Galactic Empire Sim Rules

  1. What is Simming?

  2. How do I join?

  3. Posting Rules

  4. Ship Traveling


  5. Combat

  6. How do I repair my ship?

  7. Assaulting a Planet

What is Simming?

Simming is like acting out a life of a fictional character set in the Star Wars universe 15 years after the battle of Endor. Characters are part of a faction and in particular the navy or army. Anything said or done by your character is final as in real life. You can't take back actions. You may not kill any character in the sim without the permission of your faction leader. This cuts down on the number of people killed in the sim and makes it a better enviroment for us all. Once your character is killed, you may rejoin again with a completely different name.

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How Do I Join?

Joining the sim is very simple. Galactic Empire Sim has five factions. All you need to do is go to the faction homepage and click the Join Faction link. It will take you to a small form to be filled out. Fill this out and then click enter/done. You will be notified by your faction leader on what to do next. You may only be in one faction at one time.

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Posting Rules

Galactic Empire Sim is a posting board sim. That means that the actuall battles and action take place on a posting (bulliten) board. There are certian rules which apply to this kind of simming.

  1. There must be at least four hours between each of your posts

  2. Each post must include your character's faction, rank and name, thier ship type and name, your location in the galaxy, your current battle zone, and your e-mail address

  3. You must acknowledge and caluclate any damage you have taken in a Status section of your post which says your current ship stats.

  4. Each post must have a summary in bold font stating all actions taken on your part and any actions that you are acting on that came from other players.

Here are some specific things you can do in your post, usually only in battle:

  1. Fire all functioning weapons, use tractor beams, move to a different section-range, prepare to enter hyperspace, launch/dock fighters.

  2. Enter hyperspace.

  3. Exit hyperspace.

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Traveling

The Star Wars galaxy is huge, and a faster means of travel was needed other than sublight travel. Hyperspace travel was invented ans now allows the fast movement from one side of the galaxy to the other.

Sublight Travel

The first type of travel is sublight travel. This is when you are in space traveling less than the speed of light. Travel from one sector to another is increased by 5 times the normal time it would take in sublight travel.

Hyperspace Travel

Hyperspace is faster than light travel which makes travelling through the galaxy very easy. It would take quite a while to travel the whole length of the galaxy traveling at sub-light speeds. When a ship wants to enter hyperspace it must first state that it is preparing to enter hyperspace. This takes 4 hours (1 post). During this post you may also fire weapons and/or move. You must, though, have all remaining fighters dock in your ship if the fighters are NOT hyperspace capable. If they are capable they may stay at the battle and fight however if they intend to enter hyperspace they are treated the same as any capital-class ship. All ships must enter hyperspace no closer than Medium range. It is impossible to enter hyperspace Short range. The same thing holds true for exiting hyperspace. All ships will exit hyperspace in Medium range unless it is specified that you have exited farther out or if you have been pulled out of hyperspace by a gravity well. You must use one post to state that you are exiting hyperspace. During this post you may not fire weapons but you may launch your fighters on this post. You may not move to any other range or section from the one you exited in on this post. Here is a chart roughly showing how to estimate hyperspace travel time:

Number of Sectors Hours
same sector travel 4 hours
1 6 hours
2 8 hours
3 10 hours
4 12 hours
5 14 hours
6 16 hours
7 18 hours
8 20 hours

Once a ship is in hyperspace it cannot change it's course. It is not required that you state your destination, but we place trust in you that you will obey this law. If you want to go to a different place once you are in hyperspace, you may exit hyperspace and approximate where you are and prep for hyperspace to your new destination (this is all in one post). Then on your next post, you enter hyperspace again.

Gravity Wells create an interdiction field which makes hyperspace travel around them impossible. All ships usually drop out of hyperspace at Medium Range. The presence of an interdiction field at a planet forces all ships to exit hyperspace in extreme range from the planet. In addition, all ships wishing to enter hyperspace must destroy the ship containing Gravity Wells or enter hyperspace in the extreme long range of the planet. It does not matter which range the interdiction field was initiated in: even if an INT raised it's gravity wells in Extreme range, the interdiction field would reach to extreme range of the other side of the planet.

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Combat

There are four types of combat. Capital-Capital combat, Capital-Fighter combat, Fighter-Capital combat and Fighter-Fighter combat. Each realm of combat will be explained thoroughly below but fighter-capital and fighter-fighter combat will be explained together.

Capital - Capital Combat

The Battlefield:

There are 8 possible locations you can be relative to a planet. There are 2 sections, one for half of the planet. There are 4 ranges you can be in. Short Range - the closest to the planet you can be before entering the atmosphere, Medium Range - the mid range, Long Range - the farthest out range, and Extreme range which is created when an interdiction field is created or when any ship goes beyond Long range. After a ship passes Extreme Range it is no longer considered to be in the planet's range and is in inter-planetary space.

When moving from range to range or from section to section you may either move then fire or launch fighters, or you may also fire or launch fighters and then move. Both are legal. Your fighters may go to whatever range or section they like, however (and this is important), fighters can only move then fire, they may not fire and then move. You may only fire on ships that are in the same range and section as you are. The same goes with fighters. Most planets will also have planetary defenses in addition to rival ships. They are Golan Platforms, Shipyards and Planetary Guns. Here is a table telling what you can fire on (and therefore what can fire on you) in each range.

Range What can fire on you and what you can fire on
Short Planetary-Ions, Planetary-Lasers, Shipyards, Golan Platforms
Medium Golan Platforms
Long Only other ships and fighters
Extreme Only other ships and fighters

Golan Platforms are on the border between Short and Medium range. They are able to fire on ships in Short OR Medium range and also can be damaged from ships in those 2 ranges.

Note: You can only recall fighters if they are in the same range and section as you.

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Shields, Hull and Systems

All capital-class ships initially have shield and hull points equal to their length in meters. One exeption to that rule is if the ship has shield backups.

Shield Damage

If a ship's shields are damaged, the shields will recharge 10% each turn (4 hours). However they will only recharge if the character, fires no weapons (however it may launch fighters)and is not fired upon. The only exception are the Mon Calamari Cruisers which will recharge 2% each turn no matter what they do (unless their shields are shorted out). When the shields go below 0 the shield generators are destroyed and the hull and systems will begin to be damaged. The converse is also true: when a ship's shield generators are destroyed, shields will automatically go down to 0 and the hull begins to be damaged.

Hull Damage
When a ships' hull is hit past 0 the hull is breached and the ship will explode. Ships cannot recharge the hull, however if the ship is docked at a shipyard, the hull will be repaired at 10% per 4 hours. Ion damage does not damage the hull. All Ion damage goes to the shields and to the systems when shields are down. To calculate hull damage take the total amount of damage done to you and subtract all ion damage.

Systems Damage
Systems are what keep a ship running. All functions on the ship are dependent on how well the systems are working. Systems are usually dependent on how damaged the hull is. Systems start out 50% better than the hull percentage. In the case of an opponent hitting you with ion cannons, your systems will drop whereas your hull will not. You may think of your systems in terms of hit points (it is easier to figure out your systems percentage this way.) All damage when shields are down must be subtracted from hull points and systems points. Systems damage is easy to calculate. Any type of weapon hurts the systems and so they are exactly like the shields. A ship which is below 50% systems cannot recharge shields and will have to go to the shipyard to repair the generators. In addition all systems on the ship will only function at 50%. ie) can only fire 50% weapons, can only move half as fast... When a ships systems are below 20% it's hyperdrive is ruined and will have to be towed into hyperspace by another ship whether it be an opponent who disabled it, or a friend who is saving it. At 10% systems a ship's sublight engines are ruined, the ship will be immobile and the sub-light engines must be repaired. At 0% systems it is considered a disabled ship.

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Capturing a Ship

To capture a sip, the target ships sheilds must be down. After the sheilds are down you may begin to capture a ship. You must use a troop tranport or a shuttle of some sort to send troops over to the ship. They will spend one turn cutting through the hull. After that turn the battle begins. You take the side with the largest amount of troops minus the side with the smaller amount of troops. Once the ships troops reach 0, the ship is considered to be captured. The commander of the ship that captured it takes control of the captured ship but may not use it in battle. The captured ship must be taken to a ship yard ans repaird. After it is repaird it may be used in battle, sold, or exchanged. Any officer that was captured with the ship must not be killed, but captured and exchanged or sold back to the originol faction. If the officer atempts to escape in a shuttle, the shuttle may be captured but not destoreyed.

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Damage

Here's a table showing the damage dealt for each type of weapon:

Weapon Damage to Capital-class ships Damage to Fighter-class ships Notes
Planetary Ion Cannon

50

0

Shields and Systems damage only.
Planetary Laser Cannon

100

0

 
Heavy Turbolaser

2

.25

 
Turbolaser

1

.5

 
Heavy Ion Cannon

2

.25

Shields and Systems damage only.
Ion Cannon

1

.25

Shields and Systems damage only.
Quad-laser Cannon

1

.75

50% hit fighters and does 4 damage so total damage is 2.
Gravity Well * * Prevents hyperspace travel
Tractor Beam * * See Tractor Beams section

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Tractor Beams

If a ship locks tractor beams on another ship it will accomplish one of three things:

  1. If the ship is smaller than you and still has shields up or if it is the same size as you it will slow the ship down; they will only be able to move at half the speed they normally can. This means 2 posts to move inbetween ranges.
  2. If the ship is smaller than you and the shields are down the ship will be unable to move at all. ie) immobilized.
  3. If the ship is bigger than you, you will be dragged behind the ship whether or not it's shields are up or down.

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Capital-Fighter Combat

All combat dealing with fighters will require that you think of fighters in groups called squadrons. There are usually 12 fighters in 1 squadron

Each type of fighter has a number of hit points. A TIE Fighter for instance has 1 hit point. Since we think of fighters in squadrons, a squadron of T/F's has a total strength rating of 12/12. If 100 tl's were fired at this squadron it would be completely destroyed. Let's say that the squadron takes 6 points of damage.. This also means that six of the original twelve T/F's are still operating. The rating would be 6/12, so the squadron would only have 1/2 of it's origonal strength. In our posts we state the strenght. rating for each squadron.

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Fighter Combat

You can have fighters do one of two things. They can attack Capital-Class ships, or they can attack fighter-class ships.

Issuing Orders to Fighters

Launching - As you are exiting hyperspace you may give the order to prepare your fighters for launch. They may launch on the post you exit hyperspace. Fighters may not carry out orders on he post they are launched./p>

Docking - To dock your fighters they must be in the same sector and range as you. It takes one post to dock your fighters. You may dock fighters on the same post as you enter hyperspace.

Strafing - Strafing is when you order fighters to attack a capital ship. Each fighter squadron has a srength indicator. This is the total amount of damage that a fighter amy do to a capitol ship. A squadron of T/Fs, for example, could do 12 points damage to a capitol ship.

Fighter: Rating: Damage/Squad:
TIE Fighter 1 12
TIE Interceptor 2 24
TIE Advanced 3 36
TIE Defender 4 48
TIE Bomber 5 60
Z-95 1 12
A-Wing 2 24
X-Wing 3 36
B-Wing 4 48
Y-Wing 5 60
Z-95 1 12
R-41 2 24
Miy'Til 3 36
Hapan Gunboat 4 48
Hetrinar Assault Bomber 5 60
Z-95 1 12
R-41 2 24
X-Wing 3 36
Skipray Blastboat 4 48
Y-Wing 5 60

Engaging - Engaging is when you order your fighters to attack other fighters. All fighters have a rating which indicates how many enemy ships it will kill in a post. The ratings are below:

Fighter Type Fighter/Squadron Rating
Tie Defender 5/60
B-Wing 5/60
Hapan Gun Boat 5/60
Skipray Blastboat 5/60
Tie Advanced 4/48
X-Wing 4/48
Miy'Til Fighter 4/48
Tie Interceptor 3/36
A-Wing 3/36
R-41 Starchaser 3/36
Tie Fighter 2/24
Z-95 Headhunter 2/24
Tie Bomber 1/12
Y-Wing 1/12
Hetrinar Assualt Bomber 1/12

These ratings are for a squadron (12 ships) of fighters. If a squadron is cut in half, then it's ratings are in half (rounded down).

Each time someone posts, the damage for each fighter squadron is calculated. The squadron that attacked will have the advantage and thus only 75% of the opponent's fighter rating will count on the first post. This is for the first post only, any advantage after that will be lost. So you will calculate your damage to the opposing squadron and post how many ships are left and how many of yours are left on the first post. On the second post your opponent will calculate losses for each side. Here is an example:

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Disengaging - If a fighter squadron is engaged in battle with other fightersm and it wants to stop it may 'disengage'. This means they will do anything within their power to get away from the enemy. Disengaging is always successful however 25% of the attackers fighter-fighter rating will still damage the fleeing squadron. The attackers are not damaged if the order is given to disengage.

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How do I Repair My Ship?

If you are part of the Navy you will eventually take damage. Shield damage recharges at a rate of 10% each post you don't fire and are not fired on as you know. If you are docked at a shipyard this rate increases to 20%. Systems are repaired the same way. Hull damage does not repair when you are not at a shipyard however if you dock at a shipyard it will be repaired at a rate of 10% per post.

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Assaulting a Planet

A ship or fleet is considered "Assaulting" a planet owned by another faction just by being in the system. This gives the opponent full right to use planetary defenses if the fleet is in range, and gives the ship or fleet full right to fire on the defenses. To take control of a planet controlled by the opponent, you must land on the planet with more ground forces than the planet currently has. Assaulting a planet is carried out in the same way as any other battle. Both sides post their ships status and who they are firing on. When assaulting a planet you may choose to fire on the Defenses instead of opposing ships. You may fire on planet-based defenses, such as Ions or Lasers. In order to hit Laser's or Ions, you must first knock out Planetary Shield systems. You then may fire on planetary Lasers, or Planetary Ion's. Remember that half the pguns are on one side of the planet and half are on the other side so you'll need ships in both sections to take them all out at once.

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Landing on a Planet

To land on a planet, you must first have destroyed or immobolized the PDFs. After that is accomplished, you may begin to land your troops. In order to capture the planet you must have more troops than the troops on the planet. After the planet is captured and the battle is over, the planet garrison returns to it's normal amount, but for the controling faction. The PDFs must be rebuilt or repaired however. The planet is then considered part of the faction.

I would like to thank the SWSW sim for the rules. Many of my ideas came from there.