Rules and Guidelines

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Rules and Guidelines

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GENERAL Q&A


What is the Game Date?

The technical year would be described as 19 BBY (Before Battle of Yavin). For game purposes we will call it year 1 ACW (After Clone Wars).


What is the Game Objective?

This one is simpler. It is to secure glory for your people and ideally rise in place of the broken Republic and rule the galaxy. There are multiple ways to do this. You could just overrun everyone else militarily. Or you could be part of an alliance that raises a new galactic government either after or before you crush everyone else.

You don’t have to take part in this larger power struggle, you could choose to exist primarily as a trader of goods or building of ships and enjoy the dynamic of the game. But in as much as there will be a winner the above is the objective.


How are Turns Structured?


Similar to the Trek sim in that you send in an economic turn along with military orders and if there are no major conflicts we run through a year of time. If there are wars then we will slow things down to fight that war out as much as is necessary. Simplified movement rules should speed those phases along quite handily though.

When you send in a sheet and orders than is the start of the year in January 1. That whole year is run militarily with the units you had on hand December 31 of the prior year (ie what is listed on your sheet when it is returned to you). Whatever you buy in that year or whatever ships become available to you because they are complete would be ready for you at the end of that year for you use in the next turn.


Can I design my own ships?

Yes, a ship design calculator is built into the spreadsheet for you to use. The only limits are on what you can afford to build. As a concession to readability and simplicity a power may have no more than a dozen capitol ship types and half a dozen fighter types in service at any one time. This should be more than sufficient to cover your needs.


Is there any exploration or colonization?

No. And it won’t be added this time. This is a mature and colonized galaxy. You want more space take it from someone.


How is diplomacy conducted?

By private message on the DITL forum between players for which the GM must be copied. Be warned. The game manager(s) DO NOT enforce treaty terms. That is enforced by the threat of force or in some cases the morality of the government involved.


What about the Jedi and the Force?


For the purpose of the game they don’t exist. At least not in a manner that would allow you to control or make use of them.


What about Death Stars and other super-weapons?


Initially no. Something like this may be added later but until someone is much bigger they would not have the resources for it anyway.
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Re: Rules and Guidelines

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THE SPREADSHEET


Income & Balance Sheet


This page is expanded from its previous form. If someone has no need to build troops, ships or the reconfigure fleets and troop concentrations then you can effectively run the whole thing from here as far as trade and fleet deployments go.

Working down the left side the sheet presents information on your income. You get income in 4 ways. Taxes, borrowing, interest from money you loaned and trade.

You can then see where your money is going in the expense area.

The sheet then will calculate an excess or shortage and compare this to the cash you have built up over time. If you have enough to cover things then you need do no more. If you find you are short the sheet will prompt you to borrow. Unless you make other arrangements this will be borrowed internally at a rate set by the GM and you will pay interest each year automatically. If you borrow from another player than the rate is between you and them.

To pay back money simply put a sum in “additional principal payment”.

Trade

Trade is both simplified and expanded in this game. In terms of trade goods each planet produces a raw, fixed value. So long as you maintain access to the core where the markets are (for game purposes Corusant) then you get that amount of income every year. Some planets have more trade goods than others. You can’t do anything to change this.

Materials trade is more complicated but the interface is simplified. At the bottom of the sheet is section labeled Trade Relationship. To trade with someone simply add their empire name to the form on the left. Then enter what you are sending to them and what you expect to get back from them. If you are selling 2 million units of hypermatter for 200,000 credits then you would put 200,000 in “cash from” and 2,000,000 in “hypermatter to”. You can describe the whole relationship here for a turn so if it is those two things in addition to a swap of 50,000 units of Tibanna gas for 100,000 tons of military grade ore then you would just add those in the appropriate column. This makes it simpler to do swaps rather than cash transactions compared to the previous system. The final column is for other goods so if you are buying say ships or even a world from someone just list it there or say See Orders and you can then apply your payment or show what they are paying you.

The GM will make an effort to resolve trades with minor differences from two players, particularly if players followed the rules and copied the GM on the diplomatic contact that created the trade. But if the terms were not presented diplomatically and don’t match the trade will just be scrubbed from both ends and you can try again next year.

Fleets Quickview

After you assemble your fleets on that tab here is where you can go to move them around. If you want first fleet to go from where it currently is to somewhere else just type it in the cell labeled “moving to”. This gives you a quick overview of how many ships, fighters and battalions of troops a given fleet has on hand.

Intel Operations


Intel has been put here as well and is changed. Counter-intel is now just a level of expense spent on keeping secrets from 1 to 10. The bigger you are the harder keeping secrets will get naturally, particularly on planets not closely aligned with your ideology. The more you spend the more effective your counter-intel operations are.

Intel operations break into three categories.

Communications- Hacking into communications networks trying to read the other sides mail and conversations with their commanders. This is expensive, takes a long time and could be turned against you if discovered.

Probe Droids- These serve a very specific purpose. They go to a system and look at it to see what is there at that moment and they report back what information they find. The higher the roll the better and more accurate results you get.

Black Op- This puts people on the ground in charge of finding information. This is the highest risk, highest reward type operation. If you get lucky you might plant something like Delta Source in the enemy’s capitol building. If you get caught you could get double crossed badly.



Systems Sheet


The systems sheet contains only one area for player input but much information.

The player may set individualized tax rates for each world. That is the only allowed player input.

The information given here is mostly pretty basic. Everything is a set number with the exception of hyper-matter which is based on the economic advancement of the world. Far to the right you will see columns labeled “garrison needed”, “troop shortage” and “income modification”. This is where the sheet tells you how many soldiers you need on the world to exert sufficient control to collect taxes and keep it functioning in a reasonable manner. This varies depending on a few factors. The first is the size of the population you need to control. That is then modified by the tax rate and the “gap” between your government style and that of the planet you control. The bigger the gap and the higher the taxes the more troops you need.

If you have a shortage then you will only collect a percentage of the available income you are trying to get through your tax rates.

Your total production is on the bottom of the sheet for reference, though it also migrates to the income sheet.



Ships & Fighters Sheets

The top of this sheet is mostly informational. It tells you what ships you have available overall and gives a rundown of their stats as well as what number of fighters and troops they can carry into battle.

With capitol ships you have the option of placing them in a “laid up” status which renders them inaccessible for the year (no exceptions) in which case they are stored at your homeworld. Laid up ships cost only 25% in maintenance what active ships do. Fighters are always active, if you want to reduce their numbers you have to let the GM know and they just get scrapped.

Ship and fighter building occurs in the bottom portion of the sheet. Fighter construction is very simple and can occur anywhere. Unless otherwise told in written orders by the player it is assumed they are constructed on the home planet. Fighters simply have a cash cost to build, they use negligible amounts of material so it is not calculated.

Capitol ships are built in lots on worlds. Each world has two limiting factors. The first is the biggest single ship it can build which is described by type. The second is the total amount of production it can do in a given year.

When you order capitol ships you do so in groups, so you would order 4 Star Destroyers which each take say 3 years to construct. You would get them all after 3 years at which point you could order more.


Fleets Sheet


Each player is allotted 5 fleets.

To create a fleet the first step is to assign capitol ships to the fleet. This is done by placing a number in the “in fleet” column for each fleet. The available number of ships is listed in the “available” column and is the total number of ships you have minus those laid up, those under repaid and those already deployed.

Once you have allocated ships the capacity remaining cells for that fleet will fill for both fighters and troops, allowing you to allocate fighters and troops.

Embarking troops is straight forward. The fleet can carry so many troops of so many types and no more.

Fighters are slightly more complex. You can, if you choose, put class 1 or 2 fighters in a space for class 3 fighters. This is an inefficient use of space as those hangers won’t hold any more fighters and are made for heavy bombers rather than light fighters but can be done in a pinch.

You will have to make sure you don’t deploy more fighters than you have overall by hand, which should be simple enough.

Ships under repair accounts for damaged ships you elect to send back to the yards for repair. Repairs take one year. Otherwise the units keep operating in whatever state they ended the previous battle in.




Bases & Army Sheet

The player has a basic choice to make on how they will raise and support their army. Volunteer means that troops are more expensive but generally of higher quality than conscript forces but they are more expensive overall and have a higher ceiling. Different planets have different base starting levels so raising troops on Mon Cal would generate less efficient troops than raising them on say Mandalore.

Once troops are raised the player can then select the level to which to train them. This can be different for both infantry and armored troops.

Beyond this the system will determine for you how many special forces units you can cull from your present units if you wish. These units come from your infantry forces and in general the more highly trained your basic forces are the more of these you can have.

Tier 2 special forces operate in the grey world and would do things like seize shipyards or resource stocks during an invasion of a planet to prevent them from being destroyed. Or they might try to sneak down to a world and disable its shields prior to an assault. You could use them to put your own eyes on an enemy world to keep track of movements of certain units.

Tier 1 special forces operate in the black world and are used for highly important and dangerous missions such as assassinations, stealing or sabotaging an enemy asset and what not. They are more advanced than tier 2 special forces.

In general special forces cannot engage other army troops. They lack the numbers and firepower for such work and it would be a waste of these very expensive troops to try it. That they are advanced does not mean they are invincible. If you send them in to a major enemy base don’t expect them to return. But used properly they can be excellent force multipliers.

Once you have decided what forces you will have to decide if you want to buy more conventional forces and from where you would like to get them. Simply enter a number of legions you would like to have and the use the pull down menu to select a system under your control. They will be available to you at the start of the next year.

Finally you need to allocate troops and fighters to defend your systems.

In the fighters section you will see the number of squadrons you have available and you can allocate them accordingly. If they are not otherwise deployed they will be deployed on your homeworld for you. Only hyperspace capable fighters may redeploy themselves. Other fighters must be ferried aboard your fleets if you wish to move them from one world to another.

Troops are listed by type off to the right. From this pool you must fill the allocations you made to your fleet force from your various worlds. In general most players will have a planet that is capable of training higher level troops that will fill the majority of their deployed force roles but you may draw them from anywhere. If not otherwise noted in written orders it will be assumed that forces are distributed equally when deployed so if 40% of your deployed force is from Mon Cal and 60% is from Alderaan then if you attacked with 10 legions 4 would use Mon Cal stats and 6 would use Alderaan stats.

Whatever is not deployed is left behind as the garrison for its world to fulfill the garrison requirements back on the systems tab. They will fight in defense of your world if need be and must be raised on the planet they are defending.

If you wish to assist the defense with outside forces you will have to bring them in and support them with a fleet.



Ship and Fighter Designer


This sheet is simple for the player.

Plug in the number of emplacements of each type you would like your ship to have and it will calculate the strength of the ship for you. It will calculate a cash cost and a materials cost for the ship.

You can only equip one gravity well projector system per ship. There is no point in having more. Armor is relative to the ships firepower so that we don’t end up with frigates that are more protected than heavy cruisers.

If you want to build it yourself you need to make sure the overall size falls within your construction limits. Otherwise you might have to buy it from a major shipyard, of which there are several who could build your design for a fee.

Fighters work largely the same but you must select what class of fighter it is and then follow the guide located in the bottom right hand corner as to what can be allowed on a ship of that size.

There are cells to name the ships you have designed.

Just remember if you have reached your 12 ship or 6 fighter limits you need to tell the GM which class you want removed from service to make room for the new design.
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Re: Rules and Guidelines

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Resource Addendum

Resources and their use are as follows.

Basic Resources

Military Grade Ore- Fairly common, though large builders of ships are likely to import this at some point to meet their needs it can be had from most planets. If you don't have enough ore, you can't build any new ships.

Tibanna Gas- Fairly uncommon. Most planets are able to create enough to maintain a modest fleet of ships but only a few are able to supply it in amounts sufficient for a true, galaxy spanning fleet. Use rises in wartime. If you run short of Tibanna the penalty is as follows. It is first used in the construction of starships. If you don't have enough to meet construction needs then you must curtail those programs. You then feed the ongoing needs of your fleet. Since Tibanna is used to basically superchage heavy guns the penalty is that your anti-capitol ship ratings drop by half the % you are short of your needs. If you are 50% short of your fleets needs then you would lose 25% of that firepower. Your fighters and anti-fighter ratings are unchanged.

Hypermatter- This is produced by most space fairing species in amounts sufficient to meet their needs. But in wartime usage will jump and many species would find themselves net importers if they are supporting too large a fleet for their resource base. If you don't produce enough then the penalty is that your speed is reduced by half the % you are short of your needs. If you are 50% short of your fleets needs then your top speeds drop 25% for that year. This impacts all ships in the fleet.

Exotic Resources

Bacta- A very rare substance that heals badly wounded men. You can get this from one planet and you either have it or you do not. If you have it then half your soldiers who would have been lost in battle will be saved.

Clone Facilities- This will adjust the base quality of your troops from that worlds by 2 points due to high quality personnel.

Droid Facilities- This will allow you to produce very cheap infantry troops who can operate in any environment, though they will be of lesser quality than human troops.


Economics Addendum

For the purpose of simplicity economic interaction with the minor powers will be accomplished through Coruscant where a central market will be established. All resources from the non-affiliated worlds will be pooled there and sold to players in need.

The GM will attempt to establish a market price for goods that are to be resold. This is in an effort to streamline negotiations for resources so that the GM does not have to answer inquiry from 10 players to 20 different non-affiliated powers. As planets fall they will be removed from the pool of resources available to buy.

Purchase from players need to be negotiated directly.
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Re: Rules and Guidelines

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STRATEGIC MOVEMENT, COMMUNICATIONS AND INTEL



Ships equipped with hyper-drives can move between systems along the marked hyper-routes on the map. A ship’s speed dictates how fast it can move, though a fleet can move no faster than its slowest ship unless directed by the player to leave those units behind. The fastest ships can cross the galaxy in as little as a month, though some of the slower ships may take considerably longer to do so, depending on the routes available to you. Travel is from point to point. You stop at each system and adjust your course in real-space, then jump off again. Ships may not communicate, alter course or use sensors in hyperspeed.


Range of Strategic Movement

Fighters do not have a range figure. They are all assumed to be limited to 1 weeks travel (outbound) from their base for combat operations. They may ferry over any distance between two of your controlled planets however. If you wish to extend the range at which your fighters may operate you have to place them aboard a carrier or negotiate rights to land and refuel with a planet within their combat range.

Capitol ships work differently. Each has a distinct range figure. Once again a fleet can only operate as far as its shortest ranged ship unless those are left behind. You may send capitol ships anywhere on the map, though for ships to operate at full efficiency they must operate within range of a base you control or a system on which you have gained basing rights by negotiation. The further a ship presses beyond its range the less combat capable it will be.

A ship with a range of 24 operating 36 distance units away from a base would be penalized as follows.

(Distance beyond operating range/total operating range)*.5

So this unit would face a 25% penalty across the board when it comes to combat ratings.

You are considered to be operating from your base so long as you are connected to it by 1 hyperlane or less. Effectively this means that any type of unit may operate from one of your controlled planets to any other planet to which it has a direct connection without penalty. Range only becomes a consideration when a system not in your control is between your nearest base and your fleet. Range is then counted from the intervening planet. So if you base is planet A and planet B is neutral and 50 distance units away and your fleet is operating 20 distance units beyond planet B then its operating range is considered to be 20. This should eliminate having to worry about range in the vast majority of deployments for most fleets and keep things simple for the player as you can advance from system to system without concern for logistics.



Speed of Strategic Movement


Speed is simply a function of the hyper-drive rating of a capitol ship. It can move 1-10 distance units in a day. The higher the rating, the more distance units it can cover in one day.


Sensor Capabilities

Sensors are limited to in-system functionality. You may if you have hyper-space capable fighters direct your fleet to stop at some distance outside of a system within the range of those fighters and conduct a recon mission before you enter the space. This will slow you down somewhat but might give you an idea of what you face. Alternatively you can send probe droids out to look around using your intel function.


Communications

Communications are instant through the Holonet system. These forms of communication cannot be jammed but can be intercepted and decrypted by intel operations. Within a system one can jam another ships connection to the Holonet system. This will occur with varying degrees of success depending on the balance of forces present. Short range battle communications are not able to be jammed, primarily so that tactical battles may be playable.


Interdictor Type Ships

Gravity wells allow you to pull ships out of hyperspace at a place other than a planetary system or to hold them at a place of your choosing. The later is a simple operation that needs no further description.

An interception can be more complicated. Since your fleet is intercepting and would know the exact edge of the gravity well and can deploy accordingly. This will allow you to set the range for an intercept at your ideal combat range which will be addressed in the tactical combat rules.

An active interdictor along a hyper-route closes it to all traffic, commercial and military for as long as that unit is in operation. An active interdictor in a tactical battle prevents either side from using their hyperdrives until the ship is destroyed or powers off its generator.

Troop Movements

Troops must be raised locally or moved aboard your transports and warships. No exceptions, no civilian charters. You must have the fleet carrying the troops travel to the whatever system you wish to transport them from.

Blockade

A planet may be placed under blockade when one of your fleets is present over a planet unopposed. A blockaded planet adds no resources to your enemies stockpile nor can it be taxed. No traffic may pass through this system without permission.

Siege


All planets are shielded. They may be placed under siege by any fleet that is operating within its range of its own base that possesses clear supply lines. The resistance of a shield is determined by taking its hyper-matter production number and multiplying it by 100. For a system producing 2 million in hyper-matter that would be 200 million. You then divide this by the anti-capitol ship firepower of the capitol ships in a fleet and get the duration for which it will last. So if a fleet with 50 million in anti-capitol ship firepower were to siege this system it would take 4 months to batter down the shield.

The purpose of this game dynamic is to move things along when an issue is essentially decided. If anyone is going to come help you they will get there before things are over on a major world. If they can’t make it this puts a timetable at which playing out the string ends.
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Re: Rules and Guidelines

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SPACE COMBAT

Combat between starships and fighters will be resolved in one of two manners.

In very lopsided fights or events such as fighter raids or commerce raiding combat will be resolved through a single action calculation conducted by the GM. The equations for that resolution are as follows.

Offensive Result

Category Specific Firepower/(Category Specific Firepower+Total Defense) = Percentage Chance of Victory

There is then a random roll to determine if your units performed well. A damage roll is then thrown as well. Total casualties inflicted are calculated as follows.

Damage Roll x (1 if Victory x .25 if Defeat) x (CSF/TD)

The last set of () is to account for the difference between fleets so that if a fleet 10 times more powerful than another is engaged the rest of rolls are marginalized due to the real lack of chance in the engagement, though there is still some. All rolls are 1-100.

Defensive Results

Essentially are the same thing run in reverse. The enemy shoots at you and you lose units.

Depending on orders and unit types these results will be run until all units on one side are destroyed or until one side leaves the area or surrenders.


Tactical Combat

In cases where large fleets oppose one another in a critical battle the GM at their discretion will conduct the battle on a tactical hex map to allow the players to exert a direct influence over the course of the battle. When that occurs the following rules will apply in the following types of engagements.

Each hex is 1,000 KM.

General Rules


Capitol Ship beam weapons have a range of 12,000 KM against other capitol ships (this is not drawn from a pure cannon figure as no clear consensus seems to develop, it is based on the size of a hex map to allow fire and movement). At maximum range their effectiveness is low except in overwhelming numbers. They will be far more effective at 6,000 KM and anything 3,000 KM and in would be considered point blank range at which point equally classed ships will blast one another apart in short order. Battleships and Cruisers will have a longer effective range than Destroyers which will have a longer effective range than Frigates and Corvettes. All ships share the same maximum range, they just get more effective at different times due to the size and stability of the gun platform, the greater number of emplacements on the larger ships and the space for more advanced targeting computers.

Fighter weapons have a range of 6,000 KM and this is the effective range at which they can be engaged by capitol ships as well. Again effective range is about 3,000 KM. The ranges for fighters shooting at fighters are fudged a bit to account for the fact that we won’t have second by second tactical control of the ships to allow them to close and engage.

Ships of both types move across the map dictated by their sub-light speed rating. Each rating allows a ship to move forward 1 hex and turn 1 hex per round. A ship rated 5 would be able to move forward 5 and turn 5 hex facings if it wished. The maneuverability rating for fighters does not figure into this, it is a rating that helps calculate defensive and offensive ratings for fighters as it measures how well they can dog-fight.

Orders are issued in general terms such as “maneuver my main battle line towards the enemy’s left and my bombers around to the right. Screen the movement with my fighters. When within 3,000 kilometers have the bombers strike at the enemy battleships.” Those orders will be compared to enemy orders and both sides will execute as best they can towards their objectives.

Fighter strikes against capitol ships are a one-shot event and are really only effective with units equipped with Photon Torpedoes or Anti-Capitol Ship missiles. Deviating from this mission to shoot at other fighters before offloading ordinance will mean you have fewer weapons available to shoot at the capitol ships. For every enemy fighter group you shoot at while inbound the bomber group will lose 1/3rd of its effect against capitol ships.

Once a bomber group has engaged capitol ships they may either return to their carrier and re-arm, which takes one round to land and then one round to re-arm and return to the fight. If they are multipurpose fighters then you may elect to send them out to assist your pure fighters in the battle for space-superiority rather than re-arm them.

Combat is resolved a similar manner as in single action resolutions listed above, though there is an added range modifier that mitigates results at long range and multiplies them at short range and the concept of victory is removed. This modifier can be expressed as optimum range/current range with optimum range being 6,000 for capitol ships firing at capitol ships and 3,000 for any action involving fighters. At maximum range effectiveness is halved. At maximum close range (500 KM) effectiveness can be 6-12 times as great as optimum range.

The equation for this combat reads as follows.

(Damage Roll x (CSF/TD) x (current range/optimum range))* CSF

In a 4,000 KM engagement where the attacker has twice the firepower of the opponent’s defense the equation would work as follows with a damage roll of 50.

(.50 x (200,000/100,000) x (6000/4000)) x 200,000

In this case the attacker would inflict 300,000 in damage, first against the shields and then against the armor and hull of the opposition. Against capitol ships damage is first applied to shields until they are removed and then applied to armor. When armor reaches zero the ship(s) are destroyed. The enemy will concentrate their fire in an attempt to destroy and damage the maximum number of ships. In a given combat action the damage will be spread 35% on ships destroyed and 65% on ships damaged. If your group has a total of 1 million in total defense

Against fighters this damage is assessed against the defensive capability of the fighters and when it reaches zero the group is destroyed. If the group consist of

Combat capability for both types degrades as ships are damaged, though Star Wars ships are very tough kills. Damaged ships fight at half efficiency until destroyed or until they surrender due to the pounding they are taking.


Special Rules

Ion Cannons- Ion cannons have the effect of rendering shields ineffective for the duration of a battle and thus are very important in multi-round battles. As part of your exchange your ion cannons will render a % of the enemy shields inoperable for the remainder of the fight. Shields otherwise will regenerate each turn. This equation works as follows. (Ion Cannon Strength/(ICS + Shields of Target))* Damage Roll * Range Modification.

Boarding Craft- Disabled ships may be boarded provided your fleet is equipped with boarding capable craft. They must close to 500KM and then they will have a 50% chance of taking the vessel during combat. It cannot be used in the course of combat, it simply retreats and must be repaired to join your fleet.

Disabled Craft Left at End of Combat- Provided the rest of the enemy fleet retreats or is destroyed and your fleet is equipped with landing craft all remaining disabled craft will go through the boarding resolution process described above.

Retreat- Provided the enemy has no interdictor type craft deployed and with their gravity well generators in operation your fleet may jump to hyperspace at any time and retreat from the battlefield. Any non-hyperdrive equipped fighters will surrender immediately in such event and the battle will end. Any hyperdrive equipped fighters will jump out and reform with the fleet.

Interdictors- Gravity well generators consume enough power to prevent these ships from either going to hyperspace or deploying their shields in combat.


Special Engagement Types and Rules

Assault- When assaulting a planet defended by a fleet or by fighters alone, if that is to be resolved by a tactical battle, they can re-arm by returning to their side of the map, either the top or bottom as it may be which will represent the planet.

Ambush- In the event one fleet has been pulled out of hyperspace by another using an interdictor type that ambushing fleet can set the initial engagement distance anywhere more than 2,000 KM. The ambushing fleet will open the battle with one round where there is no movement but only firing on the part of the ambushing fleet.
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Re: Rules and Guidelines

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GROUND COMBAT

Ground combat is resolved via a single action calculation in all circumstances.

There are four troop types.

Heavy Armored- Non-Repulsor based Armored troops. Will overpower infantry and light armored in open field combat (desert, artic). Can be used in urban environments with heavy collateral damage. Can be used in heavily forested/jungle worlds at significant reduction in capability. Cannot be utilized on aquatic or hell worlds.

Light Armored- Repulsor based and can operate on any world type without penalty. Still create some collateral damage in urban environments.

Heavy Infantry- General infantry and can operate on any world type without penalty.

Light Infantry- Light troops outfitted for maximum mobility. Bonus for operation in Urban, Jungle and Forrest environments.

Defensive deployed defensively double their defensive ratings.

Calculations for land battles will work as follows.

Category Specific Firepower/(Category Specific Firepower+Total Defense) = Percentage Chance of Victory

A roll (1-100) is then thrown to see who was victorious in each area of combat. There are 4 as follows.

Attacker Anti-Armor vs Defensive Armor
Attacker Anti-Infantry vs Defensive Infantry
Defender Anti-Armor vs Offensive Armor
Defender Anti-Infantry vs Offensive Infantry

For each category the following victory result is taken into account and then the following equation is run to determine what percentage of the force was destroyed.

Damage Roll x (1 if Victory x .25 if Defeat) x (CSF/TD)

The new totals for each force are calculated and if necessary the battle is run again until one side is destroyed. If the attacker wishes to limit losses they can instruct the GM when to pull out prior to launching the assault. Otherwise combat is run to the last soldier.

An additional note. Training is very important in land battles. The training level of the troops is a multiplier of the basic troop type statistics, which are shared by all powers. While highly trained elite troops are very expensive they are very effective.

Soldiers are deployed to protect shield generators. When the defender runs out of troops the shields are lowered and the planet will surrender. The attacking player could commence a bombardment at that time if they felt the need.

In the event a siege or special forces operation lowers the shields before the assault the attacking commander may specify the amount of supporting firepower they wish to use, knowing that heavy use will lead to very heavy civilian casualties.



Special Forces Use


Special forces missions must be designed by the player. They can be general orders such as “Disable the shield generators on world X” or “assassinate the leader of empire Y” and so on.

The GM will maintain a general list of probabilities for success for these missions, which will be modified up or down depending on the operational design by the player. Tier 1 special forces will be more likely than tier 2 forces to achieve their objective.

Mission possibilities range from sabotage to false flag events to outright theft of a starship and anything else you can contemplate.

There will be varying degrees of success and failure from perfect to decent to at least we did not caught to total cluster.
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Re: Rules and Guidelines

Post by BigJKU316 »

Tips and Hints

Purchasing Cost & Maintenance Expense: Differences from the Trek Sim

Unlike the Trek Sim Maintenance Expense for a ship is a function of a ships purchase cost and purchase cost is no longer directly tied to the size of the ship. Something I was unhappy with was that a heavily armed cruiser of the same size as a lightly armed explorer cost the same to maintain. By the time we got moving and I noticed that annoyance the tonnage based cost were so integrated into the sheet that messing with it was impossible. So it became a high priority change for this sim.

Cost is driven by capability rather than size. To some degree weapons fit and fighter capacity and troops does drive size. But in this sim you pay a premium for weapons, particularly having a lot of mounts. They are crew intensive and maintenance intensive. On the design sheet I have two examples. One is a maximum armament cruiser with no fighters and no troops that cost me 1.38 million credits per copy. If I change the fittings of the ship and lose half the weapons and instead carry a pile of troops on a ship of the same size I end up with a ship that cost 693,000 credits per copy.

That plays out through maintenance cost so it is not just an acquisition cost. So be conscious of cost when designing ships lest you find you can't afford to keep them running or build many of them. Some items are very cheap in terms of space (laser cannons for example) but will drive up the cost of your ship if you decide to just stick hundreds of them on there because they are small and you can. Each of those needs a crew and each has parts that break.
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