Post by Kaidus Valorus on Apr 28, 2018 0:04:01 GMT -6
Thinking of constructing your fleets and armies, eh? Well, you've found the right area! Below, you will find a list of units available to each faction, along with their stats and price to construct them.
A unit's level determines what their health points and combat dice roll will be, and it is mutually true for both ground and space units. Simply put, a Level 1 Ground Unit's Health Points and Combat Roll will be the same as a Level 1 Space Unit.
Example:
Level 1 Ground Unit
Stormtrooper Legion
HP - 125/125
Dice - 2d20
Level 1 Space Unit
CF9 Crossfire Starfighter Squadron
HP - 125/125
Dice - 2d20
How do you build these units? Simple! Every month, the Federation and the Empire will receive a predetermined amount of Credits [CR], based on the number of planets they control. These credits can be used to buy ground units, space units, and planetary buffs. However, you can't buy units willy-nilly - a certain number of lower level units must be purchased before you can buy the next level up. To keep things simple, you must buy two units of one level, before you can buy one unit of the next level up.
For example, say you want to buy a level 5 unit, you must buy units from the lower levels first, working your way up. It takes 2 Level 1 units to be purchased before you can buy a Level 2 unit. and you may only purchase 5 units per day, since there is no "Build Time" to worry about. This is to prevent factions from stocking up planets with only the strongest units on their build lists. Specifically, this is how you would purchase the units:
1 Level 5 Unit
v
2 Level 4 Units
v
4 Level 3 Units
v
8 Level 2 Units
v
16 Level 1 Units
You'll notice that the Level 5 units have a * next to them - this means that only one level 5 unit may exist on any single planet. But don't worry - if you lose a planet, you do not lose the level 5 unit unless it was destroyed in combat. It can feasibly escape, and join up with forces elsewhere. But be warned - if you want to build a fleet to attack planets owned by the other faction, those units must be gathered from the planets you own, leaving those worlds less defended than others!
Mod Note - You may have one level five ground unit and one level 5 space unit present on the same planet.
Mod Note - An "Assault Fleet" consists of warships and starfighters collected from various owned planets. However, while you are weakening the defenses of those worlds, there is no level cap on how many vessels of a particular type may be present in an Assault Fleet. But remember, throwing your strongest ships against a target world may seem like a great idea, but the randomization of the Combat Dice Roll may still work against the attacking force - you may lose more than you bargained for in a battle where your rolls aren't always good! Remember - strategy wins the day!
Units Available to Build!
Galactic Federation of Free Alliances
Ground Units | Level | Health Points | Dice Roll | Build Cost |
Galactic Alliance Infantry Legion | 1 | 125/125 | 2d20 | 5,000 CR |
Alliance All-Terrain Scout Transports | 2 | 225/225 | 2d30 | 10,000 CR |
Freerunner Repulsorcraft | 3 | 325/325 | 2d40 | 20,000 CR |
Multi-Altitude Assault Transport | 4 | 425/425 | 2d50 | 30,000 CR |
Alliance Juggernaut* | 5 | 525/525 | 2d60 | 40,000 CR |
Jedi Knight* | 5 | 550/550 | 2d60 | 50,000 CR |
Space Units | Level | Health Points | Dice Roll | Build Cost |
CF9 Crossfire Starfighter Squadron | 1 | 125/125 | 2d20 | 5,000 CR |
CR-90 Corellian Corvette | 2 | 225/225 | 2d30 | 10,000 CR |
Sha-Shore-class Frigate | 3 | 325/325 | 2d40 | 20,000 CR |
MC140 Scythe-class Battlecruiser | 4 | 425/425 | 2d50 | 30,000 CR |
Viscout-class Star Defender* | 5 | 525/525 | 2d60 | 40,000 CR |
Sith Empire
Ground Units | Level | Health Points | Dice Roll | Build Cost |
Stormtrooper Legion | 1 | 125/125 | 2d20 | 5,000 CR |
All-Terrain Scout Transports | 2 | 225/225 | 2d30 | 10,000 CR |
Imperial Assault Tanks | 3 | 325/325 | 2d40 | 20,000 CR |
All-Terrain Armored Transport | 4 | 425/425 | 2d50 | 30,000 CR |
All-Terrain MegaCaliber Six* | 5 | 525/525 | 2d60 | 40,000 CR |
Dark Imperial Knight* | 5 | 550/550 | 2d60 | 50,000 CR |
Space Units | Level | Health Points | Dice Roll | Build Cost |
TIE Predator Squadron | 1 | 125/125 | 2d20 | 5,000 CR |
Assassin-class Corvette | 2 | 225/225 | 2d30 | 10,000 CR |
Ardent-class Fast Frigate | 3 | 325/325 | 2d40 | 20,000 CR |
Pellaeon-class Star Destroyer | 4 | 425/425 | 2d50 | 30,000 CR |
Imperious-class Star Destroyer | 5 | 525/525 | 2d60 | 40,000 CR |
Planetary Buffs
Understandably, when you move units off a planet you own to attack one you don't, it leaves that planet less defended, and itself vulnerable. That's why we have "Planetary Buffs" to help the factions defend planets in such cases. These buffs are not inexpensive, but very much necessary in times of war. However, you can only purchase a total of 3 buffs - so be very careful with what you choose, as it may determine the tide of war! These buffs are mutually available to both the Empire, and the Federation.
Like with units, these Buffs have their own Stats to reference.
Planetary Buff | Health Points | Dice Roll (If applicable) | Build Cost |
Turbolaser Towers | 350/350 | 2d30 | 15,000 CR |
Military Bunkers | 300/300 | N/A | 10,000 CR |
Planetary Shield Generator | 400/400 | N/A | 20,000 CR |
Orbital Turbolaser Grid | 250/250 | 2d25 | 10,000 CR |
Golan Defense Station | 350/350 | 2d40 | 20,000 CR |
Turbolaser Towers - A powerful defensive structure, Turbolaser Towers are constructed around the outskirts of a planet's Capital City. It may participate in combat on any planet is is constructed. Limit 1 per planet.
Planetary Shield Generator - A defensive structure that grants the defending faction's ground units +50 to their overall Health Points. Limit 1 per planet. Purchasing this structure means you can only purchase 2 Military Bunkers. While this structure is present, the attacking faction cannot land units inside the defending faction's Capital City, nor can the attacking faction conduct orbital bombardment of the planet.
Military Bunkers - Defensive structures placed strategically across the planet. This buff grants the defending faction's ground units +25 to their overall Health Points. Limit 5 per planet.
Orbital Turbolaser Grid - An array of turbolasers mounted on orbital platforms to assist in the defense of the planet they are constructed on. They may participate in combat alongside the defending faction's warships; however, they are not a mobile unit. Limit 5 per planet.
Golan Defense Station - A powerful, but immobile battlestation designed to protect important planets. They may participate alongside the defending faction's warships in combat, and grant the defending warships an additional +20 to their overall Health Points. Due to how powerful this buff is, there is a limit of 2 per planet. Building one means you can only build TWO Orbital Defense Grids. Buying two Golans means that you CANNOT buy ANY Orbital Defense Grids.
Battle Strategies
Lets be honest, what's a war without battle strategies? Battle Strategies are (silly, I know) a buff that both the defending and attacking factions may purchase and have implemented during either space or ground battles. Battle strategies must be purchased BEFORE any battle, if you intend to use them. All Combat Strategies cost 30,000 CR, and you may only use 2 strategies during any engagement! Strategies may be purchased and used by both the attacking and defending factions.
Space Combat Battle Strategies
Starfighter Screen - A defensive combat buff that utilizes starfighters, keeping them close to their larger warships to protect them from enemy starfighters and warships. This buff grants a +25 to the fleet's overall Health Points.
Divert power to Shields! - A defensive combat buff the pulls power from weapons to empower shields of warships. This buff grants a +30 to overall Health Points, but costs fleet units a -d5 to their Combat Dice Roll. For example, a Level 2 vessel with 225/225 and 2d30 would have its stats changed to 255/255 and 2d25. Level 1 units are excluded from this buff.
All power to weapons! - An offensive combat buff that grants a +d10 to all of the attacking faction's fleet units, but costs them all a -25 to their overall Health Points. Level 1 units are excluded from this buff.
Ground Combat Battle Strategies
All units, open fire! - An offensive combat strategy that grants +d5 to the Combat Dice Roll of all ground units, excluding structures, but leave units in the open, costing them a -10 to their overall Health Points. Cannot be used at the same time as All units, Fall Back!
All units, fall back! - A defensive combat strategy for all ground units, excluding structures, allowing them to find proper cover from oncoming fire. This grants the units a +10 to their overall Health Points, but costs them -d5 to their Combat Dice Roll. Cannot be used at the same time as All units, open fire!