Commerce Rules

  Capital Ship Construction:

    Building capital warships is a relatively easy concept. The construction must be done at a shipyard. Each faction begins with 8 shipyards, 6 of which are 1000 meters long and 2 of which are 2000 meters long. The yards are shaped something like the skeleton of a snake - a long "backbone" with "ribs" coming down the sides, which assist the droid and people who do the construction. Very little sentient labor is required, and that usually only near the final phases of construction. Construction takes a different amount of time for each ship, as shown below. The time category is the length of time required to build a 1000 meter section of the ship. The 2000 meter shipyards are therefoer capable of working on two sections at once, dramatically reducing the total time of construction. 
 
Ship Class Length Construction Time
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Capital Ship Repair:
     In the course of action, capital ships are invariably damaged. All repairs need to be posted on the boards, to allow the GameMasters to verify that repairs have been made. If they are not posted before the next battle, the GameMasters will be forced to assume that no repairs took place and that the player is entering combat with a damaged vessel. 
     Damage done to shields will automatically recharge to 100% of their capacity in two days. Damaged done to systems will also be automatically repaired within two days (weapons) or four days (if the ship was completely disabled). Damage done to the hull will have to be repaired at a shipyard. The chart below lists the time to repair 10% of the hull (or any fraction thereof) from various damage classifications. Remember that the length of the shipyard will increase this time just like for building ships.
 
Damage Rating Hull Status Repair Time
Light Damage Hull > 60% 6 hours
Heavy Damage Hull > 30% 12 hours
Disabled Hull > 0% 24 hours

Starfighter Construction:

     A 1000m shipyard  is capable of manufacturing 4 squad of fighters at a time. An unlimited number of fighters can be held in reserve, awaiting assignments. As with ship repairs, forgetting to replace fighters may mean that you enter combat with fewer fighters than you are supposed to have. Make sure to requisition the replacements and post picking them up. The construction time for each fighter varies, depending on its stats, and is listed below, along with prices for characters who might be interested in purchasing one for themselves.
 
Fighter Type Construction Time Cost in Faction Credits
Alpha Fighter 15 days Not decided yet.
Beta Fighter 14 days Not decided yet.
Naboo Fighter 12 days Not decided yet.
Z-95 Headhunter 12 days Not decided yet.
Sith Interceptor 15 days Not decided yet.
Sith Bomber 12 days Not decided yet.
Sith Defender 10 days Not decided yet.

Ground Unit Construction:
     To further simplify things, for the sake of the sim, we are going to assume that each faction has an unlimited number of ground based military troops in reserve.  However, no more can be take out of reserve than to replenish a ships losses as needed or to replenish losses at a planetary garrison.  This will be closely monitored by the Sim Leaders.

Planetary Defenses Construction and Repair:
     Planetary defense forces (PDFs) represent a very wide range of defensive measures. Military installations of all types are all included. For the moment though, our sole concerns will be the garrison present on each planet, and ground based weaponry, the Protector-Class Defence Platforms. 
     Systems get a System Defence Rating (SDR), which is a nubmer, 1-6.  The higher the number the more defence, both space based, and ground based an attacking force will encounter.  A level six will only be found at a faction capital however.  A system can only hold as many troops as its SDR says it can, until a faction decides to upgrade its SDR, which cost will vary, and it is up to the counil of Sim Leaders.  However, prices are listed here, for replacement and construction of PDF systems:
 
 
PDF System Cost in Faction Credits
Protector-Class I Defence Platform
Protector-Class II Defence Platform
Planetary Command Center
Power Generator
Bunker
Shield Generator

Personal Finance:
     For the moment, personal finance is going to stay extremely simple. You get a paycheck at the end of every month for a certain amount of money (check your faction's pages for the amount) and you can save that money to be spend later, on personal ships, or to hire Mercenaries.
     Your character's current savings will be listed with the weekly updates for experience on the News Boards. If you make any purchases or transfers of money, the GMs must be notified for it to take effect. Please note: all transfers of money must be in exchange for goods or services offered from one character to another. No recruiting your friends to simply sit there and give you all their money.
     Mercenaries however do not get a paycheck, they must EARN their money by doing odd jobs, posted on the Merenary Job Board.  But, when joining a Mercenary does start with 2000 Common Cdredits.
 

Buying Items and Vehicles:
     When a character has enough money saved, he can buy something with it. The first question we frequently get is always "Why do I want to spend my money on things I have on my ship already?" The answer varies a little depending on what the item is, but the best reason in general is that the military will strongly frown on you taking an official shuttle off on vacation, and they would be even more upset if you use an official military units to go settle a childhood vendetta against schoolyard bullies, even if you don't break any laws. If the item were your personal possession, then no one can complain. Also, when we get into the areas of covert ops, smuggling and mercenaries, some characters will be required to buy everything they use.
     Prices for vehicles and other good can be found on the Mercenary pages.  However, if you wish to design your own personal craft, here are the rules for that:
 

     The system used to decide how much a ship will cost, is determined by number of days of construction.  You can have a craft be as large as you like, but remember, the larger it gets, the higher the price goes up.  To find the total cost of a ship, add up the days of construction, square it then mutiply by 100.
 
Modification Additional Days
Size 1 per 10 meters
Real Space Drive .5
Basic Sensors .5
Advanced Sensors 1
Capital Class Sensors 2
Life Support .5
Hyperdrive 1
Shields 1
Luxury Accomodations 0-3 (variable)
Turbolaser Battery 4
Turbolaser Cannon 3
Ion Cannon 2
Quad Laser Cannon 1
Concussion Missile Launcher 1
Star Fighter Laser .5
Gravity Well Generator 5

*Vehicles are permitted a number of weapons equal to size+1 free of this charge. To cram additional systems into a small space requires extra effort, hence this penalty. 

For the begining of the sim, these rules are subject to change, just so we can get an idea of what people can build with these rules if they desire.  If ships become to powerful and to cheap, these rules WILL change!

 

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