It is a period of galactic uncertainy. As the GALACTIC EMPIRE'S hopes for galactic domination came to an end with the destruction of the DEATH STAR, and the subsequent death of EMPEROR PALPATINE, the galaxy has fallen apart.
Those who were formerly in the dark clutches of the emperor, the HUTT CARTELL, the CORPORATE SECTOR AUTHORITY and the HAPES CLUSTER see an oppirtunity. But the EMPIRE still lives, hoping to reclaim it's dominion over the galaxy.
Even now, rebellion leader MON MOTHMA and PRINCESS LEIA ORGANA travel to the world of SUllust to announce a NEW GALACTIC REPUBLIC...
Alexus, Empire eharvey4@aol.com i love fambas, CSA adam9512@aol.com DarkSideFire, Hapans, jediofold@hotmail.com Huttsforever, Hutt Cartell cenem0510@aol.com SupremeAirPower, Eriadu imperium shortguysforever@hotmail.com 1. You may choose one of the 5 factions listed in the information posts. Give me your E-Mail, AIM, MSN, and any other contact information. Your fleet stats will then be E-Mailed to you. 2. See the posts below for details beyond the basic rules. 3. This is the map we are using. Plot Hyperspace jumps carefully The basic rules are as follows. 1. You may not make up new credits, ore, energy, fleets etc. for yourself. This game is much different from other SWGBH RPG's based on fleets. This game is MUCH MUCH MUCH MUCH different from other SWGBH RPG's. Here are the main differences. 1. Fleet movements and where you place your armies and fleets are not posted here. Neither are your assets or total amount of armies. When you join and choose your faction, I shall send you an E-Mail detailing your fleet and army stats and where they are located. When you wish to change fleet and army appropriation to your planets, E-mail them to me. Same for production, building new ships etc. You CAN post them if you want, but this is considered in this RPG publicizing the info, thus all players can know of these movements etc. in character. This however, does not count for character posts, so feel free to have character stuff. 2. Battles are posted. The attacker posts his strategy. The defnder posts HIS strategy. The Moderateor will then calculate the losses, victories and outcome with a variety of dice rolls and analysis of the abilities of the commanders in the battle and on the effectiveness of the strategy, the power of the fleets\armies etc. Flanking, special strategies etc are encouraged for all players. They will be rewarded. You may NOT post what happens. I.E. "The Star Destroyers charged into the center of the rebel fleet. The rebel fleet scattered and broke". After I post the outcome however, you can add character to the outcome. I.E. "Thrawn watched as the Mon Cal Cruiser broke apart." after i already ruled that the Mon Cal Cruiser is destroyed. 3. This game also includes a resource system. Planets contribute to your total amount every "turn". (3 days). Different planets have different values. Some may be rich in ore. Others may have large manufacturing centers and shipyards where you can build things. Every turn, the resources from your planets are automatically added to your treasury (Unless they are being blockaded, that is, enemy ships control the space over your planet.) 4. When moving fleets, they move as fast as the slowest ship. Slower ships will take longer to arrive half way across the galaxy then a faster ship. 1. Planets are vital for your empire. They provide you with resources. They provide you with armies and a few have centers where you can "spend" these resources to build things. (Shipyards, production centers) Planets have several resources. They are Economy: The number of your planet's economy is how many credits you receive into your treasury every turn. Credits are used to buy almost anything. Some things may temporarily or permenantly make this higher or lower. Ore: This number indicates how much ore you receive into your treasury every turn. Ore is used for building weapons, armor, ships and buildings. Population: You need population to crew ships and man your armies. Wherever you make an army, you automatically recruit them from that planet. When you build ships, you choose where to take the crew from when you begin building the ship. This may make the ship building process take longer, depending how far away the crew is freom where the ship is built. Taking too many people from planet will increase the chance you may have a revolt. A certain level of population is also required to build certain buildings. Terrain: This is the terrain type. it may be jungle, plains, urban etc. this changes what the battlefield where armies clash is. Special: If there is anything special about a planet, this is where you see it. An example is Bespin and it's Tibanna gas which makes all weapon costs for who owns the planet 15% cheaper. Structures: Any structures that are on this planet, such as a fighter base or a anti-air system will be shown here. Population growth: Every turn, the population increases this percent. 2. Planets cannot be destroyed or otherwise made unuseable. 3. Planets being blockaded are cutoff from their faction and vice versa. They cannot build more than what they produce themselves. Ships have several stats made for the purposes of this game. They are Size: This determines what size shipyard is needed to build this ship. A large ship needs large ship etc. A larger shipyard allows you to build multiple smaller ships. For insantance, a large shipyard could build 3 medieum ships or 10 small ships (Fighter Squadrons). Ore Cost: How much ore does this cost to build. Credit Cost: How many credits this ship requires. Crew Requirement: How many people are required to crew this ship. Time to build: How many days (Real-life) it takes to build this ship. 1. Armies can be recruited from any planet you own. Each army "unit" is 5,000 men. 2. Armies can be equipped with as much and as little as you want. You can build armor and weapons and then equip them to each unit. 1 unit of army can be equipped with 1 unit of armor and 1 unit of weapons. 3. To move armies, you must build and load armies onto landing ships. 4. Armies can only invade planets when your faction or an allied faction controls the space over the planet. 5. Tanks and walkers (Ahh, AT-AT's) can also be built on planets. (If they have the appropriate facilities) All the other rules apply to them. 6. Armies use a rock-paper-scissors type of fighting (Along with the dice rolls decided by me.) Troopers armed with laserguns are good against those carrying rocket launchers etc. Rocket troops are good against tanks etc. and tanks are good against laser troops. Melee attackers armed with vibroswords etc. are weak in most situations except when flanking enemy infantry or attacking close quarters. Men more lightly armored will have the advantage in rocky areas or forested locations. Every turn, I roll a dice for each player. If the dice rolls the correct number, that player receives a random event. More dice rolls determine if the event is good or bad and how good or bad the event is. An example would be "Galactic Market Crash" or "New technology enahnces your ship production speed by one day for the next 5 turns" Your faction at the beggining of the game will receive leaders. Some will have canon SW charaters, others will have randomly generated (or suggested to me by the players). All random characters will also have their abilities randomized by dice throws. The abilities are as follows. Command Ability: Having someone with an excellent command ability will enhance your fleet's chances and increase the likelyhood of success. Poor commanders may have the opposite. Management Ability: This is the managerial skills of your character. This effects the economy, builiding costs, etc. for the planet you have him govern. (He must be there to govern it.) Specials: Anything special about your character goes here. Perhaps he has an odd trait that enhances your character, or is psychotic, making him much more resiliant in combat. Jedi: Yes or no. If your character is not a jedi, this effects nothing. If he is a jedi, he can be stationed on populous planets to slowly recruit other jedi. Eventually, you will be able to make a jedi army unit. Jedihood also increases your other skills. Jedi fighting with your army also gives your army additional bonuses in the form of enhanced morale etc. Force Sensetive: Yes or no. A character not in canon has a small chance of being FS. If he is, it slightly enhances your other abilities and allows you to become a jedi. To do so, he must train for a long, sustained period on a remote planet with a low population. (4 monthes, real life time) While he is training, he may not be interrupted for battle or anything else. If he is, the cycle will restart. Warrior: This player personally has many combat skills at his command. Along with his command bonus, putting him at the front lines gives armies additional bonuses. Higher warrior skills gives higher morale bonuses and makes him less likely to die in battle. When one of your leaders does not lead an army, a randomly generated one with neutral skills is put in charge of the army or fleet. Keeping him protected is important, as having no leader (I.E. he's destroyed) makes your fleet become sloppy and unorganized. They might not all follow orders. Winning battles will ehahnce a characters skill. Losing will do the opposite. Making someone governor of a planet for a long time has the same effect on management skills. Look at and study the galactic map. It's your best friend. It tells you where planets are located, who owns what, how far apart they are etc. There are a few things about this map. 1. Every single planet has planetary stats (see above). 2. All planets not owned by factions have NPC's. (Usually Imperial Warlords, sometimes just by pirates and mercenaries. More on NPC's later.) 3. Plot your couse carefully. Hyperspace jumps work only in straight lines. If your course goes through or very close to another faction's planet, you are likely to be detected. If they have interdictor mines and are your enemy, you may even be pulled out of hyperspace. If it's too close to tell, I use (you guessed it) dice. NPC's (Non-playable characters) play a very large role in this game. At the beggining of the game, a very large portion of planets are controlled by random NPC's such as Imperial Warlords, pirates etc. If they are ever required to do anything, NPC's are controlled by me, a co-mod, or anyone else I authorize to control certain NPC's. These are the rules about NPC's. 1. Noone unauthorized can control them. 2. You may attack them, make deals with them, bribe them to capitulate to you etc. Diplomacy with them is decided by dice with modofiers that are effected by the various skills of the players. 3. Some random events cause NPC's to atttack other factions, join you, offer you a tribute of some sort etc. 4. NPC's also include the various corporations of the galaxy such as Kuat Drive Yards and Sienar Fleet facilities. These corporations are all based at a certain system and sell ships to anyone. Their ships cost alot more credits than it would cost to make them, but you don't have to spend ore, nor do you have to recruit men from your planets to crew the ships. It is also quicker, although the time to get the ships to you depends on how fast the ships you ordered are and how far away you want them delivered.They posess gigantic amounts of defenses, mines etc. so attacking them is rarely a good idea. If you do attack one in hopes of seizing their massive shipyards and rich star systems, all companies automatically cease all bussieness with you. Prices are listed further into the rules. 5. On occassion, you will have a chance to hire mercenaries and \or pirates to help you in space\ground battles. They are expensive however. 6. Another thing that falls into the categorey of NPC's is scripted events. For instance, after a set amount of time, Grand Admiral Thrawn is going to crawl out of the unknown regions and become the Imperial Remnent leader. The game begins with 5 factions. New ones may be created later, or non-canon factions may be made by players after the 5 major fractions have been filled adequately at the discretion of me. Unlike other RPG's, one's faction not only decides what planets you begin with etc. but they receive actual bonuses as well. Imperial Remnent: The Imperial Remnent has access to better troop armor. They also receive a 20% discount on all purchases from the following NPC manufacturers. (Kuat Drive Yards, Cygna Space Works, Sienar Fleet Systems) Hutt Cartell: The Hutts illicit dealings makes hiring pirates and mercenaries 25% cheaper. They can also bribe NPC pirates to attack other factions without implicating themselves. Hapes Cluster: The Hapans famed beauty and intellect gives them +6 in all diplomacy rolls. Corporate Sector: The Corporate sector's bussieness friendly policies makes all planets under their control produce +15% income. All corporate sector characters also are given a special trait. "Money Smart: All production costs for planet they rule are cut by 10% when it comes to credit costs." 1. Small shipyards build small ships in two turns 2. medieum shipyards build medieum ships in three turns 3. large shipyards build large ships in three turns 4. Huge shipyards build huge ships in five turns 5. Gigantic shipyards build Ggantic ships in ten turns. 6. Gigantic shipyards build all smaller ships in two turns 4. Huge shipyard build all other smaller ships in three turns. 5. You may build up to four ships in each shipyard at a time. Elite: Imperial Heavy Repeater, MandalMotors Sky Armor Elite: MandalMotors Battle Armor, Imperial Heavy Repeater. Favored by the force: +2 to all positive random event rolls, -2 to all negative random event dice rolls. Disfavored by the force: -2 to all positive random event rolls, +2 to all negative random event dice rolls. Pathetic Marksman: This man can't even bend his mind around the concept of competent shooting. -4 to all accuracy rolls, including ships he commands and troops he leads. Charismatic: This man can inspire confience and even optimism in his men. +1 morale. Unstable: This man is prone to frequent mood swings and changes of decision. -1 morale, -1 command. Marksman: This man has a slight talent for weapons. +1 to accuracy. Lucky: This man just seems to have good things happen to him. +1 to posotive random event rolls. Beautiful: More things than mere words can influence certain diplomats... +4 to all diplomacy rolls where a male is the other diplomat. Influential: This person is looked up to and respected. +1 to all diplomatic rolls. Despised by the force: The force just seems to hate this man. -4 to all positive random event rolls, +4 to all negative random event dice rolls. Chance of posotive event roll -50% Muddled: Sometimes, this man just seems to lose track of everything. -1 command, -1 management Legendary Pilot- This man is known throughougt the galaxy for his piloting skills. +4 accuracy rolls for all fighters when he is with the taskforce, +3 to all fighter actions. Loathed by the Force: The force hates this man. Why he hasn't been torn apart by strange forces is a mystery. No chance of posotive random events, +5 to all negative event rolls. Poor marksman: This man just has no talent for aiming. -1 Accuacy. Cruel: This man is cruel and vindictative. He delights in the pain of others. This can often blind him to more logical alternatives. +15% chance of revolt, -1 command. Humbled: This person's confidence has been shattered by a defeat or loss of some kind. -2 command Unpopular: This person is generally disliked by the populace at large. +15% chance of revolt. 1: This man's command ability would be better if it didn't exist. -3 to all accuracy rolls and -3 to morale, and overall fleet ability. 2: This man's command ability is pathetic. -2 to all accuracy rolls and -3 to morale, and overall fleet ability. 3: This man is a poor commander. -1 to all accuracy rolls and -1 to morale, and overall fleet ability. 4: This man's command abilities leave much to be desired. No bonus or penalty. 5: This man is a competent commander. +1 to general fleet ability. 6: This man's command abilities are solid and can be relied upon. +2 to general fleet ability, +1 to accuracy. 7: This man is an excellent commander who can be relied upon to get through difficult situations. +2 to general fleet ability, +1 to accuracy, +1 to morale. 8: This man is a genius to the art of war. +3 to general fleet ability, +2 to accuracy, +2 to morale. 9: This man is a nearly undefeatable force, pulling off victories from nearly impossible odds! +4 to general fleet ability, +2 to accuracy, +3 to morale. 10: The force is strong is strong with this one! It seems nothing can defeat this man, who's transcendant genius can lay waste to empires! +5 to general fleet ability, +2 to accuracy, +4 to morale. 1: This man shouldn't be in charge of shoveling Bantha Poodoo, let alone a planet. -30% to income on planet, +25% chance of revolt. +1 turn to complete things needing more than 1 turn. 2: Waste and corruption folow this man wherever he goes. -20% to income on planet, +20% chance of revolt. +1 turn to complete things needing more than 1 turn. 3: Plants would be better for the planet than this man. -10% to income on planet, +10% chance of revolt. +1 turn to complete things needing more than 1 turn. 4: This man is a deceant manager, but he lacks talent. No pentalty or bonus. 5. This man has a small talent for management. Sometimes he even is capable of using it. -10% chance of revolt. 6: This man has a talent for managament and uses it to the best he knows how. -10% chance of revolt, +10% income. 7: This man is efficent and competent. -15% chance of revolt, +15% income. 8: This man is a genius of finance and public relations. -20% chance of revolt, +20% income. 9: This man is loved by the people and practically a machine with numbers. -25% chance of revolt, +25% income. 10: The people sing the praises of this man! -50% chance of revolt, +20% income. 1: This person is rude, ignorant of the customs of his host, and a poor speaker. -4 to all diplomacy rolls. 2: This man can hardly be called a diiplomat at all. -3 to all diplomatic rolls. 3: This man has no diplomatic talent whatsoever. -2 to all diplomatic rolls. 4: This person is a poor diplomat, barely able to avoid commiting terrible gaffes. -1 to all diplomatic rolls. 5: A man of average abilities, his diplomatic abilities are servicable. No penalty or bonus. 6: This man has a slight talent for diplomacy. + 1 to all diplomatic rolls. 7: This man glides around customs and diplomacy with skill and grace. +2 to all diplomatic rolls. 8: This man can be called a savant at the fine art of wasting time and conceling his designs. +3 to all diplomatic rolls. -5% chance of revolt. 9: This man is practically a genius in forming others into his will. +4 to all diplomatic rolls, -10% chance of revolt. 10: This man is a master of the diplomatic arts, able to commit the most terrible crimes and then convince others of his good faith. +5 to all diplomatic rolls, -20% chance of revolt. Name: Galarin Savan Name: Mon Mothma Name: Luke Skywalker Name: Queen Mother Ta'a Chume Name: Tonya Verson Name: Prince Isolder Name: Chils Meplin Name: Gorra-Fiolla Name: Naven Crel Name: Aron Sakul Name: Elos Sakul Name: Sarom Judd Name: Shantu Anten Name: Glundian Rovek [This message has been edited by Darth Persia (edited 06-07-2005 @ 11:20 AM).]
Sign up:
2. You may not decide battles, nor may you decide the outcome of battles or the effectiveness or losses of any part of a battle.
3. You may not build superweapons.
4. Thou shalt build only what is on the list.
5. Thou shalt not take control of NPC's.
6. Do not flame people.
7. If you have a dispute with me or another player, posting the dispute is fine. Posting your case in one post is fine. But no extended arguements. E-mail me or contact me on MSN and we can work things out.
8. All ruling on battles etc are final. You can debate me if you want over MSN or E-mail.
9. Follow the laws of the Star Wars Universe.
10. All other rules, laws and orders given by me or by a co-moderateor(s) shall have the same force of law as these rules.
11. Do not post things against the Code of Conduct of Heavengames.
You may not make random events yourself. However, you may sugges tot me random events. Some random events may effect multiple players or will cause NPC's to perform various actions.
New Republic: The New Republic begins the game with a jedi (Luke Skywalker) and non-randomized characters (Mon Mothma, Lando Calrissian). They also receive +2 on all randomized character skill rolls and +2 on all NPC diplomacy rolls.
Command: 7
Management: 10
Diplomatic: 2
Unique Traits: Faction Leader.
Bio: Once a Grand Moff, Galarin Savan managed to gain control of a large portion of the Empire. He was the son of a Governor and an Operatic actress.
Name: Kivan Tor
Command: 2
Management: 2
Diplomatic: 6
Unique Traits: Favored by the force
Bio: Kivan Tor has risen to serve Galarin Savan. He was found by Aran Toh on a deserted planet. Very little is known about him.
Name: Aran Toh
Command: 6
Management: 7
Diplomatic: 8
Unique Traits: Pathetic Marksman, Disfavored by the force, Beautiful, Cruel, Humbled, Unpopular
Bio: Aran Toh was the daughter of poor parents. She excelled at school and won a scholarship to the Imperial Academy. After graduating top of his class she was granted command of the Fondor defence fleet. With the destruction of the Emperor and the splintering of the new order she rose to the position of Grand Admiral and was given supreme command of the entire ‘Imperial’ Fleet. (Such as it was.)
Command: 4
Management: 5
Diplomatic: 10
Unique Traits: Faction leader
Bio:
Command: 3
Management: 3
Diplomatic: 4
Unique Traits: Warrior, Jedi, Force sensetive
Bio:
Name: Han Solo
Command: 4
Management: 5
Diplomatic: 1
Unique Traits: Warrior, Lucky
Bio:
Name: Princess Leia Organa
Command: 5
Management: 5
Diplomatic: 10
Unique Traits: Beautiful, Influential
Bio:
Name: Admiral Ackbar
Command: 8
Management: 2
Diplomatic: 4
Unique Traits: None
Bio:
Name: General Wedge Antilles
Command: 4
Management: 4
Diplomatic: 4
Unique Traits: Legendary Pilot
Bio: Wedge Antilles was bron on Corellia, his parents were killed in a fueling accident. he was one of the few pilots to survive the attack on the first Death Star, and, along with Lando Calrissian, he destroyed the second. he is famed as being a legendary pilot and he is currently the leader of Rogue Squadron.
Command: 7
Management: 7
Diplomatic: 7
Unique Traits: Faction Leader, Beautiful
Bio: The Queen mother is the ruler of all Hapes. Though she is not the best warrior she is briliant when it comes to managing and under her careful rulership Hapes has grown and prospered. She is however not the nicest lady in the world and many have fallen before her, she will stop at nothing to take out those who get in her way. Her main goal is to see Hapes come into power, and any who get in her way will fall. She is good and many things and can command attacks, be diplomatic, and even manage things when nessecary. One of the most dangerous ladies alive needless to say.
Command: 1
Management: 10
Diplomatic: 6
Unique Traits: Beautiful
Bio: Tonya is the top manager of Hapes, she is a genious and she has helped Hapes rise up in power and in wealth. She is smart beyond comparisson and knows things that are going on everywhere, she also has been known to use her beauty to make things go her way.
Command: 2
Management: 4
Diplomatic: 7
Unique Traits: Warrior
Bio: The son to Ta'a Chume Isolder can be just as ruthless as his mother when nessecary. He is overall compassionte however and not prone to violence but when needed he will take out those in his way. He is gifted in many areas and has risen high in command and there is no doubt he will suceed his mother once he finds a wife. He is also considered to be softheared and is a farley good diplomat even if he is a boy.
LorrdCommand: 6
Management: 7
Diplomatic: 10
Unique Traits: Money Smart, Despised by the Force, faction leader
Bio: The Prex (president) of the CSA (Corporate Sector Authority), Meplin seems like he is nice and caring. However, their may be more to Meplin than what is seen such as what was discovered by Fiolla.
Command: 6
Management: 3
Diplomatic: 7
Unique Traits: Money Smart, Force sensetive
Bio: A Lorrdian from the planet, Lorrd, Fiolla was the assistant auditor general of the CSA. Being a Lorrd, she had the gift of kinetic communication and she was good friends with Naven Crel.
Command: 1
Management: 9
Diplomatic: 6
Unique Traits: Unstable (Loses money smart due to roll)
Bio: Naven Crel the auditor general of the CSA. She has been good friends with Gorra-Fiolla ever since Crel saved her life from the assistant Prex of the CSA when Fiolla found that the government was corrupt.
Command: 8
Management: 8
Diplomatic: 2
Unique Traits: Faction leader, Dark Jedi
Bio: Aron was always Force sensitive but decided to use the Force to fuel his own gains rather than taking the path of a Jedi. He has taken over the Hutt Cartel after the fall of the Empire in order to get control of the galaxy.
Command: 9
Management: 2
Diplomatic: 6
Unique Traits: Muddled
Bio: The younger sister of Aron, Elos is Aron's most trusted. She is used for most diplomatic missions for the Hutts.
Command: 6
Management: 4
Diplomatic: 1
Unique Traits: Money Smart
Bio: The only other person Aron trusts to help him control the Hutt Cartel. Not very skilled but smart with money.
Command: 3
Management: 8
Diplomacy: 1
Unique traits: Faction Leader, Loathed by the Force, Poor Marksman
Bio: Not a very charasmatic or leading person Shantu Anten makes for a poor commander and diplomat, on the contrary ,due to her immense managable abilities, Shantu Anten was oredered to supervise finaces and other economicle issues for minor planets throughout the galaxy. However after making those minor planets into major trading centers, Grand Moff Tarkin placed her at the head of the Eriadu Imperium.
Name:Klyta Luvius
Command: 8
Management: 7
Diplomacy: 2
Unique traits: Disfavored by the Force
Bio: Once serving under Grand Moff Tarkin as 2nd commander of Grand Moff Tarkin's Imperial Fleet, Klyta Luvius gained a reputation for being a shrewed but strategic leader. However Klyta liked to be ordered by no one and became rather distastefull of Grand Moff Tarkin, because of this Klyta Luvius was quick to take full control of his home planet Eriandu's star fleet, after the death of Grand Moff Tarkin. Luvius is very sceptic about the force and does not believe it can do anygood, therefor he prefers to have nothing to do with it. Luvius is a seasoned war veteran with a cunning strategic mind and does not take to defeat very well.
Command: 7
Management: 5
Diplomacy: 7
Unique traits: Force sensetive
Bio: Born in the upper class of Erianu, Glundian Rovek looked down on anybody of the lower class. Being very carismatic and persuasive he makes quite a diplomat. He demands proper respect and anything less he scoffs at. although unaware of it, things always seem to go in favor, this could be a sign of high midichlorians.