In SWGB, the factions that have shipyards can build ships. Of course, some ships take longer than others to build, so here are the rules for construction.
Fighter 1 Day
Freighter 2 Days
Normal Size Light or Medium Cruiser 1 Month
Normal Size Heavy Cruiser 1 and a Half Months
Super Star Destroyer 2 Months
Eclipse Super Star Destroyer 4 Months [Currently does not exist]
Death Star N/A [Unavailable to RPers]
Light Cruiser = 100-500 Meters long
Medium Cruiser = 501-1000 Meters long
Heavy/Capital Ships = 1001 Meters and up in length*All ships under 100 meters are classified by their use.
2 Super-Capital ships (SSD)
or 4 Capital Ships [ISD, MC-90]
or 8 Medium Cruisers [Nebulon-B]
or 10 Light Cruisers [Corellian Corvettes]
[Note: We have yet to stumble across a problem with this, but if there is the GMs become angered by the rule breakers.]
A fleet consists of 65 ships, and only 1 fleet per character, 1 fleet owning character per person. [So that you don't have two Imperial characters with massive fleets, that wouldn't be very fair.]In the instance of a faction owner, the faction owner only has one fleet while those below the owner [RPed by other people] can each have a fleet. A faction owner can also play one of his fleet commanders, but thats the only instance one person can have two fleets in a faction.
And, above all, use common sense when contructing! The New Republic does not have the technology to build a Death Star, or Star Destroyers. The Imperials can't build their own YT-series of ships. The only way they can possibly possess these ships is if they stole them or bought them. Easy enough.
Fleet battles in SWGB are to be done in a turn based manner. When a battle is taking place, all other battles are to cease, to avoid confusion. When the battle is over, boarding parties and ground assaults are to commence, not during the fight.
A fleet may do the following in one turn:
1. One Defensive Move and Another Defensive Move
2. One Offensive move and Another Offensive Move
3. One Offensive Move and One Defensive Move
4. One Neutral Move and one Offensive Move
5. One Neutral Move and one Defensive Move
Turn Moves
Neutral
Offensive
Defensive
General Rules:
1. All battles are to be done in the presence of a GM with fleet knowledge. There are NO exceptions.
2. Allied ships are treated the same as enemy ships. If you fire upon them in battle, it is legal, as long as you had an IC reason to do so, as determined by the GM.
3. Gravity Well Projectors become active the turn after you activated them.
4. A ship may not have a cloaking device, jamming device or it's shields online while in hyperspace.
5. Each capital ship cannot take individual action if unless commanded by a RolePlayer. If it isn't commanded by a RolePlayer, that ship will only fire when a general fleet order is given, and will not be able to do special moves such as activate a GWP or jamming device.
6. Fleet combat can take days, so save transcripts of the combat.