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  1. Principality of Outremer - Princeté du Outremer A devoted princedom in the outermost reaches of the Expanse. One of the last habitable systems colonized during the Dynastic Era of the Tapani Empire. Like a few other worlds governed by smaller princedoms and noble houses, Outremer and its three noble families firmly rejected the Federalization of the old Empire and kept its dynastic order of government. The population is self sustaining, and even developed enough to maintain a minor shipyards which are supported by the extensive Baradium Mines found in the rocky terrain of the planet. The rugged environment outside the walled cities keeps most of the populace within the boundaries, but many young noblemen journey on hunts of the great megafauna of the southern hemisphere, often taking their household guard and volunteer militias to make a name for themselves. Places of Interest Ruins of Encipia - National Monument to the struggle of the planet against the Old Republic during the Clone Wars. Havari - Capital CIty and spaceport Barad Mining Complex - State funded Baradium mining industry Southern Hemisphere - Megafauna rich zone, uncharted and unexplored as natural resources are rare and unexportable. Main Industries Baradium Mining Hydroponic Farms Historical Timeline 534 BBY Colonization takes place as a joint Venture by Royal Houses Moriès, Anslem, and Aveyron. 480 BBY Colonization steps up as Baradium Ore is found in the mountain ranges of the planet. MegaCorporation Compagnie d’Outremer Formed with unanimous approval from all royal houses. (Now called Barad - Leading supplier of high yield Baradium. Profits split among the houses.) 22 BBY Outremer joins the Confederacy of Independent Systems, citing high taxation and tariffs of exports from the Republic. 19 BBY Republic third fleet bombards the capital city of Encipia reducing the city to ruins. Fighting persists on ground over the baradium mines for the rest of the war. RP History: Represented by a Senator in the Galactic Alliance, until the alliance collapsed. Swore loyalty to the Empress of the Imperial Remnant and now leader of the Rebel Alliance. Military History The Principality maintains a large volunteer military force, which it has deployed in the past to assist in strategic goals within the Expanse. They maintain a pale blue uniform with yellow piping, representing the royal arms of the planet. Soldiers Uniform Reference Image:
  2. General Rebalance Defensive Golan Rework: Golan platforms, since they are significantly larger than capital ships they will now have have three vulnerable zones and their Hull/Shields are pooled between these three vulnerable areas. This allows multiple attack vectors that can be exploited and or defended. Making for more engaging gameplay. Damage Stacking No more than three removal actions are allowed on any one taskforce. If there are more than three targeting a single taskforce additional actions are redirected at a -1 penalty. This prevents doomstacking an escort taskforce by shooting both it and the thing it is escorting. Forward Interception Forward Interception is a stacking starfighter action, and its divert to shields value is equal to actions stacked. Damage Determination When determining targets of attacks, legality takes precedence over existing damage. For example, a cruiser damaged by a stealth TF can still use its support ships to tank regular damage from task forces, because the other damage sources would not be able to ignore the support ships. Taskforce Rebalance: Artillery Taskforces have been adjusted to fire at delayed speed instead of the round after. Due to the relative weakness of cruiser based taskforces the following balance changes have been discussed and planned: For Destroyer group taskforces (Turbolaser, Missile, Railgun) combined TF reduction of -1 when focusing with another task force instead of -2 Capital ships (Heavy Brawler, Battleline) can escort two TFs of cruiser or smaller simultaneously. Taskforce Improvements/Modifications/Removals For all removed taskforces: If you own a veteran or higher of the removed taskforces you can replace it with a Taskforce of your choice. Transferring all earned Experience points. Coordinate with the mods if you are confused. Removed Rapid Intervention Escort Too weak for modern meta, could not find adequate balance improvements without drastically modifying the base task force. Keeping on back burner, but removed for now. Removed Mobile Disruption Escort Far too strong in current meta. Corvettes were badly balanced in the early game. They may make a return as balance adjusts, but for now they are removed. Removed Catalyst Cascade Far too strong in current iteration, replaced with Stealth EWAR/ECM taskforce Removed Covert Cruiser: Silent Hunters Replaced with an improved version with varied abilities and loadouts. Added Starfighter Command Taskforce Sees general improvements on allied starfighter actions Added Interceptor Carrier Intended to provide extra bomber escorts as well as a way to attack light escorts Added Interceptor Rush starfighter action A bomber for use against light escorts. Causing 3 damage to corvettes and 2 to frigates. Balance Changes to Taskforces Partisans Their ability does not affect carrier taskforces Assault (Ram) Unescortable due to their close proximity to action. No longer apply damage only to the cruiser in the taskforce. Medical Taskforce No longer apply to flagships Interdictors Apply 1 extra turn to the retreat timer for Reprisal Missions Evacuation Transports instead of forbidding evacuation entirely Stealth Rework This is a change we have been looking at for a long time. We are moving away from RNG based detection to something more realistic. (Or at least as realistic as you can find in Star Wars) Instead of choosing a number and hoping your opponent is extremely unlucky (Sorry Rebels) and does not find the number in time, we are making stealth a resource to be used. Stealth Rating: High vs Low, with detectors working to raise awareness, and stealth units trying to act without revealing their position. Stealth TFs start with a high stealth rating, and detectors start with a low combat awareness rating. Capital ships have lowest awareness rate and corvettes have highest awareness rate, and each TF determines base awareness by highest rated ship in TF or attached escort. (Capital = 1, Cruiser = 1, Frigate = 2, Corvette = 3) Stealth ships start at stealth rating of 10, and lose stealth rating when performing actions. There are actions that they can do to raise their stealth rating back up to a maximum of 10 (Or 8 for capitals), but staying at ten while contributing to the battle should be difficult if not impossible. An engaged stealth ship is discovered when the targeted TF’s awareness rating matches or exceeds the stealth rating of the engaged ship. For support stealth ships and stealth ships that are not engaged, discovery occurs when any enemy ship has awareness equal to or exceeding double their stealth rating. Each time that the stealth ship is discovered, its stealth cap is reduced by one. Task Forces can temporarily double their awareness by sacrificing a turn to focus on sensor sweeps, escorts automatically do this on turns that they aren’t fired upon by other TFs (starfighter actions and stealth attacks do not prevent this passive ability), and their awareness can be used in place of the TF they are escorting if it is higher. Sensor Sweeps have been rebalanced as well. Each global sensor sweep raises all allied awareness by 1. Capping at 3 for each Global Sweep. Fighter based sensor sweeps are localized to the taskforce they are assigned to and give a plus 1 to combat awareness.
  3. JediRP Staff


    Astrographical Information Region: Mid Rim Sector: Vensori Sector System: Katarr System Orbital Position: N/A Moons: At least one Grid Coordinates: O-8 Physical Information Class: Terrestrial Atmosphere: Unsustainable Primary Terrain: Barren Points of Interest: Several Abandoned Miralukian Cities Nihilus' Wound Societal Information Indigenous Species: N/A Immigrated Species: N/A Primary Language(s): N/A Faction Affiliation: Neutral Description Katarr was located in the Vensori sector of the Mid Rim. It was the sole colony world of the Miraluka, a Force-sensitive race that was only able to see through the Force. Although its continents were almost entirely covered by mountains, it had rich flora and fauna, including birds and trees. The Miraluka of Katarr built their cities with a distinctive, round-shaped architectural style. History All life on Katarr was devoured by the Sith Lord Darth Nihilus in approximately 3952 BBY. The attack was directed at a Jedi meeting being held on the planet. From the entire planetary population, only one being, a Miraluka named Visas Marr, survived. Sometime after the destruction of Malachor V, Visas returned to walk across the surface of Katarr. Although the primary motivation behind Nihilus' attack was obviously to devour the Jedi, the fact that Katarr was located almost half-way between Onderon and Dantooine, two key Republic worlds, led some to believe that the Sith wanted to blind that section of the galaxy to the Force, possibly to allow them to make it easier to hide their movements from the Republic. JediRP History After four thousand years, Katarr has became a barren wasteland, voided of all life to substain it's atmosphere. Due to Darth Nihilus, the Force no longer flows here on Katarr, and as such, has remained a wound.
  4. Mithras Astrographical Information Region: Inner Rim Sector: Roasi System: Charnal Orbital Position: 5 Moons: 1, Castor Grid Coordinates: R-7 Physical Information Class: Terrestrial Atmosphere: Type 1 Breathable Primary Terrain: Hills, Mountains, Gorges, Forest, Caves, Old and Decaying Cities Points of Interest: Maltoris (Planetary Capital), Temple of the Unseen Gods Societal Information Indigenous Species: Humans Immigrated Species: Humans, Arkanian Primary Language(s):Galactic Standard Basic Faction Affiliation: Old Republic Scenario: One of the homeworlds or spiritual confluence of the Pius Dea movement some ten thousand years ago, the world has been left mostly unchanged since that ancient time. Its ancient temples now mostly ruins of tumbled marble, and its alters no more than overgrown patches of weeds. Three cities remain, with a single starport between them to serve the archaeological digs that have been ongoing for the last several hundred years. The blood red star, a supergiant is nearing the end of its life. The archaeological teams have reported the danger of a supernovae to the Galactic Alliance. Since the distress calls were directed to the Coruscant relay’s on Hesperidium, they never arrived instead spanning off into the core. The system is experiencing its final death throes, the star dropping into a runaway nuclear fusion and all communications down from gravitational waves. This is a dying planet. May the force help them all.
  5. Legendary Task Forces: Krath War Menagerie (Cruiser supported by two colossal Sithspawn, considered to be roughly cruiser sized themselves): Monsters in the Darkness Note: Sithspawn are considered to have the equivalent of ten hull health, and deal three damage to shields or five hull damage if the hull is exposed. Green: A conspiracy of Sith sorcerers guide their unnatural creations to acts of destruction and butchery in the void. Each Sithspawn can attack a separate target. Veteran: The sorcerers have perfected a new form of Sithspawn and can’t wait to share the results (Choose from the Sithspawn Mutations list below). Elite: The TF gets a third Sithspawn. Sithspawn Mutations Storm Beasts: The task force is always considered to be benefitting from the starfighter interception action, and hull damage by the Sithspawn disables the targeted ship for the next round. Devouring Leviathan: Instead of multiple Sithspawn, the TF has one Sithspawn that does double damage and has double health (Triple in both cases when the TF reaches Elite). If the Sithspawn is part of an attack that destroys a cruiser or capital ship, it can spend a round eating to restore its health to half or full, depending on the size of the ship. Damage to it is halved during this round. (It is possible but difficult to kill while feeding, health is restored once the round that it fed is completed.) Whisperers: Whisperers can mentally subjugate enemy crew into briefly serving their will. If whisperers destroy an enemy cruiser or capital ship, it persists under the control of the Sith for one turn per Whisperer still alive in the TF, with the Sith able to use its abilities if appropriate or attach it as an escort if it is an escort ship. Each round the Whisperers can redirect one source of damage targeting them originating from a task force that they have damaged to an enemy task force. Shieldeater Wyrms: Shieldeaters steal any shields that they damage, gaining a number of shield health points equal to the amount of shield damage they caused in their attacks. Any time that they attack, Shieldeaters can deal additional damage equal to their shield health, although this expends the shield health. Dreadmaws: Terror incarnate, Dreadmaws infect the ships that they attack with crippling fear. Task forces damaged by Dreadmaws suffer the delayed action effect for as long as the Dreadmaws are alive and present on the field. Each time a Dreadmaw would damage a ship, the TF leader can instead opt to do nothing next round in exchange for taking no damage. (No abilities can be used and if the targeted TF is escorting another TF it is considered separated for the next round). Annihilator Swarm: Instead of two (or three) massive beasts, the annihilator swarm is composed of corvette sized wasps, with each colossal Sithspawn converting into six of these darling little homemakers. The TF gains the escort ability, and whenever an enemy ship of cruiser size or greater is destroyed, as long as there is at least one wasp alive and present, the wreckage becomes a nest the following round, producing one wasp each round. Nests can be destroyed by targeting them with any amount of damage. Detected non artillery ships that attack the swarm or the task force that they are escorting take one damage for every six wasps in the swarm, with partials rounding up (Since all damage is happening concurrently, remember that it’s the number of wasps at the beginning of the round, not the number of wasps after damage is done, unless the attacker has something giving them an early attack). Jedi Conclave of Vigils (Capital ship): Battle Meditation Green: A council of Jedi mystics sit arrayed in peace with themselves and the galaxy. Each round the TF leader can pick another TF to make a second action. Veteran: Through shared meditative focus, the Jedi manifest the will of the Force that they serve, choosing from a number of effects (See Light Side Manifestations below). Elite: The TF can both give an allied TF an extra action and manifest the Light Side in the same turn. Light Side Manifestations Reveal: The Jedi bring light to the darkness, effectively scanning all allied task forces for a stealth frequency this round. Barrier: The Jedi create a shield of light around a target, causing it to take half damage from all sources for that round. Hope: The Jedi bolster morale in a task force, allowing it to resolve its action for the round early. If the targeted task force is already under a delayed action effect, the two cancel each other out. Foresight: An allied task force can declare its action after actions are revealed, it resolves at normal speed. Jedi Starfighter Aces (Capital or cruiser supported by frigates and corvettes): May the Force be with us Green: The task force controller can perform two starfighter actions each round. Veteran: When this TF is performing Bombers Inbound with its starfighter actions, attack speed cannot be delayed by forward interception. Elite: Corvettes do not make Bombers Inbound actions from this TF go to shields instead of hull. Rebel Scrappers and the Patchwork Raven Escort (You could technically call it a Capital Ship, if you’re feeling generous and have very low standards): Oooh, piece of shiny! (Note: This ability cannot steal effects tied to Force powers, Hero TFs, or ships being a different size, such as abilities for corvettes focused on maneuverability.) Green: The scrappers of the Patchwork Raven are enthusiastic, to put it lightly, about “borrowing” salvaged tech. The TF can spend a round salvaging a destroyed task force’s wreckage, adding ten hull health and gaining the TF’s ability at green rank. Veteran: As above, but the ability stolen can be at veteran rank if the destroyed task force was at veteran or elite. Elite: As above, but the ability stolen can be used at up to elite rank, depending on the level of the salvaged task force, and abilities salvaged in the last turn resolve at early speed because of the crew’s excitement to play with new toys. Imperial AVATAR Command Module (Capital ship or cruiser with frigate and corvette support): Predictive Algorithms This Task Force doesn’t have levels of experience, instead it builds a series of statistical models as it observes the battle and develops strategic dominance. Each round that the TF is present, its simulation bank increases by one, and it can use the simulations to activate abilities from the following list. There is no cap to how many abilities it can activate in a turn as long as it has the points. Unspent points are lost. Each round the points are regained up to the new cap. The simulation bank does not reset between battles, only reverting to the starting value if the ship is destroyed or the campaign ends. Feint(1): An allied TF may choose a different ability target after actions are announced. Parry(2): An allied escort task force may choose to escort a different task force after actions are announced. Thrust(3): An allied TF may perform an attack ability at delayed speed but causing an additional three points of damage. Query(X): The TF can spend X number of points to scan that many frequencies on itself or an allied task force to look for stealth vessels. Efficiency(4): One combined attack this turn suffers no penalties. Clarity(8): The enemy forces reveal their actions first, rather than concurrently. All actions still resolve at normal speed. Amkhara the Destroyer (Capital ship): Symbiosis Green: The star destroyer bristles with weapons wreathed in coruscating flames of Dark Side energy. It can perform a focus fire attack like any other destroyer group. If unescorted, the TF takes half damage on any round that it is firing at an enemy. Veteran: The TF can use one of the veteran benefits from the turbolaser, railgun, or missile destroyer group task force. Furthermore, if the TF is attacking alone and not as part of a combined attack, it deals an additional two damage. Elite: The TF can use one the elite benefits from the turbolaser, railgun, or missile destroyer group task force. Additionally, if the TF is destroyed, if there is another allied capital ship destroyer group in the battle, it becomes Amkhara the Destroyer while keeping the new host’s original rank and current health. Control of Amkhara shifts to the owner of the possessed task force. If more than one option is available to possess, the controller may choose which task force becomes Amkhara. This may only occur once per battle.
  6. Special Forces Task Forces Interdiction Cadre: Interdiction Field Interdictor Cruiser supported by Frigates and/or Corvettes Green: Gravity wells severely hamper retreat, allowing the TF commander to nominate a number of task forces equal to the scale of the battle each round, those task forces cannot withdraw or microjump for that round. Alternatively, allied TFs may be nominated to make them immune to enemies using microjumps or precision jumps to flank them. Veteran: Interdiction fields can be used to precision deploy fleet assets, but this damages their hyperdrives, preventing them from being able to withdraw early for the rest of the battle. Elite: As long as the Interdictor is functional, its crew can largely prevent any ships from fleeing. Enemies can only withdraw one task force each turn. Electronic Warfare Pod: Information Control Dedicated EW and Comms Cruiser with Frigate and/or Corvettes Green: The TF can jam long range communications. When task forces are brought in from reserve they must wait a turn before acting. Veteran: The TF can jam enemy sensors. Opposing fleet commanders may no longer assign abilities as a reaction when ships exit hyperspace. Elite: The enemy penalty for targeting the same TF with more than one TF becomes a cumulative -3 instead of -2. Covert Strike Unit: Silent Hunters One Stealth Cruiser Stealth Destroyer: Stealth destroyers use torpedoes of various yields and designs that possess different signatures, but all of them require course plotting to evade point defense. Computing this requires the stealth TF to attach to the enemy task force and reduces their stealth rating by one for each turn unless stated otherwise, and each turn adds another torpedo to the salvo. Stealth rating loss when firing multiple munition types is whatever is highest. Firing decreases the stealth rating by three, and can be done on the turn that the ship attaches. Stealth destroyers start with one munition type and the Go cold action, and gain an additional munition at each level of veterancy. High yield slow mover: Treated as a normal attack that deals six damage at delayed speed. Only reduces stealth rating by one instead of the normal three when fired. Precision shield penetration: Deals three damage that ignores shields. Droid piloted stealth torpedo: Deals four damage to targeted ship of stealth TF’s choice. Ignores escorts, and can ignore support ships if stealth is two above TF’s awareness rating. Rad torpedo: Deals five damage to targeted task force that cannot be repaired without decontamination from an engineer support ship. Prepping rad torpedoes creates a highly noticeable signature, and each turn of course plotting/prepping reduces stealth by two. Cluster munitions: For each turn of banked course plotting, affect one additional ship with plus one damage, with smallest ships taking priority(IE, one turn of plotting will affect one ship for one damage, and three turns will affect three ships for three damage.) Go Cold: The stealth ship breaks off from engagement range and increases stealth rating by one Covert Electronic Warfare Force: Silent Distruption One stealth capital ship or cruiser EWAR ships focus on reducing enemy effectiveness and disrupting the cohesion of hostile forces, while also supporting allied covert operations. Ewar ships have multiple unique actions available to them, but start with Go cold and two choices from the following list. They gain an additional choice for each level of veterancy. Jam Local Communications: Add a plus two penalty for stacking attacks for a turn on targeted task forces at the cost of one stealth per affected TF. TFs that do not stack attacks with other TFs suffer no penalties for being targeted by this action. Jam Sensors(Wideband): Give allied stealth ship plus two stealth rating up to cap at the cost of three stealth rating. Jam Sensors(Focused): Prevents a targeted escort TF from benefiting from the bonus to awareness when not engaged. When performed by a capital ship, the enemy is not informed that the jamming is occurring. Costs two stealth. Deploy decoy drones: Creates a false positive blip “engaging” a targeted task force. For that turn, the enemy is falsely told that they have discovered an enemy stealth vessel, and it is treated as a valid target the next turn. Costs two stealth. Burn Hard: If this action is taken on a turn that an allied stealth TF would be discovered, this TF is revealed instead. Lowers stealth by four and can only be done once per battle. Go Cold: The stealth ship halts operations to reduce its signature, increasing stealth rating by one. Cyber Warfare Pod (Cruiser and support craft): Go for the Eyes Green: The TF controller can attach any number of its support frigates to enemy TFs to serve as Relays. Enemy TFs that have Relays attached to them reduce their damage by one as hackers compromise their targeting computers. Frigates serving as relays cannot intercept damage for their parent TF or benefit from escorts attached to their TF. They can be targeted individually by enemies, but if they are destroyed damage does not carry over to other ships in their TF, unless there are other frigates acting as Relays. Multiple Cyber Warfare Pods cannot stack their Relays with each other. At this rank only one Relay may be attached to a given TF. Veteran: Disrupted TFs do removal damage at delayed speed. Up to two Relays may deploy on a single TF. Carriers disrupted by Relays from this TF contribute one less fighter action. Elite: Each frigate is now its own datacenter, and no longer relies on the cruiser to do the hacking. If the TF controller opts to keep a cruiser in the TF, Relay penalties to damage are doubled while the cruiser remains in play, and loss of the cruiser does not remove the TF’s ability. Alternatively, the cruiser may be swapped for three more independent frigate relays. Up to three relays can be deployed on a single TF. Targeted TFs cannot target this TF’s cruiser unless all other TFs have been destroyed or are invalid targets. Medical Support Cluster: Guardian Angels Frigates (Cannot support Legendary Task Forces or Flagships) Green: As long as the Task Force doesn’t engage the enemy, it is considered a war crime to target them. The TF can support an allied TF by attaching to it, that TF reduces the end of battle damage penalties it suffered by one degree. Veteran: The frigates can split into two groups and move to support two different task forces. Elite: The frigates can split into three groups and move to support three different task forces. If the enemy has fought honorably(IE not committed war crimes), both sides benefit from the presence of medical rescue teams, and task forces that are wiped out lose one XP instead of an entire rank. If the enemy has fired on medical ships this campaign, only the medical support cluster's side gets this benefit. Asset Denial Force: Surgical Strike Cruiser with Frigate and/or Corvette support Green: A heavy ion cannon barrage disables one unshielded ship at fast speed for that Round. Disabled ships cannot contribute their Focus Fire or other special abilities (such as Interdiction or Comms Jamming), withdraw from battle, provide support or escort, or issue additional starfighter commands. Veteran: The TF can perform its ability on arrival if coming in from reserve. Elite: The TF has an experimental new type of hyperdrive that allows it to choose to ignore interdiction fields and make precise micro jumps, allowing for constant repositioning. The TF can ignore Supporting and Escort ships or TF for its ion cannon attack, but only if the target is not the same one that was targeted last Round. Combat Air Patrol Carrier (Capital ship or cruiser and support craft): No Fly Zone Green: The TF controller can perform an additional two starfighter actions each round, that must be interception. Veteran: Interception actions from this TF are declared in the reaction phase, with the bombers inbound attacks declared. Bombers Inbound actions that are forced to redirect by interceptions involving this TF’s interceptors suffer a minus two damage penalty, instead of minus one. Elite: When interception actions from this TF are stacked on a single TF, if the enemy targets it with any starfighter actions, the enemy will lose that many starfighter actions for the next round. Search and Destroy Carrier (Capital ship or cruiser and support craft): Ghost Hunters Green: The TF controller can perform a global sensor sweep, raising allied combat awareness by one. This benefit increase by one for each turn that the TF is present and functional, up to a cap of three. Furthermore, the TF provides two starfighter actions that must be sensor sweep unless targeting revealed stealth TFs, in which case they can become bombers inbound. If all stealth targets are believed to be neutralized, the TF commander can replace the sensor sweep actions with bombers inbound, but this exchange cannot be undone for the remainder of the battle. Veteran: When enemy stealth actions affect allied TFs targeted by sensor sweep that turn, they lose an additional stealth. Elite: If an enemy stealth TF is detected, the cap for bombers inbound actions targeting that TF is removed the following round. Heavy Gunship Carrier (Capital ship or cruiser and support craft): Hit and Run Tactics Green: The TF can deploy its complement of gunships to support attacks on enemy ships. The TF controller chooses an enemy TF, and all allied TFs that hit the target this round do an additional point of damage. If the targeted TF is escorted, the additional damage effect is transferred over to attacks on the escort. Gunship support from multiple TFs cannot be stacked on the same target. Gunship support actions are treated as Bombers Inbound when determining how many starfighter actions can target a TF. If an interdictor is targeting the same task force with a grav well, the heavy gunship carrier owner allocates the bonus damage with the option to ignore supporting vessels. Veteran: TFs targeted by this TF cannot use abilities that allow them to regenerate shields or hull damage, or benefit from repair or medical abilities being used on them. Elite: If the targeted TF has support ships, they take three damage from the gunships, with the carrier TF controller choosing which ship is hit. If the targeted TF does not have support ships, the damage that it adds goes straight to hull. Engineering Support Cluster (Cruiser and support craft): Bucket Brigade Green: Specialists on the frigates transfer repair materials stored on the cruiser to damaged ships. The TF attaches in a similar manner to an escort, but does not take up the escort slot. Each frigate in the TF can transfer enough materials to recover one damage on the targeted TF. Veteran: The TF may stop ongoing damage effects such as fires from incendiary rounds or viruses from the Shadow Warfare Pod. Elite: Frigates can now restore two damage each, and ships they are repairing only have their actions delayed by TF abilities like ion cannon strikes, rather than being prevented entirely. Fleet Command: Flagship Capital ship, one per faction under the command of the grand admiral. The grand admiral does not need to use his or her flagship, but only they can command it if it is on the field. The grand admiral picks one upgrade to start, and selects a new upgrade after the completion of each new battle. Since the upgrades are specific to the ship, abilities that prevent veterancy loss cannot be used on the flagship. Axial Weapon (MK I-III): The ship may perform Focus Fire as if it was a Destroyer Group(Turbolasers). At MK II, its damage becomes eight, and at MK III, its damage becomes nine. Target Saturation (MK I-V): The ship is flanked by a number of up armored and heavily shielded transports used to provide cover, halve focus fire damage to it for the first round that it is fired upon. Each additional upgrade grants an additional round of halved damage. Precision Deployment: The ship house a small gravity well generator that can be used to precision deploy fleet assets, but this damages their hyperdrives, preventing them from being able to withdraw for the rest of the battle. Advanced Sensor Suite: Gain an additional scan every round. Ultra-Heavy Flak Cannons (MK I-IV): The ship carries a network of remorselessly deadly flak weapons. At MK I, treat the flagship as supported by Corvettes. At MK II, treat the flagship as having been targeted by an Interception (Close Support) action. Add an additional Interception (Close Support) for MK III and IV. Meditation Chamber: Force Users can use these specially designed rooms to increase the efficiency of their forces, either gaining an additional Starfighter Action or allowing two TF's to choose the same target for Focus Fire without penalty to damage. Citadel Overshield: Restore up to two points of lost shields per round at normal speed. Pocket Dreadnought (MK I-3): The flagship is far larger than a standard capital ship, allowing for heavier armor and more powerful shield generators. This translates to an additional five shield and hull health. Each further upgrade grants five additional shield and hull health.
  7. Escort Task Forces Battle Line Escort: Tradition of Excellence (Can escort two cruiser or smaller Taskforces at the same time) Capital Ship Green: The TF regains two points of shield damage at the end of each round. The TF has been fitted with heavy shields, and has an additional ten shield points. Veteran: The Battle Line Escort can focus all power to shields and reduce all incoming removal damage by 2. (Does not effect Bomber Inbound Actions) Elite: If the fleet is in danger of total destruction, the TF can launch a suicidal assault to allow all other allied ships to flee the battle. Doing this wipes out the Battle Line TF, but it can prevent a wipe by an Interdictor supported enemy fleet. Additionally, the TF can reduce one source of removal damage to one damage for a single round, once per battle, after attacks have been allocated. Heavy Brawler Escort: Hammer and Anvil (Can escort two cruiser or smaller Taskforces at the same time) Capital Ship Green: The TF has been fitted with heavy armor, and has an additional ten hull points. Veteran: The TF uses its heavier armor to close the distance with threats and engage them at close range with weapons designed for high damage at short range. Non artillery and detected TF's that attack ships being escorted by this TF or the TF itself using focus fire take three removal damage in return. There is no limit to how many times this damage can be triggered per turn. Elite: The TF adds an additional damage to its counterattack for each non artillery and detected ship that attacked it or the TF it is escorting this turn. Light Defensive Escort: Suppressing Fire Frigates and Corvettes Green: Starfighter actions on the TF or allied ships that the TF is supporting are resolved at normal speed. This TF can attach as escort to allied TFs that already have one escort. Veteran: The TF can treat itself and any TF that it is supporting as being targeted by Interception(focused deployment). Elite: Any enemy Bombers Inbound and Fighter Escort actions that target this TF or a TF that it is attached to suffer a one round cool down before they can be reused. Tactical Support Escort (Cruiser and support craft): Jack of All Trades Green: The cruiser can do removal damage. This Taskforce can both fire and attach as an escort on the same turn. Veteran: The cruiser does an additional two damage when it is the only ship attacking its specified target this round. Elite: When supporting a focus fire action from the TF it is escorting, this TF can outflank an escorting enemy TF and hit the escorted TF.
  8. Artillery Task Forces Artillery Battery[Incendiary] (Artillery Cruiser with support): Long Range War Crime Green: The Artillery Cruiser does artillery damage, which is resolved at delayed speed. Veteran: Ships and stations hit by this weapon take one hull damage each round until they spend a turn doing nothing other than fighting the flames or they all burn to death. Elite: Space stations and Dreadnoughts take two damage a round, instead of one. Burning ships cannot be repaired until the flames are extinguished. Artillery Battery[Gravity Crusher] (Artillery Cruiser with support): Maelstrom Green: The Artillery Cruiser does artillery damage, which is resolved at delayed speed. Veteran: Targets hit by the gravity attack have their actions delayed as the crew is sent reeling by competing gravity fields. Elite: Escort ships hit by this TF are knocked out of position and cannot intercept enemy attacks that round. Artillery Battery[Beam Cutter] (Artillery Cruiser with support): Determined Destruction Green: The Artillery Cruiser does artillery damage, which is resolved at delayed speed. Veteran: Each round that the TF targets and hits the same ship that it hit the prior turn, its damage increases by one. This is a cumulative effect that continues to increase damage until the target is destroyed or the chain of attacks is interrupted. Elite: The cumulative damage increase is now two each round.
  9. Offensive Task Forces Destroyer Group [Turbolasers]: Focus Fire Capital Ship or 2 Cruisers Green: The TF can target an enemy ship and subject it to a withering hail of turbolaser fire using Focus Fire. Veteran: More potent turbolaser gases and higher quality crystals allow the ships to better chew through enemy shields. Once per attack, the TF causes two additional damage if a capital ship or one additional damage each to the hull regardless of shield status Elite: The TF can put all power to weapons, allowing allied task forces focus fire to do one point of hull damage when attacking the same target. Destroyer Group [Rail guns]: Focus Fire Capital Ship or 2 Cruisers Green: The TF can target an enemy ship and subject it to a destructive barrage of rail gun fire using Focus Fire. Veteran: The TF has been allocated special armor piercing rounds for punching through enemy ships. Once per attack doing hull damage to an enemy escort or support ship does two damage if the destroyer is a capital ship or one damage each if the destroyers are cruisers to the ship being protected. Elite: The TF does not suffer damage penalties or the one round delay to attacks on distant targets like artillery. Destroyer Group [Missiles]: Focus Fire Capital Ship or 2 Cruisers Green: The TF can target an enemy ship within range and subject it to an explosive salvo of missiles using Focus Fire. Veteran: The TF may treat its Focus Fire damage as similar to a Bombers Inbound action, Ignoring Cruiser and Capital escorts but making it vulnerable to interception by corvettes. Elite: The TF has been allocated specialized high explosive cluster bombs for targeting Corvettes. When the TF uses Focus Fire on Corvettes in a Round, they do double damage, but only to the Corvettes. Spillover and all other damage to other ships is reduced to zero. The target can choose to scatter to reduce the damage to normal, but in doing so they lose their round action. Precision Strike Carrier Group: Fighter Command Capital Ship or Cruiser supported by Frigates and/or Corvettes Green: The TF controller can perform an additional two Starfighter Action for the round, that must be Bombers Inbound. Veteran: Bombers Inbound from this task force do an additional point of damage. Elite: The TF controller can perform an additional Starfighter Action for the round, that must be Fighter Escort. Interceptor Carrier: Hornet’s nest Capital Ship or Cruiser supported by Frigates and/or Corvettes Green: The TF commander gets an additional two starfighter actions that must be escort bombers or interceptor rush. Veteran: The decision whether the actions will be escort bombers or interceptor rush will be made in the reaction stage with interceptors declared. Elite: Starfighter actions from this carrier can perform both escort bombers and interceptor rush in the same turn as long as they are both targeting the same Taskforce. Starfighter Command: Tactical Guidance Capital Ship or Cruiser supported by Frigates and/or Corvettes Green: The TF commander gets an additional starfighter action, bombers inbound damage can be chosen to be resolved at delayed speed, and forward interception only reduces bombers inbound to normal speed. Veteran: The first allied starfighter action used for forward interception each round counts as two, and allied starfighter actions no longer suffer a penalty for redirects. Elite: For the first three rounds of combat, one reserve carrier can contribute their starfighter actions, and starfighter actions are lost the turn after a carrier is destroyed or withdraws. Assault Lance [Kinetic Ram] ( Capital ship): Juggernaut Green: The TF is equipped with a kinetic ram, and is able to charge enemy task forces. When the ship charges a task force, it can do standard removal damage to a target as normal, or if the target is escorted by a cruiser or capital ship, half to the escort and half to the original target. While Veteran: Every attack by this TF on a TF that it targeted the previous round (Which may be different from the one that was hit due to escorts) is resolved at fast speed. Elite: the TF can charge at increased momentum, dealing full removal damage to both an escorting ship and the TF that it is protecting, at the cost of three hull damage to itself. Advanced Warfighter Cadre (Cruiser and support craft): Superior technology Green: The cruiser delivers precise fire at greater speed on account of its superior targeting computers. The task force does removal damage at fast speed. Base damage output is 6. Veteran: Greater familiarity with the targeting computers has allowed the crew to line up shots on obscured targets more effectively. The TF commander can choose which ship in the enemy TF it is hitting. This does not allow it to bypass escorts, if an escort is attached to the targeted TF, it must pick a ship from the Escort TF instead. Elite: This taskforce, through superior training, ignores stacking penalties. Partisan Militia Force (Corvettes): Overly Enthusiastic Bystanders Green: A group of civilian vessels serving as partisan forces or having been seized by ultranationalist paramilitary forces, this TF can deal one damage per three corvettes, and task forces hit by them have their damage reduced by two for their first damage action of the round (This reduction does not stack with other Partisan Militia Forces, does not apply to carriers or artillery), as their bridge crews try to sort out hostiles from civilians. Veteran: The TF has become better at blending in with civilian traffic, and is not considered a target until it opens fire, and is not announced at the start of the battle. All attacks targeting the TF do minus two damage unless the attacking side sacrifices a starfighter action to verify targets. Elite: The TF adds one to its overall damage, and destroyed corvettes from this task force do one damage to their attackers as their fanatical crews make a last desperate act of defiance by bullrushing the enemy.
  10. Task Forces Overview Task Forces are the primary unit of combat and each comes with their own composition requirements, unique abilities, and usefulness. There are three major types of TF's, though more may be developed over time. All Task Force names are for flavor and clarification. PC's are still able to post creative narratives of the actions being taken, but those actions must be in line with the abilities of their TF's Some Task Forces have specialized abilities such as Interdictors. The Cruiser or specified ship is considered the source of those abilities, so if it is destroyed or disabled (such as by the ion cannons of the Surgical Strike TF), that TF cannot perform the abilities. Escorting TF's and smaller ships part of that TF are critical in protecting those primary ships so they can continue to contribute to the battle. Offensive These Task Forces are geared towards dealing damage to the enemy, usually though the Focus Fire ability of Capital Ships and Cruisers, but also through fighter/bomber actions of Bombers Inbound. Though other types of TF's can deal removal damage, these are the primary ones that can destroy opposing enemy forces. Artillery Artillery are designed for the precise, heavy hitting damage from the back lines of a fleet fight. Designed to specifically target Capital, Starbase, and Cruiser sized elements, they may struggle against smaller targets. Artillery halves enemy focus fire damage as long as other non artillery allied task forces are present, but their removal abilities are resolved at delayed speed.. Artillery damage does not spill over to other ships after destroying its target. Redeploying an escort to an artillery TF takes a full turn regardless of the escort’s ship classes. Fighter actions targeting artillery have a one round transit delay before they can engage, but attack or intercept on subsequent rounds at regular speed until they target a non artillery target. The transition delay occurs each time that they shift between the two zones. Artillery can target other artillery without halving damage due to range. Artillery cannot fire if escorted by anything larger than a corvette. Escorts Escort Task Forces are designed to be attached to other TF's to serve as a sort of shield to protect the other TF from damage. This is especially useful if there are highly experienced TF's that may be focused on by the enemy because it lets them stay alive longer and use their Elite abilities. Some of them also have additional perks and abilities that can supplement the offensive or defensive capabilities of the ship classes they are made up of, such as additional protection from bombers or incoming Focus Fire. Special Forces These Task Forces are offer special and unique abilities for a deeper, more complex strategy. Stealth, Interdiction, and Medical Task Forces can provide a savvy commander the ability to surprise the enemy or mitigate damage done. While these TF's may have seemingly limited uses, when used properly, they can drastically change the outcome of any battle. Legendary Task Forces Very limited but incredibly powerful. Their use is key to the campaign system.
  11. The Campaign System and Legendary Task Forces This system is designed to facilitate the pendulum swing of the galactic conflict. With each faction vying for control of the core worlds and the galaxy as a whole. When the galaxy is conquered, all worlds are considered to have realigned to the new dominate faction for their own peace and prosperity. (The exception to this are the non conquerable worlds laid out in the main rules, and designated power base worlds determined by faction leaders. Subject to Mod Approval) The dominant faction will start the campaign cycle with more legendary task forces, but must spread them out throughout their holdings. The underdog faction will have to pick their targets carefully, slowly dismantling the dominant faction’s forces through surgical strikes while liberating/subjugating worlds to expand their own forces for a final no holds barred battle at the capital. Seizing the capital will be virtually impossible for the underdogs in the beginning of the campaign, but each high value enemy target destroyed and shipyard captured will shift the balance. There is a three tier escalation to taking the galaxy from the dominate faction, with each tier having two legendary task force hunt missions and one assault on a fortified hardpoint. The hardpoints will increase in difficulty as the campaign progresses, with the attackers having to overcome increasingly more formidable threats such as golan defense platforms. Each time that the underdog forces manage to defeat a legendary task force, they gain a legendary task force of their own. Each hardpoint defeated decreases the size of the capital’s naval garrison while giving the attackers additional ships during the final siege. When players are doing fleet battles at non campaign targets, legendary task forces can only participate in engagement scale battles, and each side is limited to one legendary task force. The dominating faction is limited to one legendary task force in missions where the underdogs are hunting them, and cannot use them in assaults on hardpoints (The attackers will already have enough on their plates with the special defenses). When the underdogs attack the capital, any legendary task forces that have not been hunted down will be present for the defense of the capital, along with a dreadnought class battleship with a terrifying amount of firepower and health, and a golan defense platform for each hardpoint not taken, plus one additional platform. Controlling the dreadnought in the final battle replaces a player’s allotment of task forces for that battle, and controlling one of the golans replaces two task forces. After the destruction of a hardpoint, the dominant faction launches a reprisal mission on the rebel base, with the option of using any or all of their legendary task forces while the underdogs try to evacuate as many of their forces and materials as possible with each defending commander running two task forces instead of three. The goal of the defenders is to successfully evacuate at least half of their transports(of which there are four, each taking three rounds to make it to the evac point), which they can launch together en masse, in groups, or separately. Success earns the underdogs another legendary task force, but if the dominant faction manages to destroy over half of the transports, the underdogs lose a legendary task force and the dominant faction gains one. This new legendary task force can be targeted by a hunt mission as per normal. The underdogs can use whatever legendary task forces that they have unlocked so far in the campaign on any campaign missions (Hunts, Assaults, and the final siege). Each hardpoint taken grants an additional unowned destroyer or escort task for the final siege. Numbers are not final and are very subject to change. If the underdogs fail to take the capital, the most recently captured hardpoint is retaken by the dominant faction, and the campaign continues as normal. If the underdogs successfully take the capital, control of the galaxy changes hands, and the newly dominant faction gains control of the narrative for the status quo of the galaxy. Both sides reset their experience for their task forces as a period of peacetime dulls the edge of their soldiers, and the flagships for each side have their upgrades scaled back to one upgrade each. For two months there is a period of peace for players to catch their breath and enjoy their conquest/plot their revenge before hostilities resume. The new dominant faction chooses its pool of legendary task forces at this point and the cycle continues.
  12. Fleet Rules Running the Fleet Commanders are expected to maintain lines of communication and goodwill to the opposing players. All fleet abilities are announced at the beginning of the round and resolved at the end of the round to represent simultaneous events rather than each post being slightly later in the timeline. Players that fail to meet the three day rule requirement are assumed to repeat their last action if possible. If it’s the first round, their commander is assumed to have failed to react promptly and/or the crew was caught unprepared and they make no action. Since all actions are determined at the beginning, and resolved at the end, post order of combatants is irrelevant as long as they post in the round, and the three day countdown goes into effect at the start of the round. Fleet commanders PM their actions to the staff member overseeing the battle, who will then post a summary of them once the round is up, with players optionally posting their more in depth narratives afterwards. Each player participating in a fleet battle commands their own Task Force(TF). If the numbers are uneven, then the admiral with fewer task forces can either choose to take a number of “Green” task forces to create an equal conflict, or request a secret win objective from the mods if it makes narrative sense to do so. No engagement is ever considered to include any faction’s entire fleet, and players can enter subsequent battles even if their last task force suffered total destruction. Player commanders are responsible for their task force’s ship composition, names, traditions, and portrayal in the RP, not to mention their actions on the field. All ships in a task force are considered to be overhauled to function at “modern” levels to perform their duties in a task force, so if players like the look of an older ship like a Venator, they can use it without having to worry about the shield generators being outdated. This also applies in terms of comparisons between ships of the different factions, a battleline escort is equally effective as a MC-90 and an ISD-II. In addition to any fleet assets they control, each fleet commander will also have between one and three starfighter commands to use each round, depending on the size of the battle (Some task forces allow for additional commands). This system does not track squadron numbers or ship carrier capacity, so there is no optimal meta ship pick that will maximize starfighter effectiveness. For more information see the list of commands below in the mechanics sections. Battle Scale The scale of a battle is classified as one of three tiers, skirmish, sortie, and engagement. The tier is determined by the number of players involved, and is tied to how many base starfighter actions each side gets, and some fleet abilities have scaling effects that are elaborated on in the Task Force entry. Regardless of scale all players get three task forces each. A 1v1 battle is a skirmish, two to three players on each side is a sortie, and three or more is a full on engagement. Fleet Experience Levels Task forces gain levels from participating in fleet combat, Any PC led task force starts at Green, needs two battles for Veteran, and three further battles for Elite (As in, it takes five battles in total to gain elite status). Only matched PVP battles give experience, practice battles, battles against NPCs, and narrative battles will not provide experience. Players are encouraged to plan out task forces in advance, and new task forces that are posted before the start of their first battle with named ships and a backstory are treated as having already participated in a battle in terms of progression. Retreating and losses Withdrawing is a full round action, but can prevent the loss of valuable experience and abilities. The fleet’s admiral can order “unowned” task forces to retreat. A task force that loses over half of its ships (or suffers 50% hull damage in the case of capitals and specialist ships with support) is considered to have suffered heavy losses and must skip the next battle to undergo repairs and train replacement crew, and a task force that is wiped out loses a rank of veterancy unless it has a bonus to prevent that or is already at Green, in which case advancement to next rank is reset. Abilities Throughout the rules you will see references to removal, targeted removal, and damage abilities, these all refer to Task Force abilities and starfighter actions that allow ships to do measurable damage to each other. This is not to say that other ships aren’t actively firing their weapons or otherwise engaging the enemy, just that these task forces and bombers are specifically designed to overwhelm shields and compromise hulls. Rather than cluttering the process by trying to track every single ship’s attacks, we’re focusing on the heavy hitters whose role it is to destroy other ships, while letting other ships focus on different aspects of fleet combat. Up to three task forces can focus fire on the same enemy task force, but for each attacking task force after the first there’s a cumulative minus two penalty per task force to total damage inflicted, representing too many ships getting in the way of each other. Removal abilities that overkill a target with damage have the excess distributed to another target in the task force, and if necessary however many more targets are required to account for all of the damage. If the task force is destroyed entirely, the remaining damage is lost. Support Ships and Escorts Some task forces in this list mention that they are supported by smaller ships, such as the Interdiction Cadre. Leaders of these task forces can choose to reallocate removal abilities such as Focus Fire from their key ship to other ships in the task force to represent other ships tanking fire to keep their key piece on the field. As mentioned before, support ship losses do not count towards determining whether the task force has suffered heavy losses. In the case of task forces where the task force ability is tied to a specific ship such as an interdictor or carrier, loss of that ship also means loss of the task force ability. Another form of defensive options are escorts, task forces that can attach themselves to other task forces to allow their ships to serve as support. When a task force is escorting another task force, incoming damage must be redirected to the escort, unless the escort has rules that state otherwise. Only escort task forces can perform escort actions. After initial deployment, capital ships require a full round of traversal to reposition in defense of a new task force. Cruisers and smaller classes can redeploy in time to intercept attacks that occur at regular or delayed speed. Cruiser and capital escorts serving as support cannot intercept bomber attacks, but frigates can, and corvettes force bombers to destroy shields before they can start targeting the hull. Unless otherwise stated, only one escort can cover an allied TF at a time. Escorts can withdraw in the same turn that they are escorting, escorting is only referred to as an action to clarify that it can be shut down by TF abilities such as the Asset Denial Force's Surgical Strike ability. Reserves A task force can be held in reserve rather than deploying immediately to the field. If a player chooses this option they should let the presiding staff member know which task force they want to hold back. When submitting actions for the round, the player can inform the mod that they want to bring their reserves in next turn. During the end of round summary the mod will post that the enemy detects incoming ships and relay how many task forces are inbound but not the composition of the task forces. When a task force jumps in the enemy is made aware of ships exiting hyperspace and have the opportunity to assign abilities to target them. This arrival phase takes a full round, and the task force does not get to perform any other actions for the round unless otherwise noted. If enemy sensors are jammed the opposition loses the option to make an initial response during the arrival phase. If comms for the side that is bringing in reserves are not jammed, the new arrival can perform an action as normal for the round. Some task forces (Interdiction cadre and Command Group at the time of writing this)can allow reserve forces to do precision jumps into the battle. Provided that comms are not jammed, the reserve task force can ignore support ships and escorts for the round that they jump in. If the task force is a carrier group and chooses Bombers Inbound, the starfighter action ignores support ships as well, representing the ships jumping in already in attack formation. Ships that use precision deployment have damaged their hyperdrives and cannot withdraw early (If both sides have ships stranded this way and no longer wish to fight they can agree to mutually disengage until repairs are completed). Stealth Stealth Rating: Stealth is a fight between the stealth ship itself and the awareness of the vessels it is stalking. High vs Low, with detectors working to raise awareness, and stealth units trying to act without revealing their position. Stealth TFs start with a high stealth rating, and detectors start with a low combat awareness rating. Capital ships have lowest awareness rate and corvettes have highest awareness rate, and each TF determines base awareness by highest rated ship in TF or attached escort. (Capital = 1, Cruiser = 1, Frigate = 2, Corvette = 3) Stealth cruisers start at stealth rating of 10, while large capitals start at 8, and lose stealth rating when performing actions. There are actions that they can do to raise their stealth rating back up to a maximum of 10 (Or 8 for capitals), but staying at ten while contributing to the battle should be difficult if not impossible. An engaged stealth ship is discovered when the targeted TF’s awareness rating matches or exceeds the stealth rating of the engaged ship. For support stealth ships and stealth ships that are not engaged, discovery occurs when any enemy ship has awareness equal to or exceeding double their stealth rating. Each time that the stealth ship is discovered, its stealth cap is reduced by one. Task Forces can temporarily double their awareness by sacrificing a turn to focus on sensor sweeps, escorts automatically do this on turns that they aren’t fired upon by other TFs (starfighter actions and stealth attacks do not prevent this passive ability), and their awareness can be used in place of the TF they are escorting if it is higher. Flagships Each side has one flagship that can be commanded by the grand admiral. The flagship can earn a variety of powerful upgrades, but if it is destroyed, all upgrades are lost. Furthermore, if the flagship is destroyed then the following round actions for that side are resolved after the opponent's, representing confusion and panic from the loss of such a powerful symbol. Mechanics Ship scaling A Task Force is 6 points worth of ships. One capital ship is 6 points, meaning that it comprises the entire task force. One artillery cruiser is 5 points. One cruiser is 3 points, meaning that a task force can either have two cruisers or one cruiser and smaller support ships. One frigate is 1 point. Two corvettes are 1 point. Removal effects and ship health Ship shields and hull by type Corvette: 2/1 Frigate: 3/3 Evacuation Transport: 6/10 Cruiser: 9/9 Artillery Cruiser: 10/20 Capital Ship: 25/25 Golan Defense Platform (MK I-III): 25/25, 35/35, 45/45 Damage per by ship type Bomber Wing: Varies by size of target, damage goes directly to hull unless abilities or corvette support prevent it (Frigates: 1, Golan Defense Platforms and Cruisers: 2, Artillery and Capitals: 3) Cruiser: 4 Artillery: 8 against cruiser or larger targets, 4 against frigates and corvettes. Capital: 6 Golan Defense Platform (MK I-III): 3, 6, 9 Starfighter Actions Each side gets a number of starfighter actions per round according to the scale of the battle, with some task forces providing additional ones. Skirmishes have one starfighter action, Sorties have two, and Engagements have three. There is a cap of three offensive starfighter actions on a single TF. Bombers Inbound: The fleet’s bombers move to engage a frigate or larger ship, doing direct removal damage at fast action speed. When bombers target ships supported by corvettes their damage must go through shields before doing hull damage. Starfighter Rush: The fleet's light interceptors and starfighters move to engage a frigate or smaller ship doing direct removal damage at fast action speed. Capable of doing three damage to corvettes and two damage to frigates. Interception(Forward Deployment): The fleet's interceptors move to engage the enemy's heavy attack craft. All enemy Bombers Inbound actions are resolved at delayed action speed rather than fast action speed, and one point of damage is directed to shields from the bomber action. This action can stack. Interception(Focused Deployment): The fleet's interceptors are directed to protect a specific task force. If the task force has no corvette support, then it is treated as having corvette protection for this round. If the task force has corvette support, or an Interception(Focused Deployment) order is already being issued on the same target, then the cap on stacked Bombers Inbound attacks on the target is reduced by one for each additional Interception(Focused Deployment) order. If this reduces the cap below the amount of incoming bomber attacks, the excess bomber actions can be redirected to other targets, suffering a one point damage penalty and resolving at delayed speed. Sensor Sweep: The starfighters assist with locating potential hidden enemies, allowing for an additional scan of one frequency in a task force’s area. Each consecutive turn that the action is used on the same task force, the number of frequencies scanned increases by one. Fighter Escort: Supplements bombers inbound, so only usable if the fleet can use more than one starfighter action a round. Snubfighters escort the bombers, restoring Bombers Inbound cap reductions caused by Interception(Focused Deployment) actions on a one for one basis.
  13. The Sith Reign in the Galaxy! With the fall of the old Galactic Alliance, and the subjugation of the Core Worlds under Sith tyranny, the eyes of the galaxy turn to the next conquests. The Sith, under their fearsome Emperor Exodus, bring their mighty fleet to bear on the fleeting remnants of their old foes. But those foes still live, and have formed a Rebel Alliance to oppose the new Sith Empire. This new Rebellion, fostered on the edges of civilization is the last hope of the galaxy... _______________________________________________ The Roleplaying Universe is set technologically parallel to the Legends Expanded Universe (EU), currently about 150 years after the events of the Original Trilogy. It takes place in an alternate timeline in which Disney Star Wars largely did not take place. CANON: Most Star Wars EU (Expanded Universe) produced from the New Hope until the Disney acquisition of Star Wars in 2012 NON CANON: Anything produced by Disney is generally considered non canonical except for the following: Rogue One and The Mandalorian, That means that Episodes 7-9, Rebels, New Clone Wars, The Resistance, and the Novels published after 2012 are considered non-canonical in the RP universe. BORDERLINE CANON/NON CANON: Any Star Wars Videogames. While many contain good stories and good 'force powers' these often do not translate well to a PVP/Story driven Roleplaying experience. Everything done in a videogame should be taken with a grain of salt, and if you wish to reference or use a power from said videogame contact a mod on Discord. _______________________________________________ The Factions The Dark Side The Sith Empire – Ruled by Emperor Exodus, they use the Force in anger and hatred, the Sith are the traditional enemies of the Jedi Order and seek power and domination over others. They currently rule the galaxy and most planets other than the outer rim are considered aligned with the Sith. The Light Side The Rebel Alliance – Formed out of the ruins of the Galactic Alliance and the Imperial Remnant following the devastating loss of Coruscant and Kuat. Small and few in number, they attempt to overthrow the Sith Empire alongside the Jedi. The Jedi Order – Using the Force for calm, peace, and understanding, the Jedi in alliance with the Rebel Alliance are attempting to overthrow the Dark Lord. Neutral Factions The Black Sun – The ancient and infamous organized criminal syndicate, with significant influence in Galactic affairs and Outer Rim dealings. Uncontrollable Factions This is not to say you cannot play someone from these worlds or cultures. You just may not control these subfactions at this time. If you wish to contest this or if you have a plan that you think may work, talk to the mod team The Mandalorians – An ancient warrior culture that has spawned numerous imitators. After the last crusade (see fall of Coruscant) they have closed their borders to all but those that are Mandalorian. The Hapes Consortium – A secluded and powerful matriarchal empire. Hidden behind their Transitory Mists, they watch the fall of empires with anticipation. The Chiss Ascendancy – A secretive empire hidden beyond the explored galaxy. Not much is known of the Chiss other than they keep to themselves and do not interfere with galactic politics. _______________________________________________ Generally Known History: Several years ago the Sith re-emerged from their base on Korriban, taking advantage of the calm and unprepared Galactic Alliance. With a lightning campaign, assisted by several well known terrorists, they achieved complete domination over the inner galaxy. Establishing the new Sith Empire and relegating their few remaining enemies to the outer rim. There they have formed a new rebellion and have begun to strike back at the Empire. _______________________________________________ PLANETS THAT HAVE SIGNIFICANTLY CHANGED LORE Coruscant Recently mostly destroyed by the collision of one of its moons with the planet surface by a Sith Terrorist. The City is being massively rebuilt in the ruins by a join operation of Sith interests and contractors. Life is slowly returning to the world. Mandalore and the Mandalore system. Mandalorians are not pacifists, their planet is not destroyed and they do not live in bubble cities. They are a militaristic, spartanist society, that remain isolated from the galaxy through force. Kamino In RP, the floating cities were destroyed and the Kaminioans genocided. The world carries little life and no cloning facilities, the last vestiges of that once great planet, now hang onto a thread of life. Ziost An ancient Sith world that was destroyed by the New Republic with the use of a death star super laser. (This is commonly referred to as the ‘Battle of the Last Death Star’ and took place in 2009) Ziost remains as only a scattered formation of asteroids and ruined fleet ships. Dathomir Is a swamp-like world with high cliffs and mountain ranges. Recently suffered devastating fires set by the use of turbolasers to the low lying forests. The Jedi Order has healed the world, and the scattered population of nightsisters remain. (They are not the red cloaked nightsisters of the clone wars or rebels TV show) Carida Is not destroyed, and remains an imperial training world for the Sith Empire Nar Shaddaa/Nal Hutta Taken by the Imperial Remnant/Rebel Alliance and set up as a commerce/shipyard and housing for refugees. Though a criminal element exists, it is mostly stifled by the extensive military presence and humanitarian relief provided by the Jedi Order/Imperial Knights/Rebel Alliance. It is now a firmly held military world and shipyards. _______________________________________________
  14. Introduction We have had, for a very long time, an ongoing debate among the community of our roleplay: "What is the definition of using the dark side?" Obviously, Jedi shouldn't be using the dark side, and Sith typically shouldn't be using the light side either, but it's far easier to say what is light and good because it is typically beneficial and extrinsically motivated in nature. By contrast, the dark side has typically been denoted with intrinsic motivations and typically used to harm or to otherwise hoard power. But when we look at the blurry point in the middle, a lot of people have had different definitions over the years, which has allowed a pseudo holy war to carry on for over a decade now. Before now, the Mods have allowed people to define the Force differently for each of their characters because we see a few examples of this happening in canon, but recently we've identified this lack of a definition to be the root cause of many problems facing balances and intentional and unintentional abuses to our system. Today we clearly define what it means to use the dark side, so writers can understand where the line is and when they cross it with their characters. The dark side is specifically using the Force to cause pain for pain's sake, to kill or wantonly destroy, subvert the natural order, or for personal gain. It is not using the dark side when using the Force to subdue someone, or to perform simple or menial tasks. (Powers such as Lightning, Drain, and Pyromancy fit this definition of the dark side.) There it is, that's it. Questions This Will Likely Raise: How does this affect my character? It affects them moving forward, but you're free to not "suffer punishment" if their past actions don't quite fit the above definition. Let's just say coincidentally all our characters had a small epiphany on the subject. If your character is built around using the Force offensively or in a manner that breaks the above definition but they're technically a "light side" character, then you will need to rework the character, and the Mods have acknowledged that they will potentially need to help these people brainstorm how to change their characters while retaining an appropriate theme and feel. The intention here isn't specifically to neuter players and their characters or factions, but rather to clarify and smooth an area that has caused us trouble for a while now. Is [insert Force power here] now a dark side technique? Depends on how it's used as per the above description. We didn't want to limit characters to a list of specific techniques, or we would have simply published those lists. Doing so would make the stories told here a lot less interesting, flattening story for game mechanics and making everything feel more like a tabletop game or KoTOR rather than a collaborative storytelling effort. For example, let's look at Telekinesis, a typically neutral Force power. Can your Jedi use it to block an opponent, or perhaps injure them via a metal pole swung from their blind side at their leg to prevent their retreat and it's still considered light side? Sure. Can they use it to kill them? No, that is the dark side per the above definition, and Jedi should not be killing with the Force. If death is necessary, a Jedi should strive to resort to their lightsaber or other swift death. Do Jedi have a serious disadvantage in duels now? Absolutely not. The Mods would also like to emphasize that this definition specifically applies to Force techniques only, not personal thoughts, actions not involving the Force, or use of weaponry. Jedi and other light side characters can still use their lightsaber or other weapons, and similar to the justification Mace Windu used to make the determination to kill Palpatine, you are allowed to use lethal means of stopping your opponent, just not with the Force. This isn't to say that we should have a bunch of characters running around acting like villains while only using the Force in a manner that aligns with the light side per the above definition, but in the sense that duels should be balanced and fair, Jedi are encouraged to develop and focus more on defensive and nonlethal subduing tactics when using the Force, while the Sith are encouraged to ignore defense over offense when it comes to Force usage. All other options, using any legal weapon or the terrain to kill or harm an opponent, is still free game. Moving forward, there are likely other areas that will need clarifying and rebalancing. FUs will be given more leeway to incorporate weapons into their kit, but what that means when they face off against NFUs is still up for debate, and we're working hard to ensure that nobody winds up with the short stick in all of this. If you have any constructive ideas or commentary or want to point out something not addressed here, please let one of the Mod team know asap either via Discord or by PM.
  15. Currently, The Imperial Remnant represents a more grey, middle of the road path of the nominally "good" guys with a sub-set of light side but more directly combat oriented Force sensitive Imperial Knights to play. The Galactic Alliance represents the more traditionally "good" guy New Republic style play style. The Jedi Order represents the Force wielding "good" guys who, at least under their current Grandmaster, are going to fight but also respect the more philosophical and non-aggressive Force sensitive play style. All three were once independent, but now have been forced together through circumstances to form the Rebellion. The Sith Empire originally represented the dark side Force sensitive playstyle but now has come to incorporate the militaristic non-Force sensitive and generally "evil" elements of the movie based Galactic Empire. That Sith Empire (called either "the Sith" or "the Empire") is the dominant force in the Galaxy now which caused the three "good" guy factions to unite simply to survive. Black Sun was an criminal "bad guy" faction that was allied with the Sith Empire until it suffered a costly defeat (that cost the Rebels) and was integrated into the Sith Empire. The Mandalorians have risen and fallen, but most recently united to become a very nasty rampaging force that actually inflicted some heavy damage to the Galactic Alliance and Imperial Remnant before kinda fading away due to activity and (perhaps IC explanation) over stretching themselves. IC, it may be explained that they did well fighting the weakened Galactic Alliance and Imperial Remnant who were focused on internal struggles and fighting the rising Sith Empire, but when the Mandos got the attention of the Sith, they didn't do too well.
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