STAR WARS:THE REPUBLIC DOMINION IS A ROLE PLAYING GAME
(RPG) BASED ON THE STAR WARS SERIES.THIS RPG DEMANDS TIME AND DEVOTION
FROM THE PLAYERS AT ALL TIMES.THE COMBAT WILL BE DONE OVER EMAIL BY WAY
OF PHASES IN WHICH YOU WRITE WHAT YOUR CHARACTER WILL DO.IN ORDER TO PLAY
THE GAME YOU MUST DOWNLOAD THE CHARACTER TEMPLATE OR EMAIL ME ASKING FOR
IT AND THEN SEND IT BACK TO ME AT ME
. YOU WILL ALSO BE SENT RPG CHEQUES GIVING YOUR
CHARACTER HIS PAY. YOU WILL BE PITTED AGAINST OTHER PLAYERS LIKE YOURSELF
IN THIS RPG AND WILL BE ISSUED EQUIPMENT BY YOUR OFFICERS AND WHEN YOU
GET ENOUGH CREDITS THEN YOU CAN EVEN BUY THE EQUIPMENT OR VEHICLE THAT
YOU HAVE ALWAYS WANTED. BELOW IS JUST SOME INFORMATION CONCERNING THE GAME:
PHASE 1>MOVEMENT PHASE
In the movement the player if he/she is on foot has
six
movement points to use to move across sectors. The
standard
normal terrain sector costs 3 movement points to move
onto.
You do not know if there is an enemy nearby until
someone in your
squad scouts out and finds them and then you can radio
their position to other squads.
An example of the Email Layout that will be sent is:
MOVEMENT PHASE
Character name:Andrew Peebles
Movement:
I want to move to sector A3 from sector A1 and that
will
take 6 movement points. I will hide when I get there.
-DONE-
The player will recieve an email telling how his movement
phase went.
RE:MOVEMENT PHASE
To:Andrew Peebles
MOVEMENT RESULTS:
You succesfuly moved from Sector A1 to A3 without
meeting
enemies which took 6 movement points. You are currently
stationed in sector A3.You are hiding.
-DONE-
PHASE 2>COMMUNICATIONS PHASE
In this phase you have the oppurtunity, if your squad
has
a radio to send a message to another squad. If the
enemy
is in between your squad and the other squad that
you
are sending message to then they have a 40% chance
at
scrambling or intercepting the message.
An example of the email message is:
COMMUNICATIONS PHASE
Character Name:Andrew Peebles
In Sector:A3
To Sector:A5
Message: I advise you to move left for our scouts
have
spotted a large group of enemy troops advancing on
you
from the right. Over and out.
-DONE-
You will get the results of your message when everyone
has sent in their Communications Phase email.
An example of the Return Email will be:
RE:COMMUNICATIONS PHASE
To:Andrew Peebles
In Sector:A3
To Sector:A5
Message Result: The following message was sent from
Sector A3 to Sector A5 without being Scrambled.
'I advise you to move left for our scouts have spotted
a large group of enemy troops advancing on you from
the right. Over and Out
REPLY MESSAGE:
From:Sector A5
To:Sector A3
Message:We will move left, thanx for the report.
PHASE 3>COMBAT PHASE
1) Average the guns accuracy and yours
2)Take off the zero and round up or down to the nearest
whole number.
3)Role the dice and below the number you got from averaging
and removing zero is the split line.If the roll is
less
than it then it is hit if not then it is miss.
4)Pick a card from foes on that sector. take the zero
from
the damage or round up or down to nearest number than
remove zero.
5)Role dye to see what the damage is, The number that
you
get has to be in between the two specified in damage
and when you get that number you add a zero and voila
you have damage which you take from strength.If you
have
armor then it obsorbs part of the hit.Repeat step
5 with
armor strength to see how much it obsorbs. If it can
only take
one hit then it is gone and armor is destroyed.
BOATS MOVING SECTORS
All boats have 6 movement points(MPs) and have a standard
speed to move a sector. Different types of sectors
will
take penalties off the boats MPs per square.They may
not
go over their maximum MPs and they will move to the
sector
if they have enough MPs too, after everyone has emailed
their Movement Phase.When you move you state where
you
wish to move and what you want to do when you get
there.
TROOP MOVEMENTS
The standard trooper has 4 MPs which is enough to
travel
to one adjoining sector.Different armor types and
weapons
add weight which takes away from their strength which
adds a penalty to the MPs. Different Terrains will
have
the amount it takes for troops to move and the penalty
for
MPs for vehicles and craft beside it.
SPACE CRAFT MOVEMENTS
The standard space craft has 8 MPs to use to move
sectors
and depending on the space terrain they can have movement
penalties as well. It will tell the Movement penalty
at
the terrain types for vehicles and craft.
LAND VEHICLES MOVEMENTS
The standard vehicles has 6 MPs and there is a small
penalty on different land types for each size class
of vehicles. They may move to another sector and choose
an action off the actions section to be doing when
they
get there.
______________________End of Section_________________________________________________
Armored Helmets
Standard Helmet
Strength of helmet:can take 1 hit
Strength bonus:-1-2 of enemies DOH
Information: Used by navy and star fighter corp of
duty
Advanced Helmet
Strength of helmet:can take 1 hit
Strength bonus:-4-5 of enemies DOH
Information: Used by anyone wishing to upgrade from
Standard helmet.
Storm Trooper Helmet
Strength of helmet:can take 2 hits
Strength bonus:-4-5 of enemies DOH
Information: Used by people wishing to upgrade from
Advanced helmet.
Armored Vests
**cover body**
Standard Vest
Strength of Vest:can take 3 hits
Strength bonus:-5 of enemies damage of hit
Information: Used by Navy and Star Fighter personnel
Advanced Vest
Strength of vest:can take 4 hits
Strength bonus:-7 of enemies 'damage of hit' (DOH)
Information: Used by starfighter pilots on missions
Flak Vest
Strength of vest:can take 4 hits
Strength bonus:-10 of enemies DOH
Information: Used primarily by Explosives experts
Full Armor Suits
**each suit is divided by four to get arm, leg, body
and head strength of armor**
Breach Suit
Strength of suit:can take 2 hits of each body sector
Strenth bonus:-12-13 of enemies DOH
Information: Primarily used by Special Forces operatives
Storm Trooper Suit
Strength of suit:can take 2 hits of each body sector
Strength bonus:-8-9 of enemies DOH
Information: Worn by Storm Troopers who are regular
troops.
Jump Suit
Strength of suit:can take 1 hit of each sector
Strength bonus:-4-5 of enemies DOH
Information:Used by Navy and Star fighter corp personnel
in battles.
WEAPONS
Grenades
Fragmentation Grenade (70)
Strength:if hit by shrapnel:7-15 or direct dead
Accuracy:60+weapon skill
Stun Grenade (60)
Strength:if stun grenade lands close -5-10 accuracy
for one whole turn.
if lands on then unconcious for 2-4 whole turns
Accuracy:60+weapon skill
Smoke Grenade (40)
strength: If lands near you then -10-12 accuracy of
people shooting at you and -5-7 of your accuracy (all
for 4-6 turns)
Accuracy:60+weapon skill
Hand to Hand Combat Weapons
Knife (10)
Strength:4-7
Thrusts per turn:3
Machette (12)
Strength:10-12
Thrusts per turn:1
Lightsaber (jedi only) (N/A)
Strength:15-25
Thrusts:1
Short Sword (14)
Strength:5-9
Thrusts:2
Laser Weapons
LaserTech Laser Pistol: (20)
Ammo per energy pack:10
Strength of hit:1-8
Accuracy rating:70
Information: The laser pistol was designed by LaserTech
as a light use weapon and is usualy used by Imperial
troops as a sidearm. It has a setback of beam strength,
it is highly under powered compared to other laser
weapons.
Thus it is a cheap easy to use sidearm prefered by
Imperial Regular troops.
SimCO Laser Sidearm (30)
Ammo per energy pack:12
strength of hit:3-10
Accuracy rating:73
Information: The Laser Sidearm was designed by SimCo
as
a medium use sidearm that has a fair amount of beam
power
supplied by heavy duty energy pack. This pistol is
a
fairly powerful and easy to use Sidearm and is preferred
by Imperial Special Forces troops.
LaserTech Carbine (50)
Ammo per energy pack:20
strength of hit:5-15
Accuracy rating:76
Information: The carbine is a light weight multipurpose
laser rifle that is fairly accurate and packs a good
load of power. The Carbine is used as a basic weapon
for regular troops stationed on guard duty.
LaserTech Repeating Carbine (65)
Ammo per energy pack:20
Strength of hit:5-15
Accuracy rating:76
Information: The LaserTech Repeating carbine is the
next
step up from the Carbine. It has an useful ajustment
from the Carbine, a flick switch that switches the
gun
from single fire to semi-automatic. It is a fairly
cheap
easy to carry weapon that is used as the primary weapon
for Regular Troops on assualt teams.
LaserTech AutoLaser (85)
Ammo per energy pack:30
Strength of hit:4-13
Accuracy rating:80
Information:When the Imperial demanded a new fast
firing
medium damage weapon, LaserTech came up with the AutoLaser
which is a breech class laser weapon. It is fairly
expensive
but well worth the cost. The Imperial Special Forces
bought a load of them when they first came out and
it is
still a weapon in large usage by the Special Forces.
SimCo Laser Cannon (500)
Ammo per energy belt:100
Strength of hit:6-17
Accuracy rating:83
Information:Simco was far behind LaserTech in weapons
production so they came out with the Laser Cannon
to equal
the score. The laser cannon is a large fast firing
cannon
that requires a crew of three men to carry and set
up.
The Cannon is a very expensive weapon so there is
only
a limited amount in Imperial services.
SimCo Thermo Grenade Launcher (550)
Ammo per reload:1
Strength of hit:if direct hit you are dead or if close
you recieve 5-15
Accuracy rating:65
Information:SimCos second heavy weapon to take to
the market was the
thermo grenade launcher which packs a very heavy load
of srapnel. There is also a smaller version which
attachs
to the barrel fo a rifle and if you request one you
must email
the commander. The thermo grenade launcher was meant
as an infantry
support weapon but easily became the favorite of explosives
specialty units.
SniperEdition Laser Carbine (250)
ammo per energy pack:5
Strength of hit:5-16
Accuracy rating:90
Information:SniperEdition was a new company when it
produced their highly accurate carbine which came
to be
a prized weapon by sniper units. The weapon was very
expensive
for it took a long time to lenghten the range and
heighten the accuracy.
Like the Cannon the Sniper Carbine is very limited
in
the Imperial Services.
LaserTech SubLaser (150)
Ammo per energy pack:40
Strength of hit:1-6
Accuracy rating:69
Information: The SubLaser was built as a close quarters
light infantry fast firing weapon. It has a short
barrel and
small beams so it lacks in accuracy and beam strength
but
it makes up for that with its rate of fire. One burst
would
send five beams. It is a very cheap weapon and thus
there are almost unlimited amounts of them in service.
SimCo Dual Fire (170)
Ammo per energy pack:25
Strength of hit:7-18
Accuracy rating:77
Information: The SimCo Dual Fire is a fairly heavy
weapon
featuring two equal size twin barrels. It is a slow
firing
weapon but makes up for that with its two barrels.
It
is another one of the expensive weapons so thus it
is a
fairly limited weapon in the services.
Weapon Attachments
BladeCo Boyonet (20)
Strength per hit:5-7
Information: The boyonet was the first weapon attachment
to enter the service. It was designed for charges
and has
made its mark in the industry. There are thousands
of
boyonets in the service.
Stun Attachment (30)
odds of stunning:56%
Information: The stun attachment was made for missions
when
people were needed taken alive. Because of the odds
of
taking the person down the price was cheap.
Laser Sight (45)
Accuracy bonus at day:.5% at night:6%
Information: The laser sight is a close quarters sighting
attachment. It is extremely accurate but when at long
range is
almost useless, thus it is fairly cheap and there
are a lot of laser sights available
Scope (40)
Accuracy bonus at day:8% at
night:2%
Information: The scope is an accurate attachment made
primarily for day snipings. It is fairly expensive
attachment
but there are a fair amount in service.
Ships and Vehicles
Heavy Assault Vehicles
AT-ST (850 CREDITS)
Class:medium
Armor:80
Passengers:2
Guns:2 twin turbo lasers (ACC 75)
Each damage:10-25 (RDM 0-4 DMG for shrap 5-10)
Information:Shoot 2 shots per turn . Used for assaults
AT-AT (1000 CREDITS)
Class:extra Large
Armor:120
passengers:4
Cargo:50 troops or 4 At-STs
Guns:4 turbo laser Guns:4 turbo lasers (ACC 75)
Each damage:10-25 (RDM 0-4 DMG for shrap 5-10)
Information:Shoot 4 shots per turn. Used for heavy
assaults
HoverCraft
Speed Bike (250 CREDITS)
Class:Sub-Light
Armor:10
Passengers:1-2 crew
Guns:2 lasers (same as carbine)
DMG:8-12 each
Information:Shoots two shots per turn plus 1 of sidearm
if you have one.
Takes 1/2 movement point per square or sector.
Troop Carrier (400 CREDITS)
Class:Light
Armor:20
Passengers:2 crew
Cargo:10 troops
Guns:1 mounted turbo laser (ACC 75)
Each damage:10-25 (RDM 0-4 DMG for shrap 5-10)
Information:Fires 1 shot from turbo laser per turn
and
take 1 movement to move one square.
Artillary Platform (1000 CREDITS)
Class:Large
Armor:20
Passengers:4 crew
Cargo:2 troops
Guns: Long range explosive shell (ACC 60)
Each damage dead (RDM 0-4 DMG for shrap 1-35)
SHOTS 1
Information:Heavy platform carrying large gun. Take
3 movement
points to move 1 square or sector.
Hover Car (150 CREDITS)
Class:Meduim
Armor:15
Crew:1
Passengers:5
Information:person can use sidearm when driving
used for quick manuvering.
Snow Speeder (300 CREDITS)
Class:light
GUNS
2 Mini-Lasers (DMG 1-15, Shots 2 per gun)
Armor:8
Crew:1
Passengers:1
Information: Used for taking on AT-AT on Snow.
fIGHTERS
TIE Interceptor (800 CREDITS)
Class:light
LIGHTSPEED:NO
ARMOR:30
CREW:1
PASSANGERS:none
WEAPONS:
4 Quad laser (DMG 1-20, shots(2 per weapon)
ACC:86
INFO: Can move 1 square at .2 MPs.
TIE Fighter (700 CREDITS)
Class:light
LIGHTSPEED:NO
ARMOR:40
CREW:1
PASSENGERS:none
WEAPONS:
2 Quad laser (DMG 1-20, shots(2 per weapon)
ACC:86
1 Concussion Rocket tube (DMG 1-60, SHRAP 1-2
ships at 1-24)
ACC:91
INFO: Can move 1 square at .5 MPs
X-WING (600 CREDITS)
CLASS:SUB-LIGHT
HYPERSPACE:YES
CREW:1,DROID
PASSENGERS:NONE
WEAPONS:
2 QUAD LASERS (DMG 1-28 SHOTS 2)
2 CONCUSION TUBES (DMG 1-80 SHRAP 1-2 1-30 SHOTS
1 PER 2)
Y-WING (700 CREDITS)
CLASS:LIGHT
HYPERSPACE:YES
CREW:1
PASSENGERS:NONE
WEAPONS:
1 QUAD LASER (DMG 1-28 SHOTS 2)
4 CONCUSION TUBES (DMG 1-80 SHRAP 1-2 1-30 SHOTS
1 PER 2)
TRANSPORTERS
FRIGATE TYPE TRANSPORT (2000 CREDITS)
LIGHTSPEED:YES
ARMOR:70
CLASS:EXTRA LARGE
CREW:4-5
PASSENGERS:100 TROOPS AND THEIR EQUIPMENT
WEAPONS
2 TWIN LASER CANNONS (DMG 1-40 SHOTS 2 PER GUN
EACH TURN)
1 SWIVELL CANNON (DMG 1-18 SHOTS 6 PER TURN)
ARROW CLASS TRANSPORT (1200 CREDITS)
LIGHTSPEED:YES
ARMOR:45
CLASS:MEDIUM
CREW:2-3
PASSENGERS:20 TROOPS AND THEIR EQUIPMENT
WEAPONS
1 TWIN LASER CANNON (DMG 1-40 SHOTS 2 EACH TURN)
2 SWIVELL CANNONS (DMG 1-18 SHOTS 6 PER GUN
EACH TURN)
LOPAR TRANSPORT (900 CREDITS)
LIGHTSPEED:NO
ARMOR:30
CLASS:LIGHT
CREW:1-2
PASSENGERS:9 TROOPS AND EQUIPMENT
WEAPONS:
2 SWIVELL CANNONS (DMG 1-18 SHOTS 6 PER GUN
EACH TURN)
WARSHIPS
STAR DESTROYER (10,000 CREDITS)
Size:enormous
LIGHTSPEED:YES
Armor:580
Crew:100
Passengers:500 troops, 50 Fighters
Guns:
4 Turbo Lasers: DMG>1-100 SHOTS 1 PER TURN
1 Tractor Beam: DMG>pulls craft into same sector.SHOTS
1 PER 2 TURNS
2 Rapid Fire Turrets: DMG>1-45 SHOTS 4 PER TURN
CRUISER (6000 CREDITS)
SIZE:EXTRA LARGE
LIGHTSPEED:YES
ARMOR:260
CREW:60
PASSENGERS:300 TROOPS,50 LIGHT CRAFT
GUNS:
4 TURBO LASERS (DMG 1-100 SHOTS 1)
1 RAPID FIRE CANNON (DMG 1-38 SHOTS 3)
DREADNAUGHT (2500 CREDITS)
SIZE:LARGE
LIGHTSPEED:YES
ARMOR:300
CREW:25
PASSENGERS:240 TROOPS, 25 LIGHT CRAFT
GUNS:
2 TURBO LASERS (DMG 1-100 SHOTS 1)
1 ION CANNON (DMG 1-60 SHOTS 2)
CORRACK VIPER (3000 CREDITS)
SIZE:MEDIUM
LIGHTSPEED:YES
ARMOR:425
CREW:10
PASSENGERS:50 TROOPS, 35 LIGHT CRAFT
GUNS:
4 ION CANNONS (DMG 1-60 SHOTS 2)
SUPER STAR DESTROYER (50,000 CREDITS)
SIZE:ENORMOUS
LIGHTSPEED:YES
ARMOR:650
CREW:160
PASSENGERS:300 TROOPS, 300 LIGHT CRAFT
GUNS:
8 TURBO LASERS (DMG 1-100 SHOTS 1)
1 Tractor Beam (DMG PULLS SHIP CLOSE,SHOTS 1
PER 2)
2 Rapid Fire Turrets (DMG 1-45 SHOTS 4 PER TURN)
3 ION CANNONS (DMG 1-60 SHOTS 2)
GENERAL PURPOSE CRAFT
CORRACK ESCORT (2000 CREDITS)
CLASS:MEDIUM
HYPERSPACE:YES
CREW:2
PASSENGERS:10 TROOPS
WEAPONS
1 ION CANNON (DMG 1-60 SHOTS 2)
1 QUICK FIRE LASER (DMG 1-30 SHOTS 6)
SCOUTSHIP (1500 CREDITS)
CLASS:SUB-LIGHT
HYPERSPACE:YES
CREW:1
PASSENGERS:1 TROOP
WEAPONS:
1 QUICK FIRE LASER (DMG 1-30 SHOTS 6)
GUN BOATS
Frigate Class Sea Cruiser (2000 CREDITS)
Class:medium
ARMOR:80
CREW:10
PASSENGERS:20 troops
WEAPONS:
2 Turbo laser (DMG 1-30, Shots(1 per turn)
ACC:80, CREW:2
5 Auto ship laser (DMG 1-15, Shots(3 per turn)
ACC:85, CREW:1 per weapon
INFO: Can move 1 square at 2 MPs and troops onboard
can
shoot off of boat.
Patrol Boat (850 CREDITS)
Class:light
ARMOR:45
CREW:6
PASSENGERS:8 troops
WEAPONS:
8 Auto ship laser (DMG 1-15, shots(3 per turn)
ACC:85, CREW:1 per weapon
INFO:Can move 1 square at 1.5 MPs and troops not manning
ship laser can shoot off of boat.
Sea-Doo Craft
Sea-Doo Classic (80 CREDITS)
ARMOR:5
WEAPONS:
2 twin mini-cannons (DMG 1-10, shots(2 per each))
Acc:70
CREW:1-2
PASSENGERS:none
INFO: Can move each 1 sector at .5 MP. Do cannon shots
then person on rear of Sea-Doo can shoot with his
weapon
Sea-Doo Dual Class (120 CREDITS)
ARMOR:7
WEAPONS:
2 twin mini-cannons (DMG 1-10,shots(2 per each)
Acc:70
1 Mini Launcher (DMG 1-20, shrapnel (1-3 ppl
at DMG 1-11))
Acc:60 (shots(1 per 3 turns)
CREW:1-2
PASSENGERS:2 troops
INFO:can move 1 sector at .5 MP if carrying 1-2 ppl
and
1 MP if carrying 3-4 ppl.
SHIP SHOP
BUYING ARMOR
YOU CAN BUY MORE ARMOR FOR YOUR SHIPS AT 1 ARMOR COST
4
CREDITS. YOU CAN ALSO UPGRADE YOUR SHIP TO THE NEXT
SIZE CLASS GIVING MORE SPACE FOR 60 CREDITS TO GO
UP 1.
THESE ARE THE MAXIMUM ARMOR FOR CLASSES:
SUB-LIGHT:50
LIGHT:80
MEDIUM:200
LARGE:250
EXTRA LARGE:350
ENORMOUS:1000
HEAVY WEAPONS
TURBO LASER (DMG 1-100 SHOTS 1) COST:100 CREDITS
ION CANNON (DMG 1-60 SHOTS 2) COST:85 CREDITS
MEDIUM WEAPONS
CONCUSSION TUBE (DMG 1-80 SHRAP 1-2 AT 1-29, SHOTS
1 PER 2)
COST:70 CREDITS
SWIVELL CANNON (DMG 1-30 SHOTS 6)
COST:70 CREDITS
RAIL GUN (DMG 1-20 SHOTS 10)
COST 80 CREDITS
RAKER (DMG 1-50 SHOTS 3)
COST:57 CREDITS
EMULATOR (DMG 1-30 SHOTS 2)
COST:40 CREDITS
LIGHT WEAPONS
QUAD LASER (DMG 1-20 SHOTS 2)
COST:45
LIGHT RIGGER (DMG 1-15 SHOTS 6)
COST:55
CORNPOP (DMG 1-30, SHRAP 1-2 AT 1-15 SHOTS 2)
COST:60
Sector Descriptions
SIZE CLASSES LIST.
-Sub-light
-light
-medium
-large
-extra large
-enormous
SECTOR TYPE C>Light Forestland
Visibility at day:60% Visibility at night:45%
Hiding:-67% Hiding:-75%
SIZE CLASS PENALTIES
Sub-Light:none
Light:none
Medium:-.5MP
Large:-1.5MP
Extra Large:-4MP
Enormous:-10MP
HEAVY FORESTLAND
Visibility at day:50% At night:45%
Hiding:-89% Hiding:-99%
CLASS PENALTIES
SUBLIGHT:-2
LIGHT:-4
MEDIUM:-6
LARGE:-8
EXTRA LARGE:-12
ENORMOUS:-15
SECTOR CLASS D>Medium ForestLand
Visibility at day:67% At night:59%
Hiding:-73% Hiding:-85%
CLASS PENALTIES
Sub-light:-1MP
Light:-1.5MP
Medium:-2MP
Large:-6MP
Extra Large:-8MP
Enormous:-12MP
SECTOR TYPE B> Marshes
Visibility at day:40% Visibility
at night:25%
Hiding:-80% Hiding:-100%
CLASS PENALTIES
Sub-Light:-.5MP
Light:-1 MP
Medium:-2MP
Large:-4MP
extra Large:-5MP
Enormous:-8MP
SECTOR TYPE A> Standard Grassland
Visibility at day:100%
Visibility at night:60%
Hiding:-40% of enemy sight Hiding:-55%
of enemy sight
Class Penalties:
none
ASTEROID FIELD
VISIBILITY:40%
HIDING:-50%
INFORMATION:AREA SCATTERED WITH ASTEROIDS OF DIFFERENT
SIZES MAKING A VERY LOW VISIBILITY RATE.
HEAVY CURRENT WATER SECTOR
VISIBILITY AT DAY:97% AT NIGHT:94%
HIDING:-12% HIDING:-14%
PENALTIES
SUBLIGHT:-3MP
LIGHT:-3.5MP
MEDIUM:-2MP
LARGE:-1.5MP
EXTRA:-1MP
ENORMOUS:-.5MP
MEDIUM CURRENT WATER SECTOR
VISIBILITY AT DAY:98% AT NIGHT:96%
HIDING:-11% HIDING:-14%
CLASS PENALTIES
SUBLIGHT:-3MP
LIGHT:-3MP
MEDIUM:-2.5MP
LARGE:-2MP
EXTRA LARGE:-1.5MP
ENORMOUS:-1MP
SMALL CURRENT WATER SECTOR
VISIBILITY AT DAY:99% AT NIGHT:98%
HIDING:-8% HIDING:-10%
CLASS PENALTIES
SUBLIGHT:-2MP
LIGHT:-2MP
MEDIUM:-1.5MP
LARGE:-1MP
EXTRA LARGE:-1MP
ENORMOUS:-.5MP
STANDARD WATER SECTOR
VISIBILITY AT DAY:99% AT NIGHT:96%
HIDING:-10% HIDING:-13%
CLASS PENALTIES
SUB-LIGHT:NONE
LIGHT:-.5MP
MEDIUM:-1MP
LARGE:-1.5MP
EXTRA LARGE:-1.5MP
ENORMOUS:-2MP
RANKINGS
IMPERIAL ARMY OFFICER RANKS COMMAND
Supreme Commander Empire
Commander An army
General 1/2 an army
High Captain Division
Captain Regiment
High Leutenant Platoon
Leutenant Squad
2nd Leutenant Section
IMPERIAL LOW OFFICERS AND TROOPS
Senior Sargeant
Sargeant
Master Corporal
Corporal
Low Corporal
Trooper First Class
Trooper Second Class
Trooper
IMPERIAL INTELLIGENCE CORP
Master Agent
Assasin
Spy Master
Spy Agent
IMPERIAL NAVY OFFICER RANKINGS
Grand Admiral
Admiral
Captain
Co-Captain
Ace
Flight Leader
Squadron Leader
Leutenant
Wingman
Rookie
Pilot
IMPERIAL POLITICAL RANKS
Supreme Commander
Commander
Senator
Diplomatics Advisor
Foreign Management Agent
Local Management Agent
NEW REPUBLIC ARMY RANKS
Marshal Commander
Field Marshall
General
Captain
Leutenant Captain
Leutenant
2nd Leutenant
Sargeant
Master Corporal
Corporal
Senior Trooper
Trooper
INTELLIGENCE CORP
Master Agent
Assasin
Inspector
Spy Agent
NEW REPUBLIC POLITICAL RANKS (command chain)
Marshall Commander
Senior Senator
Senator
Diplomatic Agent
Local Affairs Agent
Foreign Affairs Agent
JEDI
CHANCE OF BECOMING DARK JEDI
YOU ARE CAPABLE OF BECOMING DARK JEDI IN THE STRENGTH
OF DETERMINER PROGRAM. IT WILL CHOOSE BETWEEN DARK
AND
GOOD WITH ONLY A 15% CHANCE OF PICKING DARK. IF YOU
ARE
DARK THEN YOU CHARACTER CAN STILL BE ON EITHER TEAM
BUT
HE WANTS TO OWN THAT TEAM THAT HE IS ON SO YOU MUST
MAKE
HIM TRY TO MANIPULATE PEOPLE ON YOUR OWN SIDE AND
EVEN
TRICK GOOD JEDI INTO JOINING A LITTLE GROUP AND ALSO
YOU
COULD HIRE YOUR OWN LITTLE ARMY AND IF YOU ARE GOING
TO
THEN WE WILL ADD THAT TO THE INDEPENDANT FORCES PAGE
SO
THAT PEOPLE CAN JOIN THEM. A DARK JEDI CAN TURN A
GOOD
JEDI TO DARK IF HE IS CLOSE AND SAYS THAT HE WILL
TRY BUT
HE CAN ONLY DO THAT ONCE EVERY TWO REAL LIFE WEEKS.
THE
DARK JEDI HAS A 50% CHANCE OF TURNING SOMEONE DARK
ON
THEIR FIRST TRY AND 68% ON THE SECOND, 75% ON THE
THIRD.
THE FIRST JEDI TO REACH MASTER WILL BE IN CHARGE OF
ALL
THE DARK JEDI AND ALL DARK JEDI MUST TAKE ORDERS FROM
HIM
WHICH CAN BE SENT USING MIND READING.
HIGHEST CLASS CAPABLE OF REACHING CHANCE
CHANCE AT GETTING STRENGTH
TO GET THE HIGHEST CLASS THAT YOU ARE CAPABLE OF REACHING
OUR PROGRAM PICKS RANDOMLY BETWEEN BEGINNER,JUNIOR,WARRIOR
AND MASTER. THE CLASS THAT PICKS IS THE HIGHEST CLASS
THAT YOU ARE CAPABLE OF BECOMING. THAT IS YOUR JEDI
STRENGTH.
YOU CAN STILL REACH ALL THE LEVELS FOR THE FORCES
THAT YOU
GET AT THAT CLASS ALTHOUGH YOU CAN'T ADVANCE WHEN
YOU
REGULARILY WOULD IF YOU WERE ONLY CAPABLE OF REACHING
BEGINNER WHICH IS REALY WEAK.
JEDI OVERALL LEVEL DESCRIPTIONS
__________________JEDI BEGINNER_________________________
THE FIRST OVERALL LEVEL THAT A JEDI CAN BE. THEY GET
ONLY
THE MIND READING AND LIGHT SABER SKILLS.
__________________JEDI JUNIOR___________________________
THE SECOND OVERALL LEVEL THAT A JEDI CAN BE. AFTER
THE
JEDI BEGINNER REACHES LIGHTSABER LEVEL 3 AND MIND
READING
LEVEL 2 HE RISES TO JEDI JUNIOR CLASS.THE NEW SKILL
THEY
GET IS WEAPON GRAB.
__________________JEDI WARRIOR__________________________
THE HIGHEST JEDI LEVEL, EXCEPT FOR JEDI THAT HAVE
ABILITY
TO BECOME MASTER. THE WARRIOR HAS THE LIGHTSABER,
MIND
READING AND WEAPON GRAB SKILLS PASSED ON FROM PREVIOUS
JEDI LEVELS. IN ORDER FOR A JEDI TO REACH WARRIOR
HE
MUST HAVE THE HIGHEST LEVEL FOR LIGHTSABER AND MIND
READING
AND HAVE AT LEAST LEVEL 3 FOR WEAPON GRAB. THE JEDI
WARRIOR GETS THE NEW SKILL OF MIND CONTROL.
___________________JEDI MASTER__________________________
THE LEVEL THAT ONLY A FEW JEDI ARE CAPABLE OF REACHING.
THE JEDI MUST HAVE FULL LEVEL ON LIGHTSABER, MIND
READING,
MIND CONTROL AND WEAPON CONTROL. THE JEDI MASTER GETS
THE
SPECIAL SKILL TO TEACH OTHER JEDI WHICH INCREASES
THEIR
LEVEL GAINING.
JEDI LEVEL LIGHTSABERS
_____________JEDI BEGINNER LIGHT SABER__________________
STRENGTH: 1-12
THRUSTS:1
_____________JEDI JUNIOR LIGHTT SABER___________________
STRENGTH:1-12
THRUSTS:2
_____________JEDI WARRIOR LIGHT SABER___________________
STRENGTH:1-16
THRUSTS:2
_____________JEDI MASTER LIGHT SABER____________________
STRENGTH:1-25
THRUSTS:2
GRAB WEAPON
_________________REQUIREMENTS___________________________
OVERALL LEVEL:JUNIOR
_________________LEVEL BONUSES___________________________
LEVEL 1:35% CHANCE OF GRABBING WEAPON
LEVEL 2:45% CHANCE OF GRABBING WEAPON
LEVEL 3:55% CHANCE OF GRABBING WEAPON
LEVEL 4:65% CHANCE OF GRABBING WEAPON
LEVEL 5:75% CHANCE OF GRABBING WEAPON
_________________GAINING LEVELS_________________________
THE JEDI WILL GAIN A LEVEL AFTER USING THE GRAB SKILL
3 TIMES
______________________USAGE_____________________________
USED FOR GRABBING WEAPONS OUT OF ENEMIES HANDS AND
GRABBING ITEMS LAYING NEARBY. ENEMY MUST BE IN SAME
SECTOR
FOR GRAB TO WORK.
TRAINING
_________________REQUIREMENTS___________________________
OVERALL LEVEL:JEDI MASTER
_________________LEVEL BONUSES___________________________
LEVEL 1: INCREASES STUDENTS LEVEL GAINS BY 10%
LEVEL 2: INCREASES STUDENTS LEVEL GAINS BY 25%
LEVEL 3: INCREASES STUDENTS LEVEL GAINS BY 40%
LEVEL 4: INCREASES STUDENTS LEVEL GAINS BY 60%
LEVEL 5: INCREASES STUDENTS LEVEL GAINS BY 70%
_________________GAINING LEVELS_________________________
THE JEDI MASTER WILL GAIN A LEVEL AFTER HE HAS TAUGHT
A STUDENT THROUGH A WHOLE LEVEL INCREASE OF ANY POWER
OR JEDI SKILL
_____________________USAGE_____________________________
THE TRAINING SKILL IS THE JEDI MASTER'S BIGGEST USAGE
FOR
THEY ARE JEDI THAT TRAIN LOWER JEDI. THE MAY ONLY
TRAIN
A JEDI UNTIL IT IS TO THE OVERALL LEVEL JEDI WARRIOR,
THEY
CANNOT TRAIN ANOTHER JEDI UP TO JEDI MASTER
LIGHTSABER
_________________REQUIREMENTS___________________________
OVERALL LEVEL:BEGINNER
_________________LEVEL BONUSES___________________________
LEVEL 1:2 THRUSTS A TURN
LEVEL 2:3 THRUSTS A TURN
LEVEL 3:3 THRUSTS + 60% CHANCE OF DEFLECTING SHOT
LEVEL 4:3 THRUSTS + 75% CHANCE OF DEFLECTING SHOT
_________________GAINING LEVELS_________________________
THE JEDI WILL GAIN A LEVEL AFTER USING THE SABER 3
TIMES
______________________USAGE_____________________________
USED LIKE A SWORD AND TO DEFLECT LASER SHOTS, VERY
QUICK
WEAPON AND CAN ONLY BE USED BY JEDI
MIND CONTROL
_________________REQUIREMENTS___________________________
OVERALL LEVEL:JEDI WARRIOR
_________________LEVEL BONUSES___________________________
LEVEL 1:35% CHANCE OF MIND CONTROL
LEVEL 2:45% CHANCE OF MIND CONTROL
LEVEL 3:55% CHANCE OF MIND CONTROL
LEVEL 4:65% CHANCE OF MIND CONTROL
LEVEL 5:75% CHANCE OF MIND CONTROL
_________________GAINING LEVELS_________________________
THE JEDI WILL GAIN A LEVEL AFTER USING THE MIND CONTROL
3 TIMES
______________________USAGE_____________________________
CAN BE USED TO CONTROL ENEMY FOR 2 TURNS, JEDI IN
CONTROL
GETS TO DO ENEMIES COMMUNICATIONS, MOVEMENT AND COMBAT
PHASES.
MIND READING
_________________REQUIREMENTS___________________________
OVERALL LEVEL:BEGINNER
_________________LEVEL BONUSES___________________________
LEVEL 1:50% CHANCE 1 TIME EVERY 4 TURNS
LEVEL 2:60% CHANCE 2 TIMES EVERY 4 TURNS
LEVEL 3:70% CHANCE 3 TIMES EVERY 4 TURNS
LEVEL 4:80% CHANCE 1 EACH TURN
LEVEL 5:90% CHANCE 2 EACH TURN
LEVEL 6:100%CHANCE 3 EACH TURN
_________________GAINING LEVELS_________________________
THE JEDI WILL GAIN A MIND READING LEVEL EVERYTIME
HE/SHE
READS 5 A MIND FIVE TIMES. AFTER THE JEDI HITS LEVEL
3
THEN HE BECOMES A JUNIOR JEDI OVERALL.
______________________USAGE_____________________________
IT IS USED TO SEARCH WITH THE FORCE FOR ADDITIONAL
MINDS
SO CAN BE USED TO SENSE ENEMIES.CANNOT USE TO TWIST
MIND.
THEY CAN ALSO USE IT TO TALK WITH ANOTHER JEDI AT
ANY
GIVEN DISTANCE.
BOUNTY HUNTING
BOUNTY HUNTING IS DONE WHEN SOMEONE PUTS A PRESS ON
A
PLAYER OR GROUPS HEAD. THE BOUNTY HUNTERS THEN TRY
TO
HUNT DOWN THAT PERSON OR GROUP AND BRING THEM IN TO
THE
PEOPLE THAT PUT THE PRICE. THEY THEN TAKE THE MONEY.
SOME BOUNTY HUNTERS HAVE BEEN KNOWN TO BE KILLED WHEN
THEY BROUGHT IN THE PERSON BECAUSE THE PERSON THAT
PLACED
THE PRICE DID NOT WANT TO GIVE UP THE MONEY.BOUNTY
HUNTERS
CAN WORK TOGETHER IN GROUPS AND THE GUILD IS ACTUALLY
A
LARGE BOUNTY HUNTER GROUP THAT WORKS TOGETHER UNDER
ONE
COMMAND.BOUNTY HUNTERS CAN SPY ON A TEAM AND SELL
IT TO
ANOTHER TEAM OR A PARTICULAR PERSON.
THE BOUNTY HUNTERS GUILD
THE GUILD IS A LARGE GROUP OF BOUNTY HUNTERS UNDER
THE
COMMAND OF ONE BOSS AND THEY SORT OF ACT LIKE THE
MAFIA
BECAUSE OVER TIME THEY SPLIT INTO CLANS UNDER THE
COMMAND
OF DIFFERENT BOSSES.PLAYERS CAN BE A BOSS AND SEND
IN
THE INFORMATION ABOUT THEIR CLAN TO US AND WE WILL
POST
IT ON THE SITE SO PEOPLE CAN JOIN.
INFORMATION ON RED COAT SMUGGLERS
THE RED COAT SMUGGLERS ARE A VAST SMUGGLING GROUP
THAT
HAVE NOT BEEN DISCOVERED YET. THEY PLAY ALL SIDE AND
THEREFORE SELL TO BOUNTY HUNTERS, IMPERIALS AND THE
REPUBLIC DOMINION. THEY ALSO BUY FROM THEM TO. THEY
HAVE
BEEN IN THE BUISINESS A LONG TIME AND NOW HAVE A BASE
OF
OPERATIONS ON ALMOST EVERY PLANET AND HAVE A LARGE
PRIVATE
ARMY OF GUARDS.MANY DOMINION TROOPS HAVE TRIED TO
CUT THE
RING AND HAVE LOST THERE LIVES AS A RESULT.THE RED
COATS
ALSO SELL KNOWLEDGE AND EVEN HAVE A FAIRLY LARGE FLEET
OF
6 DREADNAUGHTS AND ABOUT 10 LARGE TRANSPORTERS FOR
SMUGGLING.
THE RED COATS ARE EXTREMELY DANGEROUS AND HAVE JUST
RECENTLY
BEEN PICKING UP ON SMUGGLING OPERATIONS. 2 IMPERIAL
FRIGATES
WENT MISSING WHEN THEY WERE INVESTIGATING AN AREA
THAT JUST
HAPPENED TO BE SMUGGLER MEETING POINT.THE IMPERIALS
STILL
DO NOT KNOW WHAT HAPPENED TO THEIR SHIPS AND ARE USING
INTELLIGENCE TO TRY AND CRACK THE MYSTERY OF THE MISSING
FRIGATES.
Sabateurs
CHANCE OF BECOMING SABATEUR
EVERY PLAYER HAS THE CHANCE OF GAINING THE SABATEUR
SKILL
WHICH IS MAINLY USED FOR SPYING FORCE. WHEN WE MAKE
EVERY
PLAYER WE WILL RUN THEM THROUGH PROGRAM THAT PICKS
BETWEEN
SAB OR NO SAB. THERE IS A 25% CHANCE THAT IT WILL
PICK SAB
AND IF IT DOES THEN YOU HAVE SABATEUR SKILL.
SABATEUR SKILLS
SABATEURS HAVE THE FOLLOWING ADDITIONAL SKILLS
THEY AUTOMATICALY GET THE MAXIMUM EXPLOSIVES SKILL
AND
GET A HIDING BONUS OF 15% ADDED ON TO WHATEVER THE
HIDING
BONUS FOR A SECTOR IS AT THAT SECTOR TYPE.THEY ALSO
GET
30 ADDITIONAL STEALTH POINTS AUTOMATICALLY.SABATEURS
ALSO
HAVE THE CHANCE TO MAKE ANOTHER CHARACTER TO PLAY
IN THE
OTHER TEAM AS THEIR SECOND IDENTITY (SPYING).SABATEURS
CAN TRY TO STEAL WEAPONS FROM A CERTAIN FORCE AND
HAVE A
30% CHANCE OF SUCCESSEDING THE FIRST TIME, 50% CHANCE
THE
SECOND AND 70% THE THIRD. IF A SABATEUR FAILS ON TRYING
TO STEAL WEAPONS THEN HE IS CAUGHT AND PUT ON TRIAL.WHEN
ANOTHER SABATEUR FROM THE OPPOSITE SIDE IS AT THE
BASE
WHEN THE SABATEUR TRYS TO STEAL A WEAPON THEN THE
ENEMY
SAB HAS A 25% CHANCE OF CATCHING THE SAB.
OPERATION COBRA
A secret rebel munitions factory has been discovered
on the planet Gloan by Intelligence. We are going
to strike
that base and take the factory for our own. They have
been arming terrorists sworn to their cause right
under
our nose! This must be stopped immediately. The system
the Gloan is in has not been released yet and will
be kept
a secret onlyn know by high ranking officers. We will
drop the special forces squads first at a dropping
site
and they will secure their area for their heavy equipment
and armor to come down on. The regular army will sieze
another landing zone and move to meet with the special
forces. Then the adjoined groups will move forward
looking
for the factory while heavy armor fires support and
At-STs and AT-AT cover their backs. Then the special
forces will split into a breach team and an assault
team.
The breech team will try to get into the base undetected
to weaken defences for the regulars and assault team.
Once that is complete then we do a mop up to try and
locate
and destroy any escaped rebels.
---------------------DONE-----------------------------