Library The Hangar Bay- Resource Thread for Dark Fleet

Discussion in 'Role Playing Resource' started by Master Vo'Un'Var, Sep 19, 2017.

  1. Master Vo'Un'Var

    Master Vo'Un'Var Jedi Knight star 3

    Mar 19, 2017
    Welcome to the Hangar, Resource thread for Dark Fleet!
    Welcome to the Hangar Bay, Resource thread for Dark Fleet,​
    Important NPCs​
    Admiral Markus​
    (Imperial Faction)​
    Sex- Male​
    Age- 43​
    Species- Human​
    Rank- Admiral​
    Home System- Coruscant​
    ------Likes: Tactics, Star Destroyers, The Empire, Torture, Loyal Soldiers​
    ------Dislikes: Rebel Scum, The Death Star, Darth Vader,​
    Admiral Tellit​
    (Rebel Faction)​
    Sex- Male​
    Age- 52​
    Species- Human​
    Rank- Admiral​
    Home System- Tatooine​
    ------Likes: The Rebellion, Freedom​
    ------Dislikes: Warfare, Smugglers, The Empire​

    Upkeep is based on size, A Squadron of TIE Fighters would consume 24 upkeep, whereas a Super Star Destroyer would consume 500 upkeep​
    Small (All Starfighters)- 2 Upkeep per Ship, Not Squadron, there are 12 ships in a squadron, so 24 upkeep for a squad​
    Medium (All Light and Medium Capital ships, the first two colony ships) 50 Upkeep​
    Large (All Heavy Capital Ships, the last two colony ships) 100 Upkeep​
    Colossal (All Colossal Capital Ships) 500 Upkeep​
    Ship Costs
    Colony Ships:
    Gallofree Yards Medium Transport - 2
    Kuat Drive Yards Star Galleon - 7
    Tagge Industry Shipyards Ltd. Modular Star Hauler - 12
    Urastard Yards Cargo Ship Stargo - 17
    Superiority Starfighters:
    Corellian Engineering Corp. LAF-250 - 1
    Corellian Engineering Corp. HLAF-500 - 2
    Corporate Sector Authority IRD-A - 2
    Doddona/Blissex RZ-1 A-Wing - 3
    FreiTek E-Wing - 4
    Hapes Miy'til Fighter - 3
    Hoersh-Kessel Drive Inc. R-41 Starchaser - 2
    Hoersh-Kessel Drive Inc. T-Wing - 2
    Incom Corp. I-7 Howlrunner - 2
    Incom Corp. T-65 X-Wing - 3
    Incom/Subpro Z-95 Headhunter- 2
    Kuat Drive Yards A-9 Vigilance - 2
    Kuat System Engineering Cloakshape Fighter - 1
    Kuat System Engineering Delta 7 Aethersprite - 3
    Sienar Fleet Systems TIE Advanced x1 - 3
    Sienar Fleet Systems TIE Avenger - 4
    Sienar Fleet Systems TIE Defender - 5
    Sienar Fleet Systems TIE Fighter - 1
    Sienar Fleet Systems TIE Interceptors - 2
    SoroSuub Corp. Preybird - 3
    Attack Starfighters:
    Cygnus Spaceworks Xg-1 Assault Gunboat - 5
    Cygnus Spaceworks XM-1 Missile Boat - 10
    Hapes Miy'til Assault Bomber - 3
    Koensayr BTL-S3 Y-Wing - 2
    Slayn & Korpil B-51 B-Wing - 3
    Sienar Fleet Systems Scimitar Bomber - 2
    Sienar Fleet Systems TIE Bomber - 1
    Light Capital Ships:
    Corellian Engineering Corp. CR90A Corvette - 2
    Corellian Engineering Corp. CR90B Assassin Corvette - 3
    Corellian Engineering Corp. CR100 Gunship - 5
    Kuat Drive Yards Imperial Escort Carrier - 7
    Republic Sienar Systems Marauder Corvette - 6
    SoroSuub Corp Quasar Fire Escort Carrier - 7
    Medium Capital Ships:
    Damorian Manufacturing Corp. Carrack Cruiser - 12
    Kuat Drive Yards EF76 Nebulon-B Frigate - 10
    Kuat Drive Yards EF76 Nebulon-B2 Frigate - 11
    Kuat Drive Yards Lancer Frigate - 10
    Loronar Corp. Strike Cruiser - 14
    Loronar Corp. Modified Strike Cruiser - 16
    Mon Calamari Shipyards MC-40 Light Cruiser - 13
    Rendili StarDrive Assault Frigate - 13
    Rendili StarDrive Bulk Cruiser - 11
    Rendili StarDrive Dreadnaught Cruiser - 13
    Sienar Fleet Systems Immobilizer-418 Interdictor Cruiser - 18
    Heavy Capital Ships:
    Hoersh-Kessel Drive Inc LH-3210 Battleship - 25
    Kuat Drive Yards Imperial-I Star Destroyer - 40
    Kuat Drive Yards Imperial-II Star Destroyer - 44
    Mon Calamari Shipyards MC-80A Chatnoir Cruiser - 30
    Mon Calamari Shipyards MC-80A Liberty Cruiser - 30
    Mon Calamari Shipyards MC-80B Cruiser - 35
    Mon Calamari Shipyards MC-90 Cruiser - 55
    Rendili StarDrive Victory-I Star Destroyer - 21
    Rendili StarDrive Victory-II Star Destroyer - 20
    Colossal Capital Ships:
    Kuat Drive Yards Eclipse Super Star Destroyer - 250
    Kuat Drive Yards Executor Super Star Destroyer - 200
    Kuat Drive Yards Sovereign Super Star Destroyer - 225
    Space Stations:
    Golan Arms Golan-I Space Defense SpaceGun - 10
    Golan Arms Golan-II Space Defense SpaceGun - 13
    Golan Arms Golan-III Space Defense NovaGun - 17
    Imperial Deep Space Battlestation Death Star - 10,000
    Loronar Corp. Torpedo Sphere - 110
    Planetary Defenses / Improvements:
    Balmorra Arms Pre-Fabricated Imperial Base - 10
    Kuat Drive Yards DSS-02 Shield Generator - 3
    Kuat Drive Yards Planetary Defense Shield - 25
    Kuat Drive Yards V-150 Planet Defender Ion Cannon - 10
    Telgorm Corp. Shipyards - 10
    Telgorm Corp. Mining Facilities - 25

    A note on Planets, Any planet in red means it is at war.
    Planets- (HQ options)​
    Endor (4th Moon)​
    Sullust (Currently occupied by Imperial Forces)​
    Yavin 4 (Currently occupied by Rebel forces)​
    More to be added depending on size of players...​

    Structure Construction

    Construction in this game is simple. In order produce a structure you must be able to afford it with you Resource Points, or RP. Resource Points are gained through mining. Each planet has at least one mine. These mines produce 25 Resource Points each, per day.

    Planetary structures (mines and defenses) each take up one building slot per structure. Each planet has ten building slots total. To build a structure, you must have room on the designated planet. One building may be constructed per twenty-four hours.

    The time for constructing any building is one full day from the time you declare construction. (When declaring construction, state when it will be finished- board time).

    Construction halts if the planet falls under attack. If enemy forces are in the system without assaulting the planet, construction continues, even under bombardment. Because battles take place out of regular time, structures may be completed but not considered in the battle (if one takes place).

    Starship Construction

    Constructing starships is an easy affair. All starships are bought with Resource Points. Ten starships may be built at any time, including fighter squadrons. The time required to build a vessel depends upon its size. A fighter squadron requires six hours.
    A light capital vessel requires twelve hours. A medium capital vessel requires twenty-four hours. A heavy capital vesselrequires forty-eight hours. A massive capital vessel requires ninety-six hours. The Super Star Destroyer requires one week.

    Construction begins when it is declared. Queuing construction in advance is possible, albeit, unfavorable.

    Construction halts if the system falls under attack. If enemy forces are in the system without taking any action- construction continues.

    Each player starts with 45 RP


    Upkeep in this game is simple- armies and starships require certain amount of upkeep. You can have as many vessels as your total upkeep allows. Total upkeep is the sum of all the upkeep for each of your planets (500 per planet). If you have one planet you can support 500 points of upkeep, if you have two planets, 1000 points and so on.

    If you should lose a source of upkeep, you ensure that you do not exceed you RP limit. If you do, you must deactivate enough vessels and armies (they are not destroyed) to ensure that you do not exceed your RP limit


    Movement of fleets between systems is simple. Using the map at 1024 x 768 resolution, one simply has to plot a course between their currently location and their destination in inches. If for any reason the map may be of another size, the equivalent to an inch is Korriban-Yavin.

    An hour of travel in hyperspace is required per inch of distance between the two points.
    Hyperspace interdiction occurs when an interdictor vessel in the same planetary system as the fleet that wishes to jump.

    Fighter craft equipped with hyperdrive may jump two inches from their launch point, and after concluding business at their destination must return to their launch site (vessel or planet) or jump to another suitable base within two inches. If the planet of business is friendly or your own, and has room, the fighters may remain there. If between launching and returning the launch point has become… invalid (destroyed, captured, out of range) the fighters must find another haven, or face liquidation.


    Colonizing other planets is an important part of the game. It is done through colony ships. Colony ships are sent throughout the galaxy to settle planets. A vessel simply needs to set down on a planet in a system (in the game, there will be one planet per system). At this point, the ship will be dismantled and the first mine will be built. This process takes one week to complete after the declaration of intent to colonize.

    A caveat to zealous colonists- there are greater forces at hand in this mysterious galaxy. They brought you here to be entertained, not put to sleep.

    Space Combat

    This is why you are here? Are you not? Space battles are between groups of players, mediated by the GM. The system is done as in all other iterations of the game. All the players involved must post their actions and then the GM will respond. This process continues until the battle is over.

    On the matter of reinforcements and timelines- all participants in a battle must arrive within half an hour of the battle’s commencement. Of course no rules are completely set in stone. Timelines have always been an issue in games such as this. When we run into inconsistencies, the GMs will solve the problem.

    Fighters and capital ships interact with what is hopefully a more realistic method. Capital ships against lone fighters squadrons are almost bound to obliterate the fighter squadrons. However, when capital ships and fighters work in tandem, they are a frightening combination.

    Some fighters can have bombing runs. These can be performed once per battle. Essentially, for one turn fighters performing this become more powerful against capital ships.

    When capital vessels come into orbital range of a planet, they may initiate bombardment. However once they are in this range, they are threatened by surface mounted weapons systems, if any are present.


    Bombardment is simple. Before you can destroy structures on the ground you must you must bring down any shields that are operational. All heavy and some medium capital vessels can effectively bombard a world. Bombardment can only begin once the battle is over. It takes place over a period of days. Shields can only hold up for so long

    Once all of the shields have fallen, the bombarding vessels may target structures on the planet and hope for the best. It is also possible to destroy armies in this manner, although somewhat less likely, as the can hide in fortifications throughout the planet.

    If enough power is availible some planets my be rendered... uninhabitable.

    Ground Assault

    Once planet’s shields have fallen, it is open to assault by armies. The first phase is landing the troops, normally goes smoothly unless there are fighters on the surface or the planet boasts an air defence network. Some of the assaulting troops may fall in this stage.

    The next phase is the ground battle itself. In this, the defenses of the planet (armies and structures) are compared to the assaulting army. Battles rely on chance to a degree, though this is handled by the GM.

    The victor claims control of the planet, though some structures may be destroyed in the fighting.
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