SOF Rules

Fleet and Group Rules
Summary of Current Planned New Fleet Rules 1 – Starfighter Squadron (Poor): very cheap fighters with poor pilots Example: a Z-95 squadron or worse with untrained recruits 2 – Starfighter Squadron (Average): cheap fighters with normal pilots (or vice versa) Example: a Z-95 squadron, a TIE fighter squadron 3 – Starfighter Squadron (Good): normal fighters with normal pilots Example: an X-wing or TIE Interceptor squadron 3 - Diamond Boron Missile 5 – Starfighter Squadron (Great): advanced fighters with normal pilots (or vice versa) Example: an E-wing or TIE Defender squadron, Rogue Squadron, Imperial 181st 5 – Light capital ship, weak Example: Corellian Corvette (not modified for combat) 6 – Starfighter Squadron (Elite): advanced fighters with expert pilots Example: an elite squadron of TIE defenders or E-wings 9 - Tiny Hangar (supports 1 squadron) 10 – Starfighter Squadron (Hardcore): hardcore fighters with expert pilots Example: theoretical über-fighter squadron flown by expert pilots 12 – Light capital ship, Corvette Analog Example: Corellian Gunship, Marauder Corvette 20 – Light capital ship, Normal Example: Carrack cruiser, Lancer Frigate, Star Galleon 45 – Light capital ship, Upgraded Example: beefed up Lancer 50 - Light Hangar (supports 6 squadrons [1 wing]) 72 – Medium capital ship, Weak 90 - Medium Hangar (supports 2 wings) 100 – Cloaking Device (per km) 100 - Thin Minefield 125 - Large Hangar (supports 3 wings) 150 – Medium capital ship, Normal 200 - Light Minefield 200 - Orbital Dockyard (like a maintenance garage) 225 – Medium capital ship, Upgraded 300 – Medium capital ship, Advanced 400 - Normal Minefield 400 – Heavy capital ship, Weak 400 - Planetary Ion Cannon 500 – Heavy Capital ship, Normal 500 - Planetary Turbolaser 500 – Crystal Gravfield Trap 500 - Light Factory 600 – Heavy capital ship, Strong Example: Imperial I star destroyer 700 - Dense Minefield 750 – Heavy capital ship, Enhanced Example: Imperial II star destroyer 750 - Planetary Shield (1/4) 900 – Heavy capital ship, Advanced Example: Imperial III star destroyer 1000 - Heavy Factory 1100 – Heavy capital ship, Elite 1300 – Heavy capital ship, Gross 2000 - Light Shipyard 2000 – Super class, Simple 2500 – Low-level Superweapon Example: “light” superlaser 3000 – Super class, Advanced Example: Executor 4000 – Super class, Extreme Example: Eclipse (note that it would not include light superlaser) 5000 - Heavy Shipyard Defense Platform Costs: Golan I: 500 FCs Golan II: 700 FCs Golan III: 1000 FCs Bavos I: 600 FCs Bavos II: 750 FCs Starting FC Allotments:

SUPER POWER: 120,000 FC's Level 5 Major group: 100,000 FC's Level 4 Major group: 90,000 FC's Level 3 Major group: 80,000 FC's Level 2 Major group: 70,000 FC's Level 1 Major group: 60,000 FC's Level 5 Large group: 55,000 FC's Level 4 Large group: 50,000 FC's Level 3 Large group: 45,000 FC's Level 2 Large group: 40,000 FC's Level 1 Large group: 35,000 FC's Level 5 Minor group: 32,000 FC's Level 4 Minor group: 29,000 FC's Level 3 Minor group: 26,000 FC's Level 2 Minor group: 23,000 FC's Level 1 Minor group: 20,000 FC's Level 4 Corporation: 20,000 FC's (max 15,000 on fleets) Level 3 Corporation: 18,000 FC's (max 12,000 on fleets) Level 2 Corporation: 16,000 FC's (max 9,000 on fleets) Level 1 Corporation: 14,000 FC's (max 6,000 on fleets) Level 5 Association: 12,000 FC's Level 4 Association: 10,000 FC's Level 3 Association: 8,000 FC's Level 2 Association: 6,000 FC's Level 1 Association: 4,000 FC's This is for canon groups. Non-canon groups must start from scratch and earn their FCs through reasonable and comprehensive roleplaying. For shipbuilding, the following size definitions are used:

Light: 100-400 m Medium: 401-800 m Heavy: 801-2500 m Super Heavy: 2501 m - 17500 m No ships can exceed 17,500 m (size of the Eclipse).

Regular Shipyard: Takes 1 week to build. Capacity to build 1 light and 1 medium simultaneously.

Heavy Shipyard: Takes 2 weeks to build. Capacity to build 1 light, 1 medium, 1 heavy, and 1 super heavy simultaneously.

You can only construct 1 shipyard at a time, regardless of where the shipyards are located. You can also spend 1 week upgrading a regular shipyard to a heavy shipyard. However, all construction at that shipyard stops while it is upgrading.

Construction Time: Light: 1 week (for a 400 m vessel) Medium: 2 weeks (for an 800 m vessel) Heavy: 3 weeks (for a 2500 m vessel) Super Heavy: 4 weeks (for a 17,500 m vessel)

If vessel is light: Length / 400 * 7 (Round up to next full day) If vessel is medium: [ (Length - 400) / 400 ] * 7 + 7 (Round up to next full day) If vessel is heavy: [ (Length - 800) / 1500 ] * 7 + 14 (Round up to next full day) If vessel is super: [ (Length - 2500) / 15,000 ] * 7 + 21 (Round up to next full day) In this way a 12,500 m ship could be built in 26 days, rather than 28, a modest saving. Likewise an ISD could be built in 18 days rather than 21, again, perhaps not worth the trouble to many casual players.

1 week to build - Orbital Dockyard: fighters (can be built in a medium size or larger ship, replacing 6 squadrons of fighters or 6000 tons of cargo space, or a combination thereof) 1 week to build - Light Factory: fighters (and ground forces--see below) 2 weeks to build - Heavy Factory: fighters, light ships 1 week to build - Light Shipyard: light ships, medium ships, heavy ships 2 weeks to build - Heavy Shipyard: medium ships, heavy ships, super-class ships Orbital Dockyards can produce a new fighter every day, and can also repair most damage to fighters and small ships. Dedicated light factories can produce a new squadron of fighters (12) every week. Heavy factories produce two and a half times that many (30). Light and Heavy Factories are typically built on a planet's surface. For an additional 50 FCs (for a light factory, or 100 FCs for a heavy) a factory can be maintained orbiting a planet instead. Note, however, that material, personnel, and products would then have to be transferred to and from the factory regularly via starship in order for the factory to remain functional. Planetary Defenses: Thin Minefield: 1 hour to deploy, prevents super ships from passing, threatens heavy ships Light Minefield: 1 day to deploy, prevents heavy and super ships from passing, threatens medium ships Normal Minefield: 3 days to deploy, prevents medium, heavy, and super ships from passing, threatens light ships Dense Minefield: 1 week to deploy, prevents all capital ships from passing, threatens starfighters If a ship is prevented from passing, it simply means that it cannot pass through the minefield without encountering mines. A ship can willfully pass through the minefield anyway, taking damage. The damage dealt is as follows: Thin 	Light 	Normal  	Dense Fighter 	 - 	 - 	 - 	 * Light 	 - 	 	 500 SBD  	 1000 RU Medium 	 - 	 500 SBD 	 1000 RU 	 1500 RU Heavy 	 500 SBD 	 1000 RU 	 1500 RU 	 2000 RU Super 	 1/4 Hull 	 1/3 Hull 	 1/2 Hull 	 2/3 Hull It takes 2 weeks to build partial shield or planetary turbolaser. Planetary Turbolasers destroy 400m of ship/shot Planetary Ion Cannons disable 800m of ship/shot If half a ship is disabled/destroyed it cannot battle any more. It may still be limpingly mobile. It takes 75 heavy ship/posts to destroy a planetary turbolaser, ion cannon, or shield. To find the number of posts necessary for your particular fleet, take 75, and divide by the number of ships either heavy class or greater. Round up. Turbolasers modify this when they put heavy ships out of commission. Factory Production Tables: Hvy Factory 	 ITTB*
 * An individual starfighter may be able to maneuver a dense minefield successfully. When a number of starfighters are attempting to pass through a dense minefield, and whenever NPC fighters are attempting to pass through a dense minefield, they take a loss of about 1/(FC value of individual fighter squadron) their total, rounded up.  Thus, a squadron of 12 TIE fighters would be reduced by 1/2 (-6 fighters), whereas a squadron of 12 X-wings would only be reduced by 1/3 (-4 fighters).

Light

Medium

Heavy

Basic 2 hrs 	 300/day 	 125/day 	 50/day

Simple 4 hrs 	 300/day 	 125/day 	 50/day

Normal 6 hrs 	 300/day 	 125/day 	 50/day

Complex I	 12 hrs 	 300/day 	 125/day 	 50/day

Complex II	 1 day

-	 125/day 	 50/day

Complex III 2 days 	 -

-	 50/day Light Factory 	 ITTB*

Light

Medium

Heavy

Basic 2 hrs 	 125/day 	 50/day 	 25/day

Simple 4 hrs

125/day 50/day 	 25/day

Normal 6 hrs 	 125/day 	 50/day 	 25/day

Complex I	 12 hrs 	 125/day 	 50/day 	 25/day

Complex II	 1 day

-	 50/day 	 25/day

Complex III 2 days 	 -

-	 25/day Examples
 * ITTB = Initial Time To Build

Light Medium                  	Heavy Basic 	Sword or Spear 	 Vibroblade 	 Mastercraft Forcepike Simple 	Blaster Pistols & Rifles 	Repeating Blasters & Blaster Cannons 	Portable Missile Launchers Normal 	 MSE droid 	 Binary Loadlifter 	 Racing Swoop Complex I 	 Typical Battledroid 	 Droideka 	 Assassin Droid Complex II

---	 AT-PT 	 AT-ST, Tank Complex III

---

---	 AT-AT

ACs or Army Credits work nearly identically to Fleet Credits, only they are used for buying ground forces. Note that factories and planetary defenses are still maintained by Fleet Credits, not Army Credits. Cost/Unit 1 Infantry 2 Heavy/Specialized Infantry 3 Elite Infantry 6 Personal Vehicles (speeder bikes, STAPs) 20 Light Vehicles (armed land-speeders) 50 Medium Vehicles (combat airspeeders and cloud cars, AT-PTs) 100 Heavy Vehicles (AT-STs, Tanks) 500 Assault Vehicles (AT-ATs, Blaster Artilleries) AC Allotments:

SUPER POWER: 20,000,000 ACs Level 5 Major group: 16,600,000 Level 4 Major group: 15,000,000 Level 3 Major group: 13,300,000 Level 2 Major group: 11,600,000 Level 1 Major group: 10,000,000 ACs Level 5 Large group: 9,027,500 Level 4 Large group: 8,222,500 Level 3 Large group: 7,388,750 Level 2 Large group: 6,555,000 Level 1 Large group: 5,750,000 ACs Level 5 Minor group: 5,600,000 Level 4 Minor group: 5,075,000 Level 3 Minor group: 4,550,000 Level 2 Minor group: 4,025,000 Level 1 Minor group: 3,500,000 ACs Level 4 Corporation: 1,700,000 Level 3 Corporation:   840,000 Level 2 Corporation: 420,000 Level 1 Corporation: 175,000 ACs Level 5 Association: 420,000 Level 4 Association: 350,000 Level 3 Association: 280,000 Level 2 Association: 186,200 Level 1 Association: 140,000 ACs Conversion Factors Allotted FCs to Extra ACs: 1 FC = 75 ACs Allotted ACs to Extra FCs: 400 ACs = 1 FC Thus, a major group could ignore its armies for an additional 25,000 FCs, or ignore its fleets for an additional 4,500,000 ACs. Either way, it gains slightly less than half its previous total of forces.

When a Level 5 Association advances a grade in this system, it skips Level 1 and 2 Corporation, directly becoming a Level 3 Corporation.

Associations are generally small military or paramilitary groups that are not inherently self-sustainable. That is, they have military forces, but do not represent a government or production corporation, although they may still operate as a business by leasing their military services for a price, or they may sustain themselves through less legitimate means, such as piracy or racketeering.

Corporations, at least initially, generally seek legitimate profit by maintaining manufacturing capabilities to produce goods for sale. They have military or security forces, but a large portion of their FCs are devoted to infrastructure, making them more sustainable in the long run than associations.

Minor Groups have achieved a state of self-sufficiency such that they can maintain considerable militaries without need for an influx of external wealth. They are generally considered small governments, but may encompass multiple planets.

Large Groups are governments with more size and influence than a mere Minor Group. A Large Group might control a particular sector or star cluster. Examples might include the Bothan government and the Hapes Consortium.

Major Groups are governments of significance within the Star Wars galaxy. Major groups usually extend beyond mere racial definitions, with many planets under their control.

Superpowers are the primary government of the galaxy. At the moment, only the Empire and New Republic are considered Superpowers.