hit the troops.

When attacking vehicles and structures, all weapons fired make contact.  To determine the amount of damage taken to a vehicle use the standard system.

Starfighters may not fly under base structures.

Troop vs. Vehicle Combat


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.

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.


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.

Currently, there is only one type of account in Galactic Realms.  That account is the main sim's account.

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 or bought, sold, or donated to a sim for less than the blue book price.  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.

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


Point System Charts (def.)
Space Weapons Chart

Ground Weapons Chart

Starfighter Rating Chart

Vehicle Rating Chart

Trooper Rating Chart


Space Weapons Chart

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	5 Damage Points

Adv. Concussion Missile	6 Damage Points

Proton Torpedo	10 Damage Points

Adv. Proton Torpedo	12 Damage Points

N/A - Personnel Only


Starfighter Rating Chart

Note:  Attack Ratings listed include all weapons (warheads, lasers, etc).  If you do not fire these weapons, these ratings need to be modified accordingly.  This chart is for comparison purpose only and may differ according to what arsenal each Captain has loaded.

Type	Attack Rating	Defense Rating	Damage Tolerance

TIE Fighter	4	4	11 pts

TIE Interceptor	8	4	11 pts

TIE Bomber	22	4	12 pts

TIE Avenger	18	6	18 pts

Xg-1 Assault Gunboat	22	8	23 pts

T-Wing	12	5	15 pts

X-Wing Fighter	24	8	24 pts

A-Wing Interceptor	12	5	15 pts

Y-Wing Bomber	22	8	24 pts

B-Wing Assault Fighter	23	9	27 pts

E-Wing Starfighter	18	7	21 pts

Miy'til Interceptor	16	4	12 pts

Hetrinar Assault Bomber	24	7	21 pts

Hapan Gunboat	19	8	24 pts

A-9 Vigilance Interceptor	6	4	12 pts

Cloakshape Fighter	16	8	23 pts

SoroSuub Assault Bomber	22	7	21 pts

Z-95 Headhunter	16	6	18 pts

R-41 Starchaser	4	7	21 pts

Skipray Blastboat	17	13	38 pts


Vehicle Rating Chart

Attack Rating:  Weapon Damage / 3 + Speed + Maneuverability x 2

Defense Rating:  Damage Tolerance / 10 + Speed + Maneuverability / 2

Type	Attack Rating	Defense Rating	Damage Tolerance

AT-AT Walker	28	7	80 pts

AT-ST Walker	24	6	40 pts

Compact Assault Vehicle	22	7	20 pts

Floating Fortress	22	6	50 pts

Hoverscout	34	7	25 pts

Century Tank - TIE Crawler	22	5	20 pts

Freerunner	28	7	45 pts

Heavy Tracker	22	7	45 pts

T-47 Speeder	34	9	20 pts

Ultra Light Assault Vehicle	32	8	20 pts

Hapan Ultra-LAV	27	7	18 pts

Combat Cloud Car	35	7	20 pts

Repulsor Sled	18	5	5 pts

Speeder Bike	24	6	3 pts

AT-PT Walker	20	5	25 pts


Trooper Rating Chart

Type	Attack Rating	Damage Tolerance

Imperial Infantry	4	6 pts

Imperial Stormtroopers	5	8 pts

Imperial Rangers	6 	8 pts

Heavy Imperial Rangers	4	8 pts

Elite Imperial Commandos	6	10 pts

Royal Guard Troopers	10	12 pts

Republic Infantry	4	6 pts

Republic Commandos	5	8 pts

Republic Special Forces	6	10 pts

Royal Troopers	4	6 pts

Royal Hapan Guards	6	9 pts

Mercenaries	4	6 pts

Standard Infantry	4	6 pts

Standard Heavy Infantry	5	9 pts


The Force

The Force is perhaps the most interesting element of 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 Galaxy

Planetary Listing


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)

-* Hidden System *

-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	New Republic

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	New Republic

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	Shadow Alliance

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	New Republic

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	Galactic Empire

i. Ulion	F	50	Galactic Empire

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	Shadow Alliance

b. Chokan	P	25	Shadow Alliance

c. Kamparas	F	50	Shadow Alliance

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	Hapan Star Cluster

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	Shadow Alliance

f. Agrilat	F	50	Shadow Alliance

g. Whendyll	  	P	25	Shadow Alliance

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	Shadow Alliance

b. Fef	F	50	Shadow Alliance

c. Norulac	F	50	Neutral

d. Taanab	S	100	Galactic Empire

e. Tynna	R	150	Shadow Alliance

f. Boordii	P	25	Neutral

g. Harrin	P	25	Neutral

h. Korrin	F	50	Neutral

i. Jamul	P	25	Shadow Alliance

j. Lianna	S	100	Hapan Star Cluster

k. Bacrana	  	F	50	Neutral

5.  Fakir Sector

a. Berchest	S	100	Shadow Alliance

b. Chad	  	F	50	Neutral

c. Froz	  	F	50	Shadow Alliance

d. Halowan	R	150	Galactic Empire

e. Roti-Ow	F	50	Galactic Empire

f. Zi'Dek	P	25	Shadow Alliance

g. Aramand	 	P	25	Shadow Alliance

h. Intran	F	50	Shadow Alliance

i. Trantor	P	25	Shadow Alliance

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	Shadow Alliance

b. Fyrin	UR	200	* Shadow Alliance *

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	Shadow Alliance

b. Dra	P	25	Shadow Alliance

c. F'Tral	P	25	Neutral

d. Janodral	  	F	50	Shadow Alliance

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	Shadow Alliance

j. Kaaroa	S	100	Galactic Empire

5.  Elrood Sector

a. Elrood	UR	200	* Shadow Alliance *

b. Coyn	   	S	100	Hapan Star Cluster

c. Kidron	F	50	New Republic

d. Merisee	S	100	Hapan Star Cluster

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	Hapan Star Cluster

e. Kaelta	F	50	New Republic

f. Lafra	   	F	50	New Republic

g. Lur	S	100	Hapan Star Cluster

h. Paradise	   	R	150	Shadow Alliance

i. Trianii	S	100	Hapan Star Cluster

j. Jardeen	F	50	Hapan Star Cluster

k. Cadomai	   	F	50	Shadow Alliance

7.  Quelli Sector

a. Arkania	S	100	Neutral

b. Dathomir	   	P	25	Galactic Empire

c. Cedre	F	50	Neutral

d. Drackmar	   	F	50	Shadow Alliance

e. Kalior	F	50	Neutral

f. Laramus	   	F	50	Neutral

g. Obroa-Skai	   	S	100	Shadow Alliance

h. Kirima	S	100	Galactic Empire

i. Santarine	   	S	100	Galactic Empire

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	New Republic

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	Hapan Star Cluster

f. Kali	S	100	Hapan Star Cluster

g. Kalla	S	100	Neutral

h. Mytus	R	150	Shadow Alliance

i. Orron	S	100	Shadow Alliance

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	Shadow Alliance

b. F'la Ren	   	P	25	Hapan Star Cluster

c. Ketaris	F	50	Hapan Star Cluster

d. Ku'Bakai	   	P	25	Shadow Alliance

e. Mindar	P	25	Shadow Alliance

f. Phorliss	   	F	50	Shadow Alliance

g. Woostri	F	50	Shadow Alliance

h. Amorris	F	50	Hapan Star Cluster

i. Koaan	P	25	Neutral

j. Generis	P	25	Neutral

5.  Hapan Star Cluster

a. Hapes	UR	200	* Hapan Star Cluster *

b. Arabanth	R	150	Hapan Star Cluster

c. Charubah	R	150	Hapan Star Cluster

d. Dreena	S	100	Hapan Star Cluster

e. Gallinore	UR	200	Hapan Star Cluster

f. Reboam	R	150	Hapan Star Cluster

g. Selab	S	100	Hapan Star Cluster

h. Terephon	F	50	Hapan Star Cluster

i. Ut	F	50	Hapan Star Cluster

6.  Albanin Sector

a. Kalist	F	50	Hapan Star Cluster

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	Hapan Star Cluster

h. Nigel	   	F	50	New Republic

7.  Phyco Sector

a. Athega	P	25	Shadow Alliance

b. Hijarna	F	50	Shadow Alliance

c. Kamar	F	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	Shadow Alliance

e. Rishi	   	R	150	New Republic

f. Trogan	R	150	Shadow Alliance

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	New Republic

d. Paulking	   	F	50	Galactic Empire

e. Dagobah	   	P	25	New Republic

f. Ruuria	P	25	Galactic Empire

g. Alk'lellish	R	150	Galactic Empire

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	Shadow Alliance

f. Zeffiffi	P	25	Neutral

g. Garnib	F	50	Neutral

h. Bittu	   	F	50	Hapan Star Cluster

i. Arcopola	   	P	25	Hapan Star Cluster

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	Hapan Star Cluster

d. Proxima	   	F	50	Galactic Empire

e. Vinsoth	S	100	Hapan Star Cluster

f. Af'El	P	25	Galactic Empire

g.  Algara	F	50	Galactic Empire

h. Cariosi	S	100	Hapan Star Cluster

i. Farrfin	S	100	Hapan Star Cluster

5.  Dolomar Sector

a. Gandolo	   	F	50	Hapan Star Cluster

b. Geedon	F	50	Galactic Empire

c. Ralltiir	S	100	Galactic Empire

d. Skor	F	50	Hapan Star Cluster

e. Yag'Dhul	  	F	50	Galactic Empire

f. Zelos	   	P	25	Neutral

g. Tatrang	P	25	Neutral

h. Teya IV	F	50	Hapan Star Cluster

6.  Jospro Sector

a. Dantooine	   	P	25	Hapan Star Cluster

b. Dar'Or	P	25	Hapan Star Cluster

c. Maltoor	F	50	Hapan Star Cluster

d. Ord Trasi	 	UR	200	* Hapan Star Cluster *

e. Vodran	F	50	Hapan Star Cluster

f. Altarrin	F	50	Hapan Star Cluster

g. Atraken	F	50	Hapan Star Cluster

h. Gacerian	   	P	25	Hapan Star Cluster

i. Rafa	   	F	50	Hapan Star Cluster

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	Shadow Alliance

f. Toola	   	S	100	Shadow Alliance

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	Shadow Alliance

e. Honoghr	   	P	25	Shadow Alliance

f. Khomm	F	50	Neutral

g. Abregado	   	F	50	Shadow Alliance

h. Fenves	S	100	Shadow Alliance

i. Spica	   	R	150	Shadow Alliance


The  Specs

Starship Specifications

Troop/Vehicle Specifications

Facility Specifications

Special Technology


Starship Specifications (def.)
Imperial Starships

New Republic Starships

Hapan Star Cluster Starships

Shadow Alliance and Common Starships


Imperial Starships

Superships

•	Executor-class Super Star Destroyer

Large Ships

•	Imperial II-class Star Destroyer

•	Imperial-class Star Destroyer

•	Victory Escort Carrier

•	Victory II-class Star Destroyer

•	Victory-class Star Destroyer

Medium Ships

•	Interdictor-class Heavy Cruiser

Small Ships

•	Imperial Army Star Galleon

Bulk Freighters

•	Imperial Armored Transport

Auxilary Craft

Starfighters

•	TIE Fighter

•	TIE Interceptor

•	TIE Bomber

•	TIE Avenger

•	Xg-1 Assault Gunboat


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:  16,000 Points

Hull:  12,000 Points

Power Systems:  8,000 Points

Weapons Systems:

200 Turbolaser Batteries (8/1,600)

200 Turbolasers (6/1,200)

250 Concussion Missile Tubes (5/1,250)

100 Laser Cannons (1/100)

250 Ion Cannons (6/1,500 sys)

30 Tractor Beam Projectors

Sensor Systems:

Type 3 Sensor

Type 3 Transmitter

Type 2 Jammer

Launch Bays:

2 Large Bays

Onboard Craft:

6 TIE Fighter Squadrons

2 TIE Interceptor Squadrons

2 TIE Bomber Squadrons

2 TIE Avenger Assault Bomber Squadrons

4 Tramp Shuttles

12 Lambda-class Shuttles

12 Echo-class Boarding Transports

Special Capabilities/Notes:  None.


Imperial II-class Star Destroyer (def.)
Imperial II-class Star Destroyer

Royal Guard-class Star Destroyer


Imperial II-class Star Destroyer

Cost in Credits:  2,400 MC

Production Time:  7 Weeks

Monthly Upkeep:  120 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:  3,200 Points

Hull:  2,400 Points

Power Systems:  1,600 Points

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 TIE Fighter Squadrons

3 TIE Interceptor Squadrons

1 TIE Bomber Squadron

16 Lambda-class Shuttles

1 Tramp Shuttle

12 Delta-class Boarding Shuttles


Royal Guard-class Star Destroyer 'Dark Phoenix'
Royal Guard-class Star Destroyer

Cost in Credits:  Unique - 2,400  MC

Production Time:  Unique - 7 Weeks

Monthly Upkeep:  120 MC

Length:  1,600 Meters

Crew:  35,000

Troops:

3,000 Elite Imperial Stormtroopers

10 Royal Guard Teams

Ground Units:

None.

Shields:  3,200 Points

Hull:  2,400 Points

Power Systems:  1,600 Points

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

12 Xg-1 Assault Gunboats

5 Delta-class Boarding Transports

5 Lambda-class Shuttles

Description:

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-class Star Destroyer

Cost in Credits:  2,400 MC

Production Time:  7 Weeks

Monthly Upkeep: 120 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:  3,200 Points

Hull:  2,400 Points

Power Systems:  1,600 Points

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 Fighter Squadrons

2 TIE Interceptor Squadrons

1 TIE Bomber Squadron

8 Lambda-class Shuttles

6 Delta-class Boarding Shuttles

6 XG-1 Assault Gunboats


KDY Escort Carrier
Victory Escort Carrier

Cost in Credits:  2,250 MC

Production Time:  4 Weeks

Monthly Upkeep:  113 MC

Length:  1,500 Meters

Crew:  13,485

Troops:  800

Ground Units:

None.

Shields:  3,000 Points

Hull:  2,250 Points

Power Systems:  1,500 Points

Weapons:

20 Turbolasers (6/120)

200 Laser Cannons (1/200)

12 Starfighter Class Tractor Beam Projectors

Sensor Systems:

Type 1 Sensor

Type 2 Transmitter

Type 2 Jammer

Launch Bays:

2 Large Bays

Onboard Craft:

6 TIE Fighter Squadrons

2 TIE Interceptor Squadrons

2 TIE Bomber Squadron

6 Lambda-class Shuttles

2 Tramp Shuttles

6 XG-1 Assault Gunboats


Victory II-class Star Destroyer

Cost in Credits:  1,350 MC

Production Time:  4 Weeks

Monthly Upkeep:  68 MC

Length:  900 Meters

Crew:  6,107

Troops:  1,600

Ground Units:

3 Landing Barges

Shields:  1,800 Points

Hull:  1,350 Points

Power Systems:  900 Points

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

6 Lambda-class Shuttles


Victory-class Star Destroyer

Cost in Credits:  1,350 MC

Production Time:  4 Weeks

Monthly Upkeep:  68 MC

Length:  900 Meters

Crew:  4,789

Troops:  2,040

Ground Units:

3 Landing Barges

Shields:  1,800 Points

Hull:  1,350 Points

Power Systems:  900 Points

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 Fighter Squadrons

4 Lambda-class Shuttles


Interdictor-class Heavy Cruiser

Cost in Credits:  900 MC

Production Time:  3 Weeks

Monthly Upkeep:  45 MC

Length:  600 Meters

Crew:  2,783

Troops:  80

Ground Units:

None.

Shields:  1,200 Points

Hull:  900 Points

Power Systems:  600 Points

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 Fighter Squadron

2 Lambda-class Shuttles

Special 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.


Imperial Army Star Galleon

Cost in Credits:  825 MC

Production Time:  2 Weeks, 4 Days

Monthly Upkeep: 42 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:  1,100 Points

Hull:  825 Points

Power Systems:  550 Points

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


Loronar Strike Cruiser

Cost in Credits:  675 MC

Production Time:  2 Weeks

Monthly Upkeep:  34 MC

Length:  450 Meters

Crew:  1,972

Troops:  340

Ground Units:

1 Landing Barge

Shields:  900 Points

Hull:  675 Points

Power Systems:  450 Points

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

Special Notes:

This ship’s tech is readily available to any sim under prior trade agreements.


Carrack-class Light Cruiser

Cost in Credits:  525 MC

Production Time:  2 Weeks

Monthly Upkeep:  27 MC

Length:  350 Meters

Crew:  1,007

Troops:  142

Ground Units:

None.

Shields:  700 Points

Hull:  525 Points

Power Systems:  350 Points

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 Rack (4 fighter)

Onboard Craft:

12 Starfighters

Special Notes:

This ship’s tech is readily available to any sim under prior trade agreements.


Lancer-class Frigate

Cost in Credits:  375 MC

Production Time:  1 Week

Length:  250 Meters

Crew:  810

Troops:  40

Ground Units:

None.

Shields:  500 Points

Hull:  375 Points

Power Systems:  250 Points

Weapons:

80 Laser Cannons (1/80)

Sensor Systems:

Type 1 Sensor

Type 1 Transmitter

Special Notes:

This ship’s tech is readily available to any sim under prior trade agreements.


IPV-1 System Patrol Craft

Cost in Credits:  180 MC

Production Time:  4 Days

Length:  120 Meters

Crew:  4

Troops:  10

Ground Units:

None.

Shields:  240 Points

Hull:  180 Points

Power Systems:  120 Points

Weapons:

14 Turbolaser Cannons (6/84)

Sensor Systems:

Type 2 Sensor

Type 1 Transmitter

Special Notes/Capabilities: No Hyperdrive.

This ship’s tech is readily available to any sim under prior trade agreements.


Imperial Armored Transport

Cost in Credits:  75 MC

Production Time:  1 Week

Length:  50 Meters

Crew:  10

Troops:  20

Ground Units:

None.

Shields:  100 Points

Hull:  75 Points

Power Systems:  50 Points

Weapons:

2 Laser Cannons (1/2)

Sensor Systems:

Type 1 Sensor

Type 1 Transmitter


Sentinel-class Landing Shuttle

Cost in Credits:  50 MC

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

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.

This ship’s tech is readily available to any sim under prior trade agreements.


Delta-class Boarding Transport
Echo-class Boarding Transport

Cost in Credits:  45 MC

Production Time:  1 Week

Length:  30 Meters

Crew:  4

Troops:  30

Ground Units:

None.

Shields:  60 Points

Hull:  45 Points

Power Systems:  30 Points

Weapons:

4 Laser Cannons (1/4)

2 Light Ion Cannons (4/8 sys)

Special Notes:

This ship’s tech is readily available to any sim under prior trade agreements.


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

Weapons:

6 Laser Cannons (1/6)

Special Notes/Capabilities:  No Hyperdrive.

This ship’s tech is readily available to any sim under prior trade agreements.


CloakShape 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

Weapons:

4 Laser Cannons (1/4)

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

Special Notes/Capabilities:  Shadow Alliance Tech Only


TIE Fighter

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

Weapons:

4 Laser Cannons (1/4)

Special 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

Weapons:

8 Laser Cannons (1/8)

Special Notes/Capabilities:  No hyperdrive.


TIE Bomber

Cost in Credits:  18 MC per Squadron

Production Time:  5 Days

Length:  8 Meters

Crew:  1

Shield:  4 Points

Hull:  8 Points

Power Systems:  12 Points

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

Weapons:

4 Laser Cannons (1/4)

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


Xg-1 Assault Gunboat

Cost in Credits:  23 MC per Squadron

Production Time:  9 Days

Length:  15 Meters

Crew:  1

Shields:  8 Points

Hull:  15 Points

Power Systems:  23 Points

Weapons:

2 Laser Cannons (1/2)

2 Ion Cannons (4/8 sys)

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

Special Notes/Capabilities:  Atmospheric. No Hyperdrive. Auxiliary craft.


Scimitar Assault Bomber
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

Weapons:

2 Laser Cannons (1/2)

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

Special Notes/Capabilities:  No Hyperdrive. Atmospheric.  Shadow Alliance Tech Only.


New Republic Starships

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

Starfighters

•	T-Wing

•	X-Wing Starfighter

•	A-Wing Interceptor

•	Y-Wing Bomber

•	B-Wing Assault Fighter/Bomber

•	E-Wing Starfighter


Mon Calamari Defender-class Heavy Cruiser
Mon Calamari 100a Defender-class Heavy Cruiser

Cost in Credits:  11,700 MC

Production Time:  16 Weeks

Monthly Upkeep:  585 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:  15,600 Points

Hull:  11,700 Points

Power Systems:  7,800 Points

Weapons:

200 Heavy Turbolasers (7/1,420)

240 Turbolasers (6/1440)

75 Proton Torpedo Launch Tubes (10/750)

75 Turbo Charged Lasers (3/225)

150 Heavy Ion Cannons (8/1206 sys)

24 Tractor Beam Projectors

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 'Crystal Blade'
Mon Calamari 90b-class Heavy Cruiser

Cost:  Unique - 1,950 MC

Build Time:  Unique - 6 Weeks

Monthly Upkeep:  98 MC

Length:  1,300

Crew:  5,860

Troops:  2,700

Shields:  2,600 Points

Hull:  1,950 Points

Power Systems:  1,300 Points

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:  2,250 MC

Production Time:  6 Weeks

Monthly Upkeep:  113 MC

Length:  1,500

Crew:  5,860

Troops:  9,700

Vehicles:

6 Landing Barges

15 Freerunners

10 Heavy Trackers

12 T-47 Speeders

Shields:  3,000 Points

Hull:  2,250 Points

Power Systems:  1,500 Points

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 Bays

Onboard Craft:

2 X-Wing Squadrons

2 E-Wing Squadron

2 B-Wing Squadrons

12 Lambda-class Shuttles

2 Tramp Shuttles

12 Delta-class Boarding Shuttles


Mon Calamari 80b-class Star Cruiser
Mon Calamari 80b-class Star Carrier

Cost in Credits:  1,500 MC

Production Time:  4 Weeks

Monthly Upkeep:  75 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:  2,000 Points

Hull:  1,500 Points

Power Systems:  1,000 Points

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

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:  1,950 MC

Production Time:  5 Weeks

Monthly Upkeep:  98 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:  2,600 Points

Hull:  1,950 Points

Power Systems:  1,300 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:  1,800 MC

Production Time:  4 Weeks

Monthly Upkeep:  90 MC

Length:  1,200 Meters

Crew:  18,156

Troops:  1,000

Shields:  2,400 Points

Hull:  1,800 Points

Power Systems:  1,200 Points

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

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:  1,500 MC

Production Time:  3 Weeks

Monthly Upkeep:  75 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:  2,000 Points

Hull:  1,500 Points

Power Systems:  1,000 Points

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:  750 MC

Production Time:  3 Weeks

Monthly Upkeep:  38 MC

Length:  500

Crew:  3,402

Troops:  600

Ground Units:

1 Landing Barge

12 T-47 Speeders

Shields:  1000 Points

Hull:  750 Points

Power Systems:  500 Points

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:  1,050 MC

Production Time:  3 Weeks

Monthly Upkeep:  53 MC

Length:  700

Crew:  4,882

Troops:  100

Ground Units:

None.

Shields:  1,400 Points

Hull:  1,050 Points

Power Systems:  700 Points

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


Quasar Fire-class Carrier Cruiser

Cost in Credits:  510 MC

Production Time:  2 Weeks

Monthly Upkeep:  17 MC

Length:  340 Meters

Crew:  250

Troops:  85

Ground Units:

None

Shields:  680 Points

Hull:  510 Points

Power Systems:  340 Points

Weapons:

4 Turbolaser Batteries (8/32)

2 Starfighter Class Tractor Beam Projectors

Sensor Systems:

Type 2 Sensor

Type 1 Transmitter

Launch Bays:

1 Medium Bay

Onboard Craft:

1 Tramp Shuttle

4 Starfigher Squadrons

Special Notes:  The tech for this ship is common to all sims due to prior trade agreements.


Corellian Gunship

Cost in Credits:  180 MC

Production Time:  1 Week

Length:  120

Crew:  45

Troops:  None.

Ground Units:

None.

Shields:  240 Points

Hull:  180 Points

Power Systems:  120 Points

Weapons:

10 Turbolasers (6/60)

16 Laser Cannons (1/16)

4 Concussion Missile Tubes (5/20)

Sensor Systems:

Type 1 Sensor

Type 1 Transmitter

Special Notes:  The tech for this ship is common to all sims under prior trade agreements.


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

Weapons:

6 Lasers (1/6)

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

Special Notes/Capabilities:  Hyperdrive capable. The tech for this ship is common to all sims under prior trade agreements.


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

Weapons:

4 Laser Cannons (1/4)

2 Light Ion Cannons (4/8 sys)

Special Notes/Capabilities:  No hyperdrive.  The tech for this ship is common to all sims under previous trade agreements.


T-Wing

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

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:  24 MC per Squadron

Production Time:  8 Days

Length:  16 Meters

Crew:  1 + Astromech Droid

Shields:  8 Points

Hull:  16 Points

Power Systems:  24 Points

Weapons:

4 Laser Cannons (1/4)

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

Special Notes/Capabilities:  Atmospheric.


A-Wing Interceptor

Cost in Credits:  15 MC per Squadron

Production Time:  7 Days

Length:  10

Crew:  1

Shields:  5 Points

Hull:  10 Points

Power Systems:  15 Points

Weapons:

2 Laser Cannons (1/2)

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

Special Notes/Capabilities:  No Hyperdrive.


Y-Wing Bomber

Cost in Credits:  24 MC per Squadron

Production Time:  9 Days

Length:  16 Meters

Crew:  1

Shields:  8 Points

Hull:  16 Points

Power Systems:  24 Points

Weapons:

2 Laser Cannons (1/2)

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

2 Light Ion Cannons (4/8)

Special Notes/Capabilities:  Atmospheric


B-Wing Assault Fighter
B-Wing Assault Fighter /Bomber

Cost in Credits:  27 MC per Squadron

Production Time:  12 Days

Length:  18 Meters

Crew:  1

Shields:  9 Points

Hull:  18 Points

Power Systems:  27 Points

Weapons:

3 Laser Cannon (1/3)

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

3 Ion Cannons (6/18 sys)

Special Notes: Atmospheric


E-Wing Starfighter

Cost in Credits:  21 MC per Squadron

Production Time:  11 Days

Length:  14 Meters

Crew:  1

Shields:  7 Points

Hull:  14 Points

Power Systems:  21 Points

Weapons:

3 Heavy Laser Cannons (2/6)

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


Hapan Star Cluster Starships

Super Ships

•	Star Home

Large Ships

•	Charubah-class Carrier

•	Enhanced [Churabah-b] Battle Dragon

Medium Ships

•	Enhanced [Churabah-a] Battle Dragon

•	Hapan Battle Dragon

Small Ships

•	Hapes Nova-class Battle Cruiser

Starfighters

•	Miy'til Combat Interceptor

•	Hetrinar Assault Bomber

•	Hapan Gunboat


Star Home

Cost:  Unique - 7,500 MC

Build Time:  Unique - 12 Weeks

Monthly Upkeep:  375 MC

Diameter:  5,000 Meters

Crew:  19,500

Troops:  10,000

Ground Units:

14 Landing Barges

36 Hapan Ultra Light Assault Vehicles

16 AT-PT Walkers

Shields:  10,000 Points

Armor: 7,500 Points

Systems:  5,000 Points

Weapons:

100 Turbolasers (6/600)

200 Turbolaser Batteries (8/1600)

60 Heavy Laser Cannons (2/120)

120 Advanced Concussion Missile Launchers (6/720)

200 Ion Cannons (6/1,200)

20 Tractor Beam Projectors

Sensor Systems:

Type 3 Sensor

Type 2 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


Charubah-class Carrier

Cost:  2,100 MC

Build Time:  5 Weeks

Monthly Upkeep:  105 MC

Length:  1,400 Meters

Crew:  13,000 + Assorted Droids and Pilots

Troops:   400

Ground Units:

None

Shields: 2,800 Points

Hull:  2,100 Points

Power Systems:  1,400 Points

Weapons Systems:

40 Turbolaser Batteries (8/320)

80 Heavy Laser Cannons (2/160)

12 Starfighter Class Tractor Beam Projectors

Sensor Systems:

Type 2 Sensor

Type 2 Transmitter

Launch Bays:

2 Large Bays

1 Medium Bay

Onboard Craft:

4 Miy'til Fighter Squadrons

4 Hetrinar Assault Bomber Squadrons

4 Hapan Gunboat Squadrons

2 Tramp Shuttles

Special Capabilities / Notes: None.


Enhanced [Churabah-b] Battle Dragon

Cost:  1,800 MC

Build Time:  5 Weeks

Monthly Upkeep:  90 MC

Diameter:  1,200 Meters

Crew:  3,042

Troops:  5,000

Ground Units:

8 Landing Barges

20 Heavy Trackers

Shields: 2,400 Points

Hull: 1,800 Points

Power Systems:  1,200 Points

Weapons:

60 Turbolaser Batteries (6/360)

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 Hapan Gunboat Squadron

1 Tramp Shuttles

4 Lambda-class Shuttles

12 Delta-class Boarding Shuttles


Enhanced [Churabah-a] Battle Dragon

Cost: 1,500 MC

Build Time: 4 Weeks

Monthly Upkeep:  75 MC

Diameter:  1,000 Meters

Crew:  3,042

Troops:  7,500

Ground Troops:

8 Landing Barges

20 Heavy Trackers

Shields: 2,000 Points

Hull: 1,500 Points

Power Systems:  1,000 Points

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 Hapan Gunboats

4 Lambda-class Shuttles

6 Delta-class Boarding Shuttles


Hapan Battle Dragon

Cost:  1,200 MC

Build Time:  4 Weeks

Monthly Upkeep:  60 MC

Diameter:  800 Meters

Crew: 1,200

Troops: 2,500 Troopers

Ground Troops:

10 Heavy Trackers

2 Landing Barges

Shields:  1,600

Hull:  1,200

Power System:  800

Weapons:

40 Heavy  Turbolasers (7/280)

10 Proton Torpedo Tubes (10/100)

40 Ion Cannons (6/240 sys)

Launch Bays:

1 Medium Bay

1 Small Bay

Onboard Craft:

2 Miy'til Fighter Squadrons

1 Hetrinar Assault Bomber Squadron

4 Lambda-class Shuttles


Hapes Nova-class Battle Cruiser

Cost:  600 MC

Build Time:  3 Weeks

Monthly Upkeep:  30 MC

Length: 400 Meters

Crew: 1,700

Troops: 1,600 Troopers

Ground Vessels:

1 Landing Barge

Shields:  800 Points

Hull:  600 Points

Power Systems:  400 Points

Weapons:

25  Turbolasers (6/150)

20 Laser Cannons (1/20)

10 Heavy Ion Cannons (8/80)

Launch Bays:

1 Medium Bay

Onboard Craft:

2 Miy'til Fighter Squadrons

1 Hetrinar Assault Bomber Squadron

6 Tramp Shuttles


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

Weapons:

     2 Heavy Laser Cannons (2/4)

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


Hetrinar Assault Bomber

Cost:  21 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

Weapons:

     2 Heavy Laser Cannons (2/4)

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

Special Notes/Capabilities:  Atmospheric. No Hyperdrive


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

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. Auxiliary craft.


Common Starships
Common & Shadow Alliance Starships

Large Ships

•	Black Corsair Battleship - SA

•	Vong Warrior Heavy Cruiser - SA

•	Elroodian Spitfire Frigate - SA

Medium Ships

•	Dreadnaught-class Heavy Cruiser

•	Loronar Strike Cruiser

•	Quasar Fire-class Carrier

•	Nebulon-B Escort Frigate

•	Carrack-class Light Cruiser

Small Ships

•	Lancer-class Frigate

•	Corellian Corvette

•	Black Sun Marauder Corvette - SA

•	Corellian Gunship

•	IPV-1 System Patrol Craft

Starfighters

•	A-9 Vigilence Interceptor

•	CloakShape Fighter - SA

•	SoroSuub Assault Bomber - SA

•	Z-95 Headhunter

•	R-41 Starchaser

Auxilary Craft

•	Sentinel-class Landing Shuttle

•	Delta-class Boarding Transport

•	Tramp Shuttle

•	Lambda-class Shuttle

•	Echo-class Boarding Shuttle

•	Skipray Blastboat

Misc Craft

•	Landing Barge

•	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:  1,200 Points

Hull:  900 Points

Power Systems:  600 Points

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 Delta-class Boarding Shuttles

Special note:  This tech is common to all sims.


Nebulon-B Escort Frigate
Elroodian Spitfire Frigate

Cost in Credits:  1,800 MC

Production Time:  1 Week

Monthly Upkeep:  90 MC

Length:  1,200 Meters

Crew:  180

Troops:  2,700

Shields:  2,400 Points

Hull:  1,800 Points

Power Systems:  1,200 Points

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 Starfighter Squadrons

3 Lambda-class Shuttles

Special Notes/Capabilities:  Shadow Alliance tech.


Nebulon-B2 Escort Frigate

Cost in Credits:  450 MC

Production Time:  1 Week

Monthly Upkeep:  23 MC

Length:  300 Meters

Crew:  920

Troops:  75

Shields:  500 Points

Hull:  450 Points

Power Systems:  300 Points

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

Special Notes: This tech is common to all sims.


Corellian Corvette

Cost in Credits:  225 MC

Production Time:  1 Week

Length:  150 Meters

Crew:  165

Troops:  600

Shields:  300 Points

Hull:  225 Points

Power Systems:  150 Points

Weapons:

12 Turbolasers (6/72)

Sensor Systems:

Type 2 Sensor

Type 1 Transmitter

Special Notes:  This tech is common to all sims.


Modified Corellian Corvette
Vong Warrior Heavy Cruiser

Cost in Credits:  1,950 MC

Production Time:  4 Week

Monthly Upkeep:  98 MC

Length:  1,300 Meters

Crew:  12,400

Troops:  7,200 Mercenaries

   6 Landing barges

Shields:  2,600 Points

Hull:  1,950 Points

Power Systems:  1,300 Points

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

Onboard Craft:

4 Starfighter Squadrons

12 Skipray Blastboats

12 Delta-class Boarding Shuttles

Special Notes/Capabilities:  Shadow Alliance Tech.


Marauder Corvette
Black Sun Marauder Corvette

Cost in Credits:  375 MC

Production Time:  1 Week

Length:  250 Meters

Crew:  129

Troops:  40

Shields:  500 Points

Hull:  375 Points

Power Systems:  250 Points

Weapons:

20 Turbolasers (6/120)

10 Laser Cannons (1/20)

10 Ion Cannons (6/60sys)

3 Tractor Beam Projectors

Sensor Systems:

Type 2 Sensor

Type 2 Transmitter

Type 1 Jammer

Special Notes/Capabilities:  Shadow Alliance Tech.


Bayonet-class Light Cruiser
Black Corsair Battleship

Cost in Credits:  2,400 MC

Production Time:  4 Weeks

Monthly Upkeep:  120 MC

Length:  1,600 Meters

Crew:  16,113

Troops:  18,000 Mercenaries

Shields:  3,200 Points

Hull:  2,400 Points

Power Systems:  1,600 Points

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

Onboard Craft:

8 Starfighter Squadrons

12 Delta-class Boarding Shuttles

12 Aux Ships

Special Notes/Capabilities:  Shadow Alliance tech.


Tramp Shuttle
Tramp/Mining Shuttle

Cost in Credits:  32 MC

Production Time:  4 Days

Length:  25 Meters

Crew:  3

Cargo or Passengers:  10

Shields:  50 Points

Hull:  32 Points

Power Systems:  25 Points

Weapons:

2 Laser Cannons (1/2)

1 Small 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.  This tech is common to all sims.  Auxiliary craft.


Lambda-class Shuttle

Cost in Credits:  30 MC

Production Time:  5 Days

Length:  20 Meters

Crew:  2

Troops:  20

Shields:  40 Points

Hull:  30 Points

Power Systems:  20 Points

Weapons:

10 Laser Cannons (1/10)

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

Special notes:  Atmospheric.  Tech common to all sims. Auxiliary Craft.


Delta-class Escort Shuttle
Echo-class Boarding Shuttle

Cost in Credits:  38 MC

Production Time:  6 Days

Length:  25 Meters

Crew:  3

Troops:  25

Shields:  50 Points

Hull:  38 Points

Power Systems:  25 Points

Weapons:

3 Heavy Laser Cannons (2/6)

2 Turbolasers (6/12)

Special Notes:  Tech common to all sims. Auxiliary craft.


Skipray Blastboat

Cost in Credits:  38 MC

Production Time:  7 Days

Length:  25 Meters

Crew:  2

Shields:  13 Points

Hull:  25 Points

Power Systems:  38 Points

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. Auxiliary Craft available to all sims.


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

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. Tech common to all sims. .


Tug

Cost in Credits:  38 MC

Production Time:  3 Days

Length:  25 Meters

Crew:  1

Onboard Troops/Vehicles:  None

Shields: 50 points

Hull:  25 Points

Power Systems:  25 Points

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. .


Troop/Vehicle Specifications (def.)
Imperial Troopers & Vehicles

Republic Troopers & Vehicles

Hapan Troopers & Vehicles

Common Troopers & Vehicles


Imperial Troopers & Vehicles

Troopers

•	Imperial Infantry

•	Imperial Stormtroopers

•	Imperial Rangers

•	Elite Imperial Commandos

•	Royal Guard Troopers

Vehicles

•	AT-AT Walker

•	AT-ST Walker

•	Compact Assault Vehicle

•	Floating Fortress

•	Hoverscout

•	Century Tank - TIE Crawler


Imperial Infantry

Cost in Credits:  25 MC per Company

Training Time:  1 Week

Troop # per Company:  160

Movement Points:  2

Maneuverability:  2

Damage Tolerance:  6 Points

Weapons & Equipment:

BlasTech E-11a Imperial Blaster

Damage Rating:  4


Imperial Stormtroopers

Cost in Credits:  37.5 MC per Company

Training Time:  2 Weeks

Troop # per Company:  160

Movement Points:  3

Maneuverability:  2

Damage Tolerance:  8 Points

Weapons & Equipment:

BlasTech E-11b Imperial Blaster Rifle

Damage Rating:  5 / .25 vs. Vehicles

Notes:

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 (def.)
Imperial Rangers

Imperial Heavy Rangers


Imperial Rangers

Cost in Credits:  52 MC per Company

Training Time:  2.5 Weeks

Troop # per Company:  160

Movement Points:  3

Maneuverability:  1

Damage Tolerance:  8 Points

Weapons & Equipment:

BlasTech Imperial Repeater Rifle

Damage Rating:  6 / .25 vs. Vehicles

Thermal Detonators (2)

Damage Rating: 6

Notes:

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.


Imperial Heavy Rangers

Cost in Credits:  50 MC per Company

Training Time:  2.5 Weeks

Troop # per Company:  160

Movement Points:  3

Maneuverability:  2

Damage Tolerance:  8 Points

Weapons & Equipment:

BlasTech Heavy Laser Cannon

Damage Rating:  4 / 3 vs. Vehicles

Notes:

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 Team

Training Time:  3 Weeks

Troop # per Team:  8

Movement Points:  4

Maneuverability:  3

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 Team

Training Time:  4 Weeks

Troop # per Team:  10

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

Notes:  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:  12 MC

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:  10 MC

Production Time:  4 Days

Length:  6.4 Meters

Height:  8.6 Meters

Crew:  2

Movement Points:  6

Maneuverability:  2

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:  8 MC

Production Time:  3 Days

Length:  5.1 Meters

Crew:  1

Movement Points:  8

Maneuverability:  2

Hull:  20 Points

Power Systems:  43 Points

Weapons:

1 Medium Blaster Cannon (3/3)


Floating Fortress

Cost in Credits:  10 MC

Production Time:  4 Days

Length:  17.4 Meters

Crew:  4

Onboard Troops/Vehicles:  10 Troopers

Movement Points:  6

Maneuverability:  1

Hull:  50 Points

Power Systems:  71 Points

Weapons:

2 Heavy Blaster Cannons (5/10)


Hoverscout

Cost in Credits:  15 MC

Production Time:  6 Days

Length:  15.9 Meters

Crew:  4

Onboard Troops/Vehicles:  6 Troopers

Movement Points:  10

Maneuverability:  2

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)


Century Tank - TIE Crawler

Cost in Credits:  500,000

Production Time:  3 days

Length:  17.6 Meters

Height:  3.5 Meters

Crew:  1

Onboard Troops/Vehicles:  None

Movement Points:  5

Maneuverability:  2

Hull:  20 Points

Power Systems:  40 Points

Weapons:

2 Medium Blaster Cannons (3/6)

1 Retractable Light Turbolaser Cannon (5/5)


Republic Troopers & Vehicles

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 Company

Training Time:  1 Week

Troop # per Company:  160

Movement Points:  2

Maneuverability:  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 Company

Training Time:  2 Weeks

Troop # per Company:  160

Movement Points:  3

Maneuverability:  2

Damage Tolerance:  8 Points

Weapons & Equipment:

Merr-Sonn G8 Blaster Rifle

Damage Rating:  5 / .25 vs. Vehicles

Notes:

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 Team

Training Time:  3 Weeks

Troop # per Team:  8

Movement Points:  4

Maneuverability:  3

Damage Tolerance:  10 Points

Weapons & Equipment:

Merr-Sonn X2 Sniper Rifle

Damage Rating:  6 / .5 vs. Vehicles


Freerunner

Cost in Credits:  12 MC

Production Time:  1 Week

Length:  14.6 Meters

Crew:  5

Movement Points:  8

Maneuverability:  2

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:  10 MC

Production Time:  4 Days

Length:  22.2 Meters

Crew:  8

Onboard Troops/Vehicles:  5 Troopers

Movement Points:  7

Maneuverability:  2

Hull:  45 Points

Power Systems:  60 Points

Weapons:

1 Heavy Laser Cannon (6/6)


T-47 Speeder

Cost in Credits:  15 MC

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:  14 MC

Production Time:  5 Days

Length:  7 Meters

Crew:  2

Movement Points:  10

Maneuverability:  3

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)


Hapan Troopers & Vehicles

Troopers

•	Royal Troopers

•	Royal Hapan Guards

Vehicles

•	Hapan Ultra-Light Assault Vehicle

•	Combat Cloud Cars


Royal Troopers

Cost:  25 MC per Company

Build Time:  1 Week

Troop # per Company:  160

Movement Points:  2

Maneuverability:  2

Damage Tolerance: 6 Points

Weapons & Equipment:

Olanjii Systems Blaster Rifle

Damage Rating:  4


Royal Hapan Guards

Cost:  10 MC per Team

Training Time:  2 Weeks

Troop # per Team:  8

Movement Points:  3

Maneuverability:  2

Damage Tolerance:  9 Points

Weapons & Equipment:

Olanjii Heavy Blaster Repeater

Damage Rating:  6

Vibroblade

Damage Rating:  6

Abilities:

Avoids any movement penalties in cities.


Hapan Ultra-Light Assault Vehicle

Cost:  8 MC

Build Time:  3 Days

Length: 7 meters

Crew: 1 Pilot, 1 Gunner

Movement Points:  9

Maneuverability:  2

Hull:  18 Points

Power Systems:  31 Points

Weapons:

2 Light Laser Cannons (2/4)

Medium Blaster Cannon (3/3)


Combat Cloud Cars

Cost:  15 MC

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:

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


Common Troopers & Vehicles

Troopers

•	Mercenaries

•	Standard Infantry

•	Standard Heavy Infantry

Vehicles

•	Repulsor Sled

•	Speeder Bike

•	AT-PT Walker


Crew Members
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 Company

Training Time:  4 Days

Troop # per Company:  160

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 Company

Training Time:  1.5 Weeks

Troop # per Company:  160

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:  3 MC

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:  5 MC

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:  8 MC

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)


Facility Specifications

Spaceborne Defensive Facilities

•	Golan I Space Defense Platform

•	Golan II Space Defense Platform

•	Golan III Space Defense Platform

•	Omega-class Space Platform/Outpost

•	Sigma-class Space Platform/Outpost

Ground-based Defensive Facilities

•	Modular Imperial Garrison Base

•	Heavy Imperial Garrison Base

•	Light Republic Underground Hangar

•	Medium Republic Underground Hangar

•	Republic Underground Hangar

•	Light Neutral Underground Hangar

•	Heavy Neutral Underground Hangar

•	Planetary Artillery

•	Planetary Ion Cannon

•	Planetary Shield Generator

•	Anti-Orbital Turbolaser Cannon

•	Sector Communications Base

•	System Communications Relay

•	Space Dock Repair Facility

•	Orbital Ship Dock

•	Starfighter Plant

•	Ground Weapons Factory

•	Troop Training Grounds


Golan I Space Defense Platform

Cost in Credits:  1,230 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:  2,160 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:  2,600 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/Outpost

Cost in Credits:  900 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/Outpost

Cost in Credits:  1,050 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


Modular Imperial Garrison Base
Modular Imperial Garrison Hangar

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

Onboard Craft:

2 TIE Fighter Squadrons

1 TIE Bomber Squadron


Heavy Imperial Garrison Base
Heavy Imperial Garrison Hangar

Cost in Credits:  1,200 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

Onboard Craft:

4 TIE Fighter Squadrons

2 TIE Bomber Squadron


Light Republic Base
Light Republic Hangar

Cost in Credits:  640 MC

Production Time:  2 Weeks

Diameter:  320 Meters

Crew:  712

Troops:  1,280

Ground Units:

20 Republic Assault Tanks

12 V-Wing 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

Onboard Craft:

2 X-Wing Squadrons


Medium Republic Base
Medium Republic 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 V-Wing 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

Onboard Craft:

3 X-Wing Squadrons


Republic Underground Hangar

Cost in Credits:  1,500 MC

Production Time:  2 Weeks

Length: 500 meters, 100 meters all underground

Crew: 128

Troops: None

Shields: None

Hull: 3,500 points

Power Systems: 1,600

Weapons:

20 Laser Cannons (4/80)

Launch Bays:

3 Small Launch Chutes

Onboard Craft:

3 X-Wing Squadrons

Special Notes:

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.


Light Hapan Base
Light Underground Hangar – Neutral

Cost:  800 MC

Build Time:  2 Weeks

Length:  400 Meter Surface Facility / 800 Meter Underground Facility

Crew:  6,700

Troops:  6,500

Ground Units:

-Hapan Configuration-

20 Hapan Ultra Light Assault Vehicles

-Shadow Alliance Configuration-

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:

-Hapan Configuration-

       2 Combat Cloud Car Squadrons

2 Miy'til Fighter Squadrons

6 Tramp Shuttles

-Shadow Alliance Configuration

2 Speeder Bike Squadrons

1 Repulsor Sled Platoon

2 Cloakshape Fighter Squadrons

6 Tramp Shuttles

Special Notes:


Heavy Hapan Base
Heavy Underground Hangar – Neutral

Cost:  1,400 MC

Build Time:  3 Weeks

Length: 700 Meter Surface Facility, 1200 Meter Underground Facility

Crew: 12,000

Troop Capacity: 6,500

Ground Units:

-Hapan Configuration-

        24 Hapan Ultra Light Assault Vehicles

-Shadow Alliance Configuration-

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:

-Hapan Configuration-

        4 Combat Cloud Car Squadrons

2 Miy'til Fighter Squadrons

-Shadow Alliance Configuration-

4 Speeder Bike Squadrons

1 Repulsor Sled Squadron

2 Cloakshape Fighter Squadrons

Special Notes / Capabilities:


Planetary Artillery (def.)
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:  15 MC

Production Time:  4 Days

Crew:  4

Hull:  56 Points

Weapons:

Laser Cannon (4/4)


Anti-Infantry Battery

Cost in Credits:  20 MC

Production Time:  5 Days

Crew:  3

Hull:  58 Points

Weapons:

Four Repeating Blasters. (2/8)


Co-Mar Tri-Tracker

Cost in Credits:  25 MC

Production Time:  6 Days

Crew:  2

Hull:  55 Points

Weapons:

3 Laser Cannons (4/12)


Field Missile Launcher

Cost in Credits:  40 MC

Production Time:  8 Days

Crew:  6

Hull:  65 Points

Weapons:

2 Concussion Missile Launchers (5/10)

Special Notes:  Can fire at land or air based targets. Cannot be fired through certain terrain at ground targets.  Forest, Mountain.  Sits on a tracked Chassis which allows the launcher to move.


Heavy Anti-Vehicle Gun

Cost in Credits:  45 MC

Production Time:  1 Week

Crew:  8

Hull:  45 Points

Weapons:

Light Turbolaser (5/5)

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


Planetary Ion Cannon

Cost in Credits:  600 MC

Production Time:  2 Weeks

Length:  50 Meters

Crew:  50

Shield: 100 Points

Hull:  450 Points

Weapons:

1 Anti-Orbital Ion Cannon

Special Notes:  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:  850 MC

Production Time:  4 Weeks

Length:  100 Meters

Crew:  325

Shield:  3,000 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:  300 MC

Production Time:  2 Weeks

Length:  40 Meters

Crew:  15

Weapons:

1 Planetary Scale Turbolaser Cannon

Hull:  230 Points

Special Notes:  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 24hrs. 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:  Used to repair damaged capital ships.  May repair two capital ships at a time. Counts as a Golan platform.


Orbital Ship Dock (def.)
Orbital Space Dock I

Orbital Space Dock II

Orbital Space Dock III


Orbital Space Dock I

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


Orbital Space Dock II

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


Orbital Space Dock III

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:  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:  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:  Used to manufacturer vehicles and artillery emplacements.  May build up to 50 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:  May train up to twenty companies at a time (3200).


Special Technology

•	Pulse Grav Well Projector


Pulse Mass Mine
Pulse Grav Well Projector

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.

Cost:  500 MC

Production Time:  2 Weeks

Length: 400 Meters

Shields: 1200 Points

Hull: 800 Points

Systems: 400 Points

Weapons: 40 Lasers (1/40)

     1 Grav well generator

Sensors: Type 2 Sensor

                       Type 1 Transmitter


Misc Information

•	Time Period/History

•	Capital Ship Price/Build Time Formula

•	Monthly Sim Leader Report

•	Request a Ruling

•	New Sim Petition

•	New Tech Petition

•	Tech Removal Petition

•	Ruling or Rule Change Petition


Time Period/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 leaders such as Admiral Roan Bishop 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

MC = Million Credits = 1,000,000 Credits

Base Cost = 1.5 x Length

Build Time = Cost divided by 300

Note: Unique items will be given an MC Cost based on the value of that unique feature.  	To find Build Time, you must divide total cost by 300.  Round down if the first decimal number is 9 or lower.

All prices/Build Times are subject to change with approval of the PCG Staff.  They will be changed accordingly in the Warbook.

Shields: = 2 x length

Hull: = 1.5 x Length

Systems: = Length

Starfighter Price/Build Time Formula

Base Cost: = 1.5 x length with hyperdrive

           1 x length with no hyperdrive

Shields: = .5 x length

Hull: = 1 x length

Systems: = 1.5 x length


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:

Ruling Request:

Location of Thread:

Name of opposing member:  (if any)

Name of opposing Sim:  (if any)


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 Online Gaming Forum and Game Master staff's authority over certain matters.

4)	Must have at least 10 active members willing to join with you.

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

6)	Must seek fun and adventure in simming

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 Simming Forum PCG 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 further tech consists of, please contact your PCG Community Leaders.  Sources will be checked.

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.  Limit 1 per rule and/or ruling.  (not accumulative).

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)


Information
Icon Information

Last Updated:  February 16, 2001

Created By:  HOST PCG Ptah

Version:  2.4

Official Games Forum Staff:  HOST PCG Medic, HOST PCG Ptah

Current Sim Leaders:

Galactic Empire - Resquerat

New Republic - Luke Tarkington

Hapan Star Cluster - Slyfox

Shadow Alliance - No1 Deamon

Acknowledgements:  Galactic Realms was made possible through the hard work and dedication of 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, DWalkerx, Crix, Wilco, AckbarTB, Clevmut, Glaci3r, TWRage, and Weller.

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:  Ten 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.  The Hapan Star Cluster has continued to rise in power unabated, and is a superior force in it’s own.  Crime has gone rampant, and neutral systems are banning together under dark pretenses and suspicious circumstances.

And so the war for Galactic power continues. . .


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