Ship Name CLASS SPEED COMBAT RATING
(Empire)
CeC CR90 Corvette 60MGLT 1
Nebulon-B* Frigate 50MGLT 1.5
Quasar-Fire* Carrier 35MGLT 0.5
Bulk Cruiser* Cruiser 20MGLT 2.5
VSD*x Cruiser 25MGLT 3
VSDII*x Cruiser 30MGLT 3
Dreadnaught Cruiser 10MGLT 2.5
Strike Cruiser+ Cruiser(A) 35MGLT 1.5
ISD*$ Cruiser 25MGLT 4.5
ISDII*$ Cruiser 25MGLT 5
Carrack Frigate/Cruiser 40MGLT 2
SSD*% Command Ship 20MGLT 15
NOTES : These are pretty general. I won't even start to describe how insanely difficult it would be to give full detail in ship classes.
x - VSD stands for Victory-class Star Destroyer
* - These ships carry fighters. All fighter-equipped ships contribute an additional .5 combat power.
+ - The Strike Cruiser is a pretty new ship. The design is modular, so it can be adapted to carry fighters, troops, dead beavers - you name it!
$ - ISD stands for Imperator-class Star Destroyer
% - SSD stands for Super (aka Executor) class Star Destroyer
The Empire may only have ONE (1) SSD active at any time. If it is destroyed, the Empire must wait at least FOURTEEN (14) RL days before beginning construction of another.
PROBLEMS WITH REBEL SHIPS - The Rebels and the Mon Calamari are, essentially, the same thing; this means that making independent ship lists for both is a waste of time. In other words, this list counts for both.
Ship Name CLASS SPEED COMBAT RATING
(Rebels)
CeC CR90 Corvette 60MGLT 1
Nebulon-B* Frigate 50MGLT 2
Quasar-Fire* Carrier 35MGLT 0
Lt. Cal Cruiser Cruiser 30MGLT 2.5
MC80 Star Cr.* Cruiser 25MGLT 3
MC80b Star Cr.* Cruiser 20MGLT 3.5
MC90b Star Cr.* Cruiser 25MGLT 4
ISD* Cruiser 25MGLT 4.5
H1C Star Cr.*£ Command Ship 20MGLT 9
NOTES : Again, generalized. Mon Calamari gain a battle point of 1 if operating Star Cruisers; lose 1 (both overall) if operating non-Calamari ships. Rebels suffer no penalties.
* - Fighter-carrying ships. See above.
£ - Home One-class Star Cruiser. I'm not 100% sure on this, but I am told there was more than one of this class in operation. Cannot be built by Rebels. Mon Calamari must wait 7 (seven) days if the 1 ship of this class permitted is destroyed before beginning construction on another
PROBLEMS WITH HUTT SHIPS
The Hutts aren't exactly a civilization. They use what mercenaries they can hire, and have no specialist ship designs. They may hire mercenaries commanding any of the above designs whose combat power (excluding fighters) does not exceed 3. They gain a 0.5 combat bonus for shipof combat power 2 or under.
(OOC - I don't have a copy of The Truce at Bakura handy, therefore can't do much work on the Ssi-Ruuk. It's at the library, however, so they should be up within a couple of days)
In combat, add combat power and bonuses. If the combat power of fleet 1 is equal to that of fleet 2, the battle is drawn. Remove the most powerful ship from each fleet and proceed. If combat power of fleet 1 is up to 50% greater than the combat power of fleet 2, remove weakest ship (excluding carriers) from fleet 1, the two strongest ships from fleet 2 and declare fleet 1 the victor. If combat power of fleet 1 is more than 50% greater than fleet 2, remove all but the weakest ship from fleet 2, two weakest from fleet 1, and declare fleet one the victor.
Hrm. Seems to have got a bit over-complicated...I'll edit it later if I can think of something better.
Coming later - Movement Table and Troop Table