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Legacy of the Force
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Legacy of the Force

The Legacy of the Force Simming Universe, is a Universe within the SWSF (Space Wars Sim Forum - Hosted by America Online) It is based on the popular STAR WARS  movies (in particular A New Hope, The Empire Strikes Back, and Return of the Jedi, with a few elements of The Phantom Menace)

In the Legacy of the Force Universe, there is a system of rules, which must be followed, they will be explained in detail under the topics listed in this help file, if you wish to sim in the Legacy of the Force Universe, get acquanited with the material presented herein, as each sim will have an acceptance test, and training program to all new members through.

In the making of the Legacy of the Force Universe, I have strived to make it as realistic as possible, yet as simple as possible, at times this becomes an oxymoron, as some topics require great detail, and lots of explanations.  If you have any questions, or suggestions, feel free to E-Mail me at: IceShadow0@aol.com

The following warbook, is arranged in the neatest, and most orderly way possible, for your greatest ease in locating, and understanding topics, the rules are broken down into sub-topics, based on often-asked questsions, good luck!

~Thank you

~~Sincerly,  High Game Master Ice

Legacy of the Force- "Dedicated to Keeping Star Wars Spirit Alive!"

 The Specs

The Rules   Choose your Destiny   The Galaxy

 Misc Information

Version 1.0 BETA

Credits

Star Wars, A New Hope, The Empire Strikes Back, Return of the Jedi, and The Phantom Menace are trademarks of 1999 Lucasfilm ltd. All rights reserved®


Credits
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Credits

Rules and Specs contained herin were created by: IceShadow0

Rules and Specs help and revisions by: SMBeast, JKPhantom, and JediNght2

Galaxy Maps and Grids: Thanks to the Era of Rebellion Universe, and HoppusSka

Ground Combat Rules: The Galactic Realms Universe

Smuggling Rules: A New Chapter: New Horizons 2 Universe

Legacy of the Force is a successor the the Pheonix Fire Universe, and the Prophecy of the Force Universe.  All rights are reserved by AkiruSpahr(JediDroma4), IceShadow0.

A specail thanks to AckbarTB, and the New Horizons Universe (1, 2, and 3)

The New Horizons 3 (NH3) is another excellant Simming Universe, and it comes highly recommended that if you can find time for it, be sure to join it, you will find your simming experience in the NH3, to be most enjoyable!


Legacy of the Force Universe Specs
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Legacy of the Force Universe Specs

Starship Specs

Troop/Vehicle Specs

PDF/Structure/Facility Specs


Troop
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Imperial Troops & Vehicles

Alliance Troops & Vehicles

Common Troops & Vehicles

Galactic Trade Federation Troops & Vehicles


Spec
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Imperial Starships

Alliance Starships

Common Starships

Galactic Droid Federation Starships

SIM Submitted Technology

Mercenary Ships


Imperial Starships
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Imperial Starships

Superships

***Note: Kuat Drive Yards may produce all imperial vessles at 80% of the current build time**

   ♦  Super(Executor)-class Star Destroyer

Large ships

   ♦  Imperial II- class Star Destoyer

   ♦  Imperial-class Star Destroyer

   ♦  Inquisitor class World Devestator

Medium ships

   ♦  Victory II-class Star Destroyer

   ♦  Victory-class Star Destroyer

   ♦ Interdictor-class Heavy Cruiser (Immoblizer 418)

   ♦  Kuat Drive Yards Escort Carrier

Small Ships

   ♦  Carrack-class Light Cruiser

   ♦  Lancer-class Frigate

   ♦  Loronar-class System Patrol Craft

   ♦  Heavy Escort Frigate

Auxilary Craft

   ♦  Sentinel-class Landing Shuttle

   ♦  Delta-class Boarding Transport

Starfighters

   ♦  TIE Fighter

   ♦  TIE Interceptor

   ♦  TIE Bomber

   ♦  TIE Advanced

   ♦  XG-1 Assault Gunboat

   ♦ Scimitar Assault Bomber


Super-class Star Destroyer
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Super-class Star Destroyer

Super-class Star Destroyer

Build Cost: 30,000,000,000

Build Time: 4 Months

Monthly Tax:  1,000,000,000 (3%)

Length: 8,000 meters

Crew: 279,144

Ground Troops:

38,000 Stormtroopers

25 AT-ATs

50 AT-STs

35 Landing Barges

3 Prefabricated Garrisons

Hyperdrive: x2

Manuverability: 1

Sublight Speed: 1

Shields: 10,000

Armor: 4,000

Systems: 16,000

Weapon Systems:

250 Heavy Turbolaser Cannons

Arc: 150 Bow, 50 Port, 50 Starboard

Optimal: Bow- 100%

250 Heavy Turbolaser Batteries

Arc: 150 Bow, 50 Port, 50 Starboard

Optimal: Bow- 100%

250 Ion Cannons

Arc: 150 Bow, 50 Port, 50 Starboard

Optimal: Bow- 100%

250 Missile Launchers

Warheads: 250 Concussion Missiles

Optimal Arc: 100% all arc

40 Tractor Beams

Arc: 20 Bow, 10 Port, 10 Starboard

Optimal Arc: Bow- 100%

Sensor Systems:

Scanner Grade: 3

Transmitter Grade: 3

Launch Bays: 1 Large, 2 Medium

Onboard Craft:

72 TIE Fighters	8 Lambda-class Shuttles

24 TIE Interceptors	25 Stormtrooper Transports

36 TIE Bombers	4 Combat Utility Vehicles

12 Assault Gunboats	12 Tugs

12 Assault Transports	8 Sentinel-class Landing Shuttles

Special Capabilities / Notes: The SSD is the most advanced capital ship in the Imperial fleet.

The Super Star Destroyer's large bay allows it to launch 36 fighters per post. The forward bay is for landing barges only. Each shield tower is responsible for 50% of the shielding.


Imperial II-class Star Destroyer
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Imperial II-class Star Destroyer

Imperial II-class Star Destroyer

Build Cost: 4,500,000,000

Build Time: 49 days

Monthy Tax: 45,000,000

Length: 1,600 meters

Crew: 36,755

Ground Troops:

10,000 Stormtroopers

20 AT-ATs

40 AT-STs

1 Prefabricated Garrison

10 Landing Barges

Hyperdrive: x1.5

Manuverability: 1.5

Sublight: 1

Shields: 1,840

Armor: 1,280

Systems: 3,200

Weapon Systems:

50 Heavy Turbolaser Cannons

Arc: 25 Bow, 15 Port, 15 Starboard

Optimal: Bow- 100%

50 Heavy Turbolaser Batteries

Arc: 25 Bow, 15 Port, 15 Starboard

Optimal: Bow- 100%

20 Ion Cannons:

Arc: 10 Bow, 5 Port, 5 Starboard

Optimal: Bow- 100%

10 Tractor Beam Projectors

Arc: 6 Bow, 2 Port, 2 Starboard

Optimal: Bow- 100%

Sensor Systems:

Scanner Grade: 2

Transmitter Grade: 2

Launch Bays: 2

Onboard Craft:

36 TIE Fighters	8 Lambda-class Shuttles

24 TIE Interceptors	15 Stormtrooper Transports

12 TIE Bombers	1 Combat Utility Vehicle

5 Assault Gunboats	4 Tugs

Special Capabilities / Notes: Opperates as the flagship of most Imperial fleets. It's large bay may launch 36 fighters per post. The forward bay is for landing barges only. Each shield tower is responsible for 50% of the shielding.


Imperial-class Star Destroyer
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Imperial-class Star Destroyer

Imperial I-class Star Destroyer

Build Cost: 2,500,000,000

Build Time: 49 days

Monthly Tax:  25,000,000

Length: 1,600 meters

Crew: 36,810

Ground Troops:

10,000 Stormtroopers

20 AT-ATs

40 AT-STs

1 Prefabricated Garrison

10 Landing Barges

Hyperdrive: x1.5

Manuverability: 1.5

Sublight: 1

Shields: 1,840

Armor: 1,280

Systems: 3,200

Weapon Systems:

60 HeavyTurbolaser Cannons

Arc: 20 Bow, 20 Port, 20 Starboard

Optimal: Bow- 100%

60 Ion Cannons

Arc: 20 Bow, 20 Port, 20 Starboard

Optimal: Bow- 100%

10 Tractor Beam Projectors

Arc: 6 Bow, 2 Port, 2 Stern

Optimal: Bow- 100%

Sensor Systems:

Scanner Grade: 2

Transmitter Grade: 2

Launch Bays: 2

Onboard Craft:

36 TIE Fighters	8 Lambda-class Shuttles

24 TIE Interceptors	15 Stormtrooper Transports

12 TIE Bombers	1 Combat Utility Vehicle

5 Assault Gunboats	4 Tugs

Special Capabilities / Notes: Backbone of the Imperial Navy. The Imperial Star Destroyer can serve as a flagship for any Imperial fleet. It's large bay alows it to launch 36 fighters per post. Each shield tower is responsible for 50% of the shielding.


Inqusitor Class World Devestator
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Inqusitor Class World Devestator

Inquisitor-Class World Devastator (IWD)

Build Cost: 5,000,000,000

Build Time: 7 weeks

Monthly Tax: 50,000,000

Length: 1,700 Meters, 900 Meters Tall

MC Cost: 15,000 Credits per Devastator

Crew: 26,540

Slaves: 1,800

Droids: 1,211

Passengers: 1000 pilots

Ground Troops:

6,700 Stormtroopers

20 AT-AT

40 AT-ST

1 Prefabricated Garrison Base

8 Landing Barges

Hyperdrive Multiplier: x2

Manueverability: 2

Sublight: 1

Hull: 1,600

Shields: 1,900

Shield Recharge: 1,000 per Recharge

Systems: 3,800

Weapons:

80 Heavy Turbolaser Batteries

Fire Arc: 30 Fore, 15 Starboard, 15 Port, 20 Aft

Optimal Arc: 75%

80 Blaster Cannons

Fire Arc: 30 Fore, 20 Starboard, 20 Port, 10 Aft

Optimal Arc: 75%

30 Proton Torpedo/Concussion Missile Tubes

Fire Arc: 15 Fore, 5 Starboard, 5 Port, 5 Aft

Ammo: 20 ProtonTorpedos/30 Concussion Missiles

Optimal Arc: 100%

10 Tractor Beam Emplacements

Fire Arc: 6 Fore, 2 Starboard, 2 Port

Optimal Arc: 75%

Sencor Systems:

Scanner Grade 3

Transmitter Grade 2

Launch Bays: 2

Onboard Crafts:

108 Standard TIE Fighters

100 Combat/Support Crafts

Special Capabilities/Notes: Weapons cause 3/4 their normal damage when fired at this WD.  This WD can only consume ships smaller than itself and over 100 meters long. Must be at LEAST 100m shorter

Like I said when we were talking, I dont think the guys have room to complain if the Inquisitor World Devestator is changed to the fallowing...

World Devestators

Limit 1 per sim (Empire Oriented)

Consuming Ships:

Can consume any ship smaller than it's self and over 100 meters.  You MAY NOT eat your own ships to profit.

Each type of ship consumed yeilds a different profit.

Large> 1/2 Original Cost 1/2 the SUs

Medium> 1/2 Original Cost 1/2 the SUs

Small> 1/2 Original Cost 1/2 the SUs

PDF> 1/2 Original Cost 1/2 the SUs

That profit is scap metal, which is converted into credits according to the ships size.  This can be put into the sim's bank.  The WD does not change/grow after consuming ships as it did before.


Victory II-class Star Destroyer
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Victory II-class Star Destroyer

ictory II-class Star Destroyer

Build Cost: 1,800,000,000

Build Time: 31 days

Monthly Tax: 18,000,000

Length: 900 meters

Crew: 6,107

Ground Troops:

2,500 Stormtroopers

10 AT-ATs

15 AT-STs

3 Landing Barges

Hyperdrive: x1

Manuverability: 2

Sublight: 2

Shields: 1,035

Armor: 720

Systems: 1,800

Weapon Systems:

20 Heavy Turbolaser Batteries

Arc: 10 Bow, 5 Port, 5 Starboard

Optimal: Bow- 100%

20 Double Turbolaser Cannons

Arc: 10 Bow, 5 Port, 5 Starboard

Optimal: Bow- 83%

10 Tractor Beam Projectors

Arc: 6 Bow, 2 Port, 2 Stern

Optimal: Bow- 100%

2 Missile Launchers

Missiles: 48

Arcs: 100% all arcs

Sensor Systems:

Scanner Grade: 1

Transmitter Grade: 1

Launch Bays: 2

Onboard Craft:

12 Fighters	4 Lambda-class Shuttles

6 TIE Interceptors	5 Stormtrooper Transports

6 TIE Bombers	1 Tug

Special Capabilities / Notes: Sucessive space combatant. The engines in this VSD-II have been upgraded to move faster, though the weaponary has been significantly reduced. Each shield tower is responsible for 50% of the shielding.


Victor-class Star Destroyer
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Victory-class Star Destroyer

Victory I-class Star Destroyer

Build Cost: 1,300,000,000

Build Time: 28 days

Monthly Tax: 13,000,000

Length: 900 meters

Crew: 4,789

Ground Troops:

2,500 Stormtroopers

10 AT-ATs

15 AT-STs

3 Landing Barges

Hyperdrive: x1

Manuverability: 1

Sublight: 1

Shields: 1,035

Armor: 720

Systems: 1,800

Weapon Systems:

10 Quad Turbolaser Cannons

Arc: 5 Port, 5 Starboard

Optimal: Bow- 100%

40 Double Turbolaser Cannons

Arc: 10 Bow, 15 Port, 15 Starboard

Optimal: Bow- 83%

10 Tractor Beam Projectors

Arc: 6 Bow, 2 Port, 2 Stern

Optimal: Bow- 100%

80 Missile Launchers

Missiles: 240

Arcs: 100% all arcs

Sensor Systems:

Scanner Grade: 2

Transmitter Grade: 1

Launch Bays: 2

Onboard Craft:

12 Fighters	4 Lambda-class Shuttles

6 TIE Interceptors	5 Stormtrooper Transports

6 TIE Bombers	1 Tug

Special Capabilities / Notes: The only Star Destroyer craft that can enter a planet's atmosphere. The VSD has the ability to stay in atmosphere for a period of 72 hours. Each shield tower is responsible for 50% of the shielding.


Interdictor Cruiser
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Interdictor Cruiser

Interdictor -class Cruiser (Imobolizer 418)

Build Cost: 385,000,000

Build Time: 21 days

Monthy Tax: 3,850,000

Length: 600

Crew: 2,783

Ground Troops:

90 Stormtroopers

Hyperdrive: x1.5

Manuverability: 1

Sublight: 2

Shields: 690

Armor: 300

Systems: 1,200

Weapon Systems:

20 Quad Laser Cannons

Arc: 10 bow, 5 Port, 5 Starboard

Optimal: Bow- 100%

10 Ion Cannons

Arc: 4 Bow, 3 Port, 3 Starboard

Arc: Bow- 100%

4 Gravity Well Projectors

Arc: 2 Port, 2 Starboard

Optimal: 100% port, starboard, fore

Sensor Systems:

Scanner Grade: 1

Transmitter Grade: 1

Launch Bays: 1

Onboard Craft:

24 TIE Interceptors

1 Lambda-class Shuttle

Special Capabilities / Notes: The gravity well cone the projectors create prevents ships from entering hyperspace. When activated, the gravity well projectors take up 20 grid squares.

Evaluation version of HelpMaker


Kuat Drive Yards Escort Carrier
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Kuat Drive Yards Escort Carrier

TIE Escort Carrier

Build Cost: 300 ,000,000

Build Time: 14 days

Monthly Tax: 3,000,000

Length: 500 meters

Crew: 3,505

Ground Troops:

200 Standard Troops

150 Heavy Troops

Hyperdrive: x1

Manuverability: 2

Sublight Speed: 1

Sheilds: 575

Armor: 250

Systems: 1,000

Weapon Systems:

10 Double Laser Cannons

Arc: 2 Bow, 3 Port, 3 Starboard, 2 Stern

Optimal:Port/Starboard- 50%

Sensor Systems:

Scanner Grade: 1

Transmitter Grade: 1

Launch Bays: 1

Onboard Craft:

36 TIE Fighters	4 Lambda-class Shuttles

24 TIE Interceptors	2 Space Tugs

12 TIE Bombers

Special Capabilities/Notes: Addresses the TIE Fighters lack of a hyperdrive. Fighter compliment may not be switched to due the small space in the hangar. TIE Advanced may be substitued for the TIE Interceptors only.


Carrack Cruiser
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Carrack Cruiser

Carrack-class Light Cruiser

Build Cost: 125,000,000

Build Time: 14 days

Monthly Tax: 1,250,000

Length: 350 meters

Crew: 1,007

Ground Troops:

150 Stormtroopers

Hyperdrive: x1

Manuverability: 3

Sublight: 10

Shields: 403

Armor: 175

Systems: 700

Weapon Systems:

10 Heavy Turbolasers

Arc: 2 Bow, 3 Port, 3 Starboard, 2 Stern

Optimal: Port/Starboard- 50%

20 Ion Cannon Batteries

Arc: 5 Bow, 5 Port, 5 Starboard, 5 Stern

Optimal: Port/Starboard- 55%

5 Tractor Beams

Arc: 1 Bow, 2 Port, 2 Stern

Optimal: Port/Starboard- 40%

Sensor Systems:

Scanner Grade: 1

Transmission Grade: 1

Launch Bays: 0

Onboard Craft:

5 TIE Fighters

Special Capabilities / Notes: An external TIE Rack allows for five TIE Fighters to be launched by the Carrack Cruiser. The Ion Cannon Batteries may be swapped for Laser Cannons at no extra charge besides three days in dock. It may be used as a planetary defense ship or convoy escort.


Lancer Frigate
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Lancer Frigate

Lancer-class Frigate

Build Cost: 700,000,000

Build Time: 14 days

Monthly Tax:  7,000,000

Length: 250 meters

Crew: 810

Ground Troops:

40 Stormtroopers

Hyperdrive: x1

Manuverability: 2

Sublight Speed: 5

Shields: 288

Armor: 125

Systems: 500

Weapon Systems:

20 Quad Laser Cannons

Arc: 5 Bow, 5 Port, 5 Starboard, 5 Stern

Optimal: 100% All arcs

Sensor Systems:

Scanner Grade: 1

Transmitter Grade: 1

Launch Bays: 1

Onboard Craft:

2 Lambda-class Shuttles

Special Capabilities / Notes: It's targetting systems adds 5 to your weapon total when fireing at starfighters (for example, if you fire 5 QLCs (each counts as four) its 20 + 5(targetting bonus) = 25/a single fighters AR)


Heavy Escort Frigate
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Heavy Escort Frigate

Heavy Escort Frigate(H/FRG)  [Imperial]

Cost:  460,000,000

Build Time:  21 days

Monthly Tax: 4,500,000

Length:  450 meters.

Crew:  920 (97 officers, 823 enlisted.)

Troops:  100 Stormtroopers

Hyperdrive: x1

Maneuverability: 2

Sublight Speed: 2

Armor: 225

Shields: 615

Systems: 900

Weapon Systems:

5 Taim & Bak Heavy Turbolaser Batteries

Arc: 1 Port, 1 Starboard, 3 Turret

Optimal Arc: Port/Starboard- 50%

     	22 Taim & Bak Turbolaser Batteries

Arc: 4 Bow, 8 Port, 8 Starboard, 2 Stern

Optimal Arc: Port/Starboard- 50%

12 Heavy Dual Laser Cannons.

Arc: 2 Bow, 4 Port, 4 Staboard, 2 Turret

Optimal Arc: Port/Starboard- 50%

4 Krupx Warhead Launch Systems

Missiles: 48

Arc: 100% all arcs

Sensor Systems:

Scanner Grade: 2

Transmitter Grade: 2

Launch Bays: 1

Onboard Craft:

     	12 TIE Interceptors	2 Lambda Shuttles

12 Assault Gunboats	6 TIE Craft #

Special Capabilities / Notes:  The Heavy Escort Frigate is shaped much like the Nebulon-B Frigate except it is much larger. As a result, the "tower" extension is utilized to hold several turreted emplacements. The H/FRG can dock for three days and for no cost switch its 12 DLCs for 12 Heavy Ions or vice versa (can also be built with the HICs, no extra time).

# - The 6 TIE Craft are attached to special docking clamps along the outside of the H/FRG and may launch regardless of the amount of other craft launched. Ships in the clamps cannot repair and refit. The docking clamps can fit TIE Fighters, TIE Inteceptors, or TIE Bombers only.


IPV-1 System Patrol Craft
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Loronar-clas Strike Medium Cruiser

Loronar-class Strike Medium Cruiser

Build Cost: 150,000,000

Build Time: 14 days

Monthly Tax: 1,500,000

Length: 450 meters

Crew: 1,972

Ground Troops:

340 Stormtroopers

2 AT-STs

1 AT-AT

5 Speeder Bikes

1 Landing Barge

Hyperdrive: x1

Manuverability: 2

Sublight: 2

Shields: 518

Armor: 225

Systems: 900

Weapon Systems:

20 Turbolaser Cannons

Arc: 5 Bow, 5 Port, 5 Starboard, 5 Stern

Optimal: Bow- 100%

10 Turbolaser Batteries

Arc: 4 Bow, 3 Port, 3 Starboard

Optimal: Bow- 100%

10 Ion Cannons

Arc: 4 Bow, 3 Port, 3 Starboard

Optimal: Port/Starboard- 70%

10 Tractor Beam Projectors

Arc: 2 Bow, 4 Port, 4 Starboard

Optimal: Port/Starboard- 60%

Sensor Systems:

Scanner Grade: 2

Transmitter Grade: 2

Launch Bays: 1

Onboard Craft:

12 TIE Fighters	2 Lambda-class Shuttle

12 TIE Bombers	1 Stormtrooper Transport

Special Capabilities / Notes: This is the most versitle craft in the Imperial Fleet because of it's ground assault capability, fighter support, and powerful weaponary.


Sentinel-class Landing Shuttle
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Sentinel-class Landing Shuttle

Sentinel-class Landing Shuttle

Build Cost: 35,000,000

Build Time: 8 days

Monthly Tax: 3,500,000

Length: 40 meters

Crew: 5

Ground Troops:

6 Speeder Bikes

Hyperdrive: x1

Manuverability: 2

Sublight: 10

Shields: 20

Armor: 24

Systems: 22

Weapons:

2 Quadlaser Cannons

Arc: Fore

2 Concussion Missile Launchers (8 CM's each)

Arc: 100%

1 ION Cannon

Arc: Turrent

2 Double Blaster Cannons (Counts as 2)

Arc: Turrent


Delta-class Boarding Transport
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Delta-class Boarding Transport

Delta-class Boarding Transport

Build Cost: 28,000,000

Build Time: 7 days

Monthly Tax: 2,800,000

Length: 30 meters

Crew: 4

Ground Troops:

30 Standard

Hyperdrive: x1

Manuverability: 4

Sublight: 15

Shields: 18

Armor: 21

Systems: 25

Weapons:

4 Laser Cannons

Arc: Fore

2 Light ION Cannons

Arc: Fore


TIE Fighter
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TIE Fighter

TIE Fighter

Name/Model#:  TIE/S-In.

Designer/Manufacturer:  Sienar Fleet Systems

Cost:  9,000,000 per squadron.

Build Time:  1 day per squadron.

Combat Designation:   Space Superiority Starfighter.

Crew:  1 pilot.

Length:  6.3 m

Maneuverability:  100 DPF

Speed:  100 MGLT = 10 Grid Spaces per Turn

Weapons:

     2 Laser Cannons

Armor:  15 RU

Shields:  None

Notes: Main Imperial Fighter


TIE Interceptor
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TIE Interceptor

TIE Interceptor

Name/Model#:  TIE/S-Int

Designer/Manufacturer:  Sienar Fleet Systems.

Cost:  12,000,000 per squadron.

Build Time: 2 days per squadron.

Combat Designation:  Space Superiority Starfighter.

Crew:  1 pilot.

Length:  6.6 meters.

Maneuverability:  125 DPF

Speed:  110 MGLT = 11 Grid Spaces per Turn

Weapons:

     4 Laser Cannons.

Armor:  20 RU

Shields:  None

Notes: Excellant dogfighter.


TIE Bomber
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TIE Bomber

TIE Bomber

Name/Model#:  TIE/S-B

Designer/Manufacturer:  Sienar Fleet Systems.

Cost:  10,500,000 per squadron.

Build Time:  1 day per squadron.

Combat Designation:  Space Bomber.

Crew:  1 pilot.

Length:  7.8 meters.

Maneuverability:  75 DPF

Speed:  80 MGLT = 8 Grid Spaces per Turn

Weapons:

     2 Laser Cannons.

     2 Warhead Launchers (6 Missiles, or 3 Torps, or 2 Rockets, or 1 Bomb each)

Armor:  50 RU

Shields: None


TIE Advanced
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TIE Advanced

TIE Advanced

Name/Model#:  TIE/S-Ax1

Designer/Manufacturer:  Sienar Fleet Systems

Cost:  75,000,000 per squadron.

Build Time:  4 days per squadron.

Combat Designation:   Space Superiority Starfighter.

Crew:  1 pilot.

Length:  7 m

Maneuverability:  130 DPF

Speed:  135 MGLT = 14 Grid Spaces per Turn

Weapons:

     2 Laser Cannons

Armor:  15 RU

Shields:  30 SDB

Notes: Expensive to build, it is one of the most advanced fighters in the Imperial Navy.


XG-1 Assault Gunboat
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XG-1 Assault Gunboat

Assault Gunboat

Name/Model#:  Alpha Class XG-1.

Designer/Manufacturer:  Cygnus Spaceworks

Cost:  22,500 per squadron.

Build Time:  2 days per squadron.

Combat Designation:  Assault Fighter / Bomber.

Crew:  1

Length:  18 meters.

Maneuverability:  90 DPF

Speed:  90 MGLT = 9 Grid Spaces per Turn

Weapons:

    2 Taim & Bak Laser Cannons. (single or fire linked.)

    2 Borstel Ion Cannons (single or fire linked.)

    2 Missile Launchers (8 Missiles, or 6 torpedoes, or 4 rockets or 2 bombs each.)

Armor:  50 RU

Shields:   100 SDB

Special Capabilities:  Hyperdrive,  No Atmospheric Penalty.


Scimitar Assault Bomber
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Scimitar Assault Bomber

Scimitar Assault Bomber

Name/Model#:  Scimitar Bomber.

Designer/Manufactuer:  Kuat Drive Yards.

Cost:  24,000 per squadron.

Build Time:  2 days per squadron.

Combat Designation:  Long Range Bomber/Interceptor

Crew:  1 Pilot plus

Length:  12 meters.

Maneuverability:  80 DPF.

Speed:  100 MGLT = 10 Grid Space per Turn.

Weapons:

     2 Laser Cannons.

     2 Proton Torpedo Tubes (3 torpedos each.)

     2 Thermal Detonator Tubes (4 detonators each.)

Armor:  20 RU.

Shields:  50 SBD.

Special Capabilites:  Hyperdrive. The Bomber may only fire Thermal Detonator's alone with no other weapons in combination, if you fire them.


Alliance Specs
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Alliance Specs

Large Ships

   ♦  Mon Calamari 82-class Heavy Cruiser

   ♦  Mon Calamari 90-class Heavy Cruiser

   ♦  Mon Calamari 80b-class Star Cruiser

   ♦  Mon Calamari 80a-class Star Cruiser

Medium Ships

   ♦  Mon Calamari 60-class Strike Cruiser

   ♦  Republic Assault Frigate

   ♦  Quasar Fire Bulk Carrier

Small Ships

   ♦  Corellian Gunship

Starfighters

   ♦  Z-95 Headhunter

   ♦  R-41 Starchaser

   ♦ T-Wing

   ♦  X-Wing Starfighter

   ♦  A-Wing Interceptor

   ♦  Y-Wing Bomber

   ♦  B-Wing Assault Bomber

   ♦  Recon X-Wing


MC82
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MC82

Home One-class MC82 Star Cruiser

Build Cost: 15,000,000,000

Buld Time: 112 days

Montly Tax:  450,000,000

Length: 3,800 meters

Crew: 139,572

Ground Troops:

1,008 Alliance Infantry

720  Various

20 Alliance Special Forces Marines

12 Heavy Trackers

24 T-47 Speeders

Hyperdrive: x1

Manuverability: 1

Sublight Speed: 1

Shields: 5,700

Backup Shields: 2,850

Armor: 1,900

Systems: 7,600

Weapon Systems:

29 Turbolaser Cannons

Arc: 7 Bow, 8 Port, 8 Starboard, 6 Stern

Optimal: Port/Starboard- 50%

36 Ion Cannons

Arc: 9 Bow, 9 Port, 9 Starboard, 9 Stern

Optimal: Port/Starboard- 52%

12 Missile Blisters

Warheads: 48 Blister Packages

Optimal: 100% all arcs

15 Tractor Beam Projectors

Arc: 5 Bow, 5 Port, 5 Starboard

Optimal: Port/Starboard- 50%

Sensor Systems:

Scanner Grade: 3

Transmitter Grade: 3

Launch Bays: 3

Onboard Craft:

48 X-Wings	12 Alliance Troop Transports

36 Y-Wings	6 Lambda-class Shuttles

24 A-Wings	4 Space Tugs

12 B-Wings	1 Combat Utility Vehicle

Special Capabilities / Notes: The largest ship in the New Republic Fleet, it's poor weaponary is made up by it's large fighter compliment. Like all Mon Calamari vessels, it has strong shields and backup shields.


MC90
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MC90

Defiance-class MC90 Star Cruiser

Build Cost: 2,500,000,000 per ship and 12 Supply Units

Build Time: 42 days

Monthly Tax: 25,000,000

Length: 1,500 Meters

Crew: 7,800

Ground Troops:

1,000 Alliance Infantrymen

400 Various

24 T-47 Airspeeders

20 Heavy Trackers

10 Landing Barges

Hyperdrive: x1.5

Manuverability: 1

Sublight Speed: 1

Shields: 2,250

Backup Shields: 1,125

Armor: 750

Systems: 3,000

Weapons Systems:

75 Turbolaser Batteries

Arc: 19 Bow, 19 Port, 19 Starboard, 18 Stern

Optimal: Port/Starboard- 50%

15 Heavy Ion Cannons

Arc: 3 Bow, 5 Port, 5 Starboard, 2 Stern

Optimal: Port/Starboard- 44%

10 Missile Blisters

Warheads: 40 blister packages

Optimal: 100% all arcs

18 Tractor Beam Projectors

Arc: 4 Bow, 5 Port, 5 Starboard, 4 Stern

Optimal: Port/Starboard- 50%

Sensor Systems:

Scanner Grade: 3

Transmitter Grade: 3

Launch Bays: 2

Onboard Craft:

36 X-Wings	5 Lambda Shuttles

24 B-Wings	3 Tugs

12 A-Wings	5 Alliance Transports

Special Capabilities/Notes:


MC80b
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MC80b

Mon Remonda-class MC80b Star Cruiser

Build Cost: 2,500,000,000

Build Time: 70 days

Montly Tax: 25,000,000

Length: 1,200 meters

Crew: 5,824

Ground Troops:

720 Alliance Infantrymen

432 Various

8 Heavy Trackers

16 T-47 Speeders

Hyperdrive: x1

Manuverability: 1

Sublight Speed: 1

Shields: 1,800

Backup Shields: 900

Armor: 600

Systems: 2,600

Weapon Systems:

48 Turbolaser Batteries

Arc: 12 Bow, 12 Port, 12 Starboard, 12 Stern

Optimal: Port/Starboard- 50%

20 Ion Cannon Batteries

Arc: 5 Bow, 5 Port, 5 Starboard, 5 Stern

Optimal: Port/Starboard- 55%

8 Tractor Beam Projectors

Arc: 3 Bow, 2 Port, 2 Starboard, 1 Stern

Optimal: Port/Starboard- 62%

8 Missile Blisters

Warheads: 32 Blister Packages

Optimal: 100% all arcs

Sensor Systems:

Scanner Grade: 2

Transmitter Grade: 2

Launch Bays: 3

Onboard Craft:

24 X-Wings	8 Alliance Troop Transports

12 A-Wings	3 Lambda Shuttles

12 B-Wings	4 Space Tugs

Special Capabilities / Notes: One of the most advanced ships in the New Republic Navy.


MC80a
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MC80a

Independence-class MC80 Star Cruiser

Build Cost: 2,000,000,000

Build Time: 35 days

Monthly Tax: 20,000,000

Length: 1,300 meters

Crew: 5,156

Ground Troops:

864 Alliance Infantry

576 Various

10 Heavy Trackers

20 T-47 Speeders

Hyperdrive: x1

Manuverability: 1

Sublight Speed: 1

Shields: 1,950

Backup Shields: 975

Armor: 650

Systems: 2,600

Weapon Systems:

48 Turbolaser Cannons

Arc: 12 Bow, 12 Port, 12 Starboard, 12 Stern

Optimal: Port/Starboard- 50%

20 Ion Cannons

Arc: 5 Bow, 5 Port, 5 Starboard, 5 Stern

Optimal: Port/Starboard- 55%

6 Tractor Beam Projectors

Arc: 2 Bow, 2 Port, 2 Starboard

Optimal: Port/Starboard- 50%

6 Missile Blisters

Warheads: 24 Blister Packages

Optimal: 100% all arcs

Sensor Systems:

Scanner Grade: 2

Transmitter Grade: 2

Launch Bays: 3

Onboard Craft:

12 X-Wings	10 Alliance Troop Transports

12 A-Wings	4 Lambda-class Shuttles

12 Y-Wings	4 Tugs

Special Capabilities / Notes: The main Mon Calamari vessel used by the New Republic. It's small fighter capacity for it's size is justified by strong shields and decent weaponary. May be upgraded to MC-80b for the cost difference and 8 days in drydock


MC60
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MC60

Freedom-class MC60 Star Cruiser

Build Cost: 900,500,000

Build Time: 28 days

Monthly Tax: 9,005,000

Length: 600 meters

Crew: 3,402

Ground Troops:

576 Alliance Infantry

288 Mon Calamari Infantry

6 Heavy Trackers

12 Freerunners

Hyperdrive: x1

Manuverability: 2

Sublight Speed: 2

Shields: 750

Backup Shields: 450 DP

Armor: 300

Systems: 1,200

Weapon Systems:

36 Turbolaser Cannons

Arc: 9 Bow, 9 Port, 9 Starboard, 9 Stern

Optimal: Port/Starboard- 50%

20 Turbolaser Batteries

Arc: 5 Bow, 5 Port, 5 Starboard, 5 Stern

Optimal- Port/Starboard- 50%

10 Ion Cannons

Arc: 2 Bow, 3 Port, 3 Starboard, 2 Stern

Optimal: Port/Starboard- 50%

4 Tractor Beam Projectors

Arc: 2 Port, 2 Starboard

Optimal: Port/Starboard- 50%

4 Missile Blisters

Warheads: 16 Blister Packages

Optimal: 100% all arcs

Sensor Systems:

Scanner Grade: 1

Transmitter Grade: 2

Launch Bays: 2

Onboard Craft:

12 X-Wings	2 Assault Transports

12 Y-Wings	6 Alliance Troop Transports

Special Capabilities / Notes: The backbone of the New Republic fleet, the MC60 has the ability to be a frontline ship or fleet guard, protecting the vital carriers and command ships.


Republic Assault Frigate
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Republic Assault Frigate

Rebel Assault Frigate

Build Cost: 375,000,000

Build Time: 21 days

Monthly Tax: 3,750,000

Length: 700 meters

Crew: 5,000

Ground Troops:

1,000 Alliance Infantry

Hyperdrive: x1

Manuverability: 2

Sublight Speed: 2

Shields: 805

Armor: 350

Systems: 1,400

Weapon Systems:

15 Turbolaser Batteries

Arc: 7 Bow, 4 Port, 4 Starboard

Optimal: Bow- 100%

15 Laser Cannons

Arc: 4 Bow, 4 Port, 4 Starboard, 3 Stern

Optimal: Bow- 80%

20 Quad Laser Cannons

Arc: 5 Bow, 5 Port, 5 Starboard, 5 Stern

Optimal: Bow- 75%

Sensor Systems:

Scanner Grade: 1

Transmission Grade: 1

Launch Bays: 12 fighter clamps

Onboard Craft:

12 X-Wings

Special Capabilities / Notes: A support cruiser and mainstay of the Republic fleet. It has twelve docking clamps for starfighter use, and may release 12 per turn. Fighters may not reload or repair in the docking clamps.


Quasar Fire Bulk Carrier
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Quasar Fire Bulk Carrier

Flurry-class Quaser Fire Bulk Cruiser (NR)

Build Cost: 170,000,000

Build Time: 14 days

Monthly Tax: 1,700,000

Length: 340 meters

Crew: 250

Ground Troops:

27 Alliance Infantry

Hyperdrive: x1

Manuverability: 2

Sublight Speed: 2

Shields: 391

Armor: 170

Systems: 680

Weapon Systems:

2 Heavy Turbolasers

Arc: 2 Bow

Optimal: Bow- 100%

2 Tractor Beam Projectors

Arc: 2 Bow

Optimal: Bow- 100%

Sensor Systems:

Scanner Grade: 1

Transmission Grade: 1

Launch Bays: 1

Onboard Craft:

24 X-Wings	3 Lambda-class Shuttles

12 A-Wings	8 Y-Wings

6 B-Wings

Special Capabilities / Notes: Main starfighter carrier of the New Republic. When fighters return for repairs, the crew repairs them in half the time needed for standard repairs. It may launch 24 fighters per turn. Fighter compliment may not be changed.


Corellian Gunship
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Corellian Gunship

Corellian Gunship

Build Cost: 35,000,000

Built Time: 14 days

Monthly Tax: 3,500,000

Length: 400 meters

Crew: 920

Ground Troops:

None

Hyperdrive: x2

Manuverability:2

Sublight Speed: 2

Shields: 460

Armor: 200

Systems: 800

Weapon Systems:

8 Double Turbolaser Batteries

Arc: 2 Bow, 3 Port, 3 Starboard, 1 Stern

6 Quad Laser Cannons

Arc: 3 Port, 3 Starboard

4 Concussion Missile Tubes

Arc: 100% all

Sensor Systems:

Scanner Grade: 1

Transmitter Grade: 1


Z-95 Headhunter
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Z-95 Headhunter

Z-95 Headhunter

Name/Model#:  Z-95 Headhunter

Designer/Manufacturer:  Incom/Subpro

Cost:  9,000,000 per squadron.

Build Time:  1 day per squadron.

Combat Designation:  Starfighter

Crew: 1 pilot

Length:  12.5 meters.

Maneuverability:  65 DPF

Speed:  85 MGLT = 9 Grid Spaces per Turn

Weapons:

     3 Laser Cannons.

     2 Krupx Missile Launchers.  (4 missiles each)

Armor:  15 RU

Shields: 20 SDB

Special Capabilities / Notes: Hyperdrive


R-41 Starchaser
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R-41 Starchaser

R-41 Starchaser

Name/Model#:  NN-I 78 R-41

Designer/Manufacturer:  Blissex

Cost:  13,500,000 per squadron.

Build Time:  1 day per squadron.

Combat Designation:  Multi-Purpose Starfighter

Crew: 1 pilot

Length: 15 meters

Maneuverability:  85 DPF

Speed:  100 MGLT = 10 Grid Spaces per Turn

Weapons:

     2 Laser Cannons.

     2 Ion Cannons.

Armor:  15 RU

Shields:  30 SDB

Notes: Slightly better than the Z-95 Headhunter.


T-Wing
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T-Wing

T-Wing

Name/Mode#:  GK3 T-Wing

Designer/Manufacturer:   Koensayr

Cost:  16,500,000 per squadron.

Build Time:  1 day per squadron.

Combat Designation: Short Range Bomber/Interceptor

Crew: 1 pilot

Length: 10 meters

Maneuverability:  90 DPF

Speed:  110 MGLT = 11 Grid Spaces per Turn

Weapons:

     2 Laser Cannons.

     2 Krupx Missile Launchers. (4 missiles each)

Armor:  15 RU

Shields:  20 SDB

Special Capabilities / Notes: Hyperdrive, No atmospheric penalty.


X-Wing Starfighter
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X-Wing Starfighter

X-Wing

Name/Model#:  T-65C A2 X-Wing

Designer/Manufacturer: Incom

Cost:  21,000,000 per squadron.

Build Time:   6 days per squadron.

Combat Designation: Space Superiority Starfighter

Crew: 1 Pilot plus 1 Astromech Droid

Length: 12.5 meters

Maneuverability:  75 DPF

Speed:  100 MGLT = 10 Grid Spaces per Turn

Weapons:

     4 Taim and Bak X4 Laser Cannons.

     2 Krupx MG-7 Proton Torpedo Launchers.  (3 torpedoes each.)

Armor:  20 RU

Shields:  50 SDB

Special Capabilities:  Hyperdrive, No Atmospheric Penalty. Hapans warship are configured to hold X-Wings, but they must be purchased from the New Republic.


A-Wing Interceptor
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A-Wing Interceptor

A-Wing

Name/Model#:  RZ-1 A-Wing Starfighter

Designer/Manufacturer:  Dodonna/Blissex

Cost:  22,500,00 per squadron.

Build Time:  6 days per squadron.

Combat Designation:  Long Range Fighter/Interceptor

Crew: 1 Pilot

Length: 10 meters

Maneuverability:  100 DPF

Speed:  120 MGLT = 12 Grid Spaces per Turn

Weapons:

     2 Laser Cannons.

     2 Dymek Missile Launchers.  (6 missiles each.)

Armor:  15 RU

Shields:  50 SDB

Special Capabilities:  Hyperdrive. No atmospheric penalty.


Y-Wing Bomber
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Y-Wing Bomber

Y-Wing

Name/Model#:  BTL-A4 Y-Wing Starfighter

Designer/Manufacturer:  Koensayr

Cost:  18,000,000 per squadron.

Build Time:  1 day per squadron.

Combat Designation:  Long Range Fighter/Bomber

Crew: 1 pilot plus 1 Astromech Droid

Length: 20 meters

Maneuverability:  50 DPF

Speed:  80 MGLT = 8 Grid Space per Turn

Weapons:

     2 Laser Cannons.

     2 Ion Cannons.

     2 Arakyd Flex Proton Torpedo Launchers.  (4 torpedoes each.)

Armor:  40 RU

Shields: 75 SDB

Special Capabilities:  Hyperdrive.


B-Wing Assault Bomber
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B-Wing Assault Bomber

B-Wing

Name/Model#:  B-Wing

Designer/Manufacturer:  Slayn & Korpil

Cost:  30,000,00 pew squadron.

Build Time:  6 days per squadron.

Combat Designation:  Heavy Assault Starfighter

Crew: 1 Pilot

Length: 15 meters

Maneuverability:  65 DPF

Speed:  90 MGLT = 9 Grid Spaces per Turn

Weapons:

     3 Laser Cannon

     3 Ion Cannons.

     2 Krupx Proton Torpedo Launchers.  (8 torpedoes each.)

Armor:  60 RU

Shields:  125 SDB

Special Capabilities:  Hyperdrive, No Atmospheric Penalty.


Recon X-Wing
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Recon X-Wing

Recon X-Wing

Name/Model#:  T-65D A2 X-Wing

Designer/Manufacturer: Incom

Cost:  19,000,000 per squadron.

Build Time:   6 days per squadron.

Combat Designation: Space Superiority Starfighter

Crew: 1 Pilot plus 1 Astromech Droid

Length: 12.5 meters

Maneuverability:  75 DPF

Speed:  100 MGLT = 10 Grid Spaces per Turn

Weapons:

     4 Taim and Bak X4 Laser Cannons.

Armor:  10 RU

Shields:  40 SDB

Sensor Rating: Class 2

Transmitter Rating: Class 1(May send to ships in the same system no matter what)

Special Capabilities: Limited to a 3 Sector Range.  The X-Wing Recon has a sophisticated sensor package for detecting enemy ships, planetary defence forces, and surface defence forces.


Common Starships
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Common Starships

Large Ships

   ♦  Dreadnaught-clas Heavy Cruiser

Medium Ships

   ♦  Nebulon-B Escort Frigate

   ♦  Modified Nebulon-B Escort Frigate

Small Ships

   ♦  Corellian Corvette

   ♦  Marauder Corvette

   ♦  Strike Cruiser

Auxilary Craft

   ♦  Lambda-class Shuttle

   ♦  Delta-class Escort Shuttle

   ♦  Assault Transport

   ♦  Skipray Blastboat

   ♦  TUG

   ♦  CUV

   ♦  Container Transport

   ♦  Landing Barge

   ♦  (Storm)trooper Transport


Dreadnaught Heavy Cruiser
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Dreadnaught Heavy Cruiser

Dreadnaught

Build Cost: 325,000,000

Build Time: 21 days

Monthly Tax: 3,250,000

Length: 900 meters

Crew: 16,113

Ground Troops:

3,000 Stormtroopers

3 Landing Barges

Hyperdrive: x2

Manuverability: 1

Sublight: 1

Shields: 805

Armor: 350

Systems: 1,400

Weapon Systems:

20 Quad Turbolaser Cannons

Arc: 5 Bow, 5 Port, 5 Starboard, 5 Stern

Optimal: Port/Starboard- 55%

10 Turbolaser Batteries

Arc: 5 Port, 5 Starboard

Optimal: Port/Starboard- 50%

10 Turbolaser Cannons

Arc: 5 Port, 5 Starboard

Optimal: Port/Starboard- 50%

Sensor Systems:

Scanner Grade: 2

Transmission Grade: 1

Launch Bays: 1

Onboard Craft:

12 Fighters	1 Lambda Shuttle

Special Capabilties / Notes: Hangar has only enough room for twelve fighters and the shuttle. All other ships must dock with the Dreadnaught to deliever passengers, goods, ect.


Nebulon-B Escort Frigate
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Nebulon-B Escort Frigate

Nebulon-B Escort Frigate

Build Cost: 150,000,000

Built Time: 14 days

Monthly Tax: 1,500,000

Length: 400 meters

Crew: 920

Ground Troops:

75 Standard Infantry (Stormtroopers, Alliance Infantry)

Hyperdrive: x1

Manuverability: 2

Sublight Speed: 2

Shields: 460

Armor: 200

Systems: 800

Weapon Systems:

12 Turbolaser Batteries

Arc: 3 Bow, 3 Port, 3 Starboard, 3 Stern

Optimal: Bow- 75%

12 Laser Cannons

Arc: 3 Bow, 3 Port, 3 Starboard, 3 Stern

Optimal: Bow- 75%

2 Tractor Beam Projectors

Arc: 2 Bow

Optimal: Bow-100%

1 Concussion Missile Launcher

Warheads: 36

Arc: 100% all arcs

Sensor Systems:

Scanner Grade: 1

Transmitter Grade: 1

Launch Bays: 1

Onboard Craft:

12 Fighters	1 Lambda-class Shuttle

12 Heavy Fighters

Special Capabilities / Notes: Designed for uses against capital ships and starfighters. Laser cannons hit 1 per 2 fired when shot at starfighters (so you can hit 6 SFs a turn with the lasers)


Mod. Nebulon-B Escort Frigate
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Mod. Nebulon-B Escort Frigate

Nebulon-B2 Attack Frigate

Build Cost: 150,000,000

Built Time: 14 days

Monthly Tax: 5,250,000

Length: 400 meters

Crew: 920

Ground Troops:

50 Standard Infantry (Stormtroopers, Alliance Infantry, Guardsmen)

Hyperdrive: x1

Manuverability: 2

Sublight Speed: 2

Shields: 460

Armor: 200

Systems: 800

Weapon Systems:

24 Turbolaser Batteries

Arc: 6 Bow, 6 Port, 6 Starboard, 6 Stern

Optimal: Bow- 75%

18 Heavy Laser Cannons

Arc: 5 Bow, 5 Port, 5 Starboard, 3 Stern

Optimal: Bow- 82%

2 Tractor Beam Projectors

Arc: 2 Bow

Optimal: Bow-100%

4 Concussion Missile Launchers

Warheads: 144

Arc: 100% all arcs

Sensor Systems:

Scanner Grade: 1

Transmitter Grade: 1

Launch Bays: 1

Onboard Craft:

12 Fighters	1 Lambda-class Shuttle

12 Heavy Fighters

Special Capabilities / Notes: An upgraded version of the Nebulon-B Frigate, designed for use against capital ships rather than space fighters.


Corellian Corvette
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Corellian Corvette

Corellian Corvette

Build Cost: 21,000,000

Build Time: 7 days

Montly Tax: 210,000

Length: 150 meters

Crew: 48

Ground Troops:

18 standard troops

Hyperdrive: x1

Manuverability: 2

Sublight Speed: 2

Shields: 173

Armor: 75

Systems: 300

Weapon Systems:

2 Double Turbolaser Cannons

Arc: 4 stern

Optimal: 100% all arcs

4 Laser Cannons

Arc: 2 Bow, 2 Stern

Optimal: 100% all arcs

Sensor Systems:

Scanner Grade: 1

Transmitter Grade: 1

Special Capabilities/Notes: May be used in planetary defense or convoy escort.


Strike Cruiser
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Strike Cruiser

Strike Cruiser [Neutral]

Build Cost: 170,000,000

Build Time: 15 days

Monthly Tax: 1,700,000

Length:  450 meters.

Crew:  2,112.

Hyperdrive: x1

Maneuverability: 2

Sublight: 2

Troops:  340 troops plus equipment.

Weapons:

     	20 Turbolaser Cannons

Arc: 5 Bow, 5 Port, 5 Starboard, 5 Stern

Optimal Arc: Port/Starboard- 75%

     	10 Turbolaser Batteries

Arc: 4 Bow, 3 Port, 3 Starboard

Optimal Arc: Port/Starboard- 50%

10 Ion Cannons

Arc: 4 Bow, 3 Port, 3 Starboard

Optimal Arc: Port/Starboard- 50%

     	10 Tractor Beams

Arc: 3 Bow, 3 Port, 3 Starboard, 1 Stern

Optimal Arc: Port/Starboard- 100%

Armor: 225

Shields: 450

Systems: 900

Sensor Systems:

Scanner Grade: 1

Transmission Grade: 1

Launch Bays: 1

Onboard Craft:

     12 Standard Starfighters	2 Lambda-Class Shuttles

     1 Tug                        	1 Stormtrooper-class Transport

Special Capabilities / Notes:  The SC was designed as a multi tasked medium Cruiser.  Because of this, the SC is versatile and can be modified(weapons only, see HGM) in a dry dock in 2 days to be changed:


Marauder Corvette
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Marauder Corvette

Marauder Corvette

Build Cost: 45,000,000

Build Time: 14 days

Monthly Tax: 450,000

Length: 195 meters

Crew: 37

Ground Troops:

72 Standard Troops

Hyperdrive: x1

Manuverability: 2

Sublight Speed: 4

Sheilds: 224

Armor: 98

Systems: 390

Weapon Systems:

8 Double Turbolaser Cannons

Arc: 4 Bow, 2 Port, 2 Starboard

Optimal: Bow- 100%

3 Tractor Beam Projectors:

Arc: 1 Bow, 1 Port, 1 Starboard

Optimal: Bow- 100%

Sensor Systems:

Scanner Grade: 1

Transmitter Grade: 1

Launch Bays: 1

Onboard Craft:

12 Light Fighters

Special Capabilities/Notes: May be used as planetary defense ship and convoy escort..


Lambda Shuttle
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Lambda Shuttle

Lambda-class Shuttle

Build Cost: 750,000

Build Time: 1 day

Length: 20 meters

Crew: 4

Ground Troops:

18 Standard Troopers

Hyperdrive: x1

Manuverability: 3

Sublight Speed: 7

Shields: 23

Armor: 10

Systems: 40

Weapon Systems:

3 Dual Blaster Cannons

Arc: 2 Bow, 1 Stern

Optimal- Bow- 66%

2 Dual Laser Cannons

Arc: 2 Bow

Optimal: Bow- 100%

Sensor Systems:

Scanner Grade: 1

Transmitter Grade: 1

Special Capabilities/Notes: Main courier and transport ship galaxy-wide.


Delta-class Escort Shuttle
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Delta-class Escort Shuttle

Escort Shuttle:

Build Cost: 1,250,000

Build Time: 1 day

Length: 20 meters

Crew: 6

Ground Troops:

18 Standard Troopers

Hyperdrive: x1

Manuverability: 4

Sublight Speed: 8

Shields: 23

Armor: 10

Systems: 40

Weapon Systems:

3 Laser Cannons

Arc: 3 Bow

Optimal: Bow- 100%

1 Turbolaser Cannon

Arc: 1 Stern

Optimal: Stern- 100%

Sensor Systems:

Scanner Grade: 1

Transmitter Grade: 1

Special Capabilities/Notes: Heavy courier and light landing craft.


Skipray Blastboat
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Assault Transport

Assault Transport:

Build Cost: 2,500,000

Build Time: 1 day

Length: 45 meters

Crew: 15

Ground Troops:

72 Standard Troops

Hyperdrive: x1

Manuverability: 2

Sublight Speed: 7

Shields: 52

Armor: 23

Systems: 90

Weapon Systems:

4 Heavy Turbolaser Cannons

Arc: 1 Bow, 1 Port, 1 Starboard, 1 Stern

Optimal: 75% all arcs

2 Ion Cannons

Arc: 2 Bow

Optimal: Bow- 100%

2 Warhead Launchers

Warheads: 10 Torpedos, 6 Rockets, or 2 Space Bombs

Optimal: 100% all arcs

Sensor Systems:

Scanner Grade: 1

Transmitter Grade: 1

Special Capabilities/Notes: Heavy support craft.


Landing Barge
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(storm)trooper Transport

(Storm)Troop Transport:

Build Cost: 833,333

Build Time: 1 day

Length: 20 meters

Crew: 5

Ground Troops:

36 Standard Troops

Hyperdrive: x1

Manuverability: 2

Sublight Speed: 6

Shields: 23

Armor: 10

Systems: 40

Weapon Systems:

8 Laser Cannons

Arc: 2 Bow, 2 Port, 2 Starboard, 2 Stern

Optimal: 75% all arcs

4 Ion Cannons

Arc: 2 Bow, 1 Port, 1 Starboard

Optimal: Bow- 100%

1 Warhead Launcher

Warheads: 5 Torpedos, 3 Rockets, or 1 Space Bomb

Optimal: 100% all arcs

Sensor Systems:

Scanner Grade: 1

Transmitter Grade: 1

Special Capabilities/Notes: Policing craft. May reload 3 fighters per turn with warheads.


TUG
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TUG

Space Tug:

Build Cost: 50,000

Build Time: 1 day

Length: 5 meters

Crew: 1

Hyperdrive: x1

Manuverability: 2

Sublight Speed: 1

Shields: 6

Armor: 3

Systems: 10

Sensor Systems:

Scanner Grade: 1

Launch Bays: 0

Onboard Craft: 0

Special Capabilities/Notes: Workhourse for supply depots and space ports. Each tug can carry 100 meters, and multiple tugs may be used for a target.


CUV
Help created with evaluation version of HelpMaker 2.1

CUV

Combat Utility Vehicle

Build Cost: 200,000

Build Time: 1 day

Length: 15 meters

Crew: 2

Hyperdrive: x1

Manuverability: 1

Sublight Speed: 4

Shields: 17

Armor: 8

Systems: 30

Sensor Systems:

Scanner Grade: 1

Launch Bays: 0

Onboard Craft: 0

Special Capabilities/Notes: Can reload 6 fighters per turn.


Container Transport
Help created with evaluation version of HelpMaker 2.1

Container Transport

Container Transport

Build Cost: 300,000

Build Time: 3 days

Length: 100 meters

Crew: 8

Hyperdrive: x1

Manuverability: 1

Sublight Speed: 3

Shields: 115

Armor: 50

Systems: 200

Weapon Systems:

4 Turbolaser Cannons

Arc: 1 Bow, 1 Port, 1 Starboard, 1 Stern

Optimal: 100% all arcs

Sensor Systems:

Scanner Grade: 1

Transmitter Grade: 1

Launch Bays: 0

Onboard Craft: 0

Special Capabilities/Notes: Freighter Craft, it can carry 3 supply units. 3 Cargo Containers attach to the hull.


Landing Barge
Help created with evaluation version of HelpMaker 2.1

Landing Barge

Landing Barge

Cost:  Comes with Ships.

Build Time:  With Ships.

Length:  Varient.

Crew:  2.

Speed:  20 kph (1 Grid Space)

Manuverablitiy: 1

Capacity:

         1,000 Troops

         2 Heavy Vehicle

         4 Light Vehicles

                or

         4 Heavy Vehicles

         8 Light Vehicles

Armor:  50.

Shields:  20.

Notes: The craft drops the landing barges, and then returns to the capital ship or lands on the surface itself.


Skipray Blastboat
Help created with evaluation version of HelpMaker 2.1

Skipray Blastboat

Skipray Blastboats

Name/Model#: GAT-12j

Designer/Manufacturer:  Seinar Fleet Systems.

Cost:  45,000

Build Time:  1 day

Combat Designation: AUX Craft

Crew:  4 pilots/gunners.

Length:  25 meters.

Maneuverability: 4

Speed:  8

Weapons:

     3 Medium Ion Cannons.

     1 Twin Laser Cannon Turret.

     1 Proton Torpedo Launcher. (8 torpedoes.)

     1 Concussion Missile Launcher. (16 missiles.)

Armor:  55

Shields:  110

Special Capabilities:  Hyperdrive, No Atmospheric Penalty.


Galactic Trade Federation Ships
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Galactic Trade Federation Ships

Large Ships

♦ Trade Federation Seige Ship

♦ Trade Federation Droid Control Ship

Medium Ships

♦ Federation Assault Frigate (FAF)

Starfighters

♦ Trade Federation Droid Fighter

Auxillary Craft

♦ Droid Ground Transport (DGT)

♦ Federation Orbit to Ground Transport Ship


Trade Federation Seige Ship
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Trade Federation Seige Ship

Trade Federation Seige Ship

Designer/Manufacturer: Trade Federation

Cost: 740,000,000

Build Time: 48 Days

Monthy Tax: 74,000,000

Length: 1,500 Meters

Crew: 500, 500 droids

Troops:

        20,000 Battle Droids

10 Landing Barges

        5,000 Destroyer Droids

Weapons:

50 Heavy Turbolaser Cannons

Arc: 25 Bow, 15 Port, 15 Starboard

Optimal: Bow- 60%

        70 Ion Cannons:

Arc: 19 Bow, 17 Port, 17 Starboard, 17 Aft

Optimal: Bow- 70%

10 Tractor Beam Projectors

Arc: 6 Bow, 2 Port, 2 Starboard

Optimal: Bow- 100%

Hyperdrive Multiplier: X2

Speed: 1

Manuverability: 2

Armor: Very Heavy Protection: 1,400 HP

Shield: Heavy Protection: 1,750 HP (Ray and Particle)

System: 2,825 HP

Sensor Systems:

      Scanner Grade 2

      Transmitter Grade 2

Onboard Craft:

6 Trade Federation Droid Fighter Squadrons

4 Orbit to Ground Transports

Special Capabilities/Notes:  Has the ability to disable its hyperdrive and engines to take on the role of a station.  It takes 1 entire post to disable its hyperdrive, and 4 posts to reactivate the hyperdrive.  The station may not move during this time.


Trade Federation Droid Control Ship
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Trade Federation Droid Control Ship

Trade Federation Droid Control Ship

Designer/Manufacturer: Horesch-Kessel Drive

Cost: 600,000,000

Build Time: 40 Days

Month  Tax: 60,000,000

Diameter: 3,170 Meters

Crew: 225, 500 droids

Troops:

1,120 Battle Droids

2,000 Destroyer Droids

Weapons:

42 Quadlaser Cannons

                  Arc: May fire up to 20 in any direction, due to its shape

       10 Heavy Turbolasers

                  Arc: May fire up to 5 in any direction

       10 Concussion Missile Launchers (10 CM's per tube)

                  Arc: Any Direction

Hyperdrive Multiplier: X2

Speed: 1

Manuverability: 2

Armor: Very Heavy Protection: 750 HP

Shield: Heavy Protection: 1,950 HP (Ray and Particle)

System: 3,500 HP

Sensor Systems:

      Scanner Grade 2

      Transmitter Grade 2

Onboard Craft:

1500 droid fighters

50 Landing ships

550 MTTs

6,250  AATs

Special Capabilities/Notes: No Battle Droids, Destroyer Droids, or Droid Fighters  can function without a Droid Control Ship in the system.

Note: Only 150 Droid Fighters may be deployed at any given time


Trade Federation Assault Frigate
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Trade Federation Assault Frigate

Federation Assault Frigate (FAF)

Craft: Federation Assault Frigate

Type: Federation Dreadnaught

Scale: Capital Ship

Docking Bays: 1

Length: 850 meters

Cost: 375,000,000

Build Time: 22 Days

Monthly Tax: 37,500,000

Crew: 4,882

Troops:

5,000 Battle Droids

150 Destroyer Droids

Passengers: 100 (Backup droids)

Cargo Capacity: 2 SU

Hyperdrive Multiplier: x1

Speed: 2

Manuverability: 2

Droid Control Center: Yes

Weapons:

15 Laser Cannons

Fire Arc: 5 Fore, 5 Starboard, 5 port

             Optimal: 75%

30 Quad Laser Cannons

Fire arc: 18 Fore, 6 Starboard, 6 Port

               Optimal: 75%

15 Turbolaser Batteries

Fire Arc: 5 Fore, 5 Starboard, 5 Port

               Optimal: 75%

Sensor Systems:

         Scanner Grade 1

         Transmitter Grade 1

Onboard Craft:

3 Droid Fighter Squadrons

Hull: Very Heavy Protection: 450 HP

Shields: Heavy Protection: 890 HP (Ray and Particle)

System Points: 1,400 HP

Notes/Special Capabilities:


Trade Federation Droid Fighter
Help created with evaluation version of HelpMaker 2.1

Trade Federation Droid Fighter

Trade Federation Droid Fighter

Craft: Trade Federation Droid Fighter

Type: Military Fighter

Scale: Starfighter

Length: 3.5 Meters

Cost: 21,000,000

Build Time: 4 Days per Squadron

Crew: permanently automated droid brain controlled by remote signal

Cargo Capacity: 0 SU

Speed: 111 MGLT = 11 Grid Spaces per turn

Maneuverability: 80 DPF

Weapons:

4 Laser  Cannons

Fire Arc: Fore

2 Energy Torpedo Launchers

Ammo: 15 Energy Torpedoes (8 Damage Each)

        	Fire Arc; Fore

Attack Rating: 3.5 per Fighter / 42 per Squadron

Hull: Weak Protection: 2 RU

Shields: Heavy: 20 SBD

System Points: 4 HP

Special Capabilities: No Hyperdrive.   (As in movie)  The Droid Fighter can land and tranform into a droid on the ground.  This takes one post to complete.  When a droid, it may only fire  2 of its laser cannons, and no torpedoes.  It takes 2 posts to transform back into a space-fighter


Droid Ground Transport
Help created with evaluation version of HelpMaker 2.1

Droid Ground Transport

Droid Ground Transport (DGT)

Craft: Trade Federation Droid Ground Transport

Length: 31 Meters

Cost: 10,000,000

Build Time: 4 Days

Crew: 2, Gunners: 2, all droids

Speed: 2

Manuverability: 2

Passengers: 400 Battle Droids or 500 Destroyer Droids

Cargo Capacity: 1/2 SU

Weapons:

4 Anti-Infantry Blasters

Fire Arc: Turret

Hull: Heavy Protection: 38 HP

Shields: Heavy Protection: 57 HP

Systems: 39 HP

Notes/Special Capabilities:


Federation Orbit to Ground Transport Ship
Help created with evaluation version of HelpMaker 2.1

Federation Orbit to Ground Transport Ship

Federation Landing  Ship

Designer: Haor Chall Engineering

Type: Large Transport Ship

Length: 370 Meters

Build Time: 21 Days

Crew: 88 droids

Troops:	28 battle droids

Cargo Capacity: Cost: 15,500,000

On Board craft:

11 MTTs

114 AATs

Weapons:

4 wing-tip laser Cannons (2 on each wing)

Fire Arc: Fore

4 Laser Cannons

Fire Arc: Turret

Hull: Very Heavy Protection: 400 HP

Shields: Heavy Protection: 600 HP

Systems: 408 HP

NOTES: Designed to bring Droid armies to planet surfaces


Multi Terrain Transport
Help created with evaluation version of HelpMaker 2.1

Multi Terrain Transport

Multi Troop Transport (MTT)

Craft: Baktoid Armor Workshop

Length: 31 Meters

Cost: 10,000,000

Build Time: 4 Days

Crew: 2, Gunners: 2, all droids

Speed: 2

Manuverability: 2

Passengers: 112 Battle Droids (with blaster rifles) or 200 Destroyer Droids

Cargo Capacity: 1/2 SU

Weapons:

4 Anti-Infantry Blasters

Fire Arc: Turret

Hull: Heavy Protection: 38 HP

Shields: Heavy Protection: 57 HP

Systems: 39 HP

Notes/Special Capabilities:


Armored Transport Tank
Help created with evaluation version of HelpMaker 2.1

Armored Assault Tank

Armored Assault Tank (AAT)

Craft: Trade Federation Ground Assault Vehicle

Length: 9.75 Meters

MC Cost: 13

Build Time: 7 Days

Crew: 2, Gunners: 2

Cargo Capacity: 1 SU

Speed: 2

Manuverability: 2

Weapons:

1 Heavy Laser Cannons,

Arc:  Turret

4 Anti-Infantry Blaster Batteries

Arc: Turrent

6 Energy shell Projectile launchers

Arc: Turrent

Hull: Heavy Protection: 80 HP

Notes/Special Capabilities:


Smuggler/Independant Ships
Help created with evaluation version of HelpMaker 2.1

IceShadow0 (Cyrus Blackwell, M/Nebulon B2)


IceShadow0
Help created with evaluation version of HelpMaker 2.1

IceShadow0

Bio:

Name: Cyrus Blackwell

Political Partiality: None

Age: 35

Years of Smuggling/Pirating: 10

Height: 6'3"

Weight: 225 lbs

Background: Cyrus' family was killed during a mercenary raid on a small mining outpost, that was loyal to the New Republic, he suspects the Empire as being the employer's of the Mercenary group that preformed the raid.  He wears a black cape, and goes by the title Baron.

Ship

Class: Modified Nebulon B Escort Frigate

Name: Nebular Shadow

Notes: The Nebular Shadow is a special craft, Cyrus inherited it from his father, after he died.  It is the ship Cyrus used to escape the mining colony's destruction.  Over the years he has modified it heavily.

Specs:

Nebulon-B2 Attack Frigate

Build Cost: UNIQUE

Built Time:  UNIQUE

Monthly Tax: UNIQUE

Length: 410 meters

Crew: 920

Ground Troops:

50 Mercenaries (Do not need payment, counts as being paid 10,000c)

Hyperdrive: x 1/2 (15 Min)

Manuverability: 4

Sublight Speed: 5

Shields: 500

   Backup Shielding: 150

Armor: 250

Systems: 900

Weapon Systems:

25 Heavy Turbolaser Batteries

Arc: 13 Bow, 6 Port, 6 Starboard

Optimal: Bow- 100%

10 Heavy Laser Cannons

Arc: 5 Starboard, 5 Port, 10 Stern

Optimal: Bow- 50%

8 Tractor Beam Projectors

Arc: 2 Bow, 2 Starboard, 2 Port, 2 Stern

Optimal: Bow- 75%

4 Concussion Missile Launch Systems (May fire 4 per system)

Warheads: 144

Arc: 100% all arcs

Sensor Systems:

Scanner Grade: 3

Transmitter Grade: 2

Launch Bays: 1

Onboard Craft:

12 Fighters	1 Lambda-class Shuttle

12 Heavy Fighters           1 Assault Transport

Special Capabilities / Notes: The Nebular Shadow is named after its black, light absorbant hull, its solid black, and for the most part, has all lights hidden, runnings lights are on at times, to make it appear legal. Equipped with:

Shadow Armor: + 10 to Stealth Rating


SIM Submitted Technology
Help created with evaluation version of HelpMaker 2.1

SIM Submitted Technology

This section is for member SIM submitted and approved Technology.

There are strict guidlines to follow when submitting new Technology, and it will be reviewed by the High Council, and the HGMs.

To see the Tech Submittal Forms, click here


Notes
Help created with evaluation version of HelpMaker 2.1

Notes


Imperial Troops & Vehicles
Help created with evaluation version of HelpMaker 2.1

Imperial Troops & Vehicles

Troopers

   ♦  Imperial Infantry

   ♦ Imperial Stormtroopers

   ♦  Elite Imperial Commandos

   ♦  Elite Royal Guardsmen

Vehicles

   ♦  AT-AT Walker

   ♦  AT-ST Walker

   ♦  Floating Fortress

   ♦  Hoverscout


Imperial Infantry
Help created with evaluation version of HelpMaker 2.1

Imperial Infantry

Cost in Credits:  25 MC per Company

Training Time:  2 Weeks

Troop # per Company:  160

Movement Points:  2

Maneuverability:  2

Damage Tolerance:  6 Points

Weapons & Equipment:

BlasTech E-11a Imperial Blaster

Damage Rating:  4

Range:  2 Grid Spaces

BlasTech DL-18 Blaster Pistol

Damage Rating:  3


Imperial Stormtroopers
Help created with evaluation version of HelpMaker 2.1

Imperial Stormtroopers

Cost in Credits:  35 MC per Company

Training Time:  3 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

Range:  3 Grid Spaces

BlasTech DL-18 Blaster Pistol

Damage Rating:  3

Range:  1 Grid Space

Notes: None


Elite Imperial Commandos
Help created with evaluation version of HelpMaker 2.1

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 E-11b Imperial Blaster Rifle

Damage Rating:  5 / .25 vs Vehicles

Range:  3 Grid Spaces

BlasTech Sharpshooter V

Damage Rating:  6 / .5 vs Vehicles

Range:  5 Grid Spaces


Elite Royal Guardsmen
Help created with evaluation version of HelpMaker 2.1

Elite Royal Guardsmen

Cost in Credits:  15 MC per Team

Training Time:  5 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:  7  /  .75 vs Vehicles

Range:  5 Grid Spaces

BlasTech DL-18 Blaster Pistol

Damage Rating:  3

Range:  1 Grid Space

VibroStaff Twin bladed

Damage: Kills 2 Troops per round

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 seperate.  Only 5 Teams can be present on any ship.  The only exception to the 5 teams per ship is the Emperor's ship if he wishes to carry more, it may carry 10 teams in addition to its normail troops


AT-AT Walker
Help created with evaluation version of HelpMaker 2.1

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:  2

Maneuverability:  1

Hull:  80 Points

Power Systems:  112 Points

Weapons:

2 Heavy Laser Cannons

Arc:  Forward

2 Medium Blaster Cannons

Arc:  Forward


AT-ST Walker
Help created with evaluation version of HelpMaker 2.1

AT-ST 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

Arc:  Forward

2 Medium Blaster Cannons

Arc:  Forward


Floating Fortress
Help created with evaluation version of HelpMaker 2.1

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

Arc:  Turret


Hoversled
Help created with evaluation version of HelpMaker 2.1

Hoversled

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

Arc:  Turret

1 Laser Cannon

Arc:  Turret

1 Concussion Missile Launcher (6 Missiles)

Arc:  Turret


Alliance Troopers & Vehicles
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Alliance Troopers & Vehicles

Troopers

   ♦  Republic Infantry

   ♦  Standard Republic Commandos

   ♦  Republic Special Forces Commandos

Vehicles

   ♦  Freerunner

   ♦  Heavy Tracker

   ♦  T-47 Speeder


Republic Infantry
Help created with evaluation version of HelpMaker 2.1

Republic Infantry

Cost in Credits:  25 MC per Company

Training Time:  2 Weeks

Troop # per Company:  160

Movement Points:  2

Maneuverability:  2

Damage Tolerance:  6 Points

Weapons & Equipment:

SoroSuub 'Heavy Tracker' 16 Blaster Rifle

Damage Rating:  4

Range:  2 Grid Spaces

Vibroblade

Damage Rating:  2

Range:  Same Grid Space


Standard Republic Commandos
Help created with evaluation version of HelpMaker 2.1

Standard Republic Commandos

Cost in Credits:  37.5 MCs per Company

Training Time:  3 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

Range:  3 Grid Spaces

SoroSuub  7 Blaster Pistol

Damage Rating:  3

Range:  1 Grid Space

Notes:


Republic Special Forces Commandos
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Republic Special Forces 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:

Merr-Sonn X2 Sniper Rifle

Damage Rating:  6 / .5 vs Vehicles

Range:  5 Grid Spaces

Merr-Sonn G8 Blaster Rifle

Damage Rating:  5 / .25 vs Vehicles

Range:  3 Grid Spaces


Freerunner
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Freerunner

Cost in Credits:  12 MC

Production Time:  1 Week

Length:  14.6 Meters

Crew:  5

Movement Points:  5

Maneuverability:  2

Hull:  45 Points

Power Systems:  63 Points

Weapons:

2 Anti-Vehicle Laser Cannons

Arc:  Turret

2 Anti-Infantry Blaster Cannons

Arc:  Turret


Heavy Tracker
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Heavy Tracker

Cost in Credits:  12 MC

Production Time:  1 Week

Length:  14.6 Meters

Crew:  5

Movement Points:  5

Maneuverability:  2

Hull:  45 Points

Power Systems:  63 Points

Weapons:

2 Anti-Vehicle Laser Cannons

Arc:  Turret

2 Anti-Infantry Blaster Cannons

Arc:  Turret


T-47 Speeder
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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:

1 Double Laser Cannon

Arc:  Forward

1 Power Harpoon

Arc:  Turret


Common Troops & Vehicles
Help created with evaluation version of HelpMaker 2.1

Common Troops & Vehicles

Troopers

   ♦  Crew Members

   ♦  Standard Infantry

   ♦  Standard Heavy Infantry

   ♦  Mercenaries

Vehicles

   ♦  Repulsor Sled

   ♦  Speeder Bike


Crew Members
Help created with evaluation version of HelpMaker 2.1

Crew Members

Movement Points:  2

Maneuverability:  2

Damage Tolerance:  4 Points

Weapons & Equipment:

Standard Blaster Pistol

Damage Rating:  2


Standard Infantry
Help created with evaluation version of HelpMaker 2.1

Standard Infantry

Cost in Credits:  15 MC per Company

Training Time:  1 Week

Troop # per Company:  160

Movement Points:  2

Maneuverability:  2

Damage Tolerance:  6 Points

Weapons & Equipment:

Standard Blaster Rifle

Damage Rating:  4

Range:  1 Grid Space

Knife

Damage Rating:  1

Range:  Same Grid Space


Standard Heavy Infantry
Help created with evaluation version of HelpMaker 2.1

Standard Heavy Infantry

Cost in Credits:  25 MC per Company

Training Time:  2 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

Range:  2 Grid Spaces

Standard Blaster Pistol

Damage Rating:  2

Range:  1 Grid Space


Mercenaries
Help created with evaluation version of HelpMaker 2.1

Mercenaries

Cost in Credits:  N/A

Training Time:  N/A -- Hired

Troop # per Company:  160

Movement Points:  2

Maneuverability:  2

Damage Tolerance:  8 Points

Weapons & Equipment:

Heavy Blaster Rifle

Damage Rating:  5 / .25 vs Vehicles

Range:  2 Grid Spaces

Standard Blaster Pistol

Damage Rating:  2

Range:  1 Grid Space


Repulsor Sled
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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

Arc:  Forward


Speeder Bike
Help created with evaluation version of HelpMaker 2.1

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

Arc:  Forward


Galactic Droid Federation Troops & Vehicles
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Galactic Droid Federation Troops & Vehicles

Troops

♦   Battledroid

♦   Destroyer Droid

♦   Repair Droid

Vehicles

♦   Federation Ground Assault Tank (FGAT)

♦   Federation Heavy Assault Vehicle(FHAV)

♦   MiltiTerrain Transport

♦   Armored Assault Tank

♦   Droid Control Center


Battledroid
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Battledroid

Battle Droid Regiment

MC Cost: 35 per Regiment

Combat Designation: Trade Federation Armed Forces Droid Unit

Troop #: 160 Per Company

Strength: Strong Attacking strength but weak defense.

Equipment: Heavy Blaster Rifle.

          Damage Rating:  5/ .25 vs vehicles

          Range: 3 Grid Spaces

Damage Tolerance: 5 Hit Points

Specialized Capabilities/Notes: No Shields.  Used by the Trade Federation in Republic times.  Used in seige on Naboo


Destroyer Droid
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Destroyer Droid

Destroyer  Droid Regiment

MC Cost: 50 per Unit

Combat Designation: Trade Federation Heavy Armed Forces Droid Units

Troop #: 3 Per Unit

Build Time: 7 Days

Weapons: Double Blaster Rifle (in head)

      Damage Rating:  7/  1 vs Vehicles

      Range: 2 Grid Spaces

Damage Tolerance: 8

Shields:  Adds + 5 to Tolerance When raised

Specialized Capabilities/Notes: Because of their shields, these are the most feared droids in the Trade Federation Armies


Construction/Repair Droid
Help created with evaluation version of HelpMaker 2.1

Construction/Repair Droid

Construction/Repair Droid  Regiment

MC Cost: 20 per Company

Combat Designation: Trade Federation Construction Droid Unit

Troop #: 160 per Company

Equipment: Blaster Rifle, construction tools (i.e. weilder, hammer, etc.).

                  Damage Rating (blaster rifle:  3

                  Range: 1 Grid Space

Armor: 10 Hit Points

Specialized Capabilities/Notes: Designed to build facilities on enemy planets.  Used in maintainance of orbital stations, capital ships, and


Federation Ground Assault Tank
Help created with evaluation version of HelpMaker 2.1

Federation Ground Assault Tank

Federation Ground Assault Tank (FGAT)

Craft: Trade Federation Ground Assault Vehicle

Length: 22 Meters

MC Cost: 13

Build Time: 7 Days

Crew: 2, Gunners: 2

Cargo Capacity: 1 SU

Speed: 2

Manuverability: 2

Weapons: 1 Heavy Laser Cannons, 2 Anti-Infantry Blaster Batteries

Hull: Heavy Protection: 80 HP

Notes/Special Capabilities:


Federation Heavy Assault Vehicle
Help created with evaluation version of HelpMaker 2.1

Federation Heavy Assault Vehicle

Federation Heavy Assault Vehicle(FHAV)

Craft: Trade Federation Droid Ground Transport

Length: 29 Meters

MC Cost: 14

Build Time: 7 Days

Crew: 2, Gunners: 2, Skeletons  all droids

Cargo Capacity: 1 SU

Weapons: 1 Heavy Laser Cannons, 2 Anti-Infantry Blaster Batteries, 3 Concussion Grenade launchers

Hull: Heavy Protection: 85 HP

Notes/Special Capabilities:


Droid Control Center
Help created with evaluation version of HelpMaker 2.1

Droid Control Center

Droid Control Center

Cost: 5,000,000

Build Time: 5 days

Systems: +100 HP

Special Capabilities: A Droid Control Center may be built in any Trade Federation or neutral capital ship over 950 meters.  Only one may be placed in any ship.  This allows Droids to be controlled from the ship the Droid Control Center was placed in.  Droid Control Center may not be built in a Federation Seige Ship.


PDF/Structures/Facilites
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PDF/Structures/Facilites

Space Defensive Facilities

   ♦  Golan I Space Defence Platform

   ♦  Golan II Space Defence Platform

   ♦  Golan III Space Defence Platform

   ♦  Omega-class Platform -- Outpost

   ♦  Sigma-class Space Platform -- Outpost

   ♦  Listening Post

Ground Based Defensive Facilities

   ♦  Modular Imperial Garrison Base*

   ♦  Heavy Imperial Garrison Base*

   ♦  Light Republis Base#

   ♦  Medium Republic Base#

         * = Imperial Only

         # = Alliance Only

   ♦  Planetary Artillery

   ♦  Planetary Ion Cannon

   ♦  Planetary Shield Generator

   ♦  Planetary Turbolaser Cannon

Other Facilities

 (Ground)

   ♦  Mining Facility

   ♦  Industrial Facilitiy

   ♦  Agricultural Facility

   ♦  Weapons Factory

   ♦ Troop Training Academy

(Space)

   ♦  Space Dock Repair Facility

   ♦  Orbital Ship Dock

   ♦  Starfighter Plant

   ♦  Com Relay/Base


Golan I Platform
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Golan I Platform

Golan I SpaceGun

Build Cost: 500,000,000

Build Time: 21 days

Length: 1,231 meters

Crew: 213

Ground Troops:

40 Standard Troopers

Shields: 1,416

Armor: 616

Systems: 2,462

Weapon Systems:

28 Turbolasers

Arc: 7 Bow, 7 Port, 7 Starboard, 7 Stern

Optimal: 75% all arcs

5 Proton Torpedo Launchers

Warheads: 240

Optimal: 100% all arcs

6 Tractor Beam Projectors

Arc: 2 bow, 1 Port, 1 Starboard, 2 Stern

Optimal: 71% all arcs

Sensor Systems:

Scanner Grade: 1

Transmitter Grade: 1

Launch Bays: 2

Onboard Craft:

12 Light Fighters	2 Auxilery Craft

12 Heavy Fighters

Special Capabilities/Notes: Bulk of the planetary defenses on planets that can afford them.


Golan II Platform
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Golan II Platform

Golan II BattleGun

Build Cost: 750,000,000

Build Time: 28 days

Length: 2,158 meters

Crew: 550

Ground Troops:

80 Standard Troopers

Shields: 2,482

Armor: 1,079

Systems: 4,316

Weapon Systems:

35 Turbolasers

Arc: 7 Bow, 7 Port, 7 Starboard, 7 Stern

Optimal: 75% all arcs

10 Proton Torpedo Launchers

Warheads: 480

Optimal: 100% all arcs

8 Tractor Beam Projectors

Arc: 2 bow, 2 Port, 2 Starboard, 2 Stern

Optimal: 75% all arcs

Sensor Systems:

Scanner Grade: 1

Transmitter Grade: 1

Launch Bays: 2

Onboard Craft:

12 Light Fighters	2 Auxilery Craft

12 Heavy Fighters

Special Capabilities/Notes:


Golan III Platform
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Golan III Platform

Golan III NovaGun

Build Cost: 1,000,000,000

Build Time: 35 days

Length: 2,600 meters

Crew: 880

Ground Troops:

100 Standard Troopers

Shields: 2,990

Armor: 1,300

Systems: 5,200

Weapon Systems:

50 Turbolasers

Arc: 13 Bow, 12 Port, 12 Starboard, 13 Stern

Optimal: 76% all arcs

24 Proton Torpedo Launchers

Warheads: 1152

Optimal: 100% all arcs

15 Tractor Beam Projectors

Arc: 4 bow, 4 Port, 4 Starboard, 3 Stern

Optimal: 73% all arcs

Sensor Systems:

Scanner Grade: 1

Transmitter Grade: 1

Launch Bays: 2

Onboard Craft:

12 Light Fighters	2 Auxilery Craft

12 Heavy Fighters

Special Capabilities/Notes:


Omega class Platform/Outpost
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Omega class Platform/Outpost

Omega-class Platform/Outpost

Build Cost: 900,000,000

Build Time: 21 days

Length: 1,500 meters

Crew: 698

Shields: 990

Armor: 1,540

Systems: 2,100

Weapon Systems:

6 Double Turbolasers

Arc: Turrent

 8 Double Laser Cannons

Arc: Turrent

1 Tractor Beam

Arc: Turrent

Sensor Systems:

Scanner Grade: 2

Transmitter Grade: 1

Launch Bays: 4 small

Onboard Craft:

2 Starfighter Squadrons

4 Lambda Shuttles

Special Capabilities/Notes: The Omega Space outpost is used to monitor deepspace, or planets you control far away from your home territory.  Limite: 1 per planet, 2 per planetary deep space


Sigma class Platform/Outpost
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Sigma class Platform/Outpost

Sigma-class Platform/Outpost

Build Cost: 950,000,000

Build Time: 28 days

Length: 2,500 meters

Crew: 843

Shields: 1,180

Armor: 1,920

Systems: 2,500

Weapon Systems:

8 Double Turbolasers

Arc: Turrent

 10 Double Laser Cannons

Arc: Turrent

2 Tractor Beam

Arc: Turrent

           5 Warhead Launch Tubes

                       100 Warheads each

Arc: 100% All

Sensor Systems:

Scanner Grade: 2

Transmitter Grade: 2

Launch Bays: 3 medium

Onboard Craft:

3 Starfighter Squadrons

6 Lambda Shuttles

Special Capabilities/Notes: The Sigma Space outpost is used to monitor deepspace, or planets you control far away from your home territory when there is a high possibility of hostilities: Limit one per planet, Limited to 3 per planetary Deep Space (example: Coruscant Deep Space)


Listening Post
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Listening Post

Stealth-class Listening Post

Build Cost: 70,000,000

Build Time: 25 days

Length: 500 meters

Crew: 100

Shields: 150

Armor: 200

Systems: 1,100

Weapon Systems:

10 Dual Heavy Laser Cannons

Arc: Turrent

Sensor Systems:

Scanner Grade: 3

Transmitter Grade: 2

Launch Bays: 1 small

Onboard Craft:

2 Lambda Shuttles

50 Imperial Probe Droids (Imperial use only)

25 Longprobes* (Alliance only)

*Longprobes are the exact same as an imperial probedroid

Special Capabilities/Notes: The listening post is a new tech, it may be placed in a planet's deep space, and scan the planet.  Its probes may travel the surrounding sector, and report scans.  You may build one of these at each of your planets, you can also build 1 at a neutral planet, to monitor it, if a sim captures the planet, then you can scan it whenever you want

Detection Rating: 225

To detect with capital ships:  You must have at least 3 capital ships (One MUST be large at least) with at least 15 starfighter squadrons, dedicated to finding a listening post, the HGM will be informed, and you must preform a sweep of the area, the HGM will notify you once it is found. Once found They are easy to destroy.

You cannot see them, because they have black, light absorbant hull.  When using a listening post, you MUST post getting scans from it.

If there are 1 or more capital ships within 10 grids of a detector station,  with at least a scanner of grade 2, and the station uses its communications equpiment, or scanners it can detect the station's presence, but NOT its location.


Modular Imperial Garrison Base
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Modular Imperial Garrison Base

Modular/Pre-Fabricated Garrison Base

Build Cost: 300,000,000 or Deployed from a ship

Build Time: 14 days

Length: 1,000 surface, 500 sub-surface

Crew: 1,500

Ground Troops:

800 Standard Troops

10 AT-ATs

10 AT-STs

Shields: 0

Armor: 500

Weapon Systems:

16 Turbolaser Cannons

Arc: 4 North, 4 West, 4 East, 4 South

Launch Pads: 1

Stationed Craft:

40 TIE Fighters

Special Capabilities/Notes: TIE Fighters and ground troops are taken from the ships that drop them.


Heavy Imperial Garrison Base
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Heavy Imperial Garrison Base

Military Garrison Base:

Cost: 750,000,000

Build Time: 31 days

Length: 500 surface base. 100 meters underground facility

Crew: 5,000

Ground Troops:

20,000

40 Heavy Vehicles

50 Light Vehicles

Shields: 0

Armor: 250

Weapons:

10 Turbolaser Cannons

Arc: 2 east, 2 north, 2 south, 2 west

Optimal: 20% all arcs

20 Laser Cannons

Arc: 4 east, 4 north, 4 south, 4 west

Optimal: 20% all arcs

10 Surface-to-Air Launchers

Warheads: 100 SAM missiles

Arc: 100% all arcs

Launch Pads: 1

Stationed Craft:

1 Starfighter Wing (Imperial)

Special Notes/Capabilities: A trench surrounds the garrison, which is shaped like a perfect square. On each corner there are 2 Turbolasers and 4 Laser Cannons. A bridge goes over the trench, and may be raised and lowered at the garrisons disgression


Light Republic Base
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Light Republic Base

Light Republic Base

Build Cost: 300,000,000

Build Time: 14 days

Length: 1,000 surface, 500 sub-surface

Crew: 1,500

Ground Troops:

800 Standard Troops

10 T-47s

10 Heavy Trackers

Shields: 0

Armor: 500

Weapon Systems:

16 Turbolaser Cannons

Arc: 4 North, 4 West, 4 East, 4 South

Launch Pads: 1

Stationed Craft:

24 X-Wings

Special Capabilities/Notes: May be transported on a medium/large rebel ship, limit of 1


Medium Republic Base
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Medium Republic Base

Medium Republic Base

Build Cost: 800,000,000

Build Time: 20 days

Length: 1,500 surface, 700 sub-surface

Crew: 1,500

Ground Troops:

1,000 Standard Troops

15 T-47's

15 Heavy Trackers

Shields: 0

Armor: 500

Weapon Systems:

20 Turbolaser Cannons

Arc: 5 North, 5 West, 5 East, 5 South

Launch Pads: 1

Stationed Craft:

1 Starfighter Wing (Alliance)

Special Capabilities/Notes:


Research Facility
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Research Facility

Research Facility

Name/Model#:  Research Facility.

Designer/Manufacturer:  Merr Sonn Industrial Equipment.

Cost:  50,000,000 per facility.

Build Time:  1 weeks per facility.

Combat Designation:  Orbital / Surface Research Facility.

Length:  500 meters.

Crew:  250 scientists.

Weapons:  None.

Armor:  250 Damage Points

Shields:  500 Damage Points

Special Capabilities / Notes:  Needed to research advanced weapons.  May be located on planetary surfaces.


Planetary Artillery
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Anti-Vehicle Laser Gun

Anti-Infantry Battery

Field Missile Launcher

Heavy Anti-Vehicle Gun


Anti-Vehicle Laser Gun
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Anti-Vehicle Laser Gun

Cost in Credits:  15 MC

Production Time:  4 Days

Crew:  4

Hull:  56 Points

Weapons:

Laser Cannon


Anti-Infantry Batter
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Anti-Infantry Battery

Cost in Credits:  20 MC

Production Time:  5 Days

Crew:  3

Hull:  58 Points

Weapons:

Four Repeating Blasters. (May fire 3 times per post)


Field Missile Launcher
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Field Missile Launcher

Cost in Credits:  40 MC

Production Time:  8 Days

Crew:  6

Hull:  65 Points

Weapons:

2 Concussion Missile Launchers

Special Notes:  Can fire at land or air based targets. 2 Grid Spaces away if the target is on the ground, 3 in the air.  Cannot be fired through certain terrain at ground targets.  Forest, Mountain.  Sits on a tracked Chassis which allows the launcher to move, 2 movement points.


Heavy Anti-Vehicle Gun
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Heavy Anti-Vehicle Gun

Cost in Credits:  45 MC

Production Time:  1 Week

Crew:  8

Hull:  45 Points

Weapons:

Light Turbolaser

Special Notes:  Sits on a tracked Chassis which allows the battery to move, 2 movement points.  Alliance forces Only.


Planetary Ion Cannon
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Planetary Ion Cannon

Planetary Ion Cannon

Cost: 500,000,000

Build Time: 14 days

Length: 200 meter surface turret, 400 meter underground facility

Crew: 150

Shields: 0

Armor: 100

Weapon Systems:

1 Ion Cannon

Special Capabilities/Notes: The Ion Cannon has a range of 90º, (8 grid spaces).

Each blast does 5,000 System Points. May also fire at any craft entering atmosphere within it's degree of fire.


Planetary Shield Generator
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Planetary Shield Generator

Planetary Shield Generator

Cost:  250,000,000

Build Time: 14 days

Length:  50 meter surface transmitter, 500 meter underground facility.

Crew:  200 technicians.

Shields: 5,000

Armor: 25

Special Capabilities/Notes: Provides protection for 7 grid spaces. Automatically lowers and reactivates when friendlies pass through the shield, while all enemies are blocked until the shield has been sabotaged or destroyed. Ground (already on the ground) forces are not effected by the shield, and may move freely through.


Planetary Turbolaser
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Planetary Turbolaser

Planetary Turbolaser Cannon

Cost: 250,000,000

Build Time: 14 days

Length: 25 meter surface turret, 55 meter underground facility

Crew: 50

Shields: 0

Armor: 13

Hull: 6

Weapon Systems:

1 Turbolaser

Special Capabilities/Notes: May fire in a 180º (16 grid spaces). It may only fire at craft in the A-Ring. Each blast does 500 Damage Points. May also fire at any craft entering the atmosphere withing it's degree of fire.


Mining Facility
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Mining Facility

Cost in Credits:  250 MC

Production Time:  3 Weeks

Hull:  780 Points

Special Notes:  Increases planetary capital output by 2%. Per Mine, maximums:

VR: 20

R: 10

A: 5

P: 3

VP: 2


Industrial Facility
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Industrial Facility

Cost in Credits:  350 MC

Production Time:  3 Weeks

Hull:  843 Points

Special Notes:  Increases SU's produced by a planet by 2, Maximums:

VR: 3

R: 2

A: 1

P: None

VP: None


Agricultural Facility
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Agricultural Facility

Cost in Credits:  300 MC

Production Time:  3 Weeks

Hull:  470 Points

Special Notes:  Adds 2 MC to planet's tax, adds 1/2 SU to production.

Limits:

VR: 3

R: 2

A: 1

P: None

VP: None


Weapons Factory
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Weapons Factory

Cost in Credits:  250 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 20 units at a time.


Troop Training Academy
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Troop Training Academy

Cost in Credits:  225 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 two companies at a time (320).


Space Dock Repair Facility
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Space Dock Repair Facility

Cost in Credits:  125 MC

Production Time:  2 Weeks

Hull:  1,180 Points

Systems:  2,810 Points

Special Notes:  Used to repair damaged capital ships.  May repair two capital ships at a time. 5% Hull per hour will be repaired


Orbital Space Docks
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Orbital Space Dock I

Orbital Space Dock II

Orbital Space Dock III


Orbital Space Dock I
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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:  1,560 Points

Hull:  3,960 Points

Power Systems:  3,000 Points

Weapons:

9 Tractor Beam Projector

Arc:  Turret

Special Notes:  May construct a single ship up to 1,000 Meters in length at a time.  Repairs ships at 3% per hour while docked


Orbital Space Dock II
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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:  3,500 Points

Hull:  4,900 Points

Power Systems:  5,000 Points

Weapons:

8 Turbolaser Batteries

Arc:  Turret

Special Notes:  May construct a single ship up to 1,400 Meters in length at a time.

Repairs at 4% per hour


Oribtal Space Dock III
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Oribtal 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:  7,500 Points

Hull:  8,300 Points

Power Systems:  6,000 Points

Weapons:

60 Turbolaser Batteries

Arc:  15 Forward, 15 Starboard, 15 Port, 15 Aft

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. (Take 2 days off per OSD, max of 5 per project, may not be used to take off more than 1/4 the build time of a ship)

Repairs 5% per dock, per hour


Starfighter Plant
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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

Special Notes:  Capable of producing 24 fighters at a time.  Fully Repairs 24 fighters per hour


Com Relay/Base
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Com Relay/Base

Relay:

System Communications Relay

Cost:  5,000,000

Build Time:  2 days

Length:  50 meters.

Crew:  4.

Shields: 58 Damage Points

Armor: 25

Systems: 100

Weapon Systems:

1 Quad Turbolaser Cannon

Arc: 1 bow

Optimal: 100% all arcs

Sensor Systems:

Transmitter Grade: 1

Base:

Region Communications Base

Cost:  50,000,000

Build Time:  7 days

Length:  250 meters.

Crew:  200

Shields: 288 Damage Points

Armor: 125

Hull: 63

Systems: 500

Energy Unit Strenght: 50

Weapon Systems:

8 Quad Turbolaser Cannons

Arc: 2 Bow, 2 Port, 2 Starboard, 2 Stern

Optimal: 75% all arcs

Sensor Systems:

Transmitter Grade: 3

Special Capabilities / Notes: Sends/Receives messages.


Misc Information
Help created with evaluation version of HelpMaker 2.1

Misc Information

♦ Ruling Request Forms

♦ New SIM Petition Form

♦ New Technology Petition Form

♦ Technology Removal Reqest Form

♦ Rule(ing) Change Request/Idea Submittal Form


Ruling Requset Forms
Help created with evaluation version of HelpMaker 2.1

Ruling Request Forms

This form has been made to make rulings faster, and easier.  Faster because when people want a ruling.. they dont wish to wait.  Its easier for a GM to do this, if he gets this form in E-Mail, makes it a lot faster, GMs, if you do not get one of these forms, Do NOT make a ruling until you do.

Sim Name:

Sim Leader:

Posts in dispute (links only):

Ruling Request:

Name of opposing member:  (if any)

Name of opposing Sim:  (if any)


New SIM Petition Form
Help created with evaluation version of HelpMaker 2.1

New SIM Petition Form

Requirements for Petition:

1)	At All Times Must follow AOL TOS Rules

2)	Must follow the rules set forth by the Legacy of the Force High Council

3)	Must recognize the authority of all GMs

4)	Must have at least 6 active members willing to join with you.

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

Immunity

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 allow your sim to get set up, and not dominated by the other sims, which are already built up.

Name:

Sim Requested:

Sim Affiliation:

Sim Purpose:

History/Notes on your sim:

Sim Structure:  (government and chains of command)

Members Names(must have at least 6):

Warnings

If a sim is admitted into the Legacy of the Force universe, and is found to be causing problems, the Legacy of the Force High Council, and High Games Master reserves the right to repeal a sim's admittance to the universe, you will recieve up to 1 warning before this happens.


New Technology Petition Form
Help created with evaluation version of HelpMaker 2.1

New Technology Petition Form

Sim Name:

Sim Leader:

Project Code Name:

Project Type:

a.  New Tech / Upgrade:

aa: upgrade  tag (if applicable):

b.  Project Class:

Project Supervisor (Creator)

Project Description:

a.  Basic Project Description:  Basic information on the project

b.  Project Conception:  How did you get the Idea?

c.  Potential for Abuse:  Reassure that the project won't be abused. (if this isnt here, we wont even consider it)

Project Specifications: the Specs

A note about Upgrades

In order for others to know a ship has upgrades, you must give it a tag (initial) that will be added to the ship's designation, for example, a shield upgrade tech is submitted, with the tag of s.  If is approved, any ship with this upgrade will have an s in its designation, such as: ISD-IIs or MC-80bs

Rules for Tech

1) First and foremost, be reasonable!

2) At this time, we will not restore to limiting the ammount of tech you may submit, if this gets out of hand, look for some limitations

3) The High Council, and High Games Master reserves the right to remove any tech deemed as unfair, or harmful to the good of the universe/derogatory to the Star Wars theme/spirit


Technology Removal Request
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Technology Removal Request

Do you feel a tech endangers the universe? Do you think a tech is being abused? send this to the HGM!

Sim Name:

Sim Leader:

Opposing Sim Name:

Opposing Sim Leader:

Project Requested Removed:

Reason for Request:

Suggestion of Replacement:

Note

If you request removal of a tech, and it is clear that you are only doing it because it is giving you problems, but is no danger to the universe, dont expect it to be removed.

Also, if a tech is voted removed, and there is a battle going on, it is not affected (ships that enter the battle after the ruling are though, as well as a ship that leaves and comes back)


Rule Change/Idea Submittal
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Rule(ing) Change/Idea Submittal

Sim Name:

Sim Leader:

Rule or Ruling:

Location of Rule:  (if rule)

Location of Ruling:  (if ruling-link only)

Reason for Request:

Who made the Ruling:  (if ruling)

Suggestion/Idea:


The Galaxy
Help created with evaluation version of HelpMaker 2.1

The Galaxy

Legacy of the Force Planet Listing

Legacy of the Force System Grid

Legacy of the Force Deep/Wild Space Grid

Legacy of the Force Planetary Grid

Legacy of the Force Galaxy Map

Legacy of the Force Ship Battle Grids


Legacy of the Force Planet Listing
Help created with evaluation version of HelpMaker 2.1

Legacy of the Force Planet Listing

On the galaxy map, system planets are color coded to know what planet is what planet.

A is red, B is yellow, C is blue, D is pink, E is brown, F is gold

Deep Galatic Core:

Corellian Sector-

1.) Corellia System

A.) Corellia	Super Rich	CSF

B.) Selonia	Very Rich	CSF

C.) Drall	Rich	CSF

D.) Talus	Average	CSF

E.) Tralus	Average	CSF

F.) Centerpoint Station	Poor	CSF

2.) Duros System

A.) Duros	Average	CSF

B.) Duro	Rich	CSF

C.) Washl	Average	CSF

D.) Grandi	Poor	CSF

3.) Xyquine System

A.) Xyquine	Very Rich	CSF

B.) Laatona	Average	CSF

C.) Vegeta	Average	CSF

D.) Howdo	Rich	CSF

4.) Commenor System

A.) Commenor	Rich

B.) Folor	Poor	CSF

C.) Corfai	Rich	CSF

D.) Washino	Average	CSF

E.) Jetinb	Average	CSF

5.) Vagran System

A.) Vagran	Rich	CSF

B.) Porla	Average	CSF

C.) Estata	Average	Neutral

D.) Celciu	Average	Neutral

E.) Qalno	Average	Neutral

Seswenna Sector-

1.) Coruscant System

A.) Coruscant	Super Rich	NR

B.) Borleias	Rich	NR

C.) Chandrilla	Very Rich	NR

D.) Bortras	Average	NR

2.) Averam System

A.) Averam	Rich	NR

B.) Marso	Average	NR

C.) Jospro	Average	NR

D.) Balmoora	Rich	NR

3.) Ghorman System

A.) Ghorman	Average	NR

B.) Corsin	Rich	NR

C.) Bombas	Average	NR

4.) Yaga Minor System

A.) Yaga Minor	Very Rich	ID

B.) Yaga Prime	Very Rich	ID

C.) Svivren	Rich	ID

D.) Uvena	Average	ID

Galatic Core:

Sluis Sector-

1.) Mon Calamari System

A.) Mon Calamari	Rich	NR

B.) Mon Dalmoar	Average	NR

C.) Mon Xentrala	Rich	NR

D.) Mon Standeb	Rich	NR

2.) Bothawui System

A.) Bothawui	Very Rich	NR

B.) Kothlis	Rich	Neutral

C.) Jenielya	Rich	Neutral

D.) Wuilya	Average	Neutral

3.) Denab System

A.) Denab	Average	Neutral

B.) Praesitlyn	Average	Neutral

C.) Klotlny	Average	Neutral

D.) Rissa	Rich	Neutral

4.) Umgul System

A.) Umgul	Rich	Neutral

B.) Zelb	Average	Neutral

C.) Bpfassh	Rich	Neutral

D.) Jonl	Poor	Neutral

E.) Wayn Kn	Rich	Neutral

5.) Orto System

A.) Orto Prime	Very Rich	Neutral

B.) Orto Minor	Rich	Neutral

C.) Orto Mar	Rich	Neutral

D.) Orto Walo	Rich	Neutral

Dolomar Sector-

1.) Balfron System

A.) Balfron	Average	Neutral

B.) Hjesus	Average	Neutral

C.) Godl	Rich	Neutral

D.) Caprionril	Poor	Neutral

2.) Kamperas System

A.) Kamperas	Average	Neutral

B.) Ketaris	Rich	Neutral

C.) Phorliss	Average	Neutral

D.) Justiss	Very Rich	Neutral

3.) Omwat System

A.) Omwat	Rich	Neutral

B.) Pantolomin	Average	Neutral

C.) Heather	Average	Neutral

4.) Sarka System

A.) Sarka	Very Poor	Neutral

B.) Sarka II	Rich	Neutral

C.) Sarka III	Average	Neutrall

5.) Wor Tendell System

A.) Wor Tendell	Average	Neutral

B.) Tangrene	Very Rich	Neutral

C.) Uti	Average	Neutral

D.) Dixl	Very Poor	Neutral

Farfin Sector-

1.) Bilbringi System

A.) Bilbringi	Rich	ID

B.) Wistril	Rich	ID

2.) Abyss/Byss System

A.) Byss	Super Rich	ID

B.) Abyss	Very Rich	ID

3.) Charmath System

A.) Charmath	Rich	ID

B.) Lolmath	Average	ID

C.) Gorthmath	Average	ID

D.) Losthmath	Average	ID

4.) Khomm System

A.) Khomm	Rich	ID

B.) Kinyen	Average	ID

C.) Phraetiss	Rich	ID

Borderline/Mid-Rim Region-

Fakir Sector-

1.) Carida System

A.) Carida	Very Rich	ID

B.) Delaya	Average	ID

C.) Vralia	Average	ID

2.) Obra-Skai System

A.) Obra-Skai	Rich	ID

B.) Bimmisaari	Rich	ID

C.) Palanini	Average	ID

3.) Raltiir System

A.) Raltiir	Average	Neutral

B.) Bolyos	Average	Neutral

C.) Ashley	Very Rich	Neutral

D.) Mrisst	Poor	Neutral

4.) Berchest System

A.) Berchest	Very Rich	Neutral

B.) London	Average	Neutral

C.) Abdrim	Rich	Neutral

D.) Halowan	Poor	Neutral

Corperate Sector:

1.) Selenius System

A.) Selenius	Very Rich	Neutral

B.) Mytus	Poor	Neutral

2.) Kia-Tan System

A.) Kia-Tan	Very Rich	Neutral

B.) Lafra	Average	Neutral

C.) Duroon	Average	Neutral

3.) Lorrd System

A.) Lorrd	Aveage	Neutral

B.) Lur	Average	Neutral

C.) Ruuria	Poor	Neutral

4.) Sljee System

A.) Sljee	Rich	Neutral

B.) Etti	Very Rich	Neutral

C.) Tynna	Rich	Neutral

D.) Kir	Average	Neutral

5.) Roonadan System

A.) Roonadad	Very Rich	Neutral

B.) Orrin	Average	Neutral

C.) Trianii	Average	Neutral

6.) Lianna System

A.) Lianna	Average	Neutral

B.) Orron	Average	Neutral

C.) Kalla	Rich	Neutral

D.) Bonadan	Rich	Neutral

7.) Saffalore System

A.) Saffalore	Very Rich	Neutral

B.) Xartun	Rich	Neutral

B.) Binring	Average	Neutral

Tion-Hedgemony Sector-

1.) Kamar System

A.) Kamar	Rich	Neutral

B.) Lustl	Very Rich	Neutral

C.) Popsi	Average	Neutral

2.) Dellalt System

A.) Dellalt	Average	Neutral

B.) Dellalt II	Poor	Neutral

C.) Dellalt III	Poor	Neutral

3.) Rudrig System

A.) Rudrig	Very Rich	Neutral

B.) Lessr Ploorid Clst	Rich	Neutral

C.) Sahellindeel	Rich	Neutral

4.) Rentassia System

A.) Rentassia	Rich	Neutral

B.) R'alla	Very Rich	Neutral

C.) Rishi	Average	Neutral

5.) Rampa System

A.) Rampa	Poor	Neutral

B.) Flooridan	Super Rich	Neutral

Hapan Star Cluster-

1.) Hapes System

A.) Hapes	Super Rich	HSC

B.) Athega	Very Rich	HSC

C.) Joxlio	Average	HSC

2.) Gallinore System

A.) Gallinore	Poor	HSC

B.) Selab	Rich	HSC

C.) Ross	Rich	HSC

3.) Arabanth System

A.) Arabanth	Average	HSC

B.) Ut	Rich	HSC

C.) Ulm	Average	HSC

4.) Charubah System

A.) Charubah	Very Rich	HSC

B.) Terephon	Very Rich	HSC

C.) Deborah	Average	HSC

D.) Stanley	Average	HSC

5.) Drenna System

A.) Drenna	Rich	HSC

B.) Thrakia	Rich	HSC

6.) Bashnol System

A.) Bashnol	Rich	HSC

B.) Pljished	Average	HSC

C.) Tornoto	Rich	HSC

7.) Powde System

A.) Powde	Very Rich	HSC

B.) Pkod	Rich	HSC

C.) Odi	Average	HSC

Outer Rim Region:

Abrion Sector-

1.) Abregado System

A.) Abregado	Rich	Neutral

B.) Cathar	Average	Neutral

C.) Cathos	Average	Neutral

2.) Da Soocha

A.) Da Soocha	Poor	Neutral

B.) Da Baacha	Poor	Neutral

C.) Da Caacha	Poor	Neutral

3.) Galpos System

A.) Galpos I	Very Rich	Neutral

B.) Galpos II	Average	Neutral

C.) Galpos III	Poor	Neutral

4.) Garban System

A.) Garban	Average	Neutral

B.) Hefi	Rich	Neutral

C.) Hishiyim	Average	Neutral

5.) Intuci System

A.) Intuci	Average	Neutral

B.) Tieos	Average	Neutral

6.) Ukio System

A.) Ukion	Rich	Neutral

B.) Uilon	Average	Neutral

C.) Wishtl	Rich	Neutral

Atrivis Sector-

1.) Despayre System

A.) Despayre AF	Poor	Neutral

2.) Fedje System

A.) Fedje	Average	Neutral

B.) Generis Prime	Rich	Neutral

C.) Generis Minor	Average	Neutral

3.) Moltok System

A.) Moltok	Average	Neutral

B.) Nam'ta	Average	Neutral

C.) Poollis	Poor	Neutral

4.) Spefik System

A.) Spefik	Rich	Neutral

B.) Tibrin	Poor	Neutral

C.) Togoria	Poor	Neutral

D.) Trammis	Average	Neutral

Calaron Sector-

1.) Akrit'tar System

A.) Akrit'tar	Poor	Neutral

A.) F'tral	Average	Neutral

C.) Fwillsving	Average	Neutral

2.) Ithor System

A.) Ithor	Very Rich	Neutral

B.) Yyyu	Average	Neutral

C.) Roshial	Poor	Neutral

D.) Destin	Poor	Neutral

3.) Jerijador System

A.) Jerijador	Average	Neutral

C.) Exo	Rich	Neutral

4.) Kessel System

A.) Kessel	Average	Neutral

B.) Rubinsa	Average	Neutral

C.) Maw Installation	Average	Neutral

D.) Morvogodine	Poor	Neutral

5.) Norval II System

A.) Norval II	Rich	Neutral

B.) Skor II	Rich	Neutral

Churba Sector-

1.) Anoat System

A.) Anoat	Average	Neutral

B.) Bespin	Rich	Neutral

C.) Spif	Average	Neutral

2.) Allyuen System

A.) Allyuen	Rich	Neutral

B.) Tosl	Average	Neutral

C.) Mayns	Average	Neutral

3.) Deyer System

A.) Deyer	Poor	Neutral

B.) Hoth	Poor	Neutral

C.) Deyer II	Average	Neutral

D.) Lo	Average	Neutral

4.) Gentes System

A.) Gentes	Very Rich	Neutral

B.) Gentes Prime	Rich	Neutral

5.) New Cov System

A.) New Cov	Rich	Neutral

B.) Lelmra 	Average	Neutral

6.) Storthus System

A.) Storthus	Average	Neutral

B.) Tokmia	Poor	Neutral

7.) Destin System

C.) Destin	Poor	Neutral

D.) Dustin	Poor	Neutral

Duflivian Sector-

1.) Algarian System

A.) Algarian	Rich	Neutral

B.) Algaria	Poor	Neutral

2.) Gamorr System

A.) Gamorr	Average	Neutral

B.) Filve	Average	Neutral

C.) Ropi	Poor	Neutral

D.) Gena	Rich	Neutral

3.) Klatooine System

A.) Klatooine	Average	Neutral

B.) Blatooine	Poor	Neutral

C.) Platooine	Average	Neutral

4.) Ord Mantell System

A.) Ord Mantell	Rich	Neutral

B.) Ord Pardon	Average	Neutral

C.) Ord Trashi	Average	Neutral

5.) Toprawa System

A.) Toprawa	Poor	Neutral

B.) Quen	Average	Neutral

C.) Womrik	Poor	Neutral

Glythe Sector-

1.) Elrood System

A.) Elrood	Very Rich	Neutral

B.) Altarrn	Average	Neutral

C.) Nentan	Poor	Neutral

2.) Fornax System

A.) Fornax	Rich	GDF

B.) Arkania	Poor	GDF

C.) Fef	Poor	GDF

D.) Yag'Dhul	Average	GDF

3.) Vortex System

A.) Vortex	Poor	GDF

B.) Sedri	Average	GDF

C.) Valrar	Rich	GDF

Jospro Sector-

1.) Azbian System

A.) Azbian	Average	GDF

B.) Kia	Poor	GDF

C.) Dep	Poor	GDF

D.) Naboo	Super Rich	GDF

2.) Cardooine System

A.) Cardooine	Average	GDF

B.) Chrondre	Rich	GDF

C.) Dar'or	Rich	GDF

3.) Douglass III System

A.) Douglass III	Poor	GDF

B.) Enigra	Average	GDF

A.) Jomark	Rich	GDF

B.) Kiffex	Average	GDF

4.) Trogan System

C.) Trogan	Average	GDF

D.) Waskiro	Poor	GDF

Kanchen Sector-

1.) Nal Hutta System

A.) Nal Hutta	Super Rich	Neutral

B.) Nar Shadda	Poor	Neutral

C.) Munto Cordro	Rich	Neutral

D.) Nal Lu	Average	Neutral

2.) Culroon III System

A.) Culroon III	Average	Neutral

B.) Davnar	Poor	Neutral

C.) Weli	Poor	Neutral

D.) Derra IV	Average	Neutral

3.) Xa Fel System

A.) Xa Fel	Rich	KDY

B.) Mindar	Rich	KDY

C.) Smarteel	Average	KDY

D.) Spuma	Average	KDY

E.) Vodran	Poor	KDY

F.) Kuat	Super Rich	KDY

Mayagil Sector-

1.) Dantooine System

A.) Dantooine	Poor	KDY

B.) Lithe	Average	KDY

C.) Donuth	Average	KDY

D.) Lantooine	Poor	KDY

E.) Anchoron	Average	KDY

2.) Kabal System

A.) Kabal	Rich	KDY

B.) Pabal	Rich	KDY

C.) Clak'dor VII	Poor	KDY

3.) Chalcedron System

A.) Chalcedron	Average	KDY

B.) Koko	Average	KDY

4.) Triton System

A.) Triton	Average	Neutral

B.) Triton II	Poor	Neutral

C.) Triton III	Poor	Neutral

5.) Urdur System

A.) Urdur	Average	Neutral

B.) Cona	Poor	Neutral

C.) H'nemthe	Average	Neutral

D.) Oetrago	Rich	Neutral

Moddell Sector-

1.) Basilisk System

A.) Basilisk	Average	SE

B.) Utalis	Poor	SE

C.) Moas	Average	SE

D.) Adega	Rich	SE

2.) Vjun System

A.) Vjun	Rich	SE

B.) Korriban	Super Rich	SE

3.) Hozrel XI System

A.) Hozrel XI	Average	SE

B.) Endor	Poor	SE

C.) Plato	Poor	SE

4.) Annaj System

A.) Annaj	Rich	SE

B.) Agrilat	Average	SE

C.) Gandolo IV	Poor	SE

D.) Khuiumin	Average	SE

Orus Sector-

1.) Bakura System

A.) Bakura	Average	SE

B.) Chazwa	Average	SE

C.) Datar	Poor	SE

2.) Tatooine System

A.) Tatooine	Poor	Neutral

B.) Ryloth	Rich	Neutral

3.) Joiol System

A.) Joiol	Poor	SE

B.) Mantessa	Average	SE

C.) Ponderis	Rich	SE

D.) Lafra	Average	SE

E.) Kimanan	Poor	SE

Quelli Sector-

1.) Dathomir System

A.) Dathomir	Poor	Neutral

B.) Amorris	Average	Neutral

C.) Corstris	Average	Neutral

2.) Pil Diller System

A.) Pil Diller	Rich	Neutral

B.) Kirrek	Very Rich	Neutral

C.) Rafa	Poor	Neutral

D.) Selaggis	Poor	Neutral

3.) Thrakia System

A.) Thrakia	Average	Neutral

B.) Varn	Poor	Neutral

C.) Vinsouth	Average	Neutral

Sumitra Sector-

1.) Yavin System

A.) Yavin	Poor	Neutral

B.) Yavin II	Poor	Neutral

C.) Yavin III	Poor	Neutral

D.) Yavin IV	Poor	Neutral

2.) Boordii System

A.) Bordii	Average	Neutral

B.) Flax	Average	Neutral

C.) Kashyyk	Average	Neutral

D.) Woostri	Average	Neutral

3.) Linuri System

A.) Linuri	Rich	Neutral

B.) Qat Chrystal	Average	Neutral

C.) Tierfon	Poor	Neutral

Unknown Region:

Sh'rota Sector-

1.) G'rho System

A.) G'rho	Rich	SRE

B.) Lwhekk	Super Rich	SRE

2.) New Rodia System

A.) New Rodia	Average	SRE

B.) Checklo	Average	SRE

C.) Lon'rho	Very Rich	SRE

3.) Shren'tat System

A.) Shren'tat	Rich	SRE

B.) Shrentas	Rich	SRE

C.) Trantor	Very Rich	SRE

4.) Kexlia System

A.) Loko'rth	Very Rich	SRE

B.) Korell	Rich	SRE

Justini Cluster-

1.) New Commenor System

A.) New Commenor	Average	SRE

B.) Nuraplo	Rich	SRE

C.) Spaltri	Average	SRE

D.) Ur AF	Poor	SRE

2.) Carshe System

A.) Carshe	Average	SRE

B.) Mobliz	Poor	SRE

C.) Mellata	Average	SRE

3.) Poplus System

A.) Poplus	Very Rich	SRE

B.) Zereth	Rich	SRE

4.) Quares System

A.) Quasres	Average	SRE

B.) Lansing	Average	SRE

C.) Lohkn	Average	SRE

Chiss Cluster-

1.) Chiss System

1.) Chiss Prime	Rich	Neutral

2.) Chiss Minor	Average	Neutral

2.) Eriadu System

1.) Eriadu	Very Rich	Neutral

2.) Kidron	Rich	Neutral

3.) Graydu	Average	Neutral

3.) Valoris System

1.) Valoris	Poor	Neutral

2.) Timbu	Very Poor	Neutral

3.) Chandron	Very Poor	Neutral

4.) Draconis	Average	Neutral

4.) Thyfarous System

1.) Thyfarous	Rich	Neutral

2.) Wulyx	Average	Neutral


Legacy of the Force System Grid
Help created with evaluation version of HelpMaker 2.1

Legacy of the Force System Grid

The Legacy of the Force System Grid is the grid in which most battles will take place, the light blue boxes are the Gravity Well, you may not enter/exit Hyperspace within these.


Legacy of the Force Deep/Wild Space Grid
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Legacy of the Force Deep/Wild Space Grid

Use this grid mostly for interdictor traps, ambushes, and outpost placement


Legacy of the Force Planet Surface Grid
Help created with evaluation version of HelpMaker 2.1

Legacy of the Force Planet Surface Grid

Exactly 9 Planetary Grids make up a planet, these grids can be seen on the Galaxy Map, each grid contains the following grid:

When posting in a ground battle, you should post which grid you are in on the System Grid, as well as What grid you are in, on the ground map

For example: J-10:F-1

Would locate  you in System Grid J-10 (On the SYSTEM Grid) in planetary grid F-1 (On the GROUND grid)

To see the SYSTEM grid, click here


Legacy of the Force Galaxy Map
Help created with evaluation version of HelpMaker 2.1

Legacy of the Force Galaxy Map

The Legacy of the Force galaxy Map is quite simple to understand and use, if you wish to travelt another area, simply plot the fasted course, by going up/down the over as far as you need to go, for example, if you were in the

Sesswenna Sector, and wanted to goto the Orus Sector, you would:

Travel Down down 2 Sectors, to the Sector Labeled Cala, then you would travel to the right 1 sector, to the Orus sector.

For each sector you pass through, you add on 1 time unit, time units are based on they type of Hyperdrive you have find the rules here

To get to one of the sectors not directly connected to the Galaxy map, use the same system, but  you must travel the lanes provided with the Red Lines, for example, if you wanted to goto the sector labeled Shro, you have to first goto the Orus Sector, or the Quel sector, and follow the lines to the sector Labled 'Shro'

Galaxy Map:


Legacy of the Force Ships Grids
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Legacy of the Force Ships Grids

Below are the 3 Ship combat grids that will be utilized in the Legacy of the Force universe, first you must see what the size of the ship you are boarding is, then use the corresponding map.

No more than 10 troopers/crewmembers may be in a single grid at any one time.

Troops/crewmembers may not be in any grid in which there is a wall.


The Rules
Help created with evaluation version of HelpMaker 2.1

The Rules

General Rules -- Space

♦ Character Regulations

♦ Posting Regulations

♦ Storylines

♦ Hyperspace

♦ Sublight Movement

♦ Scanning (Includes probes)

♦ Capturing Enemy Vessles or PDFs/IONs

♦ Smuggling Activities

Capital Ship Information

♦ Capital scale Combat

♦ Altering Support Craft

♦ Fireing Arcs

♦ Power Distribution

Starfighter Information

♦ Dogfighting

♦ Starfighter Ratings Chart

♦ Attacking Capital Ships

♦ Combat Space Patrol/Combat Aerospace Patrol

♦ Deployment

♦ Repairs

Misc. Space Combat Information

♦ Intercepting Warheads

♦ Ramming

♦ Tractor Beams

♦ Gravity Wells

♦ System Defence Rules

General Rules -- Ground

♦ Landing Troops or Boarding Vessles

♦ Movement -- Terrain

Troop Combat Information

♦ Troop -vs- Troop Combat

♦ Troop Ratings Chart

♦ Troop -vs- Vehicle Combat

Vehicle Combat Information

♦ Vehicle -vs- Vehicle Combat

♦ Vehicle Ratings Chart

Mics Ground Combat Rules

♦ Structures

♦ Orbital Bombardment

♦ Starfighter Bombing Runs/Air Support

♦ Capturing Planets/Diplomacy

Misc Rules

♦ Legacy of the Force Economy

♦ Damage Charts

♦ Ship Limitations

The Force

♦ What is the Force?

♦ Instruction

♦ The Force Council

♦ Proposals to the Force Council

♦ Force Combat

♦ Combat

♦ Turning Sides

♦ Force Points

♦ Tolerance Points

♦ The Jedi

♦ The Dark Jedi

♦ The Sith

♦ Jedi Powers

♦ Dark Jedi Powers

♦ Sith Powers

♦ Common Powers


Character Regulations
Help created with evaluation version of HelpMaker 2.1

Character Regulations

1) There can be no more than one character per person.  There are severe penalties for breaking this rule, this INCLUDES having alternate screen names.

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

A) One Capital Ship at a time.

or

B) 1 Starfighter Wing

When controling a capital ship, one may also freely command any and all support vessels, as well as any ground units. If a ship commander wishes, he/she may have a seperate commander for their support craft and/or troops


Posting Regulations
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Posting Regulations

You are allowed to post in a battle, up to six times a day, if your opponent replies that many times.  If your opponent does not respond to an attack, you must wait 24 hours before you may post again(This only applies to battles).  When you post, please include the following information:

-Your character's name

-Your ship

-Your sim group

-Your current status

-Your location

- Your fighters and AUX crafts current status

- Where your fighters are, what they are doing: attacking, CSP, etc.

--A summary of all actions that you did

-An attack summary of all shots that you fired at whoever(only applies if you attack in that post)


Storylining
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Storylining

Storylining is an essiential part of Simming, it adds fun and flavor to an otherwise dull, and math focused game.  Not everyone are adept writers, this is ok, at least try

It's highly recommended and suggested to interact with other characters, form friendships and rivals, and just generally let your imagination go.

Combat posts with a summary only will be allowed. If you do not have at least 7 lines of a Storyline (especially in combat situations) your post will be voided.   You must have some sorty of body to your post that explains what you are doing.  A summary is just that, a summary of what happend in the storyline of your post.


Hyperspace
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Hyperspace

For each sector you pass through, you add on 1 time unit, time units are based on they type of Hyperdrive you have.

x1/2 = 1 Time Unit Per Sector

x1 = 2 Time Units Per Sector

x2 = 3 Time Units Per Sector

x3 = 4 Time Units Per Sector

x4 = 5 Time Units Per Sector

x5 = 6 Time Units Per Sector

One Time Unit is equal to 30 IRL Minutes

If you get a Hyper drive such as 1.5, the .5 is 1/2 a Time Unite (15 mins)

After Traveling through 3 Sectors, your ship must stop and rest, this takes 1 post to do, and may be done anywhere, you must wait 1 hour before posting your ship re-enterin Hyperpsace


Sublight Movement
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Sublight Movement

Sublight movement is done on either the System Grid, or the Deep Space Grid.

Each capital ship and starfighter is alotted a particular number to its speed, and to its maneuverability.  These numbers are used to navigate across the grid.

For every number in a capital ship's speed rating, it may move one grid location per turn.  For every number in its maneuverability rating, it may turn 90 degrees per turn.

Starfighter maneuverability factors do not apply in standard grid movement; they have no penalty or expenditure for turning.  They simply move their alotted spaces according to speed.  Capital Ships may move in reverse as well, however they must be at a complete stop the turn before they begin moving in reverse.

Please note that once you fire weapons, You may not move until your opponent responds, or you are attacked (you may not re-attack the previous target unless they respond) This includes starfighters


Scan/Probing
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Scan/Probing

Scanning a planet is done by exiting hyperspace at a planet, activating scanners, and waiting for scan results. There are three types of scans, and three types of scanners. Below is a list of the scanners:

Grade 1: Can scan space defenses only. It takes 24 hours for this scanner to scan.

Grade 2: Can scan space and ground. It takes 20 hours for this scanner to scan.

Grade 3: Can scan space, ground, and the contents of a ship.It takes 16 hours for this scanner to scan.

*None of the above reveal locations

Now, the types of scans detect diffrent things and have a time that must be added to the scanner time. Below is the chart:

Standard Scan: Detects all space units and locations. Add 2 hours to time.

Comm Scan: Detects all ground-based units. Add 4 hours to time. Must be done from the orbital ring.

Focus Scan: Detects the contents of a targeted ship. Add 6 hours to time.

*The above reveal locations

When scanning with probes, the probes may be detected. Each probe has a detection rating of 25. Certain elements bring this down, furthering the risks of the probe being detected, and other elements may give the probe a better chance in completing it's mission. No more than three probes per planet. Below is a chart for what you subtract from each probe's detection rating:

Patrolling Fighter Squadrons: 	-2 per squadron

Launched Auxilery Craft:	-2.5 per craft

PDF Capital Ships not in the A-Ring:	-3 per ship

Golan Defense Stations:	-3.5 per Golan

Commanded Capital Ships:	-5 per ship

Atmospheric Penetration:	-5 per penetration

Below is what increases the chances:

More than one probe:	+5 per probe

Planet was previously scanned:	+5

Planet was recently attacked:	+6

Planet was recently subjudicated:	+10

Note: Communications travel at 15 mins per sector

After 24 hours, your scans become useless, as you have no idea weither or not enemy ships have moved


IONs/Capturing
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IONs/Capturing

Ion Cannons are specialized weapons used to short out a ships systems and disable the ship's ability to perform basic actions such as movement and weapons fire.  Ion Cannons do not effect a ship's systems until shields have fallen to 25% or less.  Against starfighters, they only work at 50% efficiency for actual hits.

Everytime you lose 20% of your systems, you lose a system, in this order

20% lost- Communcations

40% lost- Weapons

60% lost- HyperDrive

80% lost- Shields

100%- Sublight Drive

When a ship is disabled, it can then be boarded.  A ship can be boarded in one of three ways:

Boarding #1:  The ship can be moved (via tractor beams) into another ship's hangar and troopers can then board the disabled ship.  However, to do this you must have a ship capable of holding another ship in her hull.  An example of this would be an Imperial-class Star Destroyer dragging a Corellian Corvette into its hangarbays. Your ship must be at least 500 meters larger than its target.

Boarding #2:  The disabled ship can be boarded with boarding tubes from another ship.  In order to do this, both ships must be in the same grid space.

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

One thing remains the same in all boarding attempts.  You must follow the standardized Shipboard Combat Grid and 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 main sections of the ship these are:

- The Bridge

- Engineering

- Hangerbay

- Crew Areas

 OR

All defending troops/crewmembers are killed or captured


Smuggling Activities
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Smuggling Activities

  The Smuggling Rules are designed to be easy to follow, yet make it challenging to smuggle.  They are based on the fact that smugglers, as civilians can move around freely from system to system, unless you are a known felon.  In this case, you get a -30 Rating to your ship

The rules are quite simple.  You are given a number of smuggling rating that is based on how good of a smuggler you are, and any extra equipment you might have.

This is the rating scale

Starting Base Rating = 30

Experience: Each Completed Smuggling Run = Rating is + 5

Ship Modifacations

   Adding Faster Engines (over 70 MGLT) = Rating is + 10

   Adding Excellent Sensors (extended range) = Rating is + 10

   Adding Sensor Jamming Equipment = Rating is + 15

   Adding Fake Profile Generators = Rating is + 25

   Adding Faster Startup Equipment = Rating is + 10

   Adding Faster Hyperdrive Engines = Rating is + 5

To see about adding these, see the HGM

 Now once you get your overall rating, you keep that number handy.  It is important. If you want to make a run, each time it increases, you MUST register it with the HGM, including links to posts. Use this format:

Old Detection Rating

Modifier(w/links):

New Detection Rating:

Old Credits

Any transactions/sellings(w/links):

Any Jobs(w/links and payment):

New Credits:

Old SUs:

Any robberies/purchases:

Anything else to modify SUs:

New SUs:

System Defense Ratings

   System Defenses have their ratings, which are based on the number and types of defenses.  System Defenses have no base rating, just modifers.

Golan Platform = Rating + 30 Each

Starfighter/Supply Platforms/Starport Upgrade = + 15 Each

Correlian Corvettes = Rating + 6 Each

Correlian Gunships = Rating + 12 Each

System Patrol Craft = Rating + 24 Each

Active Starfighter Squadrons = + 30 Each*

* Starfighter Squadron must fly in the same grid space as incoming ship.

Smuggling

    To smuggle, You must first enter the system you have in mind. The chose an entry vector. (An entry vector is any path to the planet that forms a STRAIGHT line)

You compare your rating against the System Defenses.  If your rating is larger, your smuggling run is succesful (You get a cargo hold full o f SU's, and can sell whatever you have that you can)

 If not, then the System Defenses have two options

1) Boarding - They board your ship and inspect it

2) More Severe punishment - Up to the Sim..


Capital scale Combat
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Capital scale Combat

Space combat in the Legacy of the Force universe is simple, generally, you attack, and your enemy defends, most of the time counterattacking.  You may only attack a single target once per 24 hours, or until they respond, whichever comes FIRST.  If your target does not respond within 24 hours, have a Game Master post the damage for your target, NEVER under ANY circumstances, post damage for your opponent, totalling damage in a single attack does not count as posting damage.

You must follow fireing arcs, found here you may only fire on arc at a target per post, although you may fire one arc at one target, rotate, and fire another arc at a different target.  Once you fire an arc, it may not fire again until your next post.

Example:

       You are in an ISD, there is an MC-80 in the grid directly to your port, and a MC-60 straight ahead of you, in the same grid, you could:

Fire your bow arc at the MC-60, and fire your port arc at the MC-80

-or-

Rotate to face the MC-80, fire your bow arc at it, and fire your starboard arc at the MC-60

-or-

You may also choose to fire at only one of the ships, but you may not fire at a ship, rotate and fire at the same ship.


Altering Support Craft
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Altering Support Craft

Changing your fighter/AUX craft load out is simple, add up the total lengths of the fighters/AUX craft you are removing, you may add fighters/AUX craft equal to that same length, as long as you do not exceed your ships original number of starfighters.

Example 1

Your ship has 3 Squads of TIE Fighters, their length is 6.3 meters each , so you have a total of 226.8 meters to replace (but no more than 36 fighters)

Lets say you want to add some TIE Interceptors, they are 6.6 Meters each.  So you could add up to 34 TIE Interceptors.

Example 2

Your ship as 3 Squads of B-Wing starfighters, their length is 16.9 meters each, so a total of 608.4 meters.

Now lets say you want some A-Wing Interceptors, their length is 9.6 meters, so you could have 63 A-Wings, but you may not have more than the original compliment, so you could only have 36 A-Wings


Fire Ars
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Fire Arcs

Each ship has seperate areas of weapons coverage, these are known as fireing arcs.  Generally, a ship has a bow(Front) starboard(right) port(left) and Stern(rear).

Some ships have overlapping weaponry, meaning that some weapons can fire in more than one arc.  When firing at an enemy, you must use ship firing arcs.

Most ships, especially Imperial have an optimal arc, and a % of weapons

the % is the number of the TOTAL weapons of that type that can fire in the optimal arc, in almost all cases, the optimal arc is foreward


Power Distribution
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Power Distribution

The Legacy of the Force universe allows ship commanders to reroute power from one system to another system, thus enhancing the abilties of the affected system for a period of time, the standard setting for a ship is:

Shielding	- 3 system points for full

Weapon Systems	- 3 system points for full efficiency

Sublight Drive	- 2 system points for full efficiency

Hyperdrive	- 1 system point for full efficiency

Shielding

When you dump power to shielding, it rechargs them 15% per energy point diverted, if you are diverting to boost strength, it is 20% per point, but shields may increase no greater than 150% of their original strength.  If you increase above that, your generators short out, and you lose your shielding, it may not be brought back online above 50% until drydocked and repaired.

Weapons

   Follow this chart when diverting power to your weapons systems

0 Energy Points	- Weapons inactive

1 Energy Points	- Weapons do .50 of standard damage

2 Energy Points	- Weapons do .75 of standard damage

3 Energy Points	- Weapons do standard damage

4 Energy Points	- Weapons do 1.25 standard damage

5 Energy Points	- Weapons do 1.50 standard damage

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

Weapons Systems may not have more than 5 points allocated to it at any time. If at anytime they do, they short out and all energy weapons systems onboard your vessle are lost, until repaired

Engines

 When dumping points into a ships sublight drives, your increasing the power flow to its engines essentially making it go faster.  Know first that a ships engines can only go so fast to begin with, and the maximum amount of points it may hold at a time is 4.  Sublight Drive includes both maneuvering and standard speed engines, so modifiers may be applied to either maneuverability, or speed.  See the chart below for explanations.

0 Energy Points	- Sublight Drives inactive

1 Energy Point	- -1 Point to Sublight Movement

2 Energy Points	- Sublight Drive at standard efficiency

3 Energy Points	- +1 Point to Sublight Movement

4 Energy Points	- +2 Points to Sublight Movement

Any greater power to the engines will short them out, and leave you dead in space

Hyperdrive

Hyperdrive: A ship's hyperdrive is a very delicate system.  Know first that a ship's hyperdrive may never excede 1 Energy Point, and that energy may only be drained from the Hyperdrive.  If a ships hyperdrive is at 0 Energy Points, it's inactive; it it's at 1 Energy Point, its 100% efficient. If every the hyperdrive has more than 1 point diverted to it, it shorts out and you cannot enter hyperspace until it is repaired


Dogfighting
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Dogfighting

Starfighter Divisions

You may break up your starfighters into different sized groups, here are the groups allowed:

Element	- 2 fighters

Flight	- 4 fighters

Squadron	- 12 fighters

Wing	- 72 Imperial fighters, 36 Republic fighters

Dogfighting is generally a very complex system in SIMming, I have strived to make it as simple as possible, here is a basic description:

Each Starfighter has ratings listed in certain sourcebooks or in X Wing or TIE Fighter CD Rom versions particualarly.  These ratings are as follows

Speed:  Rated as MGLT i.e. 100 MGLT

Maneuverability: Rated as DPF i.e. 75 DPF

Shield Strength Rating: Rated as SBD i.e. 50 SBD

Armor Strength Rating: Rated as RU i.e. 20 RU

Each of the starfighters will have it's ratings.  Now these ratings are the preformance of the starfighter.  These will determine the overall attack and defense rating of each fighter.  Each fighter will also be given a rating for it's weapons systems, as follows.

Each Laser Cannon adds 20 Rating Points to the Weapons Rating

Each Heavy Laser Cannon adds 30 Points to the Weapons Rating

Each Imperial TIE (SFS) Laser Cannon adds 30 points to the Weapons Rating

Each Warhead Launcher adds 10 Rating Points to the Weapons Rating

Each Ion Cannon adds 5 Points to the Weapons Rating

Each Heavy Ion Cannon adds 10 Points to the Weapons Rating

 Warhead Launcher points only work if missiles are used.  If not, you take out the warhead launchers out of the rating points.  Each turn, one missile is used.

If your fighter does not say, no atmospheric penalty, then it must suffer a 15 point deduction in both attack and defense ratings.

Combat Rules

  Dogfighting is as follows.  First you determine which squadron engaged the other one, or attacked it.   We determine an overall attack preformance rating for that fighter squadron based on this equation.

    (MGLT) + (DPF) + (Weapons Rating) = Total / 3

Example   ***TIE Fighter***

                100 MGLT + 100 DPF + 40 (2 Laser Cannons) = 240 / 3 = 80

The TIE Fighter Squadron's attack rating is 80

   Defense Rating is given to the fighter squadron who is engaged by the attacker

    (MGLT) + (DPF) + (SBD) + (RU) + 1/4(Weapons Rating) = Total / 3

Example   ***XWing****

             100 MGLT + 75 DPF + 50 SBD + 20 RU + 25 = 270 / 3 = 90

The XWing Squadron's defense rating is 90

Damage

Each Starfighter has a SDB and RU rating.  So you take that rating, and divide it by 10.  Add the two values together to get the total damage each fighter can take.  To find the whole squadrons, multiply that number by 12

Example    ***Xwing***

       (50 SDB / 10) + (20 RU / 10) = Damage Number

           5 + 2 = 7

A single XWing can take 7 points woth of damage

       XWing Squadron can therefore take 84 Damage Points

Bonuses:

First Strike Bonus If your fighters attack a squadron first, you get a first strike bonus, add 10 points to your AR.

Example:

ISD launches 12 TIE Fighters

MC-80 launches 12 A-Wings

A-Wings attack the TIE's

A-Wings get a +10 AR bonus

This does NOT apply next round, nor do the TIE's get it when they defend

Pre-engaged Bonus You get this bonus if your fighters attack a squadron that has been in a dogfight during the same battle, add +5 to your AR

Example:

ISD launches 24 TIE Interceptors, and 12 TIE Fighters

Friendly MC-90 attacks the 12 TIE Fighters with 12 X-Wings

You attack the TIE Fighters with 12 A-Wings, since the TIE Fighters have been engaged before in the same battle, you get a +5 bonus

NOTE: Once a fighter returns to its mothership, and is re-deployed, it is no longer considered pre-enaged, but you may get a first strike bonus on it again.

Veteran Pilots A veteran pilot is a pilot that has successfully completed at least 5 battles with at LEAST 1 kill each, each vet pilot gies a +2 AR bonus

Elite Pilots Elite Pilots are pilots that have completed at least 10 missions with at least 1 kill each, they give a +4 AR bonus per elite.

So..

12 Vet Pilots gives a + 24 AR bonus

12 Elite Pilots gives a + 48 AR Bonus


Starfighter Ratings Chart
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Starfighter Ratings Chart

Fighter Name	Attack Rating	Defence Rating	Damage Tolerance

Tie Fighter	87	77	1.5

Tie Interceptor	118	95	2

Tie Bomber	78	75	5

Tie Advanced	108	108	4.5

XG-1 Assult Gunboat	83	116	15

Scimitar Assult Bomber	87	90	7

Z-95 Headhunter	77	68	3.5

R-41 Starchaser	78	81	4.5

T-Wing	87	83	3.5

X-Wing	97	90	7

A-Wing	93	99	6.5

Y-Wing	67	88	11.5

B-Wing	83	121	18.5

Recon X-wing	85	82	5

T.F. Droid Fighter	97	79	.5

Green=Imperial Fighters

Red=Rebel Fighters

Blue=Nuetral Fighters


Attacking Capital ships
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Attacking Capital ships

Starfighters may not attack a capital ship unless the Capital ship's CSP has been diverted, or it has none. No more than 72 starfighters from a single mothership may attack a single capital ship

Capital ships may fire at starfighters, but their heavy weaponry only hits a very small part of the time, to find out how many hit, take the total number fired, and divide it by a single fighter of the type fired at's AR, for example:

An ISD fires 10 Turbolasers at a squadron of X-wings

An X-Wing Squadron has a AR of 56, divide that by 12 (to get a single X-Wing's AR) it would be 4.6, round up to 5.

10 Turbolasers / 5 = 2

So 2 turbolasers hit, doing full damage to 2 of the X-Wings


CSP/CAP
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CSP/CAP

CSP or Combat Space Patrol is simple, it is a defensive screen of your fighters, designed to protect your capital ship from fighter attacks, fighters may not attack you while you have a CSP screen intact

CAP, or Combat Aerospace Patrol, is also simple, it is a defensive grid of your fighters, designed to protect your troops on a planet's surface from starfighter attacks, your ground units may not be attacked by opposing starfighters while they have a CAP.


Deployment
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Deployment

Starfighters and support craft are deployed based upon the number of launch bays found onboard a ship.  Most ships have standard and small launch bays, however some specialized ones are equipped with larger bays, a good example of this would be a Starfighter carrier, this will be noted on the specs if it can launch more.

Launch Bay: 12 Starfighters per post


Repairs
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Repairs

Starfighters may recharge shields at 2% per hour, MUST BE POSTED

 Returning a starfighter to it's hanger, for 2 hours automaticaly repairs it fully.


Intercepting Warheads
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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.

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.

Concussion Missile	- 3 (turbo)laser cannons

Proton Torpedo	- 2 (turbo)laser cannons, 2 CMs, 1 ACM

Advanced Missile	- 4 (turbo)laser cannons

Advanced Torpedo	- 3 (turbo)laser cannons, 3 CMs, 2 ACMs


Ramming
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Ramming

Ramming in the Legacy of the Force Universe is quite simple, follow these rules:

1) You must be faster than your target (or it can be held in tractors)

2) You do damage = to your current hull

3) You take damage = to your target's current hull

4) Any ship taking lethal damage, dies instantly, everything onboard dies along with it, The defender may escape, the aggressor may not.


Tractor Beams
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Tractor Beams

Tractor beams are simple, they hold/drag other ships, each tractorbeam is capable of holding 100 meters of another ship.  You must have enough tractorbeams to = your targets length to hold it still, if you have more than that, you may drag it (1/2 your normal speed)

If an enemy has less tractorbeams on you than required to hold you, you may break them, but you take 50 HULL damager per beam.

If you are held by enough tractor beams to stop you from moving, you may make 90 degree turns or less, that is it, you MAY eneter hyperpspace, provided you are in the right positions to do so, but you take 150 HULL damager per beam if you do so

Note: Tractorbeam Range: Samge Grid


Gravity Wells
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Gravity Wells

Gravity Wells have two purposes.  One, preventing vessels from entering hyperspace,  and two, bringing

vessels out of hyperspace.  A single Gravity Well effects a 20 Gridspace area and must include the same grid location as the ferrying vessel.  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.  If a ship is traveling along a hyperspace route and passes a system where a Gravity Well field has been raised, it is automatically drawn from hyperspace in the edge of that Gravity Well.  When setting up an interdictor trap, you MUST do the following, or it is void:

1) Have a ship capable of creating a gravity well PRIOR to the target ship(s) entering hyperspace

2) Notify the Neutral HGM

3) Notify all ship commanders that are to be affected

4) If the affected ships do not post exiting, inform the neutral HGM, and he will do so for them.


System Defences
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System Defences

System 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 System Defnese Forces and their commanders based upon a planets value.  A SDF Commander may be selected at the beginning of a battle and may not be altered until the end unless there are special circumstances.  SDF Commanders are given all the resources of their system to defend with.

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 SDFs are abused.  This is based upon their value (UR, R, A, P, or VP).

Class	Fighter Squads	CapShips	Golans	Mines	Troops	Vehicles

Very Rich	12	6	    	6	100	50,000	500

Rich	10                    6	    	4	80	40,000	400

Average 	8	5  	    	3	60	30,000	400

Poor	6	5	    	2	40	20,000	300

VeryPoor	4	4	    	2	40	10,000	200

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

1 Space In Orbit	- 200% Effective (ex: PICs:  2,000 Sys pts)

2 Spaces In Orbit	- 100% Effective (ex: PICs:  1,000 Sys pts)

3 Spaces In Orbit	- 50% Effective (ex: 500 Sys pts)

4+ Spaces in Orbit	- Out of Range

Surface to Space weapons may fire in 90 arcs


Landing and Boarding
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Landing and Boarding

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 a grid location occupied by the planet, and post moving down into the atmosphere.  Once that is done, the landing barge is no longer considered on the system space grid, but rather on a new planetary grid.  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)

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.


Movement -- The Terrain
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Movement -- The Terrain

Compared to space style movement, ground movement is much more complex and detailed.  To start, each unit has an assigned movement rating, and each type of terrain requires a certain amount of movement points to cross.

Terrains also offer modifiers in attack and defense ratings.  There are exceptions and certain units however are not susceptable to these modifiers.  Units that fly are not affected by these modifiers/penalties

 This will be noted in their specifications.

Please refer to the chart below however for terrain examples and their modifiers.  Also note the diagonal movement on the ground grid is illegal, and that there are no penalties for turning.

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

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

Deserts/Icelands	-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

Trenches

Trenches are a special type of terrain, they are man made, and have the following affects

Trench	-No movement modifiers +5 to defence from ground strikes -2 to defence against arial 	strikes (this is because the trench creates an enclosed area, thus making a bomb have a 	larger affect)

To build a trench requires 2 posts, one starting, and one no less than 2 hours later, completing it.


Troop -vs- Troops Combat
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Troop -vs- Troops Combat

First off, as with starfighters there are different divisions of troops:

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)

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 the defender.

You simply multiply your troops attack rating by the number of troops then subtract the defenders defense rating multiplied but the number of defenders.  The remaining number is the total number of damage points the enemy has taken.  Damage to troops, is automatically kill one move to the next

You may attack larger groups of troops than you have.  Once you engage a certain number of troopers with the same amount of your own, you may not engage the remainder of those enemy troopers (should there be any) with a different unit of the same number.  You must wait for the enemy commander to respond or 24 hours, whichever applies first.  The same applies for Vehicles.

When engaging vehicles with troops, you may attack with however many troopers you want.  The same applies for vehicles.  Damage points listed in the Ground Weapons Chart are used for vehicles, artillery, and structures firing on troops only.  All damages will be doubled to fit accordingly with this new rule.  Always round up when you get a decimal for troopers/Vehicles

There are Manueverability ratings that must be followed in Ground Combat.  You must turn if you want to go a different direction.  As well, all weapons should be considered firing 'Forward' on troops.  You must be facing your oppenent when you fire.

To engage in combat with each other however, troops must be within legal weapons range of each other as well.

Example


Ground Example
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Ground Example

Imperial Side:

- 30 AT-AT Walkers

- 3,000 Imperial Stormtroopers

- 21,000 Imperial Infantry

Republic Side:

- 15 Freerunners

- 7,500 Republic Commandos

Round #1 (Republic's Turn):

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

3,000 (RCs) x 13 (AR) = 39,000

3,000 (ISs) x 7 (DR) = 21,000

39,000 (TAR) - 21,000 (TDR) = 18,000 damage points

18,000 / 8 (damage tolerance) = 2,225 Stormtroopers Dead

*4,500 Republic Commandos attack 5,500 Imperial Infantry

4,500 x 13 = 58,500

5,500 x 5 = 27,500

58,500 - 26,500 = 31,000

31,000 / 6 = 5,167 Imperial Infantry Dead

* 15 Freerunners attack 15 AT-AT Walkers

15 x 28 = 420

15 x 7 = 105

420 - 105 = 315 damage points

315 / 80 = 3 AT-AT Walkers dead, 1 Badly Damaged

Round #2 (Empire's Turn):

* 775 Imperial Stormtroopers attack 15 Freerunners

775 x .25 (damage from weapon) = 193.75pts

* 26 AT-AT Walkers attack 7,500 Republic Commandos

52 HLCs x 12 (pts) = 624

52 MBCs x 6 (pts) = 312

624 + 312 = 936pts

936 / 7 = 134 Republic Commandos dead

*Please note that Ground combat rules for the Legacy of the Force Universe were adapted in part from the Galactic Realms universe, the Era of Rebellion Universe, the Age of Rebellion Universe, the Pheonix Fire Universe, the Prophecy of the Force Universe, as well as some that I have created on my own, this was done in an effort to produce a simple, yet effective set of ground combat rules*


Troop Ratings Chart
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Troop Ratings Chart

Type	Attack Rating	Defense Rating	Damage Tolerance

---IMPERIAL---

Imperial Infantry	11	5	6 pts

Imperial Stormtroopers	13	7	8 pts

Elite Imprl Commandos	18	9	10 pts

Elite Royal Guardsmen	20	10	12 pts

---REPUBLIC---

Republic Infantry	10	5	6 pts

Republic Commandos	13	7	8 pts

Spc ForcesCommandos	18	9	10 pts

---COMMON---

Crew Members	8	3	4 pts

Standard Infantry	9	5	6 pts

Standard Heavy Infty	11	7	9 pts

*Mercenaries	*	*	9 pts

*Mercenaries:

You may hire mercenaries to aid your cause, their attack and defence ratings will vary by how much they are paid, use this formula:

There is a minimum cost of 10,000 credits per regiment per  2 days, you hire mercenaries in 2 day units only! You may not have more than 3 mercenary regiments per battle.

Attack Rating = payment * .0005

Defence Rating = payment * .0004

so

1 regiment, for 2 days, is a cost of 10,000 credits

Their AR would be: 5

Their DR would be: 4

You may pay a regiment more, but it MUST increase by 10,000 credits each time, you may not pay a single regiment more than 30,000 credits per 2 days

If you paid 1 Regiment 20,000 credits per 2 days:

AR would be: 10

DR would be: 8

If you paid 1 Regiment 30,000 credits per 2 days:

AR would be: 15

DR would be: 12


Troop -vs- Vehicle Combat
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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.  Troop damage kills one and moves on to the next


Vehicle -vs- Vehicle combat
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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 the defender takes the appropriate amount of damage to their armor.

Damage may be distributed amongst a group of vehicles as its commander wishes.

Here are the Vehicle divisions:

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)


Vehicle Ratings Chart
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Vehicle Ratings Chart

Type	Attack Rating	Defense Rating	Damage Tolerance

---IMPERIAL---

AT-AT Walker	28	7	80 pts

AT-ST Walker	24	6	40 pts

Floating Fortress	22	6	50 pts

Hoverscout	34	7	25 pts

---REPUBLIC---

Freerunner	28	7	45 pts

Heavy Tracker	22	7	45 pts

T-47 Speeder	34	9	20 pts

---COMMON---

Repulsor Sled	18	5	5 pts

Speeder Bike	24	6	3 pts


Structures
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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 agaisnt 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 upto 50pts of damage.

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


Orbital Bombardment
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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 orbital ring, you can see it here.

Once in oribit, you may fire at any stationary targets, AS LONG AS THE PLANET AS NO PLANETARY SHIELDING!

In order to commence Oribal Bombardment, you MUST have scans, and must keep scanning all the time, if you do not do this, your orbital bombardment strikes miss.


Air Support
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Air Support

Starfighters 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, follow the same process as when vehicles attack troops (see the relevant section of the rules for details).  Secondly, multiply their weapons standard Attack Rating by 2(only counts on offene).  The remaining number is the amount of damage dealt.

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


Capturing a Planet/Diplomacy
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Capturing a Planet/Diplomacy

To successfully capture a planet, you must

1) Eliminate/disable/immoblize all System Defence Forces (Ground and Space)

or

2) The planet surrenders

Diplomacy

To do diplomacy, you must exit Hyperspace at a neutral planet, depending on your actions upon exiting the planet will respond (HC member controls neutral planet leaders and their PDFs)

After at LEAST 10 posts (with storyline of at least 10 lines) the planet will either decide to join, or decide not to join you.  If you feel you have been treated unfairly, contact the neutral HGM, include links etc, and why you feel you were unjustly treated, and he will rule on the situation

You MAY take neutral planets by force, they have PDFs equal to 1/2 the standard for that system found here


Ship Limits
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Ship Limits

In the Legacy of the Force Universe, ships are limited based on the ammount of members you have, here is the format:

Extreme Ship (SSD, MC-82)	1 Per 8 Members

Large Ships: 	1 Per 3 Members

Medium Ships:	1 Per 2 Members

Small Ships:	No Limits


Economy
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Economy

Each type of system produces so much money, and supply units, you collect these every friday, and MUST be posted, or you dont get it (exceptions can be made, see the neutral HGM)

Economy Key (goes with the planet lists)

Rank:	Monthly Income	Monthly Supply Units	Required Supply Units

Super Rich	250,000,000	4.0	2.5

Very Rich	200,000,000	3.0	2.0

Rich:	150,000,000	1.5	1.5

Average	100,000,000	1.0	1.0

Poor	50,000,000	0.5	1.0

Very Poor	0,000	0.0	1.0

Unpopulated	0	0.0	0.0

As you can see, some class fo planets need SU's delivered to them every week, or they starve and go neutral, THIS WILL BE ENFORCED!

To transport SUs, you will need ships, here they are:

Each of these MUST stop after traveling through 2 Sectors of space, this gives Pirates and Smugglers a chance to strike, each convoy may have up to 2 escort ships (must be small ships)  The convoy may be controlled by the SIM leader, or someone he/she appoints to do so, but make sure it gets done!

Bulk Cruiser

Rebel Transport

Medium Cargo Transport

Cargo Ferry


Bulk Cruiser
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Bulk Cruiser

Bulk Cruiser [Neutral]

Cost:  150,000,000

Build Time: 14 days

Monthly Tax: 1,500,000

Length:  600 meters.

Crew:  2,050

Ground Troops:

200 Standard Troops

Hyperdrive: x1

Maneuverability: 2

Sublight: 6

Cargo Space: 6 SUs

Armor:  150

Shields:  600

Systems: 1,200

Weapons:

     	30 Quad Laser Cannons

Arc: 8 Bow, 8 Port, 8 Starboar, 6 Stern

Optimal Arc: Port/Starboard- 25%

     	2 Tractor Beam Projectors

Arc: 1 Port, 1 Starboard

Optimal Arc: 100% both arcs

Sensor Systems:

Scanner Grade: 1

Transmitter Grade: 1

Launch Bays: 1

Onboard Craft:

     6 Standard Starfighter 	1 Lambda Class Shuttle

     1 StormTrooper Transport	3 Tugs


Rebel Transport
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Rebel Transport

Rebel Transport [Rebel Freighter]

Cost:  5,500,000

Build Time:  8 days

Combat Designation: Heavy Bulk Cargo Carrier.

Length:  90 meters.

Crew:  26

Passengers:  300 (Placing passengers halves cargo space)

Hyperdrive: x2

Maneuverability: 4

Sublight: 1

Armor:  68

Shields:  90

Systems: 180

Cargo Capacity:  2 SUs

Weapons:

None

2 Tractor Beam Projectors

Arc: Stern

Special Capabilities / Notes:  May Land on Planets.


Medium Cargo Transport
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Medium Cargo Transport

Medium Cargo Transport [neutral freighter]

Name/Model#:  Medium Transport.

Designer/Manufacturer:  Gallofree Yards Inc.

Cost:  2,000,000 per ship and 1/4 Supply Unit

Build Time:  4 days per ship.

Combat Designation:  Medium Bulk Cargo Carrier.

Length:  90 meters.

Crew:  6.

Passengers:  None.

Hyperdrive: x2

Maneuverability: 4

Sublight: 1

Armor: 23

Shields:  68

Systems: 180

Cargo Capacity:  2 SUs

Weapons:

     	4 Twin Laser Cannons

Arc:2 Bow, 2 Port, 2 Starboard, 2 Stern

1 Tractor Beam Projector

Arc: Stern

Special Capabilities / Notes:  None.


Cargo Ferry
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Cargo Ferry

Cargo Ferry [Neutral Freighter]

Cost:  2,000,000

Build Time:  5

Monthly Tax: 2,000

Length:  90 meters.

Crew:  6.

Passengers:  None.

Hyperdrive: x2

Maneuverability: 4

Sublight: 1

Cargo Capacity:  1 Supply Unit

Armor:  23

Shields: 68

Systems: 180

Weapons:

     	2 Turbolaser Turrets

Arc: 1 Bow, 2 Port, 2 Starboard, 1 Stern

2 Tractor Beam Projectors

Arc: Stern

Special Capabilities / Notes:  May tow and ferry disabled ships up to 200 meters in size. May enter hyperspace with "ferried" cargo containers and small ships, under 90 meters.


Damage Charts
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Space Damage Chart

Ground Damage Chart


Space Damage Chart
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Space Damage Chart

Damage	Range

Energy Weapons:

Starfighter Laser/ Blaster Cannon:	0.5 Damage Point	0-0

Laser Cannon:	1 Damage Point	0-0

Heavy Laser Cannon:	1.5 Damage Point	0-0

Double Laser Cannon:	1.5 Damage Points	0-1

Double Heavy Laser Cannon:	2 Damage Points	0-1

Light Turbolaser Cannon:	8 Damage Points	0-1

Turbolaser Cannon:	9 Damage Points	0-1

Heavy Turbolaser Cannon:	10 Damage Points	0-1

Double Turbolaser Cannon:	12 Damage Points	0-1

Double Turbolaser Cannon:	14 Damage Points	0-1

Double Heavy Turbolaser Cannon:	15 Damage Points	0-1

Quad Light Turbolaser Cannon:	20 Damage Points	0-3

Quad Turbolaser Cannon:	23 Damage Points	0-3

Quad Heavy Turbolaser Cannon:	25 Damage Points	0-3

Light Turbolaser Battery:	14 Damage Points	0-2

Turbolaser Battery:	16 Damage Points	0-2

Heavy Turbolaser Battery:	18 Damage Points	0-2

Kinetic Weapons:

Cluster Missile:	0.5 Damage Point	0-0

Concussion Missile:	5 Damage Points	0-1

Proton Torpedo:	10 Damage Points	0-2

Heavy Rocket:	20 Damage Points	0-3

Space Bomb:	40 Damage Points	SAME GS

System Weapons:

Starfighter Ion Cannon:	2 System Points	0-0

Light Ion Cannon:	5 System Points	0-1

Ion Cannon:	5.5 System Points	0-1

Heavy Ion Cannon:	6 System Points	0-1

Light Ion Cannon Battery:	13 System Points	0-2

Ion Cannon Battery:	14 System Points	0-2

Heavy Ion Cannon Battery:	15 System Points	0-2


Ground Damage Chart
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Ground Damage Chart

Type	Damage	Range

Light Blaster Rifle	N/A	1 Grid Space

Medium Blaster Rifle	N/A	1 Grid Space

Heavy Blaster Rifle	N/A	2 Grid Spaces

Assault Blaster Rifle	N/A	1 Grid Space

Repeating Blaster Rifle	2 Damage Points	2 Grid Spaces

Light Blaster Cannon	1 Damage Point	2 Grid Spaces

Medium Blaster Cannon	3 Damage Points	2 Grid Spaces

Heavy Blaster Cannon	5 Damage Points	3 Grid Spaces

Light Laser Cannon	2 Damage Points	2 Grid Spaces

Laser Cannon	4 Damage Points	2 Grid Spaces

Heavy Laser Cannon	6 Damage Points	3 Grid Spaces

Turbo-Charged Laser	4 Damage Points	2 Grid Spaces

Light Turbolaser	5 Damage Points	2 Grid Spaces

Turbolaser	6 Damage Points	2 Grid Spaces

Heavy Turbolaser	7 Damage Points	2 Grid Spaces

Turbolaser Battery	8 Damage Points	3 Grid Spaces

Heavy Turbolaser Battery	9 Damage Points	3 Grid Spaces

Double Turbolaser	8 Damage Points	2 Grid Spaces

Double Turbolaser Battery	10 Damage Points	3 Grid Spaces

Double Heavy Turbolaser	12 Damage Points	2 Grid Spaces

Quad Turbolaser	16 Damage Points	2 Grid Spaces

Quad Turbolaser Battery	18 Damage Points	3 Grid Spaces

Thermal Detonator	6 Damage Points	1 Grid Space

Concussion Grenade	3 Damage Points	1 Grid Space

Concussion Missile	5 Damage Points	2 Grid Spaces

Adv. Concussion Missile	6 Damage Points	2 Grid Spaces

Proton Torpedo	10 Damage Points	2 Grid Spaces

Adv. Proton Torpedo	12 Damage Points	2 Grid Spaces


What is the Force
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What is the Force

The Legacy of the Force universe is to some extent centered on the use of the force, hence the name.  It is a time in which the Jedi have resurged, and the Sith are once again prowling about, the Dark Jedi order also has returned, after certian ones of the Jedi ranks gave way to the power of the darkside.

Role in the Legacy of the Force Universe

The Force is perhaps the most interesting element of Galaxy. In simming their 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 mind, many individuals in the Legacy of the Force Universe 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 benifit of the Force Users in the Legacy of the Force 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.

What is 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 exsists 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 persuit 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 streangthen their ability to use the Force. Emotions such as anger, fear, and hatred.

"The force is my ally, and a powerful ally it is" - Yoda


Instruction
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Instruction

To gain training in the arts of the force, depending on the order you wish to train in, you must seek out one of the following, they will tell you if you have force potential (yes, its up to them to accept you or not!)

Known Force Users

1. Jedi Lord, ShadowLordSpahr (TBA)  ***

2. Jedi Knight, XRFreak (CSF)

3. Jedi Padawan, JnetWalker (GDF)

4. Dark Lord of Sith, JediNght2 (TSE) ***

5. Sith Lord, IceShadow0 (KDY)

5. Sith Adept, Unknown (TBA)

6. Dark Jedi Master, SMBeast (ID) ***

7. Dark Jedi Knight, Unknown (TBA)

*** Denotes trainers

Training Rules

1) A trainer may only have 1 apprentice at a time

2) Jedi Knights may take 1 Padawan learner

3) Dark Jedi and Sith may only have 1 apprentice, Dark Jedi Knights do not take Padawan learners, nor do Sith Knights.

4) Training areas are wherever the trainer deems worthy

Advancing

 Length

1. It takes a while to train a student, in SW, however we're cutting the time down

2. You start as the lowest ranking student, and slowly work up, every 5 posts (at least 5 hours between each) gaining a rank. The council will award the increase if it is earned. (MEANING DON'T SLACK OFF) However it takes a full month before becomming a knight.

 Master

1. After 2 months of being a Knight, the council will vote on whether you are ready to become a master, if you do not pass in that month, the next month, you automatically do.

2. All ranks following that, follow the same procedure, but take 1 month.


The Force Council
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The Force Council

Members

1. Force leaders. (Dark Lord, Lord, Dark Master)

2. 1 Apprentice from each catergory (Leader chooses)

3. HGM

Force Masters.

               It is necessary to have GM positions for expericenced Force users. The Force Masters have regular GM powers, but may be overruled by the HGM/Mediator.  When ruling in Force matters, the Force HGM may only be overruled by a majority vote of the Force Council.

 Force HGM (General): IceShadow0

 Force HGM (Dark): SMBeast

 Force HGM (Light): ShadowLordSpahr

 Force GM (Light): XRFreak

 Force GM (Dark): JediNght2

Regular Council Members:

Light Apprentice: JnetWalker

Dark Apprentice: Unknown

Sith Apprentice: Unknown


Proposals to the Force Council
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Proposals to the Force Council

1. Proposals for new force sensitive people, will be made, once a month. They can only be submitted if the teacher has a free spot to train.

2. All people who use the force in the Legacy of the Force Universe, need to be trained in NH2 (Unless Forum rules apply).

3. Force abilities/proposals may be submitted to the Force council leader, (IceShadow0) Note: If something is illogical or unreasonable, dont expect it to be passed


Combat
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Lightsaber Combat

Initiating Combat

1. Challenger and challengee must be at the same location (Grid Space) and in close proximity.

2.  Each player may make one offensive and/or one defensive move in a post.

3. Force Powers may be used in saber combat but you cannot use a force powers and strike (YOU MAY DEFEND, JUST NOT ATTACK) with your saber in the same post unless the power says so in its text.

4.  When one player ignites his saber his opponent automatically activates his saber (meaning he does not have to take a post to do so, it is considered and automatic reaction).

5a. Only force users have the ability to use a lightsaber in a duel. All Force Users use one weapon in common. The Lightsaber.  No matter how much it has been modified, it will alway sbe a lightsaber. Lightsabers can be modified to be able to have a second emiter matrix making it a doube bladed lightsaber (only for Masters and up), or can have a length adjustment knob to increae the length of the lightsaber blade.  But everyone must start by building their lightsaber (unless they are already a Jedi Knight / Jedi Warrior already which is when they already have one and don't need to build it).  Instructions on how to build a lightsaber is below.

                  5b.  Building a Lightsaber (5 days)

                         (1)	First, you must spend the first two days searching for parts.  Since all the parts of the lightsaber is not known, just post storylines on the message board of you searching for different components (Remember, all sabers are *unique* to the builder, make them stand out as your own!).  If you know of some components such as the emitter matrix, power cells, belt ring, activation lever, modification knobs and so on.

                         (2)	After the two days of searching, you are ready.  On the third day, you must find a crystal and something to act as the power source.  You must spend 1 day searching for a crystal/powersource.  (NOTE: Crystals may be made in a superheating chamber, like was done in a few of the books, Luke Skywalker even did, but these are not as good are natural crystals)

                         (3) Once that is done, you have to spend the next 4 days building your lightsaber.

                         (4) Once your lightsaber is completed, you may ignite it.  but here is the catch.  If you did not wait the EXACT amount of time noted above, the lightsaber will explode and...oh look!!  There's your right arm!!  You have to spend the next two days in bacta then start over again.

6. When a lesser force user faces a higher force user he loses 5 tolerance points each turn automatically for every one level  he is below his opponent. (Ex. a Jedi Trainee is in combat with a Dark Lord he would lose 25 points every turn.)

Offensive Moves

Downward            	10 pts. damage

               	Sidestroke             	6 pts. damage

       	Upward                 	5 pts. damage

               	Onehanded         	2 pts. damage

Defensive Moves

Upward	Blocks a downward swing

Downward	Blocks an upward swing

Parry	Blocks a sidestroke or onehanded swing

Hand to Hand Combat

Punch	1 Tolerance Points (Upper body only)

Elbow	2 Tolerance Points (Upper body only)

Kick	3 Tolerance Points (Lower or Middle body only)

Roundhouse	 5 Tolerance Points (Upper, Middle, Lower body)

Charge* 	                   2 Tolerance Points (Middle body only)

*If successful, opponent is knocked to the ground and may not attack the next round, but MAY defend

Hand to Hand Targets

Chest	15 Tolerance Points

Limbs	5 Tolerance Points

Head	8 Tolerance Points

Lower Body	6 Tolerance Points

Hand to Hand Blocks

Forearm	Blocks anything to chest/limbs, but they still cause the original 	damage

Jump	Avoids anything to the lower body

Duck	Ducks below anything upper body


Turning Sides
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Turning Sides

1. A lightside character who at anytime uses over 100 force points (during a 30 day period) on a dark power dies or turns to the darkside.

2. A lightside character who at anytime uses a dark powers twice in a battle dies or turns to the darkside.

3. A turned character may return to the light, but to do so he/she must refrain from using any dark side powers for three months, and most refrain from any form of combat for one month.

4. Dark Jedi to become a Sith would take an invitation from the Dark Lord of Sith. (Persuasion etc), however the DLoS chooses whether you can become one.


Force Points
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Force Points

1. Each force user has a set number of points to use in each round* of board combat. This set number is determined by the characters level and may be influenced by certain artifacts and/or certain powers.

*Round: 2 posts make up a round, one by each person involved (if more than 2 people involved, a round is when EACH one posts ONCE)

2. Each force power has a number of points it requires for you to use. The total number of force points you use in a round may not exceede your limit. Any powers exceeding your limit are void.


Tolerance Points
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Tolerance Points

1. A characters tolerance to force attacks is determined by the characters ability in the force. Hence each rank grants all characters at the rank a set number of tolerance points which may be modfied by certain artifacts/powers.

2.  When you run out of HP, you are stunned, if you are delt 25+ damage after you are stunned (knocked out) then you are mortally wounded, and die


Force Combat
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Force Combat

1. Force Combat posting must be sequential. Meaning if you post attacking character x you may not post again until character x has responded. Posting going like this: you; opponent; you; opponent, until one loses/dies or forfeits.

2. Storylines are necessary with each post. ANY POSTS WITHOUT A GOOD STORYLINE WILL BE DISCARDED AND GIVEN 1 WARNING TO BE REDONE.


The Jedi
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The Jedi

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:

Rank               	Tolerance Points   	Force Points 	Maximum         Powers

Lord 	100	900 	1	Levels 1-6

Master	80	800             	1 per 4	Levels 1-5

Knight	70	700	NA	Levels 1-4

Padawan	60	600 	NA	Levels 1-3

Apprentice	50	500                  NA	Level 1-2

Adept	40	200	NA	Level 1


The Dark Jedi
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The Dark Jedi

Their 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.

Dark Jedi are dark siders and so the enemies of the Jedi. Though this section refers to Dark Jedi, it also includes darsiders with no jedi training. No Dark 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.

Because Dark 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 Dark 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.

Rank                Tolerance Points	Force Points	Maximum    	Powers

Master	70	800                 	 2     	Levels 1-6

Knight	60	700	NA	Levels 1-4

Trainee	50	600	NA	Levels 1-3

Apprentice	40	500                  NA	Level 1-2

Adept	30	200	 	NA	Level 1


The Sith
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The Sith

The Sith Order was created over two thousand years ago by a renegade Jedi Knight who chose to expirement 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 were 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.

The Sith Lords Walker and Hamlet Kallis having rediscovered the lost Sith teachings, also rediscovered the lost ranking system, it is as follows:

Rank                Tolerance Points	Force Points	Maximum    	Powers

Dark Lord	100	900                    1	Levels 1-6

Lord  	90	700                 	1 per 4	Levels 1-5

Knight	80	600	NA	Levels 1-4

Acolyte	70	500	NA	Levels 1-3

Warrior	60	400                  NA	Level 1-2

Adept	50	200   	 	NA	Level 1

*The above history was taken from the Galactic Realms universe.. because its awesome!


Jedi Powers
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Jedi Powers

 Accelerate Healing (Lightside Only)-- Level 2

Cost: 1 FP per tolerance point regenerated (May not increase beyond your max TP)

Damage: NA

Effect: Heals damage. Can be used on someone else.

Emptiness (Lightside Only) -- Level 3

Cost: 20 FP

Damage: NA

Effect: Makes a jedi character hard to sense through the force. In combat forces a character of equal or higher ablity to take one post to search for you in which they may not attack. May not perform any other actions while in emptness.

Force Shield (Jedi Only) -- Level 3

Cost: 20 FP

Damage: NA

Effect: Allows a Jedi to errect a shield to protect himself from attacks.  Blocks up to 2* attacks, the Jedi gains FP/TP equal to the damage the opponent would have done (basicly a reverse damage)

* Add 1 for each lever above 3 the User is (IE: if the user is a level 5, it can absorb 4 attacks)

Concentration (Lightside Only) -- Level 4

Cost: None

Damage: NA

Effect: Takes one round to complete, but doubles one power on your next turn.

Hibernaton Trance (Lightside Only) -- Level 4

Cost: 25 FP + X FP

Damage: NA

Effect: Grants a jedi character +X FP on their next turn

Force Harmony (Lightside Only) -- Level 4

Cost: 35 FP

Damage: NA

Effect: Can cut a darksider user off from the force causing him to lose all force points for one turn if he is of equal or lesser ability. (Blocked by PSI Screen)

Light Aura (Lightside only) -- Level 4

Cost: 45 FP

Damage: N/A

Effect: Creates one aura, that affect another person's feelings. (Limit one at a time)

Strength: If Jedi is a higher ranking force user, gains 5 TP for that turn (Per rank above).

Freedom: If Jedi is a higher ranking force user, gains 5 FP for that turn (Per rank above).

Peace: Jedi gains the ability to use a higher force ability then he's usually able (Not level 6)

Humility: Can use 35 extra Dark Side points before having to switch sides.

Righteous Anger (Lightside Only) -- Level 5

Cost: 60 FP

Damage: NA

Effect: User may use one Dark Side Power without it costing against him.

Battle Meditation (Lightside Only) -- Level 5

Cost: 80 FP

Damage: NA

Effect: User may block all mental attacks for two turns, but physical attacks do 2x their normal damage.

Jedi Lord (Lightside only) -- Level 5

Cost: 300+X FP

Damage: See below

Effect: Summons the spirit of a ancient Jedi Lord from the depths of the Force.  Has 50 TP and 1000 FP.  The one who summoned the Jedi Lord may not be attacked until the Jedi Lord is destroyed.  The Summoner must concentrate to keep the Jedi Lords presence, and thus may not attack while the Jedi Lord is present. He regenerates X FP every round the Jedi Lord is fighting for him. Limited to ONCE per battle

Continual Light (Jedi Only) -- Level 6

                Cost: 50 FP

                Damage: NA

                Effect: This is the ability for a user to surround an adversary of lower ranking with the light side of the force. Once this effect is achieved, the adversary is completely stripped from his connection to touch the dark side of the force.  May only be reversed by the victim comming into contact with the Chaos Amulet (Held by the Dark Lord of the Sith)

Force Cloud (Lightside only) -- Level 6

Cost: 25 FP

Damage: NA

Effect: Creates a cloud, that surrounds up to 5 people, it protects them from anything besides force powers thrown at them.

Force Help (Lightside Only) -- Level 6

Cost: X FP

Damage: NA

Effect: User may call forces of the FORCE into helping him out, planets and animals alike respond to the call and give a gift of 1/2 of X FP, and 1/2 of X TP.


Dark Jedi Powers
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Dark Jedi Powers

Fool Mind -- Level 1

Cost: 10 FP

Damage: All targets tolerance points, target must be four levels or more below you

Effect: Fools the mind into believing his lungs, heart, etc, are crushed

Inflict Pain -- Level 1

Cost: 15 FP + .1 x FP

Damage: 1/2 x FP

Effect: Tricks mind into thinking it feels pain. Cannot kill.

Telekinetic Kill -- Level 2

Cost: 25 FP + X FP

Damage: damage = X FP

Effect. Allows a darkside user to kill from a distance. An example being the Sith Choke.

Force Fire -- Level 2

Cost: 10 FP + X FP (Max of 15)

Damage: X FP

Effect: Lesser form of the same power used to create Force Lightning.

Control Mind  -- Level 3

Cost: 30 FP

Damage: NA

Effect: Allows a powerfull sith to take over the mind of someone two levels or more below them making  them slaves or puppets of the sith.

Force Scream -- Level 3

Cost: 20 FP

Damage: 3/4X, X = users force points

Effect: Involuntary action made when a force user has less than fifteen tolerance points left. They can choose to let their rage flow in this form which effects every living thing in a hundred meter radius.

Rage -- Level 4

Cost: 70 FP + X FP

Damage: NA

Effect: Makes a character hard to sense through the force. In combat forces a character of equal or higher ablity to take one post to search for you in which they may not attack. May not perform any other actions while in rage. Grants a character +X FP on their next turn.  This power cannot be used for more than three posts in a row.

Force Lightning -- Level 4

Cost: 25 FP + X FP

Damage: 2X FP

Effect: Allows user to throw bolts of blue lightning at an opponent.

Drain Life Essence -- Level 4

Cost: 25 FP

Damage: NA

Effect: Cause any other force user of equal rank or below, to lose all force ponts for one turn, and be given to the originator.

Dark Aura -- Level 4

Cost: 30 FP

Damage: N/A

Effect: Creates one aura, that affect another person's feelings. (limit one at a time)

Weakness: Lower ranking force user, loses 5 TP for that turn (Per rank below).

Suffering: Lower ranking force user, loses 5 FP for that turn (Per rank below).

Fear: Lower ranking force user, loses the ability to use his highest level powers that 	turn.

Pride: Lightside user gets credits for already using 15 Dark Side FPs, without 	knowing it.

Dark Jedi Master (Dark Jedi only) -- Level 5

Cost: 300 + X FP

Damage: See below

Effect: Summons the spirit of a ancient DJM.  Has 40 TP and  1000 FP.  The one who summoned the DJM may not be attacked until the DJM is destroyed.  The Summoner must concentrate to keep the DJM's presence, and thus may not attack while the DJM is present. He regenerates X FP every round the DJM is fighting for him.  Limited to ONCE per battle

***NOTE: If 2 (or more) Force users summon masters to fight, they all die the next round***

s trying to tighten the atoms, which, in the case of steel, are already very tightly packed.

       Disentegration (DarkSide only)

Cost: 250 FP

Damage: None

Limits: May obliterate inorganic material.  LImit to two times per battle

Effects: The opposite of Integration, this power lets the Sith/Dark Jedi seperate the atoms of any object, this effectively vaporizing it. One could put their hand to the ground, and by using Disintegration, create a massive sinkhole, have their subjects fall in, and re-integrate everything, effectively burying them alive. This is also a very clean way to kill someone outright, by merely grabbing them, and separating all of their atoms.  Unfortunatelly, the most rudimentary Force-shield renders this power useless, as one cannot disintegrate the force. This power is almost always used by those swayed to the dark side.

Disentegration -- Level 5

Cost: 250 FP

Damage: None

Limits: May obliterate inorganic material.  LImit to two times per battle

Effects: The opposite of Integration, this power lets the Sith/Dark Jedi seperate the atoms of any object, this effectively vaporizing it. One could put their hand to the ground, and by using Disintegration, create a massive sinkhole, have their subjects fall in, and re-integrate everything, effectively burying them alive. This is also a very clean way to kill someone outright, by merely grabbing them, and separating all of their atoms.  Unfortunatelly, the most rudimentary Force-shield renders this power useless, as one cannot disintegrate the force. This power is almost always used by those swayed to the dark side.


Sith Powers
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Sith Powers

Fool Mind -- Level 1

Cost: 10 FP

Damage: All targets tolerance points, target must be four levels or more below you

Effect: Fools the mind into believing his lungs, heart, etc, are crushed

Inflict Pain -- Level 1

Cost: 15 FP + .1 x FP

Damage: 1/2 x FP

Effect: Tricks mind into thinking it feels pain. Cannot kill.

Telekinetic Kill -- Level 2

Cost: 25 FP + X FP

Damage: damage = X FP

Effect. Allows a darkside user to kill from a distance. An example being the Sith Choke.

Force Fire -- Level 2

Cost: 10 FP + X FP (Max of 15)

Damage: X FP

Effect: Lesser form of the same power used to create Force Lightning.

Control Mind  -- Level 3

Cost: 30 FP

Damage: NA

Effect: Allows a powerfull sith to take over the mind of someone two levels or more below them making  them slaves or puppets of the sith.

Force Scream -- Level 3

Cost: 20 FP

Damage: 3/4X, X = users force points

Effect: Involuntary action made when a force user has less than fifteen tolerance points left. They can choose to let their rage flow in this form which effects every living thing in a hundred meter radius.

Sith Shield (Sith Only) -- Level 3

Cost: 20 FP

Damage: NA

Effect: Allows a Sith to errect a shield to protect himself attacks.  Blocks up to 2* attacks, the Sith gains FP/TP equal to what his opponent would have done (basicly a reverse damage)

* Add 1 for each lever above 3 the User is (IE: if the user is a level 5, it can absorb 4 attacks)

Rage -- Level 4

Cost: 70 FP + X FP

Damage: NA

Effect: Makes a character hard to sense through the force. In combat forces a character of equal or higher ablity to take one post to search for you in which they may not attack. May not perform any other actions while in rage. Grants a character +X FP on their next turn.  This power cannot be used for more than three posts in a row.

Force Lightning -- Level 4

Cost: 25 FP + X FP

Damage: 2X FP

Effect: Allows user to throw bolts of blue lightning at an opponent.

Drain Life Essence -- Level 4

Cost: 25 FP

Damage: NA

Effect: Cause any other force user of equal rank or below, to lose all force ponts for one turn, and be given to the originator.

Dark Aura -- Level 4

Cost: 30 FP

Damage: N/A

Effect: Creates one aura, that affect another person's feelings. (limit one at a time)

Weakness: Lower ranking force user, loses 5 TP for that turn (Per rank below).

Suffering: Lower ranking force user, loses 5 FP for that turn (Per rank below).

Fear: Lower ranking force user, loses the ability to use his highest level powers that 	turn.

Pride: Lightside user gets credits for already using 15 Dark Side FPs, without 	knowing it.

Dark Lord of Siths (Sith only) -- Level 5

Cost: 300+X FP

Damage: See below

Effect: Summons the spirit of a ancient Dark Lord of the Sith from the depths past.  Has 50 TP and 1000 FP.  The one who summoned the DLoS may not be attacked until the DLoS is destroyed.  The Summoner must concentrate to keep the DLoS' presence, and thus may not attack while the DLoS is present. He regenerates X FP every round the DLoS is fighting for him. Limited to ONCE per battle

Disentegration -- Level 5

Cost: 250 FP

Damage: None

Limits: May obliterate inorganic material.  LImit to two times per battle

Effects: The opposite of Integration, this power lets the Sith/Dark Jedi seperate the atoms of any object, this effectively vaporizing it. One could put their hand to the ground, and by using Disintegration, create a massive sinkhole, have their subjects fall in, and re-integrate everything, effectively burying them alive. This is also a very clean way to kill someone outright, by merely grabbing them, and separating all of their atoms.  Unfortunatelly, the most rudimentary Force-shield renders this power useless, as one cannot disintegrate the force. This power is almost always used by those swayed to the dark side.

Sith Tendrils (Sith Only) -- Level 6

Cost: 50 FP

Damage: NA

Effect: Causes the target to become paralyzed until creator dies/removes it (they can perform no actions but retain their tolerance points). If body is destroyed they are put in a state of mental translocation, until you are put into a new body. Unstopable, however you may not do anything else the turn you do this. Victim can return to normal by comming into contact with the Antares Sapphire (Held by the Jedi Lord)

Sith Alchemy (Sith Only) -- Level 6

Cost: 50 FP per troop division

Damage: see below

Effect: Modifies troops, modifiable into taking twice as much damage, inflicting it, moving twice as fast, twice as high vulnerability, etc.

Force Whirlwind (Sith only) -- Level 6

Cost: 25 FP

Damage: Death

Effect: Creates a cloud, that pulls things into it's center, including sand, and dirt, and any objects it can lift, the cloud lasts for three turns, literally scouring the skin off of anyone it comes in contact with. (Maximum 5 people).


Common Darkside Powers
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Common Force Powers

Life Detection - Level 1

Cost: NA

Damage: NA

Effect: Automatic action when a force user enters the proximity of another force user.

Telepathy -- Level 1

Cost: NA

Damage: NA

Effect: Allows you to receive/send telepathic messages.

Warp Matter -- Level 2

Cost: 20 FP

Damage: NA

Effect: User can change the state of an unorganic object, ie: solid to liquid, liquid to gas, etc

Control Pain -- Level 2

Cost: .5 x FP

Damage: NA

Effect: Grants a character X tolerance points, only last for that turn. Can be used on someone else.

Lightsaber Combat -- Level 2

Cost: 10 FP + X FP

Damage: 1/10 of x

Effect: Enhances your ability in saber combat. Power lasts for entirty of duel.

Affect Mind -- Level 2

Cost: 10 FP

Damage: NA

Effect: Causes a character of two levels or more below to see/hear something they do not. Cannot do damage.

Combat Sense -- Level 2

Cost: 20 FP

Damage: NA

Effect: Doubles the damage you deal for two sequential turns. Defenses operate at half your normal for the two turns. Can be used with another power in the same round.

Danger Sense -- Level 2

Cost: 15 FP

Damage: NA

Effect: Doubles the defense points you make for two sequential turns. Attacks you make are cut in half for the two turns. Can be used with another power in the same round.

Absorb/Dissipate Energy -- Level 3

Cost: 1 FP per damage point dissipitated (15 max)

Damage: Absorbed energy must be disipitated and can be used as FP in the same turn for an 	energy power.

Effect: Negates a damage point

Reduce Injury -- Level 3

Cost: 1 FP for every damage point you are reducing (No more than 40)

Damage: NA

Effect: Lowers an attacks damage before it can harm you.

Force Strike  -- Level 3

Cost: X FP (no more than 20)

Damage: Deals damage points = x

Effect: Cannot be countered by reduce injury, must be done through touch and therefore opponenet must be relatively close.

Telekinesis Attack -- Level 3

Cost: 20 FP

Damage: 4 TP

Effect: To use this power you must post using a teleknesis attack with some object.

Transfer Force -- Level 3

Cost: 15 FP

Damage: NA

Effect: Allows someone to transfer thier being into the body of any willing character or any character five levels or more below them. The transferee then gains control of the new body while the orginal "holder" remains in the subconcious.

Force of Will -- Level 3

Cost: X FP, X = X used by opponent on TK

Damage: NA

Effect: Cancels X damage dealt from a teleknetic kill

Life Bond -- Level 3

Cost: NA

Damage: NA

Effect: Creats a bond between two people allowing them to read each others minds at any time and both people in the life bond get +5 FP each turn. The only way to end such a bond is for one of the  two to die. When one dies the other is permanently -10 FP each turn, unless a Lord/Dark Lord removes the Bond.

Feed on the Force  -- Level 3

Cost: 20 FP + x

Damage: NA

Effect: Increases a force user's force points by 2x. This power effects your points on the next turn only, and is not cumulative.

Dim Other's Senses -- Level 3

Cost: 15 FP

Damage NA

Effect: Allows user to cancel any one sense power.

Instinctive Astrogation Control -- Level 4

Cost: 15 FP

Damage: NA

Effect: Allows a character to exit hyperspace in any ring even without having recently scanned the system. Must have posted using it when you entered hyperspace. A strong user (Master or above) may bring others with him.

Control Disease -- Level 4

Cost: 50 FP

Damage: NA

Effect: Can cure a deadly disease or same one person from a disease or chemcal infection.

Dismiss Attack -- Level 4

Cost: 25 FP

Damage: NA

Effect: Allows someone cancel the attack of an opponent two levels or more below them.

Remain Concious -- Level 4

Cost: All FP available to you before modifiers

Damage: NA

Effect: Keeps a character alive to be rescued. Can be used any number of sequential times.

Postcognition -- Level 4

Cost: 20 FP

Damage: NA

Effect: Allows user to see the past history of an event or item by merely being there or touching 	it.

Farseeing -- Level 4

Cost: 50 FP

Damage: NA

Effect: Allows user to see into the past and future

Detoxify Poison -- Level 4

Cost: 30 FP

Damage: NA

Effect: Allows user to ether detoxify a toxin on a mass scale, can also rid Sith Poison.

Doppledanger -- Level 5

Cost: 100 FP

Damage: See below

Effect: If fighting side by side with original doppledanger does the exact same moves and deals/takes the exact same damage as original. Doppledanger can also be left in situations as a false   representative of the creator. A Doppledanger is named as the original with a slightly different spelling. Doppledanger has the same force point and tolerance point generation as its creator.  Only 2 of these may be created at a time.

Corporal Translocation -- Level 5

  	Cost: 20 FP

   	Damage: NA

  	Effect: Can teleport someone from point a to point b with ease.

Mental Translocation -- Level 5

  	Cost: 35 FP

  	Damage: NA

  	Effect: Allows user to leave their body and move about as a "spirit" like form. This form cannot do any damage, and is not stopped by barriers. Hence this power is used to get in a base to see whats there,  though remember you cannot do any physcal things like speaking or touching. Body falls limp and enters a coma like state while you are not in it. Whle out of body neither your spiritual form nor your physcal form can be sensed.

Astral Translocation -- Level 5

   	Cost: 50 FP

  	Damage: NA

  	Effect: The final form of teleportation.  This makes the users tangible body go limp, while the life essence of a user moves through the astral plain to view things he cannot see.  Unlike mental translocation, in the astral plain, a user can interact with others who use this power. This is a good way to fight duels where one side is notorius for pulling a saber, blaster, or other non force attack.

Integration -- Level 5

Cost: 400 FP

Damage: None

Limits: May only create non-organic material.  (3 times per battle max)

Effects: This power allows the user to gather the atoms around it and condense them to whatever they please. Gas is the easiest to integrate, as the user will end up with a pool of water, though integrating solids is difficult as the user is trying to tighten the atoms, which, in the case of steel, are already very tightly packed.