Copyright: 2001 Quantum Universe
Citation: Mark Harris


Front
Quantum Universe Warbook

By: Mark Harris      Version 1.0

Welcome to the Quantum Universe Warbook! This is where you will find everything you need to sim in the Quantum Universe! Good luck!

Specifications

Rules

History

Maps, Charts, & Grids


Specs
Specifications

Capital Ships

Fighters

Troops

Facilities

Misc.


Rules
Quantum Universe Rules

Quantum Universe

Version: 5.0

Section I

FIRST THINGS FIRST

A. Introduction.

Section II

A.  Posting guidelines

B. Combat guidelines

1. Space Combat

         Formulas for Sheilds and Armor

         a. Orbital Bombardment

2. Starfighter Combat

3. Ground combat

C. Special Combat

1. Ramming

a. Capital ships

b. Starfighters

c. Intercepting Warheads

2. Self Destruct

D. Gravity Well Projectors and Punchers

E. Planets

Section III-

A. Movement on Space grid

B. Movement on Ground grid

C. Movement on Galaxy grid

Section IV-

A. Economic Rules

B. Resource Rules

C. Misc Rules

D. R&D Rules

1. Repair Rules

2. Construction Rules

3. Intelligance Rules

4. Force Rules

5. Task Force Rules

6. Starting rules

1. Primary Sims

2. Secondary Sims

3. Independents

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Section I-

FIRST THINGS FIRST

I JUST HAVE TO MAKE THIS CLEAR, WHICH IS WHY I AM DOING THIS IN CAPS...GMS ARE THE LEADERS OF THIS UNIVERSE, THERE IS NO DISPUTING THEIR CALLS.  YOU CAN APPEAL ANY CALLS IN E-MAIL, BUT NOT ON THE BOARDS.  ANY ARGUING WILL RESULT IN SUSPENSION OR SOME OTHER NASTY PUNISHMENT LIKE...WELL, YA...WHAT A GM SAYS GOES.

A. Introduction

          Not to long ago, it was discovered that there was a "Quantum Sector" a little bit aways from the Star Wars galaxy.  As soon as it was discovered, all of the major powers, plus many independants and smugglers/pirates set out for this sector.  Each power sent a major task force, but with skirmishes along the way, fleets were reduced to not very big.  Both the NR and GE TFs changed their names to Quantum Republic and The Quantum Imperials to fit the new sector, and set up their base in the core, vying for galactic power.  The others set up in the outer sections of the galaxy, and it is now what you know as the Quantum Universe.

Section II-

A. Posting guidelines

Posting in the Quantum Universe is fairly simple, adhering to its wish to remain as simple as possible. Different posts require a varying amount of time inbetween any two posts you make.

Combat posts are simple. When you enter a combat situation, you use a "You post, I post" system, and if your opponent does not post for 12 hours you may post again.

Other posts, you must wait atleast an hour inbetween posts. Story-line only posts may be made as quicky as you wish.

        B. Combat Guidelines

1.Space Combat

Space combat occurs high in orbit of a world. We use a "You post I post" system, and if you opponent does not respond for 12 hours you may post again. You many do one of the following things in a post, but not two.

- Enter or Exit hyperspace-

- Move and/or Fire weapons-

-You may exit and fire, or exit and move, but not both-

Now, dureing all posts you may recharge shields, effect repairs, and manipulate your fighters.

Sheilds and weapons are ALWAYS assumed to be down/powered down unless posted by the simmer.

         Sheild, Armor, and System Formulas

The Formula for Capital Ships

Armor:

Weak:  2.00 length of ship.

Standard:  2.50 length of ship.

Heavy:  2.75 whole length of ship.

Very Heavy:  3.00 length of ship.

Shields:

Weak:  1.50 whole length of ship.

Standard:  2.25 times length of ship.

Heavy:  2.50 times length of ship.

Very Heavy:  2.75 times length of ship.

System:

System Points equivalent to 0.50 the ship's length.

The Formula for Starfighters

Armor:

Weak:  0.50 length of ship.

Standard:  0.75 length of ship.

Heavy:  1.00 whole length of ship.

Very Heavy:  1.25 length of ship.

Shields:

Weak:  .80 length of ship.

Standard:  1.00 length of ship.

Heavy:  1.20 whole length of ship.

Very Heavy:  1.40 length of ship.

System:

System Points equivalent to Armor Rating.

a. Orbital Bombardment:

When bombarding a planet from space, any ship medium or above can fire on the planet from anywhere.   There will be "spread" damage to the sector being fired on. The planet is on an 8x8 grid, when a ship's assault targets a certain sector (7,1) for example.  If you decide just to fire on the troops in that section, you must have spotters (any troops of yours) on the planet to help your cap ships from above.  The troops recieve 80% damage once the spotters are in the adjacent grid space or same grid space.   If you just want to fire on buildings, there is a 50% error rating (divide your damage in half).  If you dont care, you do full damage, but it is spread among everything in that section.

        Of course, if shields are in place, there would be no damage.

      2. Starfighter combat

                    To find the number of starfighters destroyed take the points shot at the starfighters by the capital ship/opposing starfighters and divide it by the defending Starfighter's maneuverability rating then count the normal damage against the shields and hull untill all the points are used up.

Basically: weapons points divided by rating divided by starfighter defence.

or p/r/d

Maneuvarability Rating Conversions to Points

Sluggish 1, Average 2, Good 3, Responsive 4, Very responsive 5

  3. Ground combat

-

Each ground troop has listed Strength, The include things such as Light, Medium, Heavy, and Shock, it goes up from there, x2 shock, x3 shock ect.

You take the troop number, a division is 10,000. Times the troop number by the strength number (see below) and that will be the damage done to the other army.  Now the defending army has some shielding and armor, which I'll add together for easier figuring.

Light Troops, 5 damage to destroy individuals (50,000 per division)

Medium Troops, 10 damage to destroy individuals (100,000 per division)

Heavy Troops, 15 damage to destroy individuals (150,000 per division)

Shock, 20 damage to destroy individuals (200,000 per division)

For the times add 5 damage per individuals.

Strength Number

Light 2

Medium 3

Heavy 4

Shock 5

Shock x2 10

Shock x3 15

ect.

These damage points can also be applied to ships and other weapons attacking troops, but when attacking anything other than other troops, divide damage by 20.

Ex. 1 Division of Caldonian Shock troops attack 1 Commando division

CST 10,000 x 10 (shock x2) 100,000 damage to Commando's (which are shock troops)

Commando's lose 5,000 men, 5,000 remaining

C. Special Combat

                1. Ramming

a. Capital ships

A captain in dire circumstances may see it fit to sacrifice ship and crew for the over all good of a battle. First, to ram a ship, you must either be as fast, or faster in terms of sublight speed. To find the damage you do to a ship, you add together your remaining shield strength, remaining armor strength, and half the strength of any remaining warheads onboard your ship. If your ship does over-kill damage, then it survives. You subtract the combined remaining shield & hull strength of your targeted ship from your own. If your ship is destroyed, you go down with your ship. This act of desperation is one of honor, and your required going down with your ship is also an act of honor.

      b. Starfighters

Starfighters in a pitched battle can ram just as starships do. However, finding damage is different. Because of there great speed, it hurts more then a ship would. A ram always results in the fighters destruction, first of all. The damage is done by multiplying its remaining hp by its maneuverability rateing.

    c.  Intercepting Warheads

1. Warheads may be intercepted with (turbo)laser or ion cannons. Refer to the below chart for the number of cannons required to intercept a warhead.

Missle Type:            # of Laser Cannons:        # of Turbolaser Cannons:

Concussion Missiles    3 Cannons                 4 Turbolaser Cannons

Proton Torpedoes        2 Cannons                3 Turbolaser Cannons

Heavy Rockets            1 Cannon                2 Turbolaser Cannons

Space Bombs            1 Cannon                2 Turbolaser Cannons

2. Or, you may also use other warheads to intercept inbound warheads. Only missles and torpedoes however may do so. And they won't always hit.

Using Concussion Missiles:

Warhead type            Success rate:

Concussion Missile        25%

Proton Torpedoes        50%

Heavy Rockets            75%

Space Bombs            100%

Using Proton Torpedoes:

Warhead type            Success rate:

Proton Torpedoes        25%

Heavy Rockets            50%

Space Bombs            75%

                2. Self Destruct

A captain faces all sorts of issues, and one may require self destruct. Self destructing destroys your ship, everyone in it, all fighters/craft aboard, and anything attached to it. (Ex: Enemy transports unloading troops.) This can be useful, and can be made in one turn. You can evacuate your evacuate yourself and some of your crew, but not onboard troops or fighters the turn you make the post.

         D. Gravity Well Projectors and Punchers

         One gravity well may keep ships from entering hyperspace in up to 4 spaces in one direction around that ship per projector.  You cannot combine projectors to keep a ship like 8 spaces away from entering hyperspace, but you can use more than one to project in different directions.  A ship with a gravity well puncher may punch itself out of an artificial gravity well, or another ship in the same space or adjacent grid space out.

         E. Planets

         On the board, each sector is given a name.  In each sector there are x amounts of planets, and each planet is given a designation.  Ex: C1 means the first planet in the Core.  As people find them and colonize them, they can name them, and then the planet will be changed accordingly by one of the GMs.

         Colonization Rules:

                 On a planet that is classified "uncolonized" you must build atleast 5 buildings on the planet and post atleast 100,000 troops on the planet before it officially becomes yours.  The 100,000 troops will be disbanded to make the starting population, and will no longer be counted as troops.  It will then start with a population of 1, and you can start mining the resource there.  You must also donate 100 of each resource to the planet to get it started.

         If a planet is already populized, you can gain control two ways:

                 Diplomacy:  Make a nice LONG SL, probably a series of many posts, and the GMC will decide if its good enough or not.

                 Militarily:  If you are not up to writin a big long SL, you can conquer it militarily.  The GMs will post 1 of two defensive configurations, which will bedetermined by population.  Populations 1-3 will be weak defensivly, 4-6 are strong.  Once all defensive outposts are destroyed, you must place 50,000 troops on the ground.  After this, it becomes yours, but for the first 4 weeks, you only get half the income and resources, due to unrest on the planet's surface.

         Secion III-

A. Movement on the space grid.

Movement on the grid is simple, for both starships and starfighters. Below is a chart showing the speed of which kinds of vessels.

Super ships: One Grid / Turn

Large ships: One Grid / Turn

Medium: Two Grids / Turn

Small: Three Grids / Turn

Fighters: Four grids / Turn

Fighters w/ SLAMS: Six Grids / Turn

                B. Movement on the ground grid.

The ground grid is an 8x8 square.  Each troop unit has a movement rating, they can move that many squares per turn, pretty simple.

                C. Movement on the galaxy map.

Hyperspace travel is how we get from point A to point B. Going from one planet to another WITHIN a sector takes six hours to travel. It takes 12 hours per sector that you cross in hyperspace.  So just do 12 multiplied by the number of sectors you cross on the map. If you stop in a sectors deep space thread, it takes four hours to reach a planet. (To keep it fair, it also takes four hours to reach deep space from a planet in that sector. Four hours there, a fifth to post leaveing, and a sixth to get to another planet in the same sector, so it remains even.)

A special note for this revised QU, you cannot remain in hyperspace indefinately. You may only overshoot your destination in hyperspace by 24 hours, then your post is voided and you must start the voyage over. This is to avoid massive fleets lurking in hyperspace assumed to have been going to which ever destination they exited at the whole time. Though you are not required to post your destination, if someone checks your exiting time and entering time you will be caught.

        Section IV-

A. Economic Rules

        Every planet has an imaginary amount of tourists that visit, that depends on how many sights they build. Thus they have a Tourism rating, which is a number between 1 and 5. To find out what a planets tourism rating is check below.

        # of Sights                   Tourism Rating

            0                            1

            1-5                            2

            6-10                        3

            11-15                        4

            16-up                        5

100MC X population X tourism = planetary income

So, example: Planet A                    100 X 3 X 2

    Population: 3                        600 X 2

    Tourism: 2 [ 5 Sites ]                1200

         a. Maintenance Rules

         Maintenance will be simple, the sim leaders will take the cost of all your ships and PDF, take 10% of it, and this is what you have to pay at the end of each week.  Just subtract thi amount from your weekly income.  This will be monitored from time to time from our dedicated staff of GMs, so dont try to cheat.  If you do not have enough, you will subtract PDFs or ships from your roster until you have enough money to pay the maintenance.

                B. Resource Rules

All planets shall have one of four resources. This shall be determined by the role of 1 12 sided die. All resources are used to build things.

1- Steel

2- Tech

3-Water

4- Food

       A building is requiered to make these resources in a planet usable. They first must be mined and refined by a factory. The formula to figure out how many units a planet makes is easy. Each planet recieves a Factory rating they are as follows:

# of Factories           Factory Rating

0                                 0

1-5                              1

6-10                            2

11-15                          3

16-up                          4

To figure out how much units a planet makes simply multiply 20 time the planets factory rating. The resources are then available for the sim to use to build ships and builidngs etc.

         CREDITS/RESOURCES WILL ALWAYS BE DONE ON SATURDAY EVENING/NIGHT AND THE NEW WEEK WILL START ON SUNDAY.

Uses for Resources

Each planet will receive a starting population number (1-6) at "creation".  Each unit requires a certain amount of each unit in order to live.  If these require ments are not met for two weeks, the planet's population rating decreases by one, and by one more for each week after the first two.  If you want to gain population ratings, every 6 months you can double the amount of resources you give a planet and its rating will increase by one.  Each planet  can only grow by 6 ratings.  Ex. a planet with rating 6 can max out at 12, a planet with rating 1 can max out at 7.

Each Population unit requires:

6 Water

4 Food

3 Steel

1 Tech

Per two week, so if a planet has 4 population, it requires 24 units of water per two weeks.

                C. Misc Rules

                        1. Repair rules

In combat, your ship takes damage, both shields and hull. This is only natural, and the rules to deal with such are as simple as possible.

Your shields recharge at a rate of 5% a turn raised, in combat. When lowerd, they recharge at a rate of 10% an hour. Your hull you can repair at a rate of 2% per hour on your own in space. Your engineering staff onboard can only do so much work with what they have, and if your hull remained at 80% or above of damage, you need not return to dock for repairs. However, if you did suffer heavier hull damage, you must return to dock.

Repairing your ship at docks instantly recharges shields and hull repair occurs at 5% per hour. When you take hull damage from 80% and above, the cost of repair is 1mc, .025 tech and .05 steel per hitpoint needed to be repaired. For more severe damage, 79% hull strength and below, the cost is more extensive due to more extensive hull damage, structural stress, and internal damage. The cost is 1.25mc, .04 tech and .075 steel per hitpoint needed to be repaired. Indeed, repairing a ship may be more costly then replaceing it with extensive and severe damage, however it can be done more quickly.

                 D. R&D Rules

         Research may be conducted at a Research Facility.  Each facility can research one project at a time, and may not produce anything else at this time.  Each project will cost 5x what the actual ship/weapon/troop/facility will cost, and will take twice as long.

                        2. Construction Rules

Shipyards build ships, starfighter yards build fighters and auxilary craft. Basically, a super ship yard can construct 10 points worth of ships at a time, a Large dock 5 points, and a small dock 1 point.  Super ships take 10 points, large ships 5 points, Medium ships 2.5 points, and small ships 1 point.  So if you wanted to construct 4 medium ships at a super ship dock, feel free.  Also, starfighter yards can construct 2 squadrons of fighters, 5 Aux craft, or 1 squad of fighters and 2 Aux. craft.

                        3. Intelligance Rules

Missions themselves will now have a rating system (Roman Numerals I to V).  All Units designated intelligence will also have ratings.

Intelligence Squad (I)

Silver Commandoes ("Specialists") (II)

Crimson Commandoes ("Red Hats") (III)

Gold Commandoes ("Bug Men") (IV)

Elite Commandoes (V)

The Roman Numerals tell you what the lowest level that can attempt that mission is.

Sabatoge Construction (I)- Divide length of constructed item by number of units attempting.  If less than 200 sabatoge complete.  Units must then find a way home or be captured.  Upon return disbanded.

Steal Ships (V)- Divide ship's length by number of divisions attempting to steal.  If the quotiant is less than 100 the units 'steal' and control of that vessel goes to the sim 'stealing'.  Unit is disbanded upon return to home.

Ship Demolition (II)- Divide ship's length by number of divisions attempting to destroy.  If the quotiant is less than 200 the units destroy the ship. Unit is disbanded upon return to home.

Disable Unit (III)-  Allows one intel unit to discover another and disable them before they complete their mission. Is done by units actively searching for enemy units.

Steal Resources (III)- Divide amount of resources by number of divisions attempting to steal. Units are able to steal that many units of resources. The owner has two OOC hours to stop them with troops.

Abduction (IV)- May abduct another character.  This is done via a normal post sequence.  The Intell units post abduction attempt and the character has 1 OOC day to post a reply or have another character at the same location place a reply.  (i.e. in the same ship, ON the same planet).  If reply is made attempt failed and units captured.  If succesful units return to point of origin with abducted character.

Steal Money (IV)- Allows units to steal MC from a bank account. Divide amount of MC in account by ten, then multiply number of divisions attempting to steal. Units are able to steal that much MC. The owner has 6 OOC hours to stop them with troops.

Assasination (V)- May assasinate another character.  This is done via a normal post sequence.  The Intell units post assasination attempt and the character has 2 OOC days to post a reply or have another character at the same location place a reply.  (i.e. in the same ship, ON the same planet).  If reply is made attempt failed and units captured.  If succesful units must find a way home or become POW (disbanded upon return).

Steal Specs (V)- Done in a chat room with a neutral GM. Twenty specs are listed and assigned numbers. Dice is rolled and the units steal that spec. It is transmitted home and the units must find their own way home.

Inciting a revolt (V)-  The hardest of all operations.  The number of Intell units must exceed five.  A single 12 sided die is rolled in a chat room in front of the sim leader attempting, the sim leader defending, and a neutral GM.  Number is multiplied by number of units.  If that number exceeds 60 revolt is incited.  5 paramiltary divisions automatically raised.  All current troops and the facilities they occupy are considered

invading enemies.  If number exceeds 150 one (1) defending unit of the attempting sims choice defects.  For every 50 higher another unit defects (chosen by the attempter).  Failure to incite a revolt results in immediate capture. Success allows the units to stay operational.

                        4. Force Rules

Keep it to SL at the moment, more TBA.

                        5. Task Force Rules

We are going to leave this up to the sim leaders, but don't get carried away.  If we see outrageous task forces, the GMs have the right to take them away and assign new ones, and we will not be nice with them. ::evil grin::.  We suggest anywhere from 1 ship to probably around 5 Max, depending on rank.

                        6. Starting Rules

                                1. Primary Sims

TQI & QR-

8 planets

10x 'average' income for 'average' planet in credits

1 Super Yard, 4 Large, 10 Small, 6 Fighter yards

17 Sites, 17 Factories

3 Large, 5 Medium, 8 Small, fighters for each + 5 squad

10x 'average' income in starting PDS

                                2. Secondary Sims

Other Sims (Elrood, Hapan, BSO, Ect)

6 planets

7x 'average' income in credits

3 Large, 7 small, 4 fighter yards

12 Sites, 12 Factories

3 Large, 4 Medium, 5 Small, fighters for each +3 squad

5x average income in starting PDS

                                3. Independents

        Independent citizens in the Quanum Universe enjoy a wide variety of things to do. All members start as mere citizens, before they decide to join the military of a given sim. All citizens start with a couple preset items, however the largest of the three things they receive can be decided by the given citizen.

        Pre-set starting items-

                1 Site on any world of chooseing

                150mc credits starting account

        Can Choose one of the following items-

                1 Medium ship (empty)

                1 Small ship (w/ up to 4 fighter squadronds)

                1 Medium Yard

                4 SF Yards

                2 Small yard & 1 SF Yard

                No money And 1 Medium Ship w/ Loadout of Fighters & Troops

                +50mc and 10 Aux Craft

        Also, Independents who choose to have personal facilities with the purpose of running an independent corporation (must register with GMC), they get a certain bonus. Below is a list of corporate types and the bonus's they receive. If a corporation changes its primary purpose, they must inform the GMC to reap the benefits.

                        Construction: All facilities, ships, fighters, and troops they are hired to construct or train are built/trained 20% more quicky, and are 95% of there normal build cost. This is because these people specialize in training and constructing as quicky and as cheaply as possible. They also repair 5% cheaper and 20% quicker.

                        Combat: Some independents arent selling little gizmo's, or being hired to play Mister Mechanic. Instead, they have military minds and are starship captains. They may use there own ships, or maybe be hired on contract from other people, corporations, or militaries, to use a different ship. Any ship they are captaining themselves (not whole task force) has increased weapons effeciancy and all beam weapons do 2hp extra damage. And the ships fighters they are on, due to better command, have the same advantage.

                        Pirate: Some people just dont like playing fair and makeing there own fortune. They'd rather steal it. All pirate ion weapons do 3hp extra system damage. These people are often hired to capture craft for other people or sims.

                        Storyline: Some people just dont fit into the above. Simple as that. Contact the GMC with what you think you want to be and what you get, and we'll work something out. We're flexible.

Created and Organized Mostly By:

~Xx Lev Arris xX~

~XvExecutorvX~

~JonDodonna~

Great ideas and votes by:

~MsteryJedi~

~XxDarrienX~

~MTLExtemper~

~Zel345~

~JNetwalker~

Copyright (c) 2001 by Quantum Universe Inc.

All rights reserved.  Used Under Authorization.

Unauthorized use will result in full prosecution of

the offender by maximum extent allowed by law.

All rights reserved under International and Pan-American Copyright Conventions.

Quantum Universe is a registered trademark of Quantum Universe Inc.

The Quantum Universe Logo is a registered trademark of Quantum Universe Inc.

www.run.to/QU


History


Maps
Maps, Grids, Charts

•	Ground Grid

•	Space Grid

•	Galaxy Map

•	Weapons Damage Chart


Capital Ships

Super Ships

Super Star Destroyer (TQI)

Wraith-Class Super Star Destoryer (TQI)

TC-135d Command Cruiser (QR)

Heavy Battle Dragon(Hap)

Large Ships

Dark Avatar-class I Heavy Cruiser (TQI)

Executioner-class Starfighter Carrier(TQI)

Corrupter-class Star Destroyer(TQI)

Avenger-class I Star Destroyer(TQI)

Imperial I-class Star Destroyer(TQI)

Imperial II-class Star Destroyer(TQI)

Imperial III-class Star Destroyer Upgrade(TQI)

Victory-class I Star Destroyer (TQI)

Victory-class II Star Destroyer (TQI)

Republic Starfighter Carrier(QR)

MC-113 Republic Battle Crusier (QR)

MC-100 (QR)

MC-100b (QR)

MC-91 (QR)

TC-90 Combat Destroyer (QR)

TC-90 Starfighter Destroyer (QR)

MC-90 (QR)

MC-90b (QR)

MC-80 (QR)

Exodus-class Heavy Battle Cruiser (QR)

Battle Dragon B (Hap)

Battle Dragon C (Hap)

Battle Dragon 35 (Hap)

Enhanced Battle Dragon (Hap)

Gamma Battle Cruiser (Hap)

Hapan Star Destroyer (Hap)

Royal Class Battle Dragon (Hap)

Grav Battle Dragon (Hap)

Medium Ships

Interdictor-class Cruiser (TQI)

Gargantuan Class Armored Transport (TQI)

Predator Class Transport (TQI)

TC-75 Cavelier Cruiser (QR)

Immobilizer Cruiser (QR)

Rebel Assault Frigate (QR)

MC-60 (QR)

Escort Carrier

Alpha Battle Cruiser(Hap)

Nova Cluster (Hap)

Small Ships

Apache Gunship (TQI)

Carrack-class Cruiser (TQI)

Carrack-class II Cruiser (TQI)

CR514 Defender Corvette (TQI)

Lancer-class Frigate (TQI)

Alpha Cluster (Hap)

Hapan Picket Ship (Hap)

Zeta Cluster(Hap)

Bulk Freighter

Corellian Corvette

Corellian Gunship

Container Transport

Dreadnaught

IPV-1 Patrol Craft

Imperial Star Galleon

Modified Frigate

Modified Corvette

Medium Cargo Transport

Modified C-3 Transport

Modified Imperial Star Galleon

Nebulon-B Frigate

Strike-class Cruiser

Aux. Ships

A/C Victory-class Assault Transport (TQI)

Xg-3 Crusader (TQI)

Skipray Blastboat

Escort Transport

Lambda-class Shuttle

Escort Shuttle

Stormtrooper Transport

Spacetrooper Transport

Assault Transport

Dropship

Customs Corvette

Imperial Customs Frigate

Star Lancer (QR)


Starfighters

Imperial:

I-7 Howlrunner

TIE Intruder

Tie Avenger

Tie Defender

TIE Fighter

TIE Interceptor

Assault Gunboat

TIE Bomber

Missle Boat

Rebel:

Advanced X-Wing

M-wing

Novablaster 1000 Mk 2

E-wing

Delta Class TC-10 Republic Gunboats

Hapan:

Blitzer Interceptor

Knight Assault Fighter

Raptor Heavy Assault Fighter

Storm Bomber

Storm Fighter

Neutral:

X-Wing

Y-Wing

B-wing

VP-42a

Novablaster

R-41 Starchaser


Troops

Imperial:

Stormtroopers

Specialized Storm Troopers

Dark Troopers

Imperial Space Marine Corp

AT-AT Walker

AT-ST Walker

Speeder Bike

Tank Droid

Rebel:

Caladonian Shock Troops

Elite Repubican Guards

Rebel Assault Tank

Republic Battle Tank

Special Forces Marines

SpecNav Troops

Neutral:

Anti-Flakk Gun

Anti-Vehicle Artillery Gun

Heavy Artillery

Light Artillery

AT-PT

Commandos

Heavy Troops

Para Military

Recon Troops

Space Trooper

Standard Ship Troopers

Hapan:

Charubah Knights

Intel Troops


Facilities

Space Based:

Aeolus-class Space Dock

Capital Ship MFG Plant

Garrison Base

Golan I

Golan II

Golan III

Research Facility

Starfighter PDF

Starfighter MFG

Starfighter Platform

Auxilary Platform

Ground Based:

Ground Hangar

Intelligence Training Facility

Planetary Ion Canon "PIC"

Planetary TurboLaser

Research Facility

Planetary Sheild

Troop Training Facility

Battle Fort

Troop Entrenchments

Factory

Sight


Misc


Missle Boat

Designer/Manufacturer:  Cygnus Spaceworks

MC Cost:  12 per Squadron

Build Time:  4 Days per Squadron

Steel Cost: 1 Unit per Squad

Combat Designation:  Space Superiority Bomber

Crew:  1 pilot

Length:  18 Meters

Maneuverability:  Average

Speed:  Slow

Weapons Systems:

1 Laser Cannons

4 Missile Launchers (20 Missiles, 15 torpedoes, or 10 rockets)

Armor:  Standard Protection (Points: 13.5)

Shields:  Very Heavy Protection (Points: 25.2)

Special Capabilities:  Hyperdrive, No Atmospheric Penalty.


Super Star Destroyer- TQI
Super-Star Destroyer- TQI

Designer/Manufacturer:  Kuat Drive Yards

MC Cost:  8,500 per Ship

Build Time:  24 Days

Steel Cost: 80 Units

Combat Designation:  Command Ship

Length:  8,000 Meters

Crew:  280,734

Troops:  40,000 Stromtroopers / 800 Darktroopers

24 Landing Barges

25 AT-AT Walkers

50 AT-ST Walkers

3 Pre-Fabricated Garrison Bases

30 Spacetrooper Platoons

Weapons:

275 Turbolaser Batteries

350 Heavy Turbolaser Batteries

300 Ion Cannons

250 Concussion Missile Tubes (60 CMs per Tube)

       45 Tractor Beam Generators

Armor:  Heavy Protection (Points:  22,000)

Shields:  Heavy Protection (Points: 20,000)

Onboard Craft:

12 Starfighter Squadrons

112 Auxilary Craft

Special Capabilities / Notes:

Bridge Deflector Shields have been upgraded and the bridge subsystems have been de-centralized.  Because of the gigantic size of this ship, weekly maintenance is 1,000, instead of 850, because it is so hard to keep up on.


Wraith-class SSD-TQI
Wraith-class Super Star Destroyer

Designer/Manufacturer:  Kuat Drive Yards

MC Cost:  2,850 per Ship

Build Time:  14 Days

Steel Cost: 56 units

Combat Designation:  Assault Command Ship

Length:  5,600 Meters

Crew:  140,654 (7,124 officers, 133,530 enlisted)

Troops:  19,500 Stormtroopers

12 Landing Barges

20 AT-AT Walkers

30 AT-ST Walkers

1 Pre-Fabricated Garrison Base

15 Spacetrooper Platoons

Weapons:

175 Turbolaser Batteries

200 Heavy Turbolaser Batteries

150 Ion Cannons

40 Concussion Missile Launch Tubes (20 CMs per Tube)

       24 Tractor Beam Generators

Armor:  Heavy Protection (Points: 15,400)

Shields:  Standard Protection (Points: 12,600)

Onboard Craft:

18 Starfighter Squadrons

100 Auxilary Craft

Special Capabilities / Notes:   The WSSD has been designed with 4 massive hangar bays, 2 on the top and 2 on the bottom.  Bridge Deflector Shields have been armored and redesigned to negate prior weaknesses.  Bridge subsystems have been de-centralized.


Dark Avatar-class I Heavy Cruiser

Designer/Mabufacturer:  Pash C; Inc

MC Cost:  1,850 per Ship

Build Time:  8 Days

Steel Cost: 19 Units

Combat Designation: Heavy Cruiser

Length: 1,900 Meters

Crew: 40,050 (5065 Officers,34985 enlisted)

Troops:  9,700 Stormroopers

15 Landing Barges

35 AT-AT Walkers

50 AT-ST Walkers

4 Spacetrooper Platoons (320 Spacetroopers)

Weapons Systems:

75 Heavy Rotating Tubolaser Batteries

75 Rotating Turbolaser Cannon

40 Ion Cannon Batteries

10 Concussion Missile Tubes (25 CMs per Tube)

Armor:  Standard Protection (Points:  4,750)

Shields:  Heavy Protection (Points:  4,750)

Onboard Craft:

11 Starfighter Squadrons

14 Auxilary Craft

Special Capabilities:

Coated with light absorbing "stealth"armor ,(Hence the name- "dark" Avatar) which renders it virtually invisible to visual detection, and makes it difficult to detect on sensors.  (No technical bonus, just a kewl little note).

Also, this craft IS NOT a star destroyer shaped craft. Instead, it is shaped like a hybrid of the ISD and MC- series cruisers. It does not have the distinctive bridge and deflector tower of the ISD, rather, the bridge is located on a small dome which is heavily shielded and can be jettisoned as an escape pod. The shield generators are also spread across the hull of the ship in similar domes, likewise shielded to pevent destruction or damage. Also, unlike the smooth flowing contours of the Calamari design, this cruiser instead features sharp angles jutting out of the mainframe. This enhances the "stealth" ability of the ship and also hides weapon turrets and shield generators. The hangar is not one large hangar, as with the ISD, but instead many smaller hangars spread about the ship with numerous back-up and emergency hangars, each with independent shielding.


Executioner-class Starfighter Carrier

Designer/Manufacturer:  Graklor/Kaaroa Shipyards

MC Cost:  1,700

Build Time:  8 Days

Steel Cost: 19 Units

Combat Designation:  Combat Fighter Carrier

Length:  1,900 Meters

Crew:  10,486

Troops:  200 Spacetroopers

Weapons:

50 Duel Laser Cannons

Armor:  Heavy (Points:  5,225)

Shields:  Very Heavy (Points:  5,225)

Onboard Craft

24 Starfighter Squadrons

Special Capabilities/Notes:  Bridge is on a command tower on the starboard side of the ship, similar to old naval carriers that traveled oceans instead of space.  The hanger is built through the ship, like a runway going all the way through the ship's center.  But since most TIEs run on Repulsors, this added room can compile more Starfighters than a standard ship this size.

It is designed to drop fighters in from a distance and help engage enemy craft or help defend damaged craf at a battle scene.  This ship has a multipurpose role, and while it cannot engage in ship to ship combat, it mainly relies on its Starfighter support.


Corrupter-class Star Destroyer- TQI
Corrupter-class Star Destroyer

Designer/Manufacturer:  WalkerTech Industries

MC Cost:  1,550 per Ship

Build Time:  8 Days

Steel Cost: 18.5 Units

Combat Designation:  Heavy Combat Cruiser

Length:  1,850 Meters

Crew:  4,810 (410 Officers; 4,400 Enlisted)

Troops:

15 Landing Barges

4,850 Imperial Space Marines

1,000 Spacetroopers

Weapons:

135 Heavy Rotating Turbolaser Batteries

50 Heavy Quad Laser Cannons

50 Heavy Ion Cannons

50 Proton Torpedo Launchers

24 Tractor Beam Projectors

Armor:  Standard Protection (Points:  4,625)

Shields:  Heavy Protection (Points:  4,625)

Onboard Craft:

9 Starfighter Squadrons

15 Auxilary Craft

Special Capabilities / Notes:

The Corruptor-class Star Destroyer was created as a support ship for its sister-ship, the Avenger-class series of Star Destroyers.  They are also meant as a counter to such enemy ships as the MC-100b, ABC II, and P-INT.  Combat ships through and through, that is their only special capability, advanced combat.  With advanced targeting computers, battle displays, launch facilities, and combat stations, this ship was created the be the next generation of heavily used combat ships in the Empire.


Avenger-class I Star Destroyer- TQI
Avenger-class I Star Destroyer

Designer/Manufacturer: WalkerTech Industries

MC Cost:  1,350 MC

Build Time:  7 Days

Steel Cost: 18.5 Units

Combat Designation: Heavy Battle Cruiser

Length: 1,850 Meters

Crew: 37,150 (4,520 Officers,  32,630 enlisted)

Troops:

1,250 Stormtroopers

750 Darktroopers

8 Landing Barges

5 AT-AT Walkers

10 AT-ST Walkers

Weapon Systems:

75 Heavy Turbolasers

75 Heavy Turbolaser Batteries

30 Ion Cannons

25 Heavy Quad Lasers

4 Phylon Tractor Beam Projectors

1 Gravity-Well Puncher

Armor: Standard Protection (Points:  4,625)

Shield: Heavy Protection (Points:  4,625)

Onboard Craft:

8 Starfighter Squadrons

4 Auxilary Craft

Special Capabilities/Notes:

With a need for a more versatile Imperial-class Star Destroyer the Empire looked to what has often given the New Republic the edge. Troop capacity has been greatly reduced and all ground combat vehicles have been removed to make room for added weapons.  Launch systems have also been removed to provde energy to the grav well puncher. Makes limited use of the advanced state of the art weaponary and systems. Bridge sub-systems have been decentralized. Shield generators have been built into the superstructure, which makes them unable to destroy from the outside.


Imperial I-class Star Destroyer- TQI
Imperial I-class Star Destroyer

Designer/Manufacturer:  Kuat Drive Yards

MC Cost:  900

Build Time:  6 Days

Steel Cost: 16 Units

Combat Designation:  Heavy Cruiser

Length:  1,600 Meters

Crew:  37,085 (4,520 officers, 32,565 enlisted.)

Troops:  9,700 Troops

12 Landing Barges

20 AT-AT Walkers

30 AT-ST Walkers

2 Spacetrooper Platoons (160 Spacetroopers)

Weapons Systems:

50 Heavy Turbolaser Batteries

50 Heavy Turbolaser Cannons

      20 Ion Cannons

2 Concussion Missile Tubes (20 CMs per Tube)

10 Tractor Beam Projectors

Armor:  Heavy Protection (Points:  4,400)

Shields:  Standard Protection (Points:  3,600)

Onboard Craft:

6 Starfighter Squadrons

25 Auxilary Craft

Special Capabilities / Notes:

Bridge Deflector Shields have been upgraded and the bridge subsystems have been de-centralized.


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

Designer/Manufacturer:  Kuat Drive Yards

MC Cost:  900 per Ship

Build Time:  6 Days

Steel Cost: 16 Units

Combat Designation:  Heavy Cruiser

Length:  1,600 Meters

Crew:  37,085 (4,520 officers, 32,565 enlisted.)

Troops:  9,700 Stormtroopers

12 Landing Barges

20 AT-AT Walkers

30 AT-ST Walkers

2 Spacetrooper Platoons (160 Spacetroopers)

Weapons:

50 Heavy Turbolaser Batteries

50 Heavy Turbolaser Cannons

20 Ion Cannons

2 Concussion Missile Tubes (20 CMs per Tube)

      10 Tractor Beam Projectors

Armor:  Heavy Protection (Points:  4,400)

Shields:  Standard Protection (Points:  3,600)

Onboard Craft:

6 Starfighter Squadrons

25 Auxilary Craft

Special Capabilities / Notes:

Bridge Deflector Shields have been armored and redesigned to negate prior weaknesses.  Bridge subsystems have been de-centralized.


Imperial III-class Star Destroyer Upgrade

Designer/Manufacturer: Fleet Adm. Rator/ Kuat Drive Yards

MC Cost: 1,200 MC / 400 Upgraded

Build Time: 6 Days / 2 Days Upgraded

Steel Cost: 16 Units / 5 Units Upgraded

Combat Designation: Heavy ship to ship combat Cruiser

Length:  1,600 Meters

Crew:  37,100  (4,520 Officers, 32,580 enlisted)

Troops:  1,000 Stormtroopers

1 Spacetrooper Platoon (80 Spacetroopers)

Weapons:

80 Heavy Turbolaser Batteries

80 Turbolaser Batteries

60 Ion Cannons

4 Concussion Missile Tubes (20 CMs per Tube)

20 Phylon Tractor Beam Projectors

Armor: Heavy Protection (Points:  4,400)

Sheilds: Heavy Protection (Points:  3,600)

Onboard Craft:

6 Starfighter Squadrons

6 Auxilary Craft

Special Capabilities:

Bridge subsystems de-centralized, Faster hyperdrive than standard ISD II.


Victory-class I Star Destroyer- TQI
Victory-class I Star Destroyer

Designer/Manufacturer:  Rendili StarDrive

MC Cost:  600 per Ship

Build Time:  4 Days

Steel Cost: 9 Units

Combat Designation:  Medium Cruiser

Length:  900 Meters

Crew:  5,200

Troops:  2,040 Stormtroopers

Weapons:

10 Quad Turbolaser Batteries

40 Double Turbolaser Batteries

2 Concussion Missile Tubes (20 CMs per Tube)

10 Tractor Beam Projectors

Armor:  Standard Protection (Points:  2,250)

Shields:  Standard Protection (Points:  2,025)

System Points:  450

Onboard Craft:

2 Starfighter Squadrons

4 Auxilary Craft

Special Capabilities / Notes:  None.


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

Designer/Manufacturer:  Rendili StarDrive

MC Cost:  600 per Ship

Build Time:  4 Days

Steel Cost: 9 Units

Combat Designation:  Medium Cruiser

Length:  900 Meters

Crew:  6,107

Troops:  1,600 Stormtroopers

Weapons:

20 Turbolaser Batteries

20 Double Turbolaser Batteries

10 Ion Cannons

10 Tractor Beam Projectors

Armor:  Standard Protection (Points:  2,250)

Shields:  Standard Protection (Points:  2,025)

Onboard Craft:

      2 Starfighter Squadrons

4 Auxilary Craft

Special Capabilities / Notes:  May enter high atmospheric orbits.  Fastest hyperdrive and sublight engines on a warship this size.


Interdictor-class Cruiser- TQI
Interdictor-class Cruiser

Designer/Manufacturer:  Sienar Fleet Systems

MC Cost:  425 per Ship

Build Time:  4 Days per Ship

Steel Cost: 6 Units

Combat Designation:  Heavy Cruiser

Length:  600 Meters

Crew:  2,807

Troops:  80 lightly armed troops

Weapons Systems:

20 Quad Laser Cannons

4 Gravity Well Projectors

Sensor Systems:

Passive: 30

Scan: 75

Search: 150

Focus: 5

Armor:  Standard Protection (Points:  1500)

Shields:  Weak Protection (Points:  900)

Onboard Craft:

2 Starfighter Squadrons

Special Capabilities / Notes:  None


Gargantuan Class Armored Transport- TQI
Gargantuan Class Armored Transport

Designer/Manufacturer:

MC Cost: 235 MC

Build Time: 3 Days

Steel Cost: 6 Units

Combat Designation: Armored Landing Craft

Crew: 314 (20 gunners)

Length: 603 Meters

Passengers: 200

Weapons:

10 Heavy Turbolasers

Armor:  Heavy (Points:  1,658)

Shields: Standard (Points:  1,356)

Onboard Craft:

30 AT-AT Walkers

40 AT-ST-B Walkers

10 Auxilary Craft

1 Starfighter Squadron


Predator Class Transport- TQI
Predator Class Transport

Designer/Manufacturer:

MC Cost: 120 MC

Build Time: 2 Days

Steel Cost: 6 Units

Combat Designation:

Crew: 230 (20 gunners)

Length: 600 Meters

Troops: Two Full Stormtrooper Divisions

Weapons Systems:

10 Heavy Turbolasers

Armor: Heavy (Points:  1,650)

Shields: Standard (Points:  1,350)

Onboard Craft:

1 Starfighter Squadron

2 Speeder Bike squadrons

Notes:

The need for more mission specific ships to help free up multi role vessels like the Imperial class Star Detroyers have produced many new warships, among them the Gargantuan class LSAT and the Predator class GAC.  Both ships were built specifically for use by the Imperial Army in its planetary assault missions. These vessels serve their purpose well carrying a Star Destroyers equivalent of ground troops and equipment without requiring a Star Destroyer to break off from its objectives to serve as the launching platform for transports. The ships are capable of atmospheric flight and they can land in even the most forbidding of environments, inculding water. They have some heavy weaponry for defense against attacking ships but the main purpose of their armament is to provide fire support for the ground operation. These ships have already proven themselves in battle as an effective means of quickly taking control of a planet from the ground.


Carrack-class Cruiser- TQI
Carrack-class Cruiser

Designer/Manufacturer:  Damorian Manufacturing

MC Cost:  50 per Ship

Build Time:  3 Days

Steel Cost: 3.5 Units

Combat Designation:  Light Cruiser

Length:  350 Meters

Crew:  1,092

Troops:  142 lightly armed troops

Weapons Systems:

10 Heavy Turbolasers

20 Laser Cannons

5 Tractor Beam Projectors

Armor:  Heavy Protection (Points:  962)

Shields:  Standard Protection (Points:  787)

Onboard Craft:  None

Special Capabilities / Notes:  No Hangar.


Carrack-class II Cruiser- TQI
Carrack-class II Cruiser

Designer/Manufacturer:  Black Star Enterprises/Damorian Manufacturing

MC Cost:  85 Per Ship

Build Time:  3 days

Steel Cost: 4 Units

Combat Designation:  System Patrol Cruiser

Length:  400 Meters

Crew:  1,352

Troops:  100 Lightly armed troops

Weapons:

25 Rotating Turbolasers

10 Heavy Lasers

5 Proton Torpedo Launchers

2 Tractor Beams

Armor:  Very Heavy (Points:  1200)

Shields:  Standard (Points:  900)

Onboards Craft:	2 Auxilary Craft (External Racks)

Special Capabilities/Notes:  No Hanger.  Can only be used on Planetery defence Forces.  No Hyperdrive.


CR514 Defender Corvette- TQI
CR514 Defender Corvette

Designer/Manufacturer: Shadow Gate Enterprises/Imperial R&D

MC Cost: 60 per Ship

Build Time: 3 Days

Steel Cost: 3 Units

Combat Designation: Close Support Vessel/System Defense Craft

Length: 300 Meters

Crew: 100

Troops: None

Weapons Systems:

10 Heavy Turbolaser Cannons

10 Turbolaser Cannons

Armor:  Standard Protection (Points:  750)

Shields:  Heavy Protection (Points:   750)

Onboard Craft: None

Special Capabilities / Notes: None.


Lancer-class Frigate- TQI
Lancer-class Frigate

Designer/Manufacturer:  Kuat Drive Yards

MC Cost:  36 per Ship

Build Time:  2 Days

Steel Cost: 2.5 Units

Combat Designation:  Anti-Starfighter Vessel

Length:  250 Meters

Crew:  850

Troops:  40 lightly armed troops

Weapons Systems:

20 Quad Laser Cannons

Armor:  Standard Protection (Points:  625)

Shields:  Heavy Protection (Points:  625)

Onboard Craft:  None

Special Capabilities / Notes:  None.


Apache Gunship- TQI
Apache Gunship

Designer/Manufacturer:  DAI/BSE

MC Cost:  95 per Ship

Build Time:  3 Days

Steel Cost: 2 Units

Combat Designation:  System Patrol Weapons Gunship

Length:  220 Meters

Crew:  136

Troops:  100

Weapons:

20 Double Rotating Turbolaser Cannons

15 Quad Heavy Laser Cannons

5 Warhead Launchers

Armor:  Standard Protection (Points:  550)

Shields:  Standard Protection (Points:  495)

Onboard Craft:

1 Starfighter Squadron

Special Capabilities/Notes:  None.


A/C Victory-class Assault Transport- TQI
A/C Victory-class Assault Transport

Designer/Manufacturer:  Dark Angil Industries

MC Cost:  8 per Ship

Build Time:  4 Days

Steel Cost: .5 Units

Combat Designation:  Heavily Armed Transport

Length:  50 Meters

Crew:  15

Passengers:  60 Troopers

Cargo Capacity:  None

Weapons Systems:

4 Heavy Turbolaser Batteries

2 Medium Turbolasers

2 Warhead Launchers (4 PTs or 2 HRs per Launcher)

Armor:  Heavy Protection (Points:  137.5)

Shields:  Standard Protection (Points:  137.5)

Special Capabilities / Notes:  Hyperdrive, With the need for less Ions and more punch DAI decided to make its own Assault Transport.  Even though its still considerably weaker compared to the Battle Cruiser and RS-15 class of ships.


Xg-3 Crusader- TQI
Xg-3 Crusader

Designer/Manufacturer:  Cygnus Spaceworks / Core Galaxy Systems

MC Cost:  5 per Ship

Build Time:  3 Days

Steel Cost: .5 Units

Combat Designation:  Assault Shuttle / Auxilary Craft

Crew:  1 Pilot, 1 Advanced Astromech Droid

Passengers:  70 Troopers

Length:  40 Meters

Manueverability:  Responsive

Speed:  Fast / Ultra Fast with SLAM engaged

Special Equipment:

Weapons Systems:

4 Heavy Laser Cannons

       4 Multi-Purpose Warhead Launchers (Variable)

2 Medium Ion Cannons

1 Tractor Beam

1 Boring Laser

Sensor Systems:

Passive: 20

Scan: 35

Search: 40

     Focus: 2

Armor:  Weak Protection (Points:  80)

Shields:  Standard Protection (Points:  90)

Notes:

A sleek streamlined ship, the Command cabin sits infront ot the Troop section with the engines on either side, attatched to the ship via nacelles.  Appearance Similar to a Mix between the Stormtrooper Transport, the ATR and the Xg-2.  With added features of a Battle Cruiser and Tractor Beams of an ATR.


I-7 Howlrunner

Designer/Manufacturer:  Incom

MC Cost:  1 per Squadron

Build Time:  2 Days per Squadron

Steel Cost: 1 Unit Per Squad

Combat Designation:  Interceptor

Crew:  1 pilot

Length:  10 Meters

Maneuverability:  Responsive

Speed:  Fast

Weapons Systems:

2 Laser Cannons

Armor:  Standard Protection (7.5)

Shields:  Standard Protection (10)

Special Capabilities:  No Atmospheric Penalty, No Hyperdrive.


TIE Interceptor- TQI
TIE Interceptor

Designer/Manufacturer:  Sienar Fleet Systems

MC Cost:  2 per Squadron

Build Time:  4 Days per Squadron

Steel Cost: 1 Unit per Squad

Combat Designation:  Interceptor

Crew:  1 pilot

Length:  6.6 Meters

Maneuverability:  Very Responsive

Speed:  Fast

Weapons Systems:

4 Laser Cannons

Armor:  Weak Protection (Points:  3.3)

Shields:  Weak Protection (Points:  5.28)

Special Capabilities:  No Hyperdrive.


TIE Fighter- TQI
TIE Fighter

Designer/Manufacturer:  Dark Angil Industries

MC Cost:  2 per Squadron

Build Time:  4 Days

Steel Cost: 1 unit per squad

Combat Designation:  Interceptor

Crew:  1 pilot

Length:  6.3 Meters

Maneuverability:  Responsive

Speed:  Moderate

Weapons Systems:

     	2 Heavy Laser Cannons

Armor:  Weak Protection (Points:  3.15)

Shields: Standard Protection (Points:  6.3)

Special Capabilities:  No Hyperdrive.


TIE Avenger- TQI
TIE Avenger

Designer/Manufacturer:  Sienar Fleet Systems

MC Cost:  6 per Squadron

Build Time:  2 Days per Squadron

Steel Cost: 1 unit per squad

Combat Designation:  Interceptor

Crew:  1 pilot

Length:  7 Meters

Maneuverability:  Very Responsive

Speed:  Very Fast

Weapons Systems:

4 Laser Cannons

2 Warhead Launchers (6 missiles, 4 torpedoes)

Armor:  Weak Protection (3.5)

Shields:  Standard Protection (7)

Special Capabilities:  Hyperdrive.


TIE Defender- TQI
TIE Defender

Designer/Manufacturer:  Sienar Fleet Systems

MC Cost:  6 per Squadron

Build Time:  2 Days per Squadron

Steel Cost: 1 unit per squad

Combat Designation:  Space Superiority Starfighter

Crew:  1 pilot

Length:  7 Meters

Maneuverability:  Responsive

Speed:  Fast

Weapons Systems:

4 Laser Cannons

2 Ion Cannons

2 Warhead Launchers (6 missiles, 4 torpedoes)

Armor:  Standard Protection (5.25)

Shields:  Heavy Protection (8.4)

Special Capabilities:  Hyperdrive.


TIE Intruder- TQI
TIE Intruder

Designer/Manufacturer:  Sienar Fleet Systems

MC Cost:  11

Build Time:  3 Days per Squadron

Steel Cost: 1 Unit per Squad

Combat Designation:  Space Superiority Starfighter

Crew:  1 pilot

Length:  10 Meters

Maneuverability:  Responsive

Speed:  Fast

Weapons Systems:

3 Quad Lasers

1 Rotating Ion

2 Warhead Launchers (4 Missiles, 3 Torps)

Armor:  Standard Protection (7.5)

Shields:  Heavy Protection (12)

Special Capabilities:  Hyperdrive.


Assault Gunboat- TQI
Assault Gunboat

Designer/Manufacturer:  Cygnus Spaceworks

MC Cost:  9 per Squadron

Build Time:  3 Days per Squadron

Steel Cost: 1 Unit

Combat Designation:  Space Superiority Starfighter/Bomber

Crew:  1

Length:  18 Meters

Maneuverability:  Fast

Speed:  Responsive

Weapons Systems:

2 Laser Cannons

2 Ion Cannons

2 Missile Launchers (8 Missiles, 6 torpedoes)

Armor:  Standard Protection (13.5)

Shields:  Heavy Protection (21.6)

Special Capabilities:  Hyperdrive,  No Atmospheric Penalty.


TIE Bomber- TQI
TIE Bomber

Designer/Manufacturer:  Dark Angil Industries

MC Cost:  5 per squadron

Build Time:  2 Days per squadron

Steel Cost: 1 Unit per Squad

Combat Designation:  Space Bomber

Crew:  1 pilot

Length:  7.8 Meters

Maneuverability:  Average

Speed:  Slow

Weapons Systems:

2 Heavy Laser Cannons

2 Multi-Projectile Launchers (6 CMs, 4 PTs, 4 HRs each)

Armor:  Standard Protection (Points:   5.85)

Shields:  Heavy Protection (Points:  9.36)

Special Capabilities:  No Hyperdrive.


E-wing - QR
E-wing

(Used by:  QR)

Designer/Manufacturer:  Incom

MC Cost:  6 per Squadron, 1 steel

Build Time:  2 Weeks per Squadron

Combat Designation:  Space Superiority Starfighter

Crew: 1 Pilot plus 1 astromech droid. (tucked underneath armor.)

Length: 15 Meters

Maneuverability:  Responsive

Speed:  Moderate

Weapons Systems:

3 Laser Cannons

2 Warhead Launchers (6 missiles, 4 torpedoes)

Armor:  Standard Protection (12)

Shields:  Standard Protection (15)

Special Capabilities:  Hyperdrive.


TC-135d Command Cruiser- QR
TC-135d Command Cruiser

(Used by:  QR)

MC Cost: 8,500 MC, 80 Steel

Build Time:  24 days

Length: 8,000 Meters

Crew:  50,000 Assorted Crewmen

Troops:

2 Divisions of Troops

3,000 Spacetroopers

Weapons Systems:

220 Heavy Turbolaser Batteries

220 Heavy Turbolaser Cannon

180 Heavy Ion Cannons

70 Ion Cannon

232 Proton Torpedo Launch Tubes

100 Heavy Quad Laser Batteries

36 Heavy Tractor Beam Projectors

Armor: Heavy Protection (22,000)

Shields: Heavy Protection (20,000)

Onboard Craft:

12 Starfighter Squadrons

60 Auxilery Craft

Notes/Special Capabilities: The TC-135d was the republic's command ship, built to take punishment from the largest imperial ships and to provide a place from which to command the Rebel fleet. Note that the TC-135d costs 1000mc a week maintaince due to its sheer size and power.This is meant to be more prohibitive then realistic.


MC-113 Republic Battle Crusier- QR
MC-113 Republic Battle Crusier

(Used by:  QR)

MC Cost: 2,250 MC / 1,000 MC per Upgrade (from MC100), 20 Steel

Build Time: 9 days / 4 days per Upgrade

Length: 2,000 Meters

Crew: 24,421 (5,427 officers, 18,994 crewmen)

Troops:

1 Division (9,700) of Heavy Troops

1 Regiment (3,000) of Caladonian Shock Troopers

1 Regiment (108) of Republic Main Battle Tanks

2 Platoons (160) of Spacetroopers

Weapons systems:

60 Heavy Turbolasers

60 Multilauncher Turrets

36 Heavy Quad Laser Turrets

12 Concussion Bubble Launchers

1 Gravity Well Projector

Hull: Standard (5,000)

Shields: Heavy (5,000)

Backup Shields: Weak (3,000)

Onboard Craft:

6 Starfighter Squadrons

50 Auxilary Craft

Description: The MC-113 was designed, from the RSFC hull, when it became apparent that the New Republic lacked an effeceint heavy combat ship that could participate in planetary assaults or relieve a besieged ground PDF.  The MC-113 was designed to fight its way into a system, deliver its troops to the ground, and succesfully fight its way out. The Gravity Well Generator, centered above the ship, is relatively weakly shielded, due to the process used to add it to the already crowded hull. If the ship suffers hull damage of any kind, the Gravity Well Generator will no longer function. Starfighters were eliminated from the RSFC design, as well as warhead reserves and launchers, and almost all the loading and launching facilities.


Republic Starfighter Carrier- QR
Republic Starfighter Carrier

(Used by: QR)

Designer/Manufacturer: Deyla Corporation Yards

MC Cost: 1,750, 20 Steel

Build Time: 8 days

Designation: Starfighter Super Carrier

Length: 2,000 Meters

Crew: 20,000

Troops: 800 SpecNav Assault Troops

Weapons Systems:

70 Turbolaser Batteries

40 Ion Batteries

100 Concussion Missile Tubes (10 CMs per Tube)

1 Warhead Launch System w/ 48 missiles

Armor:  Standard Protection (5,000)

Shields:  Standard Protection (4,500)

Onboard Craft:

21 Starfighter Squadrons

6 Auxilary Craft

Notes:

The RSFC was an experiment in starfighter control. The one advantage that the NR and the Alliance ever had was in starfighters. Imperial fighters almost never had shields or hyperdrives. Taking this point the NR developed a new Carrier Class to use this advantage to it's max. The RSFC was to be the NR's "Super Carrier" Class. The ship was built around a MC Class Battle Crusier. Flight bays replaced weapons bays. The best NR Starfighters were equiped into the ship. It carries 21 squadrons and has the Command and Control to corrdinate the squads actions and even help command other squads all in one ship. This is a Command and Control ship, any weapons on the ship are ment for defense, it's offensive punch comes from it's starfighters.


MC-100- QR
MC-100

(Used by:  QR)

Designer/Manufacturer: Orion Wolf

MC Cost: 1,400, 16 Steel

Build Time: 7 Days

Combat Designation: Heavy ship to ship combat Cruiser

Length: 1,650 Meters

Crew: 5,860 (1,860 officers; 4000 enlisted)

Troops: None

Weapons:

100 Heavy Turbolaser Batteries

100 Turbolaser Batteries

70 Ion Cannons

4 Concussion Missile Tubes (20 CMs per Tube)

20 Phylon Tractor Beam Projectors

Armor: Heavy Protection (4,538)

Sheilds: Heavy Protection (4,125)

Backup Shields: Weak (2,475)

Onboard Craft:

9 Starfighter Squadrons

1 Auxilary Craft

Special Capabilities:  The MC90 to MC100 conversion includes upgrading all weapons.  Dropping all troops, and installing two more starfighter squadrons.  With the stretched hull, the MC100 is capable of carrying an addition squadron of TC-10 Republic Gunboats as well.  The addition of a heavy shield array is also applied here.  Backup shields are minorly upgraded.


MC-100b- QR
MC-100b

(Used by:  QR)

Designer/Manufacturer: Mon Calamari/TechCaladon

MC Cost: 1,450 per Ship / 300 per Upgrade, 16 Steel

Build Time: 7 Days / 1 Day per Upgrade

Combat Designation: Heavy Cruiser

Length: 1,650 Meters

Crew: 4,960

Troops: 1 SpecNav Assault Troop Regiment

Weapons:

100 Heavy Turbolaser Batteries

100 Heavy Quad Laser Cannons

70 Ion Cannons

50 Multi-Projectile Launchers

20 Phylon Tractor Beam Projectors

Armor: Heavy Protection (4,538)

Sheilds: Heavy Protection (4,125)

Onboard Craft:

9 Starfighter Squadrons

1 Auxiliary Craft

Special Capabilities: The MC-100b is simply a minor upgrade to the already successful MC-100 design. It replaces the Turbolasers with Heavy Quad Lasers to provide more room for troops and an effective Point Defense, adds troops and a few extra auxiliary craft.


MC-91

(Used by:  QR)

Designer/Manufacturer:  Mon Cal

MC Cost:  1,000 per Ship, 16 Steel

Build Time:  6 Days

Combat Designation:  Heavy Cruiser

Length:  1,650 Meters

Crew: 5,506 (668 officers, 4738 enlisted)

Troops:  Spec-Force Marine Shock Troop Division, 9,700

2 Landing Barges

20 Airspeeders

20 Landspeeders

Weapons Systems:

60 Turbolaser Batteries

60 Ion Cannon Batteries

12 Tractor Beam Projectors

4 Concussion Missile Tubes (20 CMs per Tube)

Armor:  Heavy Protection (4,538)

Shields:  Very Heavy Protection (4,538)

Onboard Craft:

7 Starfighter Squadrons

6 Auxilary Craft

Special Capabilities / Notes:

Reinforced Backup shields give the MC-91A1 Very Heavy Protection and two new fusial supercharged reactors provides the necessary power to keep the backup shields online at the same time as the primary shields, thereby providing incredible protection against all but the most concentrated turbolaser barrages.


TC-90 Combat Destroyer- QR
TC-90 Combat Destroyer

(Used by:  QR)

Designer/Manufacturer: TechCaladon

MC Cost: 950, 15 Steel

Build Time: 6 days

Designation: Heavy Destroyer

Length: 1,500 Meters

Crew: 10,000

Troops: 7,000

Weapons Systems:

50 Multilauncher Turrets (2 Turbolasers, 2 Ions, 2 MPLs)

65 Turbolaser Batteries

60 Proton Torpedo Launchers

20 Defence Concussion Bubbles

Armor:  Heavy Protection (4,125)

Shields:  Standard Protection (3,375)

Starfighter Squadrons:

None

Special Capabilities/Notes: The MC Class were never real warships, they were liners converted to Warships for the Alliance and the NR. The were no real match for the NI's ISD's or VSD's. So TechCaladon answered back with a ship that was made for combat and could be the NR Version of the ISD or VSD. The TC Class were made for combat and were fited with weapons that could match the firepower of the ISD Class. In order to match and exceed the ISD, the TC-90 carries no fighters, and adds more weapons and armor to the ship. The TC was made to work with the MC Class, TC doing all the fighting and MC proving the fighter Cap.


TC-90 Starfighter Destroyer

(Used by:  QR)

Designer/Manufacturer: TechCaladon

MC Cost:  1,350 New / 150 MC per Upgrade, 15 Steel

Build Time:  7 Days / 1 Day per Upgrade

Designation: Heavy Starfighter Destroyer

Length: 1,500 Meters

Crew: 10,000

Troops: 3,000 SpecNav Assault Troops

Weapons Systems:

50 Multilauncher Turrets

200 Heavy Quad Lasers

Armor:  Heavy Protection (4,125)

Shields:  Standard Protection (3,375)

Backup Shields: Weak (2,250)

Starfighter Squadrons:  None

Special Notes/ Capabilities: The TC-90 class is still the premier capital destroyer in existance.  However, its hull proved to be a perfect starting point for a variant designed to target starfighters- A starfighter destroyer, if you will.  All of the weaponry besides the Multilaunchers were removed to make room for 200 Heavy Quad Laser Cannons to provide an effective array of anti-starfighter weaponry.  Troops were removed to provide room for an extra power source for the new weapons.


MC-90- QR
MC-90

(Used by:  QR)

Designer/Manufacturer:  Mon Cal

MC Cost:  950 per Ship, 12 Steel

Build Time:  6 days

Combat Designation:  Heavy Cruiser

Length:  1,255 Meters

Crew:  5,860

Troops:  1,700 standard troops

Weapons Systems:

75 Turbolaser Batteries

30 Ion Cannon Batteries

8 Tractor Beam Projectors

6 Missile Launchers w/ 24 missiles per launcher

Armor:  Heavy Protection (3,369)

Shields: Heavy Protection (3,063)

Backup Shields: Standard Protecction (2,757)

Onboard Craft:

6 Starfighter Squadrons

Special Capabilities / Notes:  Backup shields give the MC-90 a Heavy Protection rating by slowing shield failure.


MC-90b Cruiser - QR
MC-90b Cruiser

(Used by:  QR)

Designer/Manufacturer:  Ender Wiggens/Marcus Walser/Mon Calamari Industries

MC Cost:  1,375 MC New / 450 MC per Upgrade, 12 Steel

Build Time:  7 Days / 2 Days per Upgrade

Combat Designation:  Heavy Cruiser

Length:  1,250 Meters

Crew:  2,420

Troops:

1,500 standard troops

80 Spacetroopers

Weapons Systems:

75 Multilauncher Turrets

40 Quad Laser Batteries

10 Tractor Beam Emitters

Armor:  Heavy Protection (3,438)

Shields: Very Heavy Protection (3,438)

Onboard Craft:

7 Starfighter Squadrons

6 Auxilary Craft

Special Capabilities / Notes:  The MC-90b is a scaled down version of of the MC-100 upgrade. A new hanger was added onto the stern of the ship, launching the fighters "upward" to avoid the engine wash. The engines were upgraded to increase power output, and a second, smaller generator was added to power the Multilauncher Turrets. All the components were miniturized, and increased automation made for a smaller crew, freeing up space for the added weapons.


MC-80 - QR
MC-80

(Used by:  QR)

Designer/Manufacturer:  Mon Cal

MC Cost:  625 per Ship, 12 steel

Build Time:  4 Days

Combat Designation:  Medium Cruiser

Length:  1,200 Meters

Crew:  5,402

Troops:  1,200 standard troops

Weapons Systems:

48 Taim & Bak Turbolaser Batteries

20 Armek Ion Cannon Batteries

6 Phylon Tractor Beam Projectors

Armor:  Standard Protection (3,000)

Shields:  Standard Protection (2,700)

Onboard Craft:

3 Starfighter Squadrons

Special Capabilities / Notes:  Constructed and built to human specifications.


Exodus-class Heavy Battle Cruiser - QR
Exodus-class Heavy Battle Cruiser

(Used by:  QR)

Designer/Manufacturer: NR R&D/TechCaladon

MC Cost: 1,525, 17 steel

Build Time:  8 Weeks

Combat Designation: Heavy Cruiser

Length: 1,700 Meters

Crew: 10,875

Troops:

3,000 Troopers

100 Republic Main Battle Tanks

Weapons Systems:

150 Heavy Turbolaser Batteries

35 Multi-Projector Launchers

40 Ion Cannons

50 Heavy Quad Laser Cannons

1 Grav-well Puncher

Armor:  Heavy Armor (Points:  4,675)

Shields:  Heavy (Points:  4,250)

Onboard Craft:

6 Starfighter Squadrons

15 Auxilery Craft

Notes:

As NR R&D got started up again, many designs began being pumped out.  The Command Staff was busy checking dozens of sets of blueprints, looking for the ship the NR needed. It's lack of strong puncher/gravity well ships was very apparent at the battle of Bpassh, when the NR had to puncher out the TC-135d Forta Republica.  Luckily, this wasn't nessasacry, but it showed how much a combat worthy puncher ship was needed. This medium heavy battleship can handle it's own in combat, and can take quite a beating with it's very heavy shields. It lacks troops and fighters, but it's grav puncher and gravity well projector make it a strong combat opponent.


TC-75 Cavelier Cruiser - QR
TC-75 Cavelier Cruiser

(Used by:  QR)

Designer/Manufacturer: TechCaladon

MC Cost:  425, 8 steel

Build Time:  4 days

Designation: Medium Cruiser

Length: 800 Meters

Crew: 3645

Troops: 65

Weapons:

40 Turbolaser Batteries

30 Ion Disruptors

30 Multilauncher Turrets (2 Turbos, 2 Ions, 2 MPLs)

Armor: Standard Protection (2,000)

Shields: Standard Protection (1,800)

Starfighter Squadrons:

None


Immobilizer Cruiser- QR
Immobilizer Cruiser

(Used by:  QR)

Designer/Manufacturer: Rendili StarDrive

MC Cost:  525 per Ship, 7 steel

Build Time:  4 days

Combat Designation:  Close Support Cruiser

Length:  750 Meters

Crew: 1,800 (207 officers; 1,193 enlisted.)

Troops:

10 Marine Troopers

50 Standard Army Troopers

Weapons Systems:

15 Quad Laser Turrets

15 Dual Ion Cannons

1 Projectile Launcher (Variable)

4 Gravity Well Projectors

2 Anti-gravity Well Punchers

Armor:  Standard Protection (1,875)

Shields:  Weak Protection (1,125)

Onboard Craft:

1 Starfighter Squadron

3 Auxilary Craft

Special Capabilities / Notes:  This ship creates an anti-gravity field which disrupts the Interdictor's gravity well projectors.  The field is very small, but large enough to insulate two large, one super, or 4 medium & small ships.


Rebel Assault Frigate - QR
Rebel Assault Frigate

(Used by:  QR)

Designer/Manufacturer:  Rendili StarDrive

MC Cost:  150 per Ship, 7 steel

Build Time:  3 Days

Combat Designation:  Light Cruiser

Length:  700 Meters

Crew:  5,000

Troops:  100

Weapons:

15 Taim & Bak Turbolasers

20 Borstel Quad Laser Cannons

15 Borstel Laser Cannons

1 ArMek Nithal Warhead Launcher.  (60 missiles.)

Armor:  Standard Protection (1,750)

Shields:  Standard Protection (1,575)

Onboard Craft:  None

Special Capabilities / Notes:  1 squadron of starfighters may "attach" to a series of docking fixtures on the side of the cruiser.


MC-60 - QR
MC-60

(Used by:  QR)

Designer/Manufacturer:  Mon Cal

MC Cost:  215 per Ship, 5 steel

Build Time:  3 Days

Combat Designation:  Light Cruiser

Length:  500 Meters

Crew:  3,402 (568 officers, 2834 enlisted)

Troops:  60 lightly armed troops

Weapons Systems:

38 Turbolaser Cannons

25 Ion Cannons

6 Tractor Beam Projectors

Sensor Systems:

Passive: 30

Scan: 60

Search: 120

Focus: 4

Armor:  Standard Protection (1,250)

Shields:  Standard Protection (1,125)

Onboard Craft:

2 Starfighter Squadrons

Special Capabilities / Notes:  None.


Advanced X-Wing - QR
Advanced X-Wing

(Used by:  QR)

Designer/Manufacturer: Incom / Jason Starhammer

MC Cost:  11 MC New, 1 steel

Build Time:  3 Weeks

Combat Designation: Interceptor

Crew: 1 Pilot plus 1 Astromech Droid

Length: 15 Meters

Maneuverability:  Very Responsive

Speed:  Very Fast

Weapons Systems:

4 Heavy Laser Cannons

3 Missile Launchers

Armor:  Standard Protection (Points:  12)

Shields:  Standard Protection (Points:  15)

Special Capabilities:  Hyperdrive, No Atmospheric Penalty.


M-wing - QR
M-wing

(Used by:  QR)

Designer/Manufacturer:  Slayn & Kropil

MC Cost: 12 , 1 steel

Construction Time:  4 Weeks per Squadron

Combat Designation:  Space Superiority Bomber

Crew: 1 Pilot

Lentgth: 18 Meters

Maneuverability: Average

Speed: Slow

Weapons Systems:

1 Laser Cannon

4 Warhead Launchers (30 CMs, 15 PTs, 4 HRs each)

Armor: Heavy Protection (18)

Shields: Heavy Protection (22)

Special Capabilities:  Hyperdrive, No Atmospheric Penalty, the M-Wing is a new fighter based off the success of the B-Wing.  Its heavy compliment makes it a danger as both a bomber, and a dogfighter.


Novablaster 1000 Mk 2 - QR
Novablaster 1000 Mk 2

(Used by:  QR)

Designer/Manufacturer: TechCaladon

MC Cost: 9 Per Squadron, 1 steel

Build Time: 3 Weeks per Squadron

Combat Designation: Space Superiority Fighter

Crew: 1 Pilot Plus 1 Astromech Droid

Lentgth: 17 Meters

Maneuverability: Responsive

Speed: Fast

Weapons Systems:

4 Laser cannons

2 Multiprojectile Launchers(6 Missiles, 3 Torpedoes)

1 Turbolaser

Armor:  Heavy Protection (17)

Shields:  Standard Protection (17)

Special Capabilities:  Hyperdrive, No Atmospheric Penalty, Turbolaser is same used on Gunboat except that it's mounted on a turret.


Delta Class TC-10 Republic Gunboat - QR
Delta Class TC-10 Republic Gunboat

(Used by:  QR)

Designer/Manufacturer: TechCaladon

MC Cost: 10 Per Squadron, 1 steel

Build Time: 3 Weeks per Squadron

Combat Designation:  Space Superiority Starfighter

Crew:  4 + 1 Passenger

Legnth:  25 Meters

Maneuverability: Sluggish

Speed: Slow

Weapons Systems:

4 Laser Cannons (Single, Dual, or Quad Linked)

1 Light Turbolaser

2 Warhead Launchers (16 Missiles, 8 Torpedoes)

Armor: Standard Protection (19)

Shields: Heavy Protection (30)

Special Capabilities:  Hyperdrive,  No Atmospheric Penalty, Jamming Equipment, Light Turbolasers are a smaller version of the Light Warship Turbo.


Aeolus-Class Space Dock

Designer/Manufacturer: Interstell Corporate Systems

MC Cost: 5,000 MC

Build Time: 14 Days

Steel Cost: 49 Units

Combat Designation: Orbital Manufacturing Center

Length: 4,900 Meters

Crew: 11,000

Troops: 4,000

Weapons Systems:

150 Turbolaser Batteries

2 KDY v-150 Ion Cannons (will disable a ship up to 2km)

20 Proton Torpedo Launchers (20 Torps each)

8 Heavy Tractor Beam Emplacements

Armor: Heavy (Points: 13,475)

Shields: Standard (Points: 13,475)

Dock Yard Space:

2 Large Ship Drydocks (1.8 km in length max)

32 Freighter/Medium Ship Docks

50 Small Craft (Small Freighters/Shuttles, anything under 50 meters)

OnBoard Craft:

36 Starfighter Squadrons (No Bomber Squadrons)

Special Capabilities/Notes:

This station is designed as a major trade center where built. Its is based on the Sluis Van Orbit Dock. The basic dock design remains the same, but many weapons emplacements and structual points have been added to give the station more defevensive potential.The station is also capable of full repair and refit of any ships docked at the station. New ships cannot be built by the station however.

In the center of the station are multi-leveled entertainment facilities.  Here, spacers can rest in motel cubes, eat and drink in the Spaceshop cafes and catinas, enjoy holovid or live entertainment, or even shop in the dock markets. The Dock command center is in the same location.


Capital Ship MFG Plant

Designer/Manufacturer: Santh Technologies

Super Ship MFG Dock

MC Cost: 1,000 per Dock

Build Time: 10 Days per Facility

Large Ship MFG Dock

MC Cost: 500 per Dock

Build Time: 8 Days per Facility

Small Ship MFG Dock

MC Cost: 250 per Dock

Build Time: 4 Days per Facility

Steel Cost: 10 Units, 45 Units, 90 Units

Combat Designation: Very Large Manufacturing/Repair Facility

Length: 1,000, 4,500, 9,000 Meters

Crew: n/a

Armor: Weak (Points: 2000, 9000, 18000)

Shields: Weak (Points:  1500, 6750, 13500)

Special Capabilities:

Due to the large amount of activity generated by starship construction, ships may not hyperspace close to the shipyards. (No technical application, just another kewl note).


Garrison Base

MC Cost: 50 per Base

Build Time: 3 days per Base

Steel Cost: 2 units

Special Capabilities:

Gives 3 divisions of troops additional protection and Command and Control. Surface garrisons are required to maintain extended surface combat operations. DEFENDING units supported by a garrios/prepared defenses, upgrade their troop shock rating by 1 (max 1 per troop unit).


Golan 1

Designer/Manufacturer: Golan Space Defenses

MC Cost: 50 per Facility

Build Time: 5 Days

Steel Cost: 12 Units

Combat Designation: System Defense Platform

Length: 1,231 Meters

Crew: 213

Troops: 40

Weapons Systems:

28 Turbolaser Turrets

5 Proton Torpedo Launch Systems (48 Torpedoes each)

Armor: Heavy (Points: 3,385)

Shields: Heavy (Points: 3,077)

Special Capabilities/Notes: None


Golan II

Designer/Manufacturer: Golan Space Defenses

MC Cost: 100 per Facility

Build Time: 6 Days

Steel Cost: 21 Units

Combat Designation: System Defense Platform

Length: 2,158 Meters

Crew: 550

Troops: 80

Weapons Systems:

35 Turbolaser Turrets

10 Proton Torpedo Launch Systems (60 Torpedoes each)

8 Tractor Beam Emplacements

Armor: Heavy (Points: 5934)

Shields: Heavy (Points: 5395)

Special Capabilities/Notes:


Golan III

Designer/Manufacturer: Golan Space Defenses

MC Cost: 200 per Facility

Build Time: 7 Days

Steel Cost: 26 Units

Combat Designation: System Defense Platform

Length: 2,600 Meters

Crew: 550

Troops: 100

Weapons Systems:

50 Turbolaser Turrets

24 Proton Torpedo Launch Systems (60 Torpedoes each)

15 Tractor Beam Emplacements

Armor: Heavy (Points: 7150)

Shields: Heavy (Points: 6500)

Special Capabilities/Notes:


Ground Hangar

Designer/Manufacturer: Kyp Antilles/Republic supply yard

MC Cost:  60 MC

Build Time:  2 days

Steel Cost: .5 Units

Combat Designation: Fighter reload/support

Length:  50 m

Depth into ground: 35m

Crew: 57 + pilots

Troops: none

Weapons: None

Onboard Craft:

3 Starfighter Squadrons

2 Auxilary Craft

Armor:  Heavy Protection (137)

Shields: None

Notes/Capabilities: The main frame and center is under ground.  Hangar entrance is camoflauged.  No more than 30 hangars will be in service at any one planet.


Intelligence Training Facility

MC Cost: 1500 per Facility

Build Time: 5 Days

Combat Designation: Surface Training Facility

Length: 500 Meters

Crew: 100 Intell Officers

Armor: Standard (Points: 500)

Shields: None

Special Capabilities: Used to train officers in the field of intelligence and spying.  Can produce 5 Lvl ones, 4 level twos, 3 level threes, 2 level fours, or 1 level five at a time.


Planetary Ion Canon

Designer/Manufacturer: MerrSonn Industrial Equipment

MC Cost: 250 per Cannon

Build Time: 4 Days

Steel Cost: 6 Units

Combat Designation: Heavy Surface to Space Ion Cannon

Length: 200 meters Surface turret, 400 meters underground facility

Crew: 150 Technicians

Armor: Standard (Points: 1500)

Shields: None

Special Capabilities:

Each Ion volley automatically disables 1 orbiting ship up to 2,000 meters in length.  It can target anything larger than 100 meters.  Maximum of 3 on one planet.


Planetary TurboLaser

Designer/Manufacturer: Kyp Antilles/Republic supply yard

MC Cost:  200 MC

Build Time:  3 days

Steel Cost: 1 Unit

Combat Designation: Fighter reload/support

Length:  100 m

Depth into ground: 35m

Crew: 25

Troops: none

Weapons: 3 Heavy TurboLaser Canons

Onboard Craft:

None

Armor:  Very Heavy Protection (300)

Shields: None

Notes/Capabilities: Can Fire at any ship up to 3 grid spaces away from the planet.


Research Facility

Designer/Manufacturer: Merr Sonn Industrail Equipment

MC Cost: 250 per Facility

Build Time: 4 Weeks

Steel Cost: 5 Units

Combat Designation: Orbital/Surface MFG Facility

Length: 500 Meters

Crew: 250 scientists

Armor: Standard (Points: 1250)

Shields:  Standard (Points: 1125)

Special Capabilities:


Planetary Sheild

Designer/Manufacturer: DefenStar Limited

MC Cost: 500 per Generator

Build Time: 4 Days

Steel Cost: 5.5 Units

Combat Designation: Power/Shield Generator

Length: 50 meters surface transmitter, 500 meters underground facility

Crew: 200 Technicians

Armor: Standard (Points: 1375)

Shields: None

Special Capabilities:

Generates a 3x3 area of coverage of a planets surface.  Sheild is invincible from bombardment, but the generator can be destroyed by sabotage or ground assault.   Maximum of 5 generators per planet.


Starfighter MFG Plant

Designer/Manufacturer: Santh Technologies

MC Cost: 250 per Facility

Build Time: 3 Days

Steel Cost: 5 Units

Combat Designation: Orbital Starfighter MFG Plant

Length: 500 Meters

Crew: 1,000

Weapons Systems:

16 Turbolaser Turrets

1 Anti-Warhead/Starfighter System (5 Quad Lasers)

Production Capacity: 2 squadrons at a time

Armor: Standard (Points: 1250)

Shields: Standard (Points: 1125)


Starfighter PDF

BaseDesigner/Manufacturer - IR Navy Command/Capt Callo

MC Cost:  100 MC

Build Time: 2 Days

Steel Cost: 4 Units

Combat Designation: Platform

Length: 400 Meters

Crew: 250 pilots and gunners

Onboard Troops: 0

Weapons Systems:

10 Laser cannons

10 Dual-Laser Turrets

4 Anti-starfighter Launchers (10 missiles each)

2 Phylon Heavy Tractor Beams

Armor: Standard (Points: 1000)

Shields: Heavy (Points: 1,000)

Onboard Craft:

6 Starfighter Squadrons

1 Aux Craft


Starfighter Platform

Designer/Manufacturer: Nova Support Systems

MC Cost: 25 per Facility

Build Time: 2 Days

Steel Cost: 2.5 Units

Combat Designation: Starfighter Launch Platform

Length: 250 Meters

Crew: 50 + pilots and gunners

Weapons Systems:

8 Laser Cannons

5 Turbolaser Turrets

1 Warhead Launcher System (24 Missiles)

Armor: Standard (Points: 625)

Shields: Standard (Points: 562.5)

OnBoard Craft:

2 Starfighter Squadrons

Special Capabilities/Notes: None.


Troop Training Facility

Designer/Manufacturer: Wilco/Core Galaxy Systems

MC Cost: 1000 per Facility

Build Time: 3 Days

Steel Cost: 5 Units

Combat Designation: Surface Training Facility

Length: 500 Meters

Crew: 250 Instructors

Armor: Standard (Points: 1250)

Shields: None

Special Capabilities:  Used to train troops for combat.  Can train up to 5 groups of units at a time.


Ground Grid


Space Grid


Weapons Damage Chart
Weapon Damage Chart

Ranges- All energy weapons can be fired from the same grid space or adjacent grid space.

Projectile weapons must be fired in the same grid space.

Light Energy Weapons

                             vs. SFs	                         vs. Caps

Laser Cannon	  2	               .5

Heavy Laser Cannon	  3	1

Quad Laser Cannon	  5	2

Heavy Quad Laser Cannon	  11	2

Heavy Energy Weapons

Light Turbolaser	  4

Turbolaser	  6

Dual Turbolaser	  6

Rotating Turbolaser	  7

Medium Turbolaser	  7

Heavy Turbolaser	  9

Heavy Rotating Turbolaser	 10

Gatling Turbolaser	 11

Light Turbolaser Battery	                 15

Turbolaser Battery	                 16

Heavy Turbolaser Battery	 19

Gatling Turbolaser Battery	 22

Ionization Weapons

Light Ion Cannon	 4

Ion Cannon	                 6

Dual Ion Cannon	 6

Medium Ion Cannon	 10

Rotating Ion Cannon	 9

Heavy Ion Cannon	 9

Gatling Ion Cannon	 11

Ion Battery	                 15

Medium Ion Battery	 17

Heavy Ion Battery	 19

Projectile Weapons

Spaec Bombs	11

Heavy Rockets	9

Proton Torpedoes 	5

Concussion Missiles        	4


INTEL TROOPS
INTELL UNITS

Intelligence Squad (Level I)

MC Cost: 50

Training Time: 2 Days

Silver Commandoes "Specialists" (Level II)

MC Cost: 75

Training Time: 3 Days

Crimson Commandoes "Red Hats" (Level III)

MC Cost: 100

Training Time: 4 Days

Gold Commandoes "Bug Men" (Level IV)

MC Cost: 150

Training Time: 5 Days

Elite Commandoes (Level V)

MC Cost: 200

Training Time: 7 Days

Special Notes: Used to preform intelligence operations again enemy sims.  See Intelligence Rules.


Stormtroopers

MC Cost: 50 per Division

Build Time: 3 Days per division

Combat Designation: Heavy Combat Unit

Troop #: 10,000

Speed: 2

Strength: Shock Action (x1)

Equipment: Heavy Arms, Mechanized + 20 AT-ATs

Specialized Capabilities/Notes: None

Types: Standard Storm Troopers, Scout Troopers


Specialized Storm Troopers

MC Cost: 150 per Division

Build Time: 5 Days per division

Combat Designation: Heavy Combat Troops

Troop #: 10,000

Speed: 3

Strength: Specially Trained Shock Action (X2)

Equipment: Environmentaly oriented equipment and vehicles

Specialized Capabilities/Notes: None

Types: Snow Troopers, Radiation troopers, Storm Troopers, Aquatic Troopers, Desert Troopers, Royal Guard.


Dark Troopers- TQI
Dark Troopers

MC Cost: 50 per Regiment

Build Time: 6 Days per Platoon

Combat Designation: Heavy Assault Unit

Troop #: 3,000 Per Regiment

Speed: 3

Strength: x6 Specially Trained Shock Action (all environments)

Equipment: Phase III DT Armor

Specialized Capabilities/Notes:

 	Disliked by all other troops, even Stormtroopers.  May ONLY be massed into Regiments.


Imperial Space Marine Corp - TQI
Imperial Space Marine Corp

MC Cost:  75 per Brigade

Build Time:  4 Days per Brigade

Combat Designation:  Heavy Combat Troops

Troop #:  5,000 per Brigade

Speed: 1

Strength:  Specially Trained Shock Action (x2), x6 on Boarding and Defending Action.

Equipment:  Heavy Armor, Blaster Pistols ,Vibro-knives, Thermal Detonators, Laser Cutter, Lancer Pulse Laser

Specialized Capabilities/Notes:

Realizing the growing threat of pirates attempting to board Imperial vessels, GA Clevmut decided it was time to create our own highly trained shipboard troops for ship to ship combat and boarding actions.  Conscriped from the ranks of the Elite Space Troopers, These troops can board, or destroy anything. All Space Marines are trained to be a master of hand to hand combat in zero g's and artificial gravity, and excels in shipboard fighting.  Highly disciplined, Space Marines are very loyal to their own and their skills with vibro-weapons make them a valuable shipboard addition.


AT-AT Walker - TQI
AT-AT Walker

MC Cost:  200 per Lance

Build Time:  3 Days per Lance

Troop #:  20 Vehicles per Lance

Strength:  x5 Anti-Vehicle Combat/x1 Anti-Infantry Combat

Vehical Class:  All Terrain Armored Transport

Length:  20 Meters

Height:  16 Meters

Crew:  3

Troop Capacity:  40 Stormtroopers

Speed:  5

Shields:  None

Armor:  Very Heavy

Special Notes/Capabilities:  The AT-AT Walker was created by the Empire to strike fear into its opponents.  Its gigantic size and looks, which resemble ancient war-beasts, make it a formiddable foe.  It's heavy weaponry and almost impenatrable armor make it one of the oldest and still strongest combat vehicles in the Galaxy.


AT-ST Walker

MC Cost:  150 per Lance

Build Time:  3 Days per Lance

Troop #:  50 Vehicles per Lance

Strength:  x3 Anti-Troop/x2 Anti-Vehicle Combat

Vehical Class:  All Terrain Scout Transport

Length:  8.6 Meters

Crew:  2

Speed: 6

Special Notes/Capabilities:  The AT-ST Walker was created by the Empire to devestate enemy troopers and to protect and escort their larger brothers, the AT-AT Walkers.


Speeder Bike

MC Cost:  50 per Lance

Build Time:  1 Day per Lance

Troop #:  50 Vehicles per Lance

Strength:  x1 Anti-Infantry Combat, Light Anti-vehicle Combat

Vehical Class:  Scout Vehicle

Length:  3 Meters

Crew:  1

Speed:  12

Special Notes/Capabilities:  The Speeder Bike is used for Recon and Patrol missions as well as support for larger craft.


Tank Droid - TQI
Tank Droid

MC Cost:  300 per Lance

Build Time:  4 Weeks per Lance

Troop #:  20 Vehicles per Lance

Strength:  x5 Anti-Vehicle Combat/x3 Anti-Infantry Combat

Vehical Class:  Heavy Combat Droid Vehicle

Length:  32 Meters

Height:  30 Meters

Crew:  None

Troop Capacity:  40 Stormtroopers

Speed:  5

Special Notes/Capabilities:  The Tank Droid is the final word in Ground Combat.  When it showed on the sceen, enemies fell before them and surrendered.  Yet they still were decimated since these Droids cared nothing for human life.  The Empire uses these expensive vehicles only on the most important missions.


Galaxy Map


Anti-Flakk Gun

Cost: 35 MC

Build Time: 2 Days

Steel Cost: 3 Units

Damage: 5 Damage to SF only, disregards manuv. rating.

Note: May only fire on SF in the atmosphere, in the same grid space.


Anti-Vehicle Artillery Gun

Cost: 20 MC

Build Time: 2 Days

Steel Cost: 2 Units

Damage: 50 to Vehicles,  20 to Infantry

Armor: 10


Battle Fort

MC Cost: 100 (90 Upgraded From Entrenchments)

Build Time: 3 Days (2 Days Upgraded)

Steel Cost: 10 units (Regardless of upgrade)

Length: 500 Meters

Armor: Very Heavy (3000)

Notes: Can house up to 2000 troops.  Troops outside the fort may not fire on the troops inside the fort until the fort is destroyed, but troops inside may fire at will against troops outside.


Heavy Artillery

Cost: 15 MC

Build Time: 2 Days

Steel Cost: 2 Units

Damage: 50 Damage to Infantry, 25 to Vehicles.

Armor: 10


Light Artillery

Cost: 5 MC

Build Time: 1 Day

Steel Cost: 1 Unit

Damage: 30 Damage To Infantry, 15 to Vehicles.

Armor: 5


Troop Entrenchments

MC Cost: 10

Build Time: 1 Day

Steel Cost: None (Why do you need steel to dig a hole in the ground? :P)

Length: Varies

Notes: Can house up to 1000 troops, when troops are in entrenchments, only 25% of any firepower hits them (Disregard for Orbital Bombardment).  Only infantry can be put in entrenchments.  Any grid squares trenchments take 3 movement units to cross with troops in them, 2 movement units without troops in them.


Alpha Cluster

Designer/Manufacturer:  Hapan Systems

MC Cost:  20

Build Time: 1 Day

Steel Cost: 1 unit

Combat Designation:  System Patrol Craft

Diameter:  80 Meters

Length:  200 Meters

Crew:  25

Troops:  15

Weapons Systems:

3 Light Turbolasers

2 Quad-Laser Cannons

Armor:  Weak Protection (Points: 160)

Shields:  Standard Protection (Points: 120)

Onboard Craft:

1 Starfighter

Special Capabilities / Notes:  All weapons move on tracks about the hull, able to concentrate all weapons on one target.


Alpha Battle Cruiser

Designer/Manufacturer:  Hapan Systems

MC Cost:  115

Build Time: 2 Days

Steel Cost: 5 Units

Combat Designation:  Light Cruiser

Diameter:  210 Meters

Length:  525 Meters

Crew:  303

Troops:  50

Weapons Systems:

5 Quad-Laser Cannons

7 Heavy Turbolaser

2 Ion Cannons

2 Multi-Purpose Launchers (24 count)

1 Tractor Beam Projector

Armor:  Standard Protection (Points: 630)

Shields:  Heavy Protection (Points: 630)

Onboard Craft:

2 Starfighters

Special Capabilities / Notes:  All weapons move on tracks about the hull, able to concentrate all weapons on one target.


Battle Dragon 35

Designer/Manufacturer:  Hapan Systems

MC Cost:  550 per Ship

Build Time:  5 Days

Steel Cost: 10 Units

Combat Designation:  Medium Cruiser

Diameter:  350 Meters

Length:  875 Meters

Crew:  9,378

Troops:  4,850 Troopers

8 Landing Barges

15 AT-AT Walkers

20 AT-ST Walkers

25 Landspeeders

Weapons:

40 Heavy Turbolaser Cannons

20 Turbolaser Cannons

20 Heavy Ion Cannons

24 Multi-Purpose Launchers

24 Homing Missile Launchers

9 Tractor Beam Projectors

Armor:  Heavy Protection (Points: 2406)

Shields:  Standard Protection / Heavy Protection (Points: 2187 / 1968)

Onboard Craft:

4 Starfighter Squadrons

8 Auxilary Craft

Special Capabilities / Notes:  All weapons rotate on tracks around the ship's hull.  All Launchers are rapid-fire, 12 warheads are stored in the launchers for rapid-fire, reloading the 12 warheads take several minutes.  8 Hangar Bays are located around the ship, their is no 1 large hangar bay.  Hangars are also interconnected by way of passages through the ship.  Backup shields give the BD-35 a temporary Heavy Protection rating by slowing shield failure.


Battle Dragon B

Designer/Manufacturer:  Hapan Systems

MC Cost:  850

Build Time:  5 Days

Steel Cost: 30 Units

Combat Designation:  Heavy Cruiser

Diameter:  1,000 Meters

Length:  2,500 Meters

Crew:  4,761

Troops:  2,050

Weapons Systems:

40 Heavy Turbolasers

15 Heavy Ion Cannons

30 Concussion Missile Launchers (24 Count)

30 Multi-Purpose Launchers (24 Count)

Armor:  Heavy Protection (Points: 6,875)

Shields:  Heavy Protection (Points:  6250)

Onboard Craft:

6 Starfighter Squadrons

Special Capabilities / Notes:  All weapons move on tracks about the hull, able to concentrate all weapons on one target.


Battle Dragon C

Designer/Manufacturer:  Hapan Systems

MC Cost:  1,550 MC or 600+ existing BDb

Build Time:  8 Days or 4 Days per upgrade

Steel Cost: 30 Units

Combat Designation:  Heavy Cruiser

Diameter:  1,000 Meters

Length:  2,500 Meters

Crew:  4,761

Troops: 9,700

Weapons Systems:

100 Heavy Turbolasers

70 Turbolasers

50 Heavy Ion Cannons

50 Homing Missile / Countermeasure Launchers (24 Count)

50 Multi-Purpose Launchers (24 Count)

Armor:  Heavy Protection (Points: 6,875)

Shields:  Heavy Protection (Points:  6250)

Onboard Craft:

8 Starfighter Squadrons

2 Auxilary Craft

Special Capabilities / Notes:  All weapons move on tracks about the hull, able to concentrate all weapons on one target.


Blitzer Interceptor

Designer/Manufacturer: Dark Angil Industries

MC Cost:  6 per squad

Build Time: 2 Days

Steel Cost: 1 Unit per squad

Combat Designation:  Interceptor

Crew:  1 pilot

Length:  8 Meters

Maneuverability: Very Responsive

Speed: Very Fast

Weapons Systems:

3 Heavy Lasers (Hull Tracking)

1 Rotating Ion

2 Homming Missile Launchers (4 missiles each)

Armor:  Weak Protection (Points: 4)

Shields:  Standard Protection (Points: 8)

Special Capabilities: Hyperdrive & SLAM. The design of the Blitzer is very unique picture an eight meter football flying through space. It uses maneuvering thrusters lined up on the sides of the ship and the engine uses a rotating device wich gives it very responsive or even better maneuverability. It uses a power source similiar to that of a Tie Intruder with less Mass since it is smaller and sleaker it is a very fast and efficient machine. This fighter has Standard shields and Weak armor due to the fact it needs more power feed to the thrusters and weapons control. Pilots need to go through special training in a similator because of the rapid movements and jerkiness of a fighter of this design.


Charubah Knights

MC Cost: 160

Build Time: 3 Days

Combat Designation: Special Operation Space Troops

Troop #: 2500 per Regiment

Strength: x6 Specially Trained Shock Action (All Environments) x4 Boarding Procedures, x2 Planet

Equipment: See Below

Specialized Capabilities/Notes:

Only elite troops are selected to be Knights.  When one becomes a Knight, their spinal cord is merged with the machine.  They become, the machine.  All actions are instantanious.  If one part dies, the other dies as well.  The body becomes less physicically useful.  It serves as the processiing center for a Knight.  The body uses the sensors of the machine as the persons senses.  This increases the abilities of the soider such as sight, hearing, and feeling.  This is one of the ultimate combat warriors.  It can operate in space without the need for transport ships in order to board. (Cannot go through atmosphere obviously)


Enhanced Battle Dragon

Designer/Manufacturer:  Hapan Systems

MC Cost:  1,300 per Ship

Build Time:  7 Days

Steel Cost: 17 Units

Combat Designation:  Heavy Cruiser

Diameter:  632 Meters

Length:  1,580 Meters

Crew:  7,302

Troops:  1 Division

12 Landing Barges

15 AT-AT Walkers

25 AT-ST Walkers

2 Landspeeder Squadrons

Weapons:

70 Heavy Turbolaser Cannons

50 Heavy Ion Cannons

65 Homing Missile / Countermeasure Launchers

65 Multi-Purpose Launchers

Armor:  Heavy Protection (Points: 4345)

Shields:  Heavy Protection (Points: 3950)

Onboard Craft:

8 Starfighter Squadrons

Special Capabilities / Notes:  All weapons rotate on tracks around the ship's hull.  All Launchers are rapid-fire, 12 warheads are stored in the launchers for rapid-fire, reloading the 12 warheads take several minutes.


Gamma Battle Cruiser

Designer/Manufacturer:  Hapan Systems

MC Cost:  675 per Ship

Build Time:  5 Days

Steel Cost: 10 Units

Combat Designation:  Medium Cruiser

Diameter:  360 Meters

Length:  900 Meters

Crew:  3,900

Troops:  1,600 Heavy Troopers

Weapons:

40 Heavy Turbolasers

15 Heavy Ion Cannons

20 Multi-Purpose Launchers (48 count)

4 Tractor Beam Projectors

Armor:  Heavy Protection (Points: 2475)

Shields:  Heavy Protection (Points: 2250)

Onboard Craft:

3 Starfighter Squadrons

Special Capabilities / Notes:  All weapons move on tracks about the hull, able to concentrate all weapons on one target.


Grav Battle Dragon

Designer/Manufacturer:  Hapan Systems

MC Cost: 1,350 MC

Build Time: 7 Days

Steel Cost: 23 units

Combat Designation:  Heavy Cruiser

Diameter:  800 Meters

Length:  2,000 Meters

Crew:  43,265

Troops:  9,700

Weapons Systems:

100 Heavy Turbolasers

50 Turbolasers

50 Heavy Ion Cannons

25 Concussion Missile / Countermeasure Launchers

2 Grav Well Projectors

10 Tractor Beams

Sensor Systems:

Passive: 55

Scan: 110

Search: 220

Focus: 6

Armor:  Heavy Protection (Points: 5500)

Shields:  Heavy Protection (Points: 5000)

Onboard Craft:

8 Starfighter Squadrons

      5 Auxilary Craft

Special Capabilities / Notes:  All weapons move on tracks about the hull, able to concentrate all weapons on one target.  The Grav Well Projectors are Standard Grav Wells equal to a ICs Gravs.


Heavy Battle Dragon

MC Cost: 2,900

Build Time: 14 Days

Steel Cost: 60 Units

Combat Designation: Command Cruiser

Diameter: 2,000 Meters

Length: 5,000 Meters

Crew: 15,000

Troops:

2 Divisions

3,000 Spacetroopers

3 AT-PT Regiments

10 Landing Barges

Weapons Systems:

200 Heavy Turbolaser Batteries

150 Turbolaser Cannons

100 Heavy Ion Cannon Batteries

50 Anti-Starfighter Quad Heavy Laser Turrets

75 Proton Torpedo Tubes

75 Homing Missile/Countermeasure Launchers

15 Heavy Tractor Beam Projectors

Armor: Heavy Protection (Points: 13750)

Shields: Heavy Protection (Points: 12500)

Onboard Craft:

15 Starfighter Squadrons

48 Auxilery Craft

Special Capabilities / Notes: All weapons rotate on tracks around the ship's hull.  All Launchers are rapid-fire, 12 warheads are stored in the launchers for rapid-fire, reloading the 12 warheads take several minutes.


Hapan Star Destroyer

Manufacturer/Designer:Hapan Star ClusterTarkin

MC Cost: 1,200

Upgrade Time:  6 Days

Steel Cost: 17 Units

Combat Designation:  Heavy-class Star Destroyer

Length:  1,750 Meters

Crew:  10,562

Troops:  2,000 Troops

5 AT-AT Walkers

5 AT-ST Walkers

Weapons Systems:

100 Heavy Turbolaser Batteries

90 Turbolaser Cannons

10 Ion Cannons

2 Tractor Beams

Armor:  Heavy Protection (Points:  4820)

Shields:  Heavy Protection( Points:  4375)

Onboard Craft:

7 Starfighter Squadrons

24 Auxilary Craft

Notes:  The Shield have upgraded for added protection.  The troops, AT-ATs and AT-STs and crew have been dramatically reduced for more hanger space as well as more weapons.  But since the large Enslaver Class Star Destroyer had large amounts of free space anyway it was easier to upgrade.  Ions have been reduced and missiles removed for more room as well.  The interior has been redesigned to suit more Hapan comforts.


Knight Assault Fighter

Designer/Manugacturer: KarmBee / Charubah Shipyards

Cost:  11 MC

Build Time:  3 Days

Steel Cost: 1 unit per squad

Combat Designation:  Space Superiority Starfighter

Crew:  1 Pilot, 1 Droid

Length:  15 Meters

Maneuverability:  Responsive

Speed:  Fast

Weapon Systems:

2 Dual Heavy Laser Cannons

1 Ion Cannon

3 Warhead Launchers (8 HM or 4 PT)

Armor:  Standard Protection (Points:  11.25)

Shields:  Heavy Protection (Points:  18)

Notes:  Hyperdrive, No Atmospheric Penalty.


Nova Cluster

Designer/Manufacturer:  Hapan Systems

MC Cost: 110

Build Time: 2 Days

Steel Cost: 5 Units

Combat Designation:  System Patrol Craft

Diameter:  200 Meters

Length:  500 Meters

Crew:  136

Troops:  60

Weapons Systems:

8 Light Turbolasers

4 Multi-Purpose Launchers (12 Count)

Armor:  Standard Protection (Points: 1250)

Shields:  Standard Protection (Points: 1125)

Onboard Craft:

2 Starfighters

Special Capabilities / Notes:  All weapons move on tracks about the hull, able to concentrate all weapons on one target.


Hapan Picket Ship

Designer/Manufacturer:  WalkerTech Industries

MC Cost:  72 per Ship

Build Time:  3 Days

Steel Cost: 2.5 Units

Combat Designation:  Anti-Starfighter Vessel

Length:  250 Meters

Crew:  194

Troopers:  None.

Weapons Systems:

35 Heavy Quad Laser Cannons

6 Tractor Beam Projectors

Armor:  Heavy Protection (Points:  687)

Shields:  Heavy Protection (Points:  625)

Onboard Craft:

4 Auxiliary Craft

Special Capabilities / Notes:  None.


Raptor Heavy Assault Fighter

Designer/Manufacturer: Jason Starhammer/ChronoTech Laboratories

MC Cost: 13 per Squadron

Build Time: 4 Days per Squadron

Steel Cost: 1 unit per squad

Combat Designation:  Space Superiority Bomber

Length: 24 Meters

Crew: 1 pilot

Speed: Slow

Maneuverabilty: Average

Weapons Systems:

     2 Heavy Laser Cannons

     1 Light Turbolaser Cannon

     3 Multi Warhead Launchers (9 CMs, 6 PTs, or 3 HRs each)

Armor: Heavy Protection (Points: 24)

Shields: Heavy Protection (Points: 28.8)

Special Capabilities / Notes: Hyperdrive.


Royal Class Battle Dragon

Designer/Manufacturer:  Olanjii/Hapan Consortium

MC Cost:  825 per Ship

Build Time:  5 Days

Steel Cost: 14 Units

Combat Designation: Medium Cruiser

Length:  1,400 Meters

Crew:  8,640

Troops:

8 Landing Barges

9,700 Troops

10 AT-ST Walkers

6 AT-AT Walkers

Weapons:

45 Heavy Turbolaser Batteries

30 Dual Turbolaser Batteries

15 Heavy Ion Cannons

24 Torpedo Launchers

10 Homing Missile w/ Counter Measures

10 Tractor Beam Projectors

Armor:  Standard Protection (Points:  3500)

Shields:  Heavy Protection (Points:  3500)

Onboard Craft:

6 Starfighter Squadrons

5 Auxilary Craft

Special Capabilities / Notes:  All weapons move on tracks about the hull, able to concentrate all weapons on one target.  Slightly advanced sensor/jamming.  With the increasing popularity of the Hapan Battle Dragon, the Hapan royal family once again looked to thier favorite family of designers the Olanjii family.


Storm Bomber

Designer/Manufacturer:  Isolder/Hapan Systems

MC Cost: 10 per Squadron

Build Time: 2 Days

Steel Cost: 1 Unit per squad

Combat Designation:  Bomber

Crew:  1

Length:  16 Meters

Maneuverability:  Average

Speed:  Slow

Weapons Systems:

4 Laser Cannons

2 Multi-Purpose Launchers (6 Torps, 3 Rockets)

1 Homing Missile Launcher (8 Count)

Armor:  Standard Protection (Points: 12)

Shields:  Very Heavy Protection (Points: 22.4)

Special Notes / Capabilities:  Hyperdrive & No Atmospheric Penalty.


Storm Fighter

Designer/Manufacturer:  Isolder/Hapan Systems

MC Cost: 7 per Squadron

Build Time: 2 Days

Steel Cost: 1 per squad

Combat Designation:  Space Superiority Fighter

Crew:  1

Length: 16 Meters

Maneuverability: Responsive

Speed: Fast

Weapons Systems:

4 Laser Cannons

2 Medium Ion Cannons

1 Multi-Purpose Warhead Launcher (8 CM or 8 PT)	1 Homing Missile Launcher (8 Count)

Armor:  Standard Protection (Points: 12)

Shields:  Heavy Protection (Points: 19.2)

Special Notes / Capabilities:  Hyperdrive & No Atmospheric Penalty.


Zeta Cluster

Designer/Manufacturer:  Hapan Systems

MC Cost:  32

Build Time: 2 Days

Steel Cost: 1 Unit

Combat Designation:  System Patrol Craft

Diameter:  120 Meters

Length:  300 Meters

Crew:  67

Troops:  30

Weapons Systems:

5 Light Turbolasers

2 Multi-Purpose Launchers (12 Count)

Armor:  Weak Protection (Points: 240)

Shields:  Standard Protection (Points: 180)

Onboard Craft:

1 Starfighter

Special Capabilities / Notes:  All weapons move on tracks about the hull, able to concentrate all weapons on one target.


Dropship

(Used by:  All Sims)

Designer/Manufacturer:  Meller & Dax

MC Cost:  1 per Ship

Build Time:  2 Days

Combat Designation:  Ship to Surface Fast Troop Carrier

Length:  52.5 Meters

Crew:  1

Passengers:  160 troops + equipment

Cargo Capacity:  Light Bulk Cargo

Weapons Systems:

1 Laser Cannon

Armor:  Standard Protection (Points: 132)

Shields:  Weak Protection (Points: 79)

Special Capabilities / Notes:  Rapidly "drops" from orbiting ships to pre-designated landing sites in an uncontrollable flight pattern.


Skipray Blastboat

(Used by:  All Sims)

Designer/Manufacturer:  Sienar Fleet Systems

MC Cost:  2.5 per Ship

Build Time:  2 Weeks

Combat Designation:  Heavy Assault Gunboat

Crew:  4 pilots/gunners

Length:  25 Meters

Maneuverability:	Sluggish (Space)

Average (Atmosphere)

Speed:  Moderate

Weapons Systems:

3 Medium Ion Cannons

1 Twin Laser Cannon Turret

1 Proton Torpedo Launcher (8 torpedoes)

1 Concussion Missile Launcher (16 missiles)

Armor:  Heavy Protection (Points: 70)

Shields:  Heavy Protection (Points: 63)

Special Capabilities:  Hyperdrive, No Atmospheric Penalty.


Escort Transport

(Used by:  All Sims)

Designer/Manufacturer:  KonGar Ship Works

MC Cost:  6 per Ship

Build Time:  3 Weeks

Combat Designation:  Armed Light Transport

Length:  45 Meters

Crew:  8

Passengers:  40

Cargo Capacity:  None w/ passengers or Light Bulk Cargo

Weapons Systems:

2 Laser Cannons

4 Turbolaser Turrets

2 Ion Cannons

2 Proton Torpedo Launchers (4 Torpedoes per Launcher)

Armor:  Heavy Protection (Points: 124)

Shields:  Heavy Protection (Points: 113)

Special Capabilities / Notes:  None.


Lambda-class Shuttle

(Used by:  All Sims)

Designer/Manufacturer:  Cygnus Spaceworks

MC Cost:  1 per Ship

Build Time:  1 Week

Combat Designation:  Shuttle Craft

Length:  20 Meters

Crew:  4

Passengers:  20

Cargo Capacity:  Small Bulk Cargo

Weapons Systems:

2 Laser Cannons

Armor:  Standard (Points:  50)

Shields:  Standard (Points:  45)

Special Capabilities / Notes:  None.


Escort Shuttle

(Used by:  All Sims)

Designer/Manufacturer:  Cygnus Spaceworks

MC Cost:  2.5 per Ship

Build Time:  2 Weeks

Combat Designation:  Heavily Armed Escort Shuttle

Length:  30 Meters

Crew:  6

Passengers:  10

Cargo Capacity:  None

Weapons Systems:

3 Laser Cannons

1 Turbolaser Turret

Armor:  Heavy (Points: 83)

Shields:  Heavy (Points: 75)

Special Capabilities / Notes:  Turret is mounted in the rear of the shuttle.


Stormtrooper Transport

(Used by:  All Sims)

Designer/Manufacturer:  Telgorn Corporation

MC Cost:  4 per Ship

Build Time:  1 Week per Squadron

Combat Designation:  Medium Assault Transport.  (Boarding.)

Length:  20 Meters

Crew:  5

Passengers:  30 Troops, or 10 Zero-G Stormtroopers

Cargo Capacity:

Weapons Systems:

8 Laser Cannons

4 Ion Cannons

2 Warhead Launchers (5 torpedoes or 2 rockets each)

Armor:  Standard Protection (Points:  50)

Shields:  Standard Protection (Points:  45)

Special Capabilities / Notes:  Boarding Vessel.


Spacetrooper Transport

(Used by:  All Sims)

Designer/Manufacturer:  Telgorn Corporation

MC Cost:  4 per Ship

Build Time:  2 Weeks

Combat Designation:  Heavy Assault Transport.  (Boarding.)

Length:  30 Meters

Crew:  5

Passengers:  40 Spacetroopers

Cargo Capacity:  None

Weapons Systems:

4 Heavy Laser Cannons

2 Missile Launchers (5 torpedoes or 2 rockets)

1 Tractor Beam Projector.

Armor:  Heavy Protection (Points:  83)

Shields:  Standard / Heavy Protection (Points:  68 + 7 for two turns )

Special Capabilities / Notes:  Boarding vessel with very strong power systems and shield generators give this shuttle Heavy Shield Protection for short amounts of time.


Assault Transport

Designer/Manufacturer:  KonGar Ship Works

MC Cost:  6 per Ship

Build Time:  3 Days

Steel Cost: 5 Units

Combat Designation:  Heavy Assault Transport (Boarding)

Length:  45 Meters

Crew:  15

Passengers:  80 Troopers

Cargo Capacity:  None

Weapons Systems:

4 Heavy Turbolaser Batteries

2 Ion Cannons

2 Warhead Launchers (4 torpedoes or 2 rockets each)

Armor:  Heavy Protection (Points: 123)

Shields:  Standard Protection (Points: 123)

Special Capabilities / Notes:  Boarding vessel.


Bulk Freighter

(Used by:  All Sims)

Designer/Manufacturer:  Corellian Engineering Corporation

MC Cost:  15 per Ship, 2 steel

Build Time:  1 Week

Combat Designation:  Heavy Bulk Cargo Carrier

Length:  125 Meters

Crew:  10

Passengers:  None

Cargo Capacity:  Heavy Bulk Cargo

Weapons:  None

Armor:  Standard Protection (Points: 313)

Shields:  Weak Protection (Points: 188)

Special Capabilities / Notes:  None.


Bulk Cruiser

(Used by:  All Sims)

Designer/Manufacturer:  Rendili Star Drive

MC Cost:  175 per Ship, 6 Steel

Build Time:  3 Weeks

Combat Designation:  Multi-Purpose Cruiser

Length:  600 Meters

Crew:  2,050

Troops:  200

Weapons Systems:

20 Quad Laser Cannons

2 Tractor Beam Projectors

Armor:  Weak Protection (Points: 1200)

Shields:  Standard Protection (Points: 1350)

Onboard Craft:

3 Starfighter Squadrons

Special Capabilities / Notes:  None.


Caladonian Shock Troops - QR
Caladonian Shock Troops

MC Cost: 50 MC per Division

Build Time: 3 Days per Division

Combat Designation: Heavy Combat Unit

Troop #: 10,000

Strength: x2 Shock Action

Equipment: Concussion Rifles, Thermal Detonators,  Self-Destruct Device, Specialized Mission Equipment

Specialized Capabilities/Notes:

 	Caladonian Shock Troops are the regiments raised from the warriors of the planet Caladon, trained from birth in the arts of war. Every Caladonian is said to be born with a sword in the cradle; The Caladonian Shock Troops, the Caladonians who choose to devote their entire lives to the pursuit of battle, are among the finest of those who can fight anywehere. Caladonian Shock Troops all carry self-destruct devices that go off when a CST is killed, inflicting collateral damage on nearby enemy units. Caladonian Shock Troops where very little armor, but they have excellent training in camoflage and wilderness lore; in practice, this means they can remain unseen in any wilderness setting. Caladonian Shock Troops are also expert hunters and are fully capable of setting vicious mantraps to entrap the unwary enemy soldier. A division of Caladonian Shock Troops is divided into 250 self-sufficient and self-sustaining units composed of forty CSTs, each called a Rioghtas. Each Rioghtas is led by a riogh, and the division commander is known as the ard-riogh. These Caladonian distinctions, of course, are usually supplemented by New Republic military ranks.


Corellian Gunship - QR
Corellian Gunship

(Used by:  All Sims)

Designer/Manufacturer:  Corellian Engineering Corporation

MC Cost:  28 per Ship, 2 steel

Build Time:  2 Weeks

Combat Designation:  Anti-Starfigher Vessel

Length:  120 Meters

Crew:  35 + 10 passengers

Troops:  None

Weapons Systems:

8 Double Turbolaser Cannons

6 Quad Laser Cannons

4 Concussion Missile Tubes (16 missiles per tube)

Armor:  Standard Protection (Points: 300)

Shields:  Standard Protection (Points: 270)

Onboard Craft:  None

Special Capabilities / Notes:  None.


Corellian Corvette - QR
Corellian Corvette

(Used by:  All Sims)

Designer/Manufacturer:  Corellian Engineering Corporation

MC Cost:  20 per Ship, 2 steel

Build Time:  1 Week

Combat Designation:  Multi-Purpose Vessel

Length:  150 Meters

Crew:  48 (8 officers, 40 enlisted.)

Troops:  600 lightly armed troops or passengers

Weapons Systems:

2 Double Turbolaser Cannons

Armor:  Standard Protection (Points: 375)

Shields:  Standard Protection (Points: 338)

Onboard Craft:  None

Special Capabilities / Notes:  None.


Container Transport

(Used by:  All Sims)

Designer/Manufacturer:  Gallofree Yards

MC Cost:  100 per Ship, 1 steel

Build Time:  1 Week

Combat Designation: 3x Heavy Bulk Cargo Carrier

Length:  100 Meters

Crew:  8

Passengers:  None

Cargo Capacity: 3x  Heavy Bulk Cargo

Weapons Systems:

4 Turbolaser Turrets

Armor:  Weak Protection (Points: 200)

Shields:  Weak Protection (Points: 150)

Special Capabilities / Notes:  3 Large containers attach to the ship via docking clamps.


Customs Corvette

(Used by:  All Sims)

Designer/Manufacturer:  Rendili Star Drive

MC Cost:  25 per Ship, 2 steel

Build Time:  2 Weeks

Combat Designation:  Light Corvette

Length:  180 Meters

Crew:  52

Troops:  20 lightly armed troops

Weapons Systems:

6 Double Turbolaser Cannons

Armor:  Standard Protection (Points: 450)

Shields:  Standard Protection (Points: 405)

Onboard Craft:  None

Special Capabilities / Notes:  None.


Dreadnaught

(Used by:  All Sims)

Designer/Manufacturer:  Rendili StarDrive

MC Cost:  125 per Ship, 7 Steel

Build Time:  3 Weeks

Combat Designation:  Heavy Cruiser

Length:  700 Meters

Crew:  6,000 (Slave Circuited)

Troops:  3,000 Lightly armed troops

Weapons:

10 Turbolasers

20 Quad Laser Cannons

10 Laser Cannons

1 Warhead Launcher

Armor:  Standard Protection (Points: 1750)

Shields:  Standard Protection (Points: 1575)

Onboard Craft:  None

Special Capabilities / Notes:  None.


Elite Repubican Guards- QR
Elite Repubican Guards

Combat Designation: Elite Fighting Force

MC Cost: 100 Per Division

Training Time: 5 Days Per Division

Troop #: 10,000, 1 Division

Strength: x4 Shock Action, x2 Boarding

Gear: Heavy Body Armor, hand blaster, blaster rifle.  Six Thermal Detinators per soldier. Several explosives carried in back-pack.  Vibro-knives for hand to hand combat.  Brass Knuckles.

Notes: The Elite recieve the best training and gear, and are considered the "best of the best" in the Republic Army.  They can easily kill any other soldier in existance.  They are specially used for siege operations, both planets and ships.  They dislike defense, but if forced will do it.  The Elite wear sold black armor, to make it harder for them to detect.  They wear the insignia of the elite on their left breastplate, the New Republic symbol with a sword cutting through it and flames on either side of the symbol.  These men fight dirty, and are proud of it.  This unit was established by Admiral Nack, and he realized the importance of having troops who were not afraid to kill, not to worried about New Republic regulations and rules.  These soldiers are feared throughout the Galaxy, and are disliked by other New Republic soldiers because they are better, bigger, and more equipped.  They are a force to be reckoned with, and inspire fear in the hearts of the political adversaries of the New Republic.


Escort Carrier

(Used by:  All Sims)

Designer/Manufacturer:  Kuat Drive Yards

MC Cost:  500 per Ship, 5 Steel

Build Time:  4 Weeks

Combat Designation:  Starfighter Carrier

Length:  500 Meters

Crew:  3,505

Troops:  800 lightly armed troops

Weapons Systems:

10 Dual Laser Cannons

1 Warhead Launch System (48 Concussion Missiles)

Armor:  Standard Protection (Points: 1250)

Shields:  Standard Protection (Points: 1125)

Onboard Craft:

6 Starfighter Squadrons

4 Auxilary Craft

Special Capabilities / Notes:  None.


Imperial Customs Frigate

(Used by:  All Sims)

Designer/Manufacturer:  Rendili StarDrive

MC Cost:  12 per Ship, 1 steel

Build Time:  1 Week

Combat Designation:  Patrol Vessel

Length:  35 Meters

Crew:  6 + 6 gunners

Troops:  10 lightly armed troops

Weapons Systems:

6 Laser Cannons

Armor:  Standard Protection (Points: 88)

Shields:  Standard Protection (Points: 79)

Onboard Craft:  None

Special Capabilities / Notes:  Very fast and maneuverable for it's size.


IPV-1 Patrol Craft

(Used by:  All Sims)

Designer/Manufacturer:  Sienar Fleet Systems

MC Cost:  18 per Ship, 2 steel

Build Time:  1 Week

Combat Designation:  Patrol Vessel

Length:  150 Meters

Crew:  12

Troops:  10 lightly armed troops

Weapons Systems:

4 Laser Cannons

1 Warhead Launch System (8 missiles or 6 torpedoes)

Armor:  Standard Protection (Points: 375)

Shields:  Standard Protection (Points: 338)

Oboard Craft:  None

Special Capabilities / Notes:  No Hyperdrive capability.


Imperial Star Galleon

(Used by:  All Sims)

Designer/Manufacturer:  Kuat Drive Yards

MC Cost:  55 per Ship, 3 steel

Build Time:  3 Weeks

Combat Designation:  Armed Heavy Bulk Cargo Carrier

Length:  300 Meters

Crew:  150

Passengers:  300 lightly armed troops

Cargo Capacity:  Heavy Bulk Cargo

Weapons Systems:

10 Turbolasers Batteries

2 Concussion Missile Launchers (12 missiles each)

Armor:  Heavy Protection (Points: 825)

Shields:  Heavy Protection (Points: 750)

Special Capabilities / Notes:  None.


Modified Frigate

(Used by:  All Sims)

Designer/Manufacturer:  Kuat Drive Yards

MC Cost:  80 per Ship, 3 steel

Build Time:  3 Weeks per Ship

Combat Designation:  Heavy Escort

Length:  250 Meters

Crew:  820 (67 officers, 733 enlisted.)

Troops:  50 lightly armed troops

Weapons Systems:

24 Turbolasers

18 Laser Cannons

2 Tractor Beam Projectors

1 Warhead Launcher (48 Concussion Missiles)

Armor:  Standard Protection (Points: 625)

Shields:  Heavy Protection (Points: 625)

Onboard Craft:

2 Starfighter Squadrons

Special Capabilities / Notes:  None.


Modified Corvette

(Used by:  All Sims)

Designer/Manufacturer:  Corellian Engineering Corporation

MC Cost:  24 per Ship, 2 steel

Build Time:  2 Weeks

Combat Designation:  Light Escort / Troop Transport

Length:  150 Meters

Crew:  64 (10 officers, 54 enlisted.)

Troops:  200 lightly armed troops or passengers

Weapons Systems:

6 Double Turbolaser Batteries

Armor:  Standard Protection (Points: 375)

Shields:  Standard Protection (Points: 338)

Onboard Craft:  None

Special Capabilities / Notes:  None.


Medium Cargo Transport

(Used by:  All Sims)

Designer/Manufacturer:  Gallofree Yards Inc

MC Cost:  10 per Ship, 1 steel

Build Time:  1 Week

Combat Designation:  Medium Bulk Cargo Carrier

Length:  90 Meters

Crew:  6

Passengers:  None

Cargo Capacity:  Medium Bulk Cargo

Weapons Systems:

4 Twin Laser Cannons

Armor:  Weak Protection (Points: 180)

Shields:  Weak Protection (Points: 135)

Special Capabilities / Notes:  None.


Modified C-3 Transport

(Used by:  All Sims)

Designer/Manufacturer:  Corellian Engineering Corporation

MC Cost:  35 per Ship

Build Time:  2 Weeks

Combat Designation:  Medium Troop Carrier

Length:  400 Meters

Crew:  200

Passengers:  600 Troops + Equipment

Cargo Capacity:  Medium Bulk Cargo

Weapons Systems:

4 Turbolaser Batteries

Armor:  Standard Protection (Points: 1000)

Shields:  Standard Protection (Points: 900)

Special Capabilities / Notes:  Modified passenger Liner.  It has less protection than it's modified Imperial cousin but it's increased cargo capacity allows this starship to carry 600 fully armed troops + equipment and an additional 45,000 metric tons of cargo.


Modified Imperial Star Galleon

(Used by:  All Sims)

Designer/Manufacturer:  Kuat Drive Yards

MC Cost:  50 per Ship, 3 steel

Build Time:  3 Weeks

Combat Designation:  Armed Troop Transport

Length:  300 Meters

Crew:  150

Passengers:  600 troops + equipment

Cargo Capacity:  Light Bulk Cargo

Weapons Systems:

8 Turbolasers Batteries

2 Missile Launchers. (12 missiles each.)

Armor:  Heavy Protection (Points: 825)

Shields:  Heavy Protection (Points: 750)

Special Capabilities / Notes:  Several weapons systems and interior cargo space have been removed to accommodate more troops.


Nebulon-B Frigate

(Used by:  All Sims)

Designer/Manufacturer:  Kuat Drive Yards

MC Cost:  75 per Ship, 3 steel

Build Time:  3 Weeks

Combat Designation:  Close Support Vessel

Length:  300 Meters

Crew:  920 (77 officers, 843 enlisted.)

Troops:  75 Lightly armed troops

Weapons Systems:

12 Turbolaser Batteries

12 Laser Cannons

2 Tractor Beam Projectors

1 Warhead Launcher (12 Concussion Missiles)

Armor:  Standard Protection (Points: 750)

Shields:  Standard Protection (Points: 675)

Onboard Craft:

2 Starfighter Squadrons

Special Capabilities / Notes:  May be converted for a variety of tasks.


Rebel Assault Tank - QR
Rebel Assault Tank

MC Cost: 100 per Division

Build Time: 3 Days per Divison

Combat Designation: Heavy Combat Unit

Troop #: 324 Tanks (1620 Crews)

Strength: x2 Heavy Combat/Transport

Equipment: R.A.T

Special Capabilities / Note: Troop Tansport/Fire Support

Vehicle Class: Assualt Tank

Length: 20 Meters

Maximum Speed: 100 kph (on even terrain)

Crew: 5

Troop Capacity: 20(Power Armor/EF Version), 50(Regular)

Weapons: 4 Heavy Laser Cannons (On Turret)

Shield: Standard Protection

Hull: Weak Protection

Special Capabilities / Notes:  The R.A.T's were made for troop transport in the field. Over time such opperations as invasions took far too long for small Speeders to finish and the need for a unit capable to put down a lot of troops in one spot was needed. The R.A.T's were the answer. R.A.T's are fast reaction troop carriers that can help and provide ground support with it's weapons. With the EF/NRAF Civil War, both realms aquired the R.A.T's.  The EF Version is slightly diffrent then the NRAF version, in that it has been changed to carry both Regular Troops and Power Armor Forces. The R.A.T's weapon turret is a Multi-ConFig Version which can be changed to carry a number of diffrent Weapons Packages. From Lasers.....to Missiles...to Radar/Jamming Eqipment, the Turret comes with a Standard Laser Package, but it can be changed to fit difftrent Missions.


Republic Battle Tank - QR
Republic Battle Tank

MC Cost: 150 MC/ Division

Build Time: 2 Days/ Division

Combat Designation: Heavy Armored Division

Troop #: 324

Strength: 5x Heavy Armored Unit

Equipment: Republic Main Battle Tanks

Special Capabilities / Note: None.

Vehicle Class: Republic-class Main Battle Tank

Length: 20 meters

Maximum Speed: 150 Kilometers/hour

Crew: 4

Weapons: 2 108-Millimeter Guns (4 damage each), 2 Turret-mounted Quad Lasers, 2-Pack Concussion Missle Launcher

Shield: None

Hull: Heavy (18)

Special Capabilities / Notes: The Republic Main Battle Tank uses the chassis of the Rebel Assault Tank, and can be converted from the R.A.T at a cost of 30 MC/ Regiment. Heavily armed and armored. The Republic uses ferror-fibrous armor, making its chassis less suseptible to damage. The tank can be converted for use in vacuum, and is fully amphibious, able to fight on water as well as land. It carries no troops, but has a crew of 4, who are armed with a single blaster rifle and 3 blaster pistols. If the tank is destroyed, the crew can survive, and, unless injured, can fight its way back to friendly lines.


Special Forces Marines - QR
Special Forces Marines

MC Cost: 150 per Division

Build Time: 5 Days per Division

Combat Designation: Heavy Combat Marine Unit

Troop #: 10,000

Strength: Specially Trained Shock Action (x2)

Equipment: Specialize equipment and vehicles

Specialized Capabilities/Notes: Traet as Commandos when out of Environment

Types: Snow, Radiation, Boarding Troops, Aquatic, Desert, etc.


SpecNav Troops - QR
SpecNav Troops

MC Cost: 200 per regiment

Build Time: 6 Days per regiment

Combat Designation: Assault Unit

Troop #: 3000 per regiment

Strength: Specially Trained Shock Action x10 (Boarding, Space, and Planetary Assault), Shock Action x6, Covert Operations x6 (Out of Suit only)

Equipment: SpecNav Assault Suit

Special Capabilities / Note:

From every branch of the New Republic, from every military unit, from every being who can fight, SpecNav chooses the best. SpecNav recruits come as highly trained warriors, well versed in all the arts of combat. They leave as killing machines, their bodies trained and augmented so that they cannot be stopped. Space is more home to them than air is home to the bird.  From the second month of their training on, they quite literally never leave their powered suits. SpecNav troopers are exceptional boarding troops, exceptional troops for space defense, exceptional planetary assault troops, and exceptional tools of mass destruction.


Strike-class Cruiser

(Used by:  All Sims)

Designer/Manufacturer:  Loronar

MC Cost:  135 per Ship

Build Time:  3 Weeks

Combat Designation:  Medium Cruiser

Length:  450 Meters

Crew:  2,112

Troops:  340 troops plus equipment

Weapons Systems:

30 Turbolaser Batteries

10 Ion Cannons

10 Tractor Beams

Armor:  Standard Protection (Points: 1125)

Shields:  Standard Protection (Points:1013)

Onboard Craft:

1 Starfighter Squadron

Special Capabilities / Notes:  None.


Factory

MC Cost: 100 per Factory

Build Time: 2 Days

Steel Cost: 5 Units

Combat Designation: Civilian Building

Length: 100 Meters

Crew: 200

Armor: Standard (Points: 250)

Shields: None

Special Capabilities: See Resource Rules


Sight

MC Cost: 150

Build Time: 2 Days

Steel Cost: 5 Units

Combat Designation: Civilian Building

Length: 100

Armor: Standard (Points: 250)

Shields: None

Special Capabilities: See Economic Rules


X-wing

(Used by all sims)

Designer/Manufacturer: Incom

MC Cost: 7 per squadron

Build Time: 2 days per squadron

Combat Designation: Space Superiority Starfighter

Crew: 1 Pilot plus 1 Astromech Droid

Length: 15 meters

Maneuverability: Good

Speed: Moderate

Weapons Systems:

4 Laser Cannons (4)

1 Warhead Launchers. (6 missiles, or 3 torpedoes, or 2 rockets or 1 bombeach.)

Armor: Standard Protection (Points: 12)

Shields: Standard Protection (Points: 15)

System Points: 12

Special Capabilities: Hyperdrive, No Atmospheric Penalty


Y-wing

(Used by all sims)

Designer/Manufacturer: Koensayr.

MC Cost: 6 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: Sluggish.

Speed: Slow.

Weapons Systems:

2 Laser Cannons

2 Ion Cannons

1 Warhead Launchers. (6 missiles, or 4 torpedoes, or 2 rockets or 1 bomb.)

Armor: Standard Protection (Points: 15)

Shields: Weak Protection (Points: 16)

System Points: 15

Special Capabilities: Hyperdrive.


B-wing

(Used by All sims)

Designer/Manufacturer: Slayn & Korpil.

MC Cost: 8 per squadron.

Build Time: 2 weeks per squadron.

Combat Designation: Heavy Assault Starfighter.

Crew: 1 Pilot.

Length: 15 meters.

Maneuverability: Average.

Speed: Slow.

Weapons Systems:

3 Laser Cannons

3 Ion Cannons

2 Krupx Warhead Launchers. (8 missiles, or 6 torpedoes, or 4 rockets, or 2 bombs each.)

Armor: Heavy Protection (Points: 15)

Shields: Heavy Protection (Points: 18)

System Points: 15

Special Capabilities: Hyperdrive, No Atmospheric Penalty.


VP-42a

(Used by all sims)

Designer/Manufacturer: TechCaladon

MC Cost: 5 Per Squadron

Build Time: 2 Weeks per Squadron

Combat Designation: Space Superiority Fighter / Interceptor

Crew: 1 Pilot

Length: 10 meters

Maneuverability: Very Responsive

Speed: Very Fast

Weapons Systems:

2 Dual Laser Cannons

2 Multiprojectile launching tubes(9 Missiles or 6 Tropedoes)

Armor: Standard Protection (Points: 8)

Shields: Standard Protection (Points: 10)

System Points: 8

Special Capabilities: Hyperdrive.


Novablaster

(Used by all sims)

Designer/Manufacturer: TechCaladon

MC Cost: 10 Per Squadron

Build Time: 2 Days per Squadron

Combat Designation: Space Superiority Fighter

Crew: 1 Pilot Plus 1 Astromech Droid

Lentgth: 17 meters

Maneuverability: Good

Speed: Very Fast

Weapons Systems:

4 Laser cannons

2 Multiprojectile Launchers (6 Missiles, 3 Torpedoes, One Projectile)

1 Fully Rotatable Turbolaser

Armor: Heavy Protection (Points: 17)

Shields: Standard Protection (Points: 17)

System Points: 17

Special Capabilities: Hyperdrive, No Atmospheric Penalty, Turbolaser is same used on Gunboat except that it's mounted on a turret.


R-41 Starchaser

(Used by All sims)

Designer/Manufacturer: Blissex.

MC Cost: 4.5 per squadron.

Build Time: 1 week per squadron.

Combat Designation: Multi-Purpose Starfighter.

Crew: 1 pilot.

Length: 15 meters.

Maneuverability: Responsive.

Speed: Moderate.

Weapons Systems:

2 Laser Cannons

2 Ion Cannons

2 Warhead Launchers (4 missiles, or 2 torpedoes, or 1 rocket each.)

Armor: Weak Protection (Points: 8)

Shields: Weak Protection (Points: 12)

System Points: 8

Special Capabilities: No Hyperdrive


AT-PT

MC Cost: 35 per Regiment

Build Time: 4 Days per Regiment

Combat Designation: Heavy Combat Unit

Troop #:  108 AT-PT (108 Crews)

Strength: x2 Shock

Equipment: N/A

Specialized Capabilities/Notes: None


Commandos

MC Cost: 50 per Division

Build Time: 3 Days per Division

Combat Designation: Heavy Combat Unit

Troop #: 10,000

Strength: Shock Action

Equipment: Heavily Armed

Specialized Capabilities/Notes: None


Heavy Troops

MC Cost: 25 per Division

Build Time: 2 Days per Division

Combat Designation: Heavy Combat Unit

Troop #: 10,000

Strength: Heavy Shock

Equipment: Heavy Armed

Specialized Capabilities/Notes:

Highly trained and well equiped


Para Millitary
Para Military

MC Cost: 5 per Division

Build Time: 1 Day

Combat Designation: Local Militia

Troops: 10,000

Strength: Para-military (Light Shock)

Equipment: Lighty Armed

Specialized Capabilities/Notes:

Essentially this is a group of armed civilians. They will fight for the homes and territory, but will not fight off world.


Recon Troops

MC Cost: 12 per Division

Build Time: 1 Day per division

Combat Designation: Light Combat Unit

Troop #:  10,000

Strength: Lightly Armed/Recon (Medium Shock)

Equipment: Moderatly armed

Specialized Capabilities/Notes:

This is the lowest level of "regular" combat troops. These unit are moderatly trained and lightly armed.They will not disband, but will surrender under overwhelming odds.


Space Trooper

MC Cost: 20 per Platoon

Build Time: 6 Days per Platoon

Combat Designation: Space Fighting Troops

Troop #: 80 per platoon

Strength: x6 Specially Trained Shock Action (Boarding actions, Space Environment)

Equipment: Power Armor Suit

Specialized Capabilities/Notes:

Power Armor Suits have limited charge of 24 Hours, must return to recharge for 6 Hours. May NOT be massed into divisions. Only for small operations.


Standard Ship Troopers

MC Cost: None

Build Time: None

Combat Designation: Standard Ship Board Unit

Troop #: varies according to ship compliment (Crew are these)

Strength: x1 Shock Action

Equipment: Personal Weapons

Specialized Capabilities/Notes:

The more troops you havem the better your chances of fighting off boarders.


Auxilary Platform

Designer/Manufacturer: Nova Support Systems

MC Cost: 25 per Facility

Build Time: 2 Days

Steel Cost: 2.5 Units

Combat Designation: Starfighter Launch Platform

Length: 250 Meters

Crew: 50 + pilots and gunners

Weapons Systems:

    8 Laser Cannons

    5 Turbolaser Turrets

    1 Warhead Launcher System (24 Missiles)

Armor: Standard (Points: 625)

Shields: Standard (Points: 562.5)

OnBoard Craft:

    10 Auxilary Craft

Special Capabilities/Notes: A Starfighter platform, except it holds auxilary craft.


Star Lancer

MC Cost:  6 per Ship, .5 Steel

Build Time:  3 Days

Combat Designation:  Assault Shuttle / Auxilary Craft

Crew:  1 Pilot, 1 Advanced Astromech Droid

Passengers:  50 Troopers

Length:  40 Meters

Manueverability:  Responsive

Speed:  Fast

Weapons Systems:

2 Multilauncher Turrets (2tl, 2ic, 2 MPL)

2 Heavy Quad Laser Cannons

Armor:  Standard (Points:  80)

Shields:  Standard (Points:  90)

Notes: The Star Lancer incorporates the QR's heavily relied upon Multilauncher Turret system as its primary weapon of choice, and Heavy Quad Lasers for anti-fighter protection. It sacrifices troop capacity for higher speed and larger more reliable reactor system. Hyperdrive equiped. Can trade troop capacity to haul 20 units of resource cargo.