Buckle up, nerds, because you're in for a hella sick ride...kinda!
Alright, this fuckin' thing's called Star Wars, so there's gonna be battles...possibly amongst the stars...we'll leave that part ambiguous. Anyway, because of this, we need to have a system to regulate shit before everyone and their grandmothers are spouting fleets of Death Stars, Super Star Destroyers, and Sun Crushers while legions of AT-ATs and World Devastators ravage planets.
Before we begin, I want to clarify that this system is specifically for factions that possess/conquer planets/planetary systems. Independent factions (rebels, corporations, etc) have their own guidelines that can be found at the bottom after we discuss the big planet-owning faction mechanics, mkay? Alright, let's kick this pig.
The Basic Mechanics
To begin with, the entire system is going to revolve around what I've taken to calling Faction Military Units or FMUs for short. These are essentially currency everyone will use to acquire military power (i.e. armed land forces, starfighters, capital ships, etc). Planets generate FMUs. Some generate more than the rest. Certain sectors generate even more. That's simple enough, right?!
So lets get into the actual specifics of the mechanics!
The General Hard & Fast Rules of Faction Military Unit Values and Uses
#1 - Only planets seen on the big Galaxy Map (located here) are worth FMUs. If you think your planet deserves to be considered for a FMU Value (FMUV), PM
@Prudence or myself to be added to the list.
#2 - Any and all planets generate 1,000 Military Units unless specially designated on the list provided below.
#3 - Controlling an entire Special Sector applies a 2x Multiplier to the number of FMUs each planet within the Sector generates. A list of the applicable sectors can be found below.
Ex. Planet A, B, and C are in the Blargh Sector. All three planets generate 1,000 FMUs each for a grand total of 3,000 FMUs, but Player Douchius Confucius owns all three planets in the Sector. Because of that, Douchius Confucius (aka
@Prudence) recieves 6,000 FMUs (3,000 x 2).
#4 - FMUs may sometimes be equal to an amount of manpower or crew of certain war machines, but this is a hard and fast rule so it won't always be the case (especially with starships). If your nerd-rage has an adverse reaction to it, keep it to yourself because I don't fucking care. This is for balance and stream-lining, not mega-hardcore canon statistics. Sometimes 1 FMU may be worth 10 mooks and sometimes it will be worth 1,000 mooks.
#5 - At all times, a faction must dedicate at least a quarter (1/4th) of their total FMUs to planetary defense forces. Without this, planetary systems would be powerless to resist any sort of invasion.
Coruscant - 10,000 FMUs Bastion - 5,000 FMUs The Corellian System -5,000 FMUs Lianna - 2,500 FMUs Fondor - 2,500 FMUs Mandalore - 2,500 FMUs The Maw - 2,500 FMUs Kuat - 5,000 FMUs Sullust - 5,000 FMUs Nar Shaddaa/Nal Hutta - 5,000 FMUs Eriadu - 5,000 FMUs
The Tion Cluster
The Mandalorian Sector
Arkanis Sector (FOR THE AESTHETICS)
The Hapes Cluster
The Gordian Reach
The Corporate Sector
So even though there's an insane amount of differing types of ground units in Star Wars, we're gonna play hard & fast with this shit too.
Get used to it, amigo. : )
To put it simply, there's four types of ground units: light infantry, heavy infantry, light machines, and heavy machines.
Light Infantry Units cost 10 FMUs each and can have up to 100 soldier mooks per unit. These are your lightly armed and armored mooks (i.e. your typical rebels and cheap mercenaries).
Heavy Infantry Units cost 25 FMUs each and can have up to 50 soldier mooks per unit. These are your heavily armed and armored mooks (i.e. Stormtroopers and Assault Troops). These can also be troops equipped with low-level vehicles like speeder bikes and lightly-armed transports.
Light Machine Units cost 50 FMUs each and can have up to 10 mechanized thingies per unit. These are your light scout war machines and medium transports (i.e. AT-STs & LAATs).
Heavy Machine Units cost 100 FMUs each and can have up to 2 mechanized thingies per unit. These are your heavy war machines and heavy transports (i.e. AT-ATs).
Note: If you wish to make some special sort of snowflake tech (and I know every fuckin' one of you nerdy snowflakes will want to), please try and make it fit within this system if you can. Use your best judgement and don't be an ass. That said, I know a lot of nonsense either won't or can't because of some special reason or another so whatever mod or Admin who approves your shit will assign a FMU Cost to your tech.
So this is the part that made me want to kill myself, the site, and several cuddly animals (and not in that order). Basically we're gonna use a modified/updated version of the old Anaxes War College System! YAAAAY!
Starfighters - This group is separated into three types: interceptors, multi-roles, and bombers! Here's what's fuckin' fantastic about this overall classification: A squadron of starfighters/bombers cost 25 FMUs.
Light Freighters / Yachts - Too big to be a starfighter but too small to be a Corvette! These babies are purchased in pairs (2) and cost 25 MUs.
Corvettes - The most basic of the Capital Ships! Each one costs 100 FMUs.
Frigates - Each one costs 250 FMUs.
Light Cruisers - Each one costs 500 FMUs.
Heavy Cruisers - Each one costs 1,000 MUs.
Star Destroyers - Each one costs 2,500 FFMUs.
Battlecruisers - Each one costs 5,000 FMUs.
Dreadnaughts - These big sons of bitches cost 10,000 FMUs minimum and will require direct approval from the Staff to possess. Some of these big fuckers will cost even more.
Super Weapons - No, fuck off...alright fine these can be acquired but require Staff approval and will cost a minimum 50,000 FMUs. There's also a bunch of other special shit that go into these so just...could you not? No? Shocker. Anyway, individual Super Weapons will possess different special requirements to build and will naturally be heavily regulated even after their acquisition.
Note: If you wish to make some special sort of snowflake tech (and I know every fuckin' one of you nerdy snowflakes will want to), please try and make it fit within this system if you can. Use your best judgement and don't be an ass. That said, I know a lot of nonsense either won't or can't because of some special reason or another so whatever mod or Admin who approves your shit will assign a MU Cost to your tech.
Special Faction Conditions & Modifications
Well we established some rules that are fairly simple to follow, so our next step is to fucking break them! WOO!
Now from time to time, the Staff may approve of a Faction possessing greater military might than their planetary holdings would normally allow. This can be in the form of multiplying the amount of FMUs they begin with or allowing them to have certain armed units for free. There are always going to be special conditions and requirements to be met for this (i.e. possessing a shipyard, drug factory/mine, etc), and certain obligations will need to be followed strictly by the Faction in question or else their special assets will accidentally jump into the nearest star. oh noes...
Yay, we did it! Now for...
Independent Faction Militaries/Assets
This section is specifically for starter factions that don't or can't actually occupy entire planets!
Any and all Indie Factions can start with 500 FMUs. As they progress, they may apply in a specially designated thread for Independent Faction Expansions to gain more FMUs.
As for assets, these are strictly on a case-by-case basis and will need Staff approval when the faction write-up is posted for approval. Like the FMUs, an Independent Faction may apply for greater assets in a specially designated thread as they progress.
REGARDING EXPANSION APPLICATIONS: I strongly recommend you have applicable RP thread support for your application. Actually RPing out the acquisition of certain assets (military and not) in quality threads will (usually) be the deciding factor in the approval process.