Heroes of Star Wars Manual Version 1.4 By Ruben van der Leun. *NOTE* Heroes of Star Wars has NOTHING to do with the Star Wars RPG rules. Table of contents 1) Introduction 2) Character Creation 3) Turn Submitation 4) Starting report 5) Turn reports 6) Experience 7) Health & Shields 8) Combat 9) Classes 10) Force users 11) Planets available and descriptions 12) Ships 13) Weapons 14) Special Force 15) Price for ships 16) Price for weapons 17) Price for items 18) Price for astromech droids 19) Price for special force 20) Beginning fleet for warlords 21) Bounty Hunter ships 22) Ranks ******************* Introduction ******************* It's eleven years after the battle of Endor. The New Republic has managed to defeat the many dangers they've faced. Imperial forces have withdrawn back into their territory, and the New Republic is safe for the moment. But a mysterious leader has taken command of the Empire, and has restarted the attack on the New Republic. The New Republic defenses are currently strong enough to defend their planets, but it remains to see for how long. Also, sudden unknown pirates from the planet Sumitra have started to strike at both the New Republic and the Empire. The reason for the sudden attacks on both sides are currently unknown. It's a time where the New Republic needs heroes. Strong heroes, who'll put their lives in danger, and even die for the Republic. The New Republic forces must defend their planets against the evil Empire. The Empire needs warriors to strike back. Most warriors will probably die, but the Empire needs every person to regain their old territory, and crush the insignificant New Republic. It's time to take revenge for Emperor Palpatine's death. Welcome to Heroes of Star Wars, a play-by-email adventure placed in the exciting universe of Star Wars, created by George Lucas. As a PC, you'll be participating in the universe as you see fit. Do you want to be a NR pilot, striving to defeat the remnants of the Empire, or maybe you want to be an Imperial Stormtrooper fighting for the lost honour of the Empire. With some luck, you might be a Force-Sensitive person and able to use the Force. Then what will you do? Will you undergo hard training by Luke Skywalker to become a protector of the peace and the New Republic, or will you walk the easy path, the Dark Side? But maybe you're not interested in politics. This can also be your chance for fortune. This war could be a way to make a living. As a Bounty Hunter or a Smuggler, you'll undergo dangerous missions which only the best can complete, and survive at the same time. But the thing that'll keep you going is the credits that you'll receive. Or maybe you'll join the Pirates at Sumitra which recently started attacking both the Empire and the New Republic for an unknown purpose. But you can even become an ex-Imperial officer, who decided to start on his own, and became a warlord. As you struggle for the survival of your first small fleet, you'll conquer your first planet, and start creating troops. After building an impressive fleet, you'll start striking at both the Empire or the New Republic. Or you might create a pact with one of the factions. The choices are endless. You can do whatever you want! You have just entered the Star Wars Universe! If you do well, you'll become a Hero of Star Wars! ******************* Character Creation ******************* To create a new hero, simple fill in the blanks. Afterwards, e-mail the form to burrie@dds.nl. Be sure to have read the manual, and that you understand the rules. If you don't understand things, just mail me a question. Name : (Self explanatory) Gender : (Self explanatory) Race : (Make sure it's a race which lives in the Star Wars universe) Class : (View classes for more information) Side : (New Republic, Empire, or neutral) Background : (VERY important. The better your background, the higher the chance that you're chosen to join the game! Just be creative) *NOTE* You're not allowed to immediatley be an important character(You must start at the bottom, not as a grand admiral from the start) ******************* Turn Submitation ******************* You're required to send in a turn report twice a week. -------- Name : Race : Class : Side : Actions ------- (Explains what you'll do in this turn. Remember, this will say what you'll be doing, not wether what you'll do is correct.) Commments : -------- Sample Turn Submitation ------- Name : Lanni Kuvmos Race : Human Class : Bounty hunter Side : New Republic Weapon : Lightsaber Having just defeated that punk Vet Pano, I'll jump in the 'Intergalactic Chaser' and head towards the Tattooine. Upon landing, I'll head towards the bar to meet Zarb. If he's not there, I'll start asking around for his location. If he is at the bar(He better be), I'll demand the bounty for the death of Pano. If he starts arguing about the price, or even tries to haggle, I'll start threatening him with my blaster, as well as demanding the double. If he doesn't comply to my demands, I'll pull the trigger. After getting all the credits from his body, I'll flip a credit at the bartender, and tell him that I'm sorry for the mess. Comments : None ******************* Starting Report ******************* The first report you'll receive after joining is the starting report. This report shows your starting equipment, the place where your character starts, and the characters' situation. ------- Name : Race : Class : Side : Credits : (Everyone start with 1000 credits + a randomly chosen number of credits) Shields : Location : Inventory ========= Every class starts with different equipment. Here's a summary for every class. Pilot : 1-3 blaser(Randomly chosen), 1 R2-unit, 1 X-wing or Tie-fighter (depends on side), 1 extra randomly chosen weapon(Pilots won't receive a carbonite gun, or lightsaber for free), a randomly chosen number of shields, plus an extra randomly chosen amount of credits. Trooper : 2 blasers or 1 rifle(Randomly chosen), 1 shuttle or assault shuttle (Randomly chosen), 2 extra weapons(Troopers won't receive a lightsaber for free), and a randomly chosen number of shields. Ship Commander : 1-2 blasers(Randomly chosen), 1 extra weapon (SCs won't receive a carbonite gun or a lightsaber for free) and a randomly chosen number of shields. Bounty Hunters : 1-3 blasters(Randomly chosen), 1-2 rifles(Randomly chosen) 1 extra weapon(BHs won't receive a lightsaber for free), 1 bounty hunter ship, a randomly chosen number of shields. Smuggler : 1-4 blasters, 1 extra weapon(Smugglers won't receive a lightsaber) 1 Bounty Hunter ship, and an extra amount of credits(Randomly chosen) Pirates : 1 Z-95, 1 RP2-unit, 1 extra weapon(Pirates won't receive a lightsaber for free), plus two randomly chosen amounts of credits. Warlords : 1 blaster, 1 fleet(chosen by the player), 1 main planet, and one extra randomly chosen amount of credits(Will be listen at emp. credits) Jedi Knight / Dark Jedi : 1 Lightsaber. Situation ========= (Explains your current situation. Your situation and starting location depends heavily on your background) ------- Example Starting report ------- Name : Ovel Rof Race : Wookie Class : Bounty Hunter Side : Neutral Credits : 1470 Shields : 69% Location : Kashyyyk Inventory ========= 1 blaster 1 rifle 1 concussion rifle 1 bounty hunter ship Situation ========= You've just arrived back on your home planet after the slavery from the Falleen Imperial officer Zabinat. Already several Wookiees have offered you to participate in your rescue attempt for the other wookiees and your honor family at Ord Spat. ******************* Turn Reports ******************* You'll receive a turn report twice a week, on Wednesday and Saturday If you're NOT able to write a turn report, PLEASE TELL ME! If I don't hear anything from you within two weeks, you're out of the game. ------- Name : Race : Class : Side : Experience : (See topic 'Experience' ship for more information) Health : (You heal 15% every turn) Shield : (You can buy shields) Credits : (Everyone start with 1000 credits) Force : (Do you have the force?) Action Report ============= (Tells you what happened during this turn) Force Morale ============ (If you have the Force, this meter will tell you the morale of your character The ^ shows your standing) Inventory ========= (Shows all the stuff you have) ------- Sample Turn Report ------- Name : Lanni Kuvmos Race : Human Class : Bounty hunter Side : Neutral Experience : 2575 Health : 60% Shield : 12% Credits : 2860 Force : Yes Action Report ============= As you ran away from the New Republic base, several NR troopers storm out of the barracks, and start pounding on you. You grunt as a bolt hits your ankle. You quickly pull out your saber, and manage deflect the next two bolts. One heads back at the trooper who shot. He struggles to stand on his feet, and falls. Some troopers panick, and start running in different directions. The stubborn troopers who stay keep firing on you. Apparently, general Pano was more important than you expected. You startle as your hear the snap-hiss from a saber. As you turn in the direction from the sound, the troopers stop shooting and take several steps away. Walking towards you is Mazer Livar, the Light-Sider the Sith Lord warned you about, the Jedi who killed your parents. You get in a ready position, and start the battle with several well-placed swings. Unfortunatley, Livar is stronger than you expect, as he is able to deflect them all your swings, and then jabs at you. By taking several steps in the other direction, you evade the Saber, and lock your saber with Livar's. As he looks at you, you notice that there is some crimson in his face, and he looks at you with a look of anger and hate, as if he's out for revenge himself. Experience boost of 30 Force Morale ============ LIGHT NEUTRAL DARK *-------+-------+-------+-------+-------+-------* ^ Inventory ========= 1 Bounty Hunter Ship 1 lightsaber 1 Concussion Rifle 1 Rifle 3 Blasters 1 R5-unit ------- Warlords have a slightly different turn report. ------- Name : Race : Class : Side : Experience : (See topic 'Experience' ship for more information) Health : (You heal 15% every turn) Shield : (You can buy shields) Per. Credits : (Credits you can use to buy things for your inventory) Emp. Credits : (Credits you must invest in your empire) Force : (Do you have the force?) Action Report ============= (Reports from your actions) Force Morale ============ (If you have the Force, this meter will tell you the morale of your character The ^ shows your standing) Inventory ========= (Shows all the stuff you have) Fleet ===== (Shows location of your ships * = Flagship) Fleet battle reports ==================== (Reports from your Fleet who engaged in battle) ------- Example Warlord turn report ------- Name : Lati Pesar Race : Human Class : Warlord Side : Neutral Experience : 15370 Health : 100 Shield : 200 Per. Credits : 1000 Emp. Credits : 25830 Force : Unknown Action Report ============= Nothing done Inventory ========= 1 Concussion Rifle 1 RP2-unit Fleet ===== Demon(Super Star Destroyer) * - Palpatine(Imperial Star Destroyer) - Jurassic(Imperial Star Destroyer) - Death(Strike Cruiser) - Dirt(Strike Cruiser) - Vader(Victory Star Destroyer) - 60 Tie Fighters 50 Tie Bombers 45 Tie Interceptors 40 Tie Defenders 30 captured X-wings 25 captured B-wings 300 troopers Fleet battle reports ==================== None ******************* Experience ******************* Experience is the only RPG factor you'll find in this game, thus this game can be easily understood by the novice RPG'ers and the more advanced players. The more experienced a player is, the better chance it has for survival. For example, an experienced pilot will have a better chance of destroying its enemy target, and he is better at dodging capital ship's laser cannons. Just like a Ship Commander with 1500 experience points has a bettter chance of escape than a Ship Commander with 250 experience points. A player gains better chances of survival every 1000 experience points. He literally gains a level (so called in RPG-terms), although this ain't reported to the player. However, It will be reported if a player receives more Experience Points. After a player gains a level, his chances will be better for him. Example : A Bounty Hunter with 500 experience points has a 1/4 chance of killing an experienced Imperial Commander. But a player with 1750 experience points has a 1/3 chance of killing the commander. Also, if a player kills another player, the player will receive 750 experience points + Victim exp. points - Player exp. points. Example #1 : If a player with 1000 exp. points kills another player who has 1250 exp. points, the player will receive 750 exp. points + 250 exp. points. Example #2 : If a player with 1000 exp. points kills another player who has 250 exp. points, the player will only receive 750 exp. points. *Note* The Experience points from Force Users will increase twice as fast than non-Force Users. ******************* Health & Shields ******************* Health is a very important factor in the game. If you lose all your health, you die and must create a new character. Your health increases with 10 every turn. But you can also buy shields which protect you from harm. If someone inflicts damage on you, and you have a shield, you'll only lose shield energy. Then there won't be any change in your health points. Example : You get hit by a stormtrooper who inflicts 10% damage, and you have 7% shield. You lose your 7% shield, and also lose 3% health. *Note* The rules are the same in fleet battles, except that health is replaced with hull. ******************* Combat ******************* Combat can occur during transport. Combat is being calculated easily. Every player gets to have a try of hitting his target. The higher your experience, the higher your chance is of hitting a target. A player, for example, with less then 1000 experience points has a 2/5 chance of hitting the target. The higher the speed from a player's Star Fighter, the higher the chance that your opponent misses you. Everyone has a 1/3 chance of encountering a pirate during transport, unless you're a pirate yourself. A pirate has a 1/4 chance of encountering either a X-wing or a Tie-Fighter during transport. If you're transporting to an enemy planet, there's a 4/5 chance of being attacked by local security. ******************* Classes ******************* These are the classes you need. If you have an idea for a new class, please e-mail burrie@dds.nl. 1) Pilots Pilots are able to fly in Star Fighters, and will very often take part in fleet battles. New Republic pilots start the game with X-wings, and Imperial Pilots with Tie Fighters. Both sides start with a R2-unit. 2) Troopers Troopers are needed to take over planets, and destroy bases. Troopers must take part in fleet battles. New Republic and Imperial troopers start the game with a shuttle and a rifle. 3) Ship Commanders Ship Commanders are in command of a capital ship, and must take part in fleet battles. New Republic and Imperial Ship Commanders use their own capital ship as transport. 4) Bounty Hunters Bounty Hunters, often called scum of the galaxy. Bounty Hunters can take jobs, and won't take part in fleet battles. Bounty Hunters are able to be neutral. If a Bounty Hunter is on the Imperial side he can receive jobs from the Empire. However, all his jobs must benefit the Empire. Bounty Hunters can choose and create their own ship. 5) Smugglers Being a smuggler is a dangerous profession. As a smuggler, you'll have to smuggle stuff, contraband, and weapons most of the time. But escaping from Star Destroyers whilst you smuggle spice right under noses has been described as having the best adrenaline rush of your life. And surviving such an attack pays very, VERY well! Smugglers won't take part in fleet battles. Smugglers are able to be neutral. If a Bounty Hunter is on the New Republic side, he'll be in the Smuggler Alliance. If he's on the Imperial side, he'll very often smuggle contraband and weapons for the Empire 6) Pirates Many pirates have joined under one group, and started raids on both sides. They often refer to themselves as the real scum of the galaxy. A pirate must attack every enemy ship he encounters. Pirates can also stay neutral. If a pirate is on the New Republic side, he'll only attack Imperial ships. Pirate must engage ships, and capture ships, as well. Pirates are required to fly in Z-95s during combat, but must get their own weapons. Z-95 pilots are unable to eject. The pirates start the game with a Z-95 and a RP2-unit. 7) Warlords As the Empire lost the battle of Endor, they also lost most of their most genious commanders. Several of these became warlords, and took command of several vessels, and started their own empire. Warlords are always neutral. Warlords can buy anything anywhere, no matter where he is. See topic 'First warlord ships' for more information about becoming a warlord. Warlords use their flagship as transportation. Only one warlord at a time is allowed. 8) Jedi Knight / Dark Jedi After the Battle of Endor, both the New Republic and the Empire have started to rebuild the order of the Jedi. The New Republic Jedi Master Luke Skywalker started a Jedi Academy on Yavin 4, 7 years after the Battle of Endor. An unknown Sith Lord recently started a Dark Jedi Academy on the desolate planet of Calaron, and started beckoning Light Side students from Yavin 4 to Calaron. Sadly, several students heard the call and answered it. A player becomes a Jedi Knight or a Dark Jedi after completing his Jedi training. His affliation depends on his morale. His starting morale depends on his chosen Academy, and his actions during the training. *NOTE* Player are NOT allowed to choose to become a Jedi Knight. One has got to be lucky enough to be a Force-sensitive person. ******************* Force Users ******************* The force is only available for a few players. There's a 1/4 chance for every player to have the force. A force user is able to use several powers, and can enchance his skills faster than normal users. You don't know from the beginning if you're a force user. You'll need to hear so from another force user. You must then visit Yavin or Calaron. You MUST end your turn at one of those planets. You'll then start training with Luke Skywalker or the mysterious Dark Lord at Calaron. This might take very long at Yavin, several weeks, maybe even months, but never a whole year. You might take the easy path at Calaron, and learn the ways of the Dark Side, but remember : You'll be very powerful, but might also be a slave like Darth Vader. The choice of your academy is also important. If you're a bounty hunter, and you've learned the ways of the force at Yavin, then there's a higher chance that your allignment will shift towards the New Republic. The following Force powers are available during the game. However, the Force Power in this list are only examples. You're allowed to use the Force for many ways! Neutral powers ============== Force speed : Player can escape from every situation. Force pull : Player can be used to grab/steal weapons from other players Force seeing : Reduces chance of players being attacked by other players. Lightsaber Throw : The force user can use the lightsaber from a distance, and has a 4/9 chance of hitting the target. Force Distraction : Increases the player's chance to kill a target without engaging him in combat, or to escape encounters. Force Sense : Players are able to sense other force users with this force power. Light Side powers ================= *Healing : All your wounds will be healed. Blinding : Paralyzes enemies, and they'll flee. Control emotions : Lets the player control his emotions, thus making him immune against Dark fears and Unleash Anger. Protection : Gives the player bonus shields. The shields dissapear after the turn. Dark Side powers ================ Force Grip : If the player attacks or is attacked, the attacker won't be able to submit for one turn. Lighting bolts : If the player attacks or is attacked, there's a 1/4 chance the attacker/victim is kiled. He will already be seriously injured though. Dark fears : This power probes the mind of your opponent, and uses his deepest fears against him, which will reduce your opponents combat effectiveness. Unleash Anger : This power brings out the worst in your opponents, they'll lash out with all their anger. Opposing Jedi's will be drawn towards the dark side with this power. It doesn't have any effect against non-force sensitives, except that he'll fight much harder. * = When you heal your wounds, you'll go in a Jedi trance, and will be unable to do anything during the rest of the turn. ******************* Planets available ******************* If you're an Imperial player, and you're visiting, or travelling a New Republic planet, there's a 1/2 chance you'll be attacked by New Republic forces, the same goes vica versa. A neutral player has a 1/3 chance to be attacked on a non-neutral planet. All non-pirates have a 5/7 chance of being attacked on Sumitra. The player will stop all his actions on Sumitra and will flee the planet. If you have ideas for other planets, please mail burrie@dds.nl. Again, the planets on this list are only examples. You will probably also visit other planets. 1) Coruscant [New Republic] =========================== The Palace(The place to receive medals.) Hospital(You can buy health packs here) Weapon shop(You can buy blasters, rifles, and repeater guns here) Droid store(You can buy a R2, and a R5-unit) Shuttle store(You can buy shuttles here) 2) Yavin [New Republic] ======================= Jedi Academy(Potential Force Users can learn the ways of the force here) 3) Kashyyyk [New Republic] ========================== Weapon shop(You can buy a bowcaster here) Imperial center[Empire] ======================= Imperial palace(The place to receive medals.) Weapon shop(You can buy rifles, and repeater guns here) Droid store(You can buy a R5-unit here) Ship store(You can buy shuttles, Tie Fighters, and Z-95s) 5) Calaron[Empire] ================== Dark Jedi Academy(Potential Force Users can learn the ways of the force here) 6) Moddell[Empire] ================== Hospital(You can buy health packs, and shields here) 7) Sumitra[Pirates] =================== Pirate base(All pirates launch their here.) Weapon shop(You're able to buy all weapons here) Ship store(You can buy all ships here) Droid store(You can buy a RP2-unit here) 8) Rodia[Neutral] ================= Avaro's casino(Everyone can gamble here, thus winning or losing credits) Weapon shop(You can buy a carbonite gun here) Ship store(You can buy all ships here) 9) Nar Shaddaa[Neutral] ======================= Smuggler guild(Bounty Hunters and pirates can find a job, and hear some gossip 10) Tattooine [Neutral] ======================= Mos Eisley cantina(You can find information and jobs here) Ship shop(You can buy all ships here) Weapon store(You can buy the concussion rifle here) The Arena(You can fight other smugglers here, and earn credits for it.) 11) Svivren[Neutral] ==================== Weapon store(You can buy all weapons, except the carbonite gun here) Ship store(You can buy all ships here) Items store(You can buy shield and health packs here) Droids store(You can buy all droids, except the RP2-unit here) 12) Dreighton Triangle[Neutral] =============================== The Dreighton Triangle is the most mysterious part of space. Strange dissapearances have been reported about ships vanishing without trace. There have also been reports from X-wings being attacked by A-wings. Another story told by many is about gigantic fleets, filled with even more gigantic ships, three times larger than a Super Star Destroyer. The greatest rumor of all, and the main reason for many adventurers to be there is the rumor about an empty fleet filled with gigantic ships. Both the New Republic and the Empire searches hard for these ships, and will both buy the fleet for a very large sum of credits. Many Bounty Hunters and Pirates search desperatley for the fleet, either for hoping to receive the large sum, or to start their own Empire. ******************* Ships ******************* Explanation attack strength laser/ion cannon ============================================ Laser cannons are for destroying targets, Ion cannons for disabling targets. If ship #1 with attack strength 12 hits ship #2, then ship #2 will lose 12% shield. If ship #2 doesn't have any shield left, then it'll lose hull power. Example : An A-WING hits an assault shuttle which has 5% shield. The shuttle will lose all his shields, and 5% hull. Note : If a starfighter attacks a capital ship with laser cannons, then attack strength(laser cannon) must be divided with 10. New Republic Star Fighters ========================== X-WING Attack strength (Laser cannon) : 16 Attack strength (Ion cannon) : 0 Increase shield energy : 5 Speed : 10 Hyperdrive : Yes Designed by the Incom Corporation, the T-65 X-wing is a small, single-pilot starfighter with exceptional maneuverability. Mostly used for escorting or covering ships. Y-WING Attack strength (Laser cannon) : 10 Attack strength (Ion cannon) : 8 Increase shield energy : 5 Speed : 7 Hyperdrive : Yes The older, twin-engine Y-wing still sees lots of action in the New Republic fleet. Mostly used for heavy assault, reconnaissance, and capturing ships missions. A-WING Attack strength (Laser cannon) : 10 Attack strength (Ion cannon) : 0 Increase shield energy : 5 Speed : 14 Hyperdrive : Yes The A-wing is a lightweight, extremely quick and agile starfighter. It was crafted to be the Alliance's solution to the new and faster TIE models. Mostly used for hit-and-fade missions. B-WING Attack strength (Laser cannon) : 16 Attack strength (Ion cannon) : 12 Increase shield energy : 9 Speed : 12 Hyperdrive : Yes The unusual looking B-wing fighter was conceived by Admiral Ackbar to be a new generation of heavy assault starfighter. Can be used for all missions. Imperial Star Fighters ==================== Note : If you're travelling with a Star Fighter without hyperdrive, then you must pay 10 credits per transport. Tie Fighter Attack strength (Laser cannon) : 10 Attack strength (Ion cannon) : 0 Increase shield energy : 0 Speed : 10 Hyperdrive : No Tie fighters make up the bulk of all Imperial starfighter corps. The small craft has no life support, mechanism, shield generators, or hyperdrive making them cheap to produce in large numbers. Mostly used for covering and escorting ships. Tie Interceptor Attack strength (Laser cannon) : 16 Attack strength (Ion cannon) : 0 Increase shield energy : 0 Speed : 15 Hyperdrive : No An improvement over the original Tie design, the interceptor incorporates the bent wing solar panels and mounts four laser cannons instead of the original two. It lacks shield generators, hyperdrives, and life support systems. Mostly used for Hit-and-fade and assault missions. Tie Bomber Attack strength (Laser cannon) : 10 Attack strength (Ion cannon) : 6 Increase shield energy : 0 Speed : 7 Hyperdrive : No A special purpose Tie model, the Tie bomber has two pods contained between bent wing solar panels. One pod contains the pilot and gunner, and is used to control the craft. The secondary pod contains the starfighter's weapon suite. Mostly used for heavy assault, and capturing ships missions. Tie Defender Attack strength (Laser cannon) : 20 Attack strength (Ion cannon) : 0 Increase shield energy : 5 Speed : 13 Hyperdrive : Yes The Tie defender marks a departure from the normal line of Imperial fighter design. It is one of few production fighters to be equipped with both a shield and hyperdrive system. It's a dangerous adversary to any New Republic fighters. Can be used on all missions. Pirate Star Fighter =================== Z-95 Attack strength (Laser cannon) : 15 Attack strength (Ion cannon) : 5 Increase shield energy : 6 Speed : 12 Hyperdrive : Yes The Z-95 starfighter is a strong combat fighter, originaly used for the atmosphere of planets. The fighter has been modified by the pirates to be used in space. Pirates have also modified the Z-95 to land on ships, thus the pilot can board a ship as well. The pirates have also added ion cannons. The pirates, however, had to remove the eject options. They think that's logical, because to have an eject button is to admit defeat. The pirates use the ships for raids on ships. Shuttle ======= Shuttle Attack strength (Laser cannon) : 7 Attack strength (Ion cannon) : 0 Increase shield energy : 2 Speed : 10 Hyperdrive : Yes The shuttle is the main transport for civilians. The shuttle, though, won't be attacked very often Assault Shuttle Attack strength (Laser cannon) : 11 Attack strength (Ion cannon) : 0 Increase shield energy : 5 Speed : 13 Hyperdrive : Yes The assault shuttle is also a main transport for civilians. The transport is more armored and has stronger weapons. The assault shuttle will be attacked more often than a shuttle. Explanation attack strength laser cannon/turbolaser =================================================== Laser cannons are used for fighters, turbolasers for capital ships. For information about the laser cannons, read 'explanation attack strength laser/ion cannon' found above 'New Republic Star Fighters' If ship #1 with attack strength (Turbolaser) 12 hits ship #2, then ship #2 will lose 12% shield. If ship #2 doesn't have any shield left, then it'll lose hull power. Example : A nebulon-B frigate hits a corvette which has 15% shield. The corvette will lose all his shields, and 12% hull. New Republic Capital Ships ========================== Corellian Corvette Attack strength (Turbolaser) : 0 Attack strength (Laser Cannon) : 25 Increase shield energy : 10 A mid-sized capital ship constructed in the Corellian shipyards, the Corvette has had a long history of service. Mostly used for escort, blockade and reconnaissance missions. Dreadnaught Attack strength (Turbolaser) : 30 Attack strength (Laser Cannon) : 0 Increase shield energy : 10 The Dreadnaught is an ancient heavy cruiser that dates from the time of the Old Republic. The New Republic has refitted many of these ancient vessels with automated controls and faster sublight engines. Mostly used for Heavy Assault, and Escort missions. Nebulon-B frigate Attack strength (Turbolaser) : 27 Attack strength (Laser Cannon) : 30 Increase shield energy : 15 The Nebulon-B frigate is 300 meters long and was originally designed for use against starfighters. These vessels have more weaponry than most vessels of their class. Can be used for all missions. Mon Calamari cruiser Attack strength (Turbolaser) : 40 Attack strength (Laser Cannon) : 0 Increase shield energy : 15 The Mon Calamri cruisers were originally spaceliners which were converted into millitary use. This 1,200-meter-long cylindrical ship look more organic than technological, but it's considered to be among the finest vessels traveling space. Can be used for all missions Assault frigate Attack strength (Turbolaser) : 45 Attack strength (Laser Cannon) : 0 Increase shield energy : 30 Assault frigates are one of the New Republic's main frontline warships. Built using the framework of Old Republic Dreadnaughts, New Republic engineers created a ships with greater speed and maneuverability. Can be used for all missions. Bulwark battlecruiser Attack strength (Turbolaser) : 65 Attack strength (Laser Cannon) : 0 Increase shield energy : 55 The TransGalMeg industries Bulwark class capital ship is a mobile fortress. It is one of the most battleproof ships employed by the New Republic. Though plaqued by rumors of unreliable electronics and sensors, the Bulwark's extensive arsenal, shielding, and carrying capacity make it ideal for large scale operations. Can be used for all missions. Imperial Capital Ships ========================== Corellian Corvette Attack strength (Turbolaser) : 0 Attack strength (Laser Cannon) : 56 Increase shield energy : 10 A mid-sized capital ship constructed in the Corellian shipyards, the Corvette has had a long history of service. Mostly used for escort, blockade and reconnaissance missions. Dreadnaught Attack strength (Turbolaser) : 30 Attack strength (Laser Cannon) : 0 Increase shield energy : 10 The Dreadnaught is an ancient heavy cruiser that dates from the time of the Old Republic. The Empire has refitted many of these ancient vessels with automated controls and faster sublight engines. Mostly used for Heavy Assault, and Escort missions. Strike Cruiser Attack strength (Turbolaser) : 35 Attack strength (Laser Cannon) : 0 Increase shield energy : 30 This 450-meter-long Imperial strike cruiser was designed to be a mass-produced in a short amount of time. Thanks to their modular design, the cruisers' interiors can be configured to accommodate specific mission profiles. Can be used for any mission. Victory Destroyer Attack strength (Turbolaser) : 45 Attack strength (Laser Cannon) : 0 Increase shield energy : 30 The Victory Destroyer is an older star cruiser that proved to be an important part of the Imperial space fleet. The victory Star Destroyer works well as a patrol or blockade and can deliver accurate and devastating bombardment from orbit. Can be used for any mission Imperial Star Destroyer Attack strength (Turbolaser) : 60 Attack strength (Laser Cannon) : 0 Increase shield energy : 40 The Empire's awesome, wedge-shaped, Imperial-class Star Destroyers from the core of the Imperial Navy. True marvels of starship, Imperial Star Destroyers are 1,600 meters long and have over 100 weapon emplacements for deep-space combat. Can be used for any mission Super Star Destroyer Attack strength (Turbolaser) : 65 Attack strength (Laser Cannon) : 0 Increase shield energy : 60 The Super-class Star Destroyer, the newest model in the fleet is eight kilometers long, dwarfing even the massive Imperial Star Destroyers. The Super Star Destroyer is approximately five times as powerful as its smaller predeccsor. Can be used for any mission. ******************* Weapons ******************* Blaster Shot Strength : 5 The normal blaster is an old weapon, but still used. All players start with a blaster. Rifle Shot Strength : 10 The rifle is a normal weapons, and mostly used for ground battles. Bowcaster Shot Strength : 15 The bowcaster was created originally by the Wookie race, but several smugglers managed to acquire the design plans of a bowcaster, and are able to manufacture the weapon themselves. Repeater gun Shot Strength : 7 Although the shots aren't strong, the repeater gun itself is a strong weapon, because it can hit an enemy 5 times. Concussion Rifle Shot Strength : 75 The concussion rifle is next to the lightsaber the most strongest weapon in the galaxy. It takes only a few hits to defeat an enemy. However, every time you hit somone, everyone surrounding victim loses 21 shield/health strength. Carbonite gun Shot Strength : 20 The carbotine is a very effective weapon against enemy forces. If someone gets hit by the carbonite gun after losing all shield energy, the victim will be frozen. This weapon is mostly used for capturing enemy. Lightsaber Hit Strength : 135 The Lightsaber is the strongest weapon in the galaxy. The user has a 7/8 chance to deflect weapon shots. There's a 5/8 chance the shot is deflected back at the attacker. However, the user must be standing very close to his enemy to hit the victim with it, unless he uses the Lightsaber Throw force power. The lightsaber is given to a force user after visiting a Jedi Academy, and becoming a Jedi Knight. ******************* Astromech Droids ******************* Droids are needed to repair the hull from Star Fighters. R2-unit Repair strength : 20 One of the most popular astromech robotmodels is the R2-unit. Though it's a very old droid, it's still the most-used in the galaxy. R5-unit Repair strength : 30 The R5-unit was the next generation for the R2-unit. The R5-unit has become an old unit though, and isn't often used compared to the R2-unit. R7-unit Repair strength : 50 The R7-unit is a model is the newest model from the astromech-droids. Although it's best droid to buy, it isn't used very often, due to it's expensive costs. RP2-unit Repair strength : 100 The RP2-unit is the first of a new generation of droids. That's what its manufacturers says. The RP2-unit is a new droid, created by pirates, and has the best repair strength. ******************* Special forces ******************* Imperial Espionage droids ========================= Imperial espionage droids are designed to look like any other protocol droid, except they have special transmitters built into them. These transmitters allow for communication of information back to the warlords' empire. These droids can be used to find how many ships and troops guarding a planet. ******************* Prices for ships ******************* If you buy a ship, you'll sell your old ship. You always receive half of the original prize. Example : If you sell your X-wing, you'll receive 500 credits. Note : Warlords can buy these ships for their fleet for half price.. Y-wing - 750 credits X-wing - 1000 credits A-wing - 1750 credits B-wing - 2500 credits Tie Fighter - 500 credits Tie Bomber - 800 credits Tie Interceptor - 1000 credits Tie Defender - 2750 credits Z-95 - 1250 credits Bounty ship - 3500 credits (See topic 'Bounty Hunter ship' for more information) Shuttle - 800 credits Assault Shuttle - 1250 credits ******************* Price for capital ships(Warlords only) ******************* (Must be bought with Emp. credits) Super Star Destroyer - 15000 credits Imperial Star Destroyer - 9000 credits Victory Star Destroyer - 8500 credits Strike Cruiser - 6500 credits Dreadnaught - 5000 credits Corellian Corvette - 2500 credits Captured Mon Calamari cruiser - 9500 credits Captured Nebulon-B frigate - 7000 credits ******************* Prices for weapons ******************* Blaster - 100 credits Rifle - 300 credits Bowcaster - 500 credits Repeater gun - 400 credits Concussion Rifle - 1500 credits Carbonite gun - 3500 credits ******************* Prices for items ******************* Shield energy - 25 credits per 1% Health pack - 35 credits per 1% ******************* Prices for astromech droids ******************* R2-unit - 1500 credits R5-unit - 2500 credits R7-unit - 3000 credits RP2-unit - 5000 credits ******************* Price for special forces(Warlords only) ******************* Imperial Espionage Droid - 1500 credits Troopers - 100 credits ******************* Beginning fleet for warlords ******************* A warlords is able to start the game with a fleet of Capital Ships. You must choose a couple of vessels. Choose a name for every ship. Also state your flagship with an *. You can choose these vessels with 50 points Point Cost of capital ships =========================== Imperial Star Destroyer - 20 points Victory Star Destroyer - 15 points Strike Cruiser - 10 points Dreadnaught - 8 points Corellian Corvette - 5 points Captured Mon Calamari cruiser - 20 points Captured Nebulon-B frigate - 10 points Imperial Espionage droid - 5 points Points Cost of Starfighters =========================== Tie Fighter - 1 point Tie Bomber - 2 points Tie Interceptor - 1 point Tie Defender - 3 point Captured X-wing - 2 points Captured B-wing - 3 points Points Cost for troopers ======================== 10 troopers - 5 points 20 troopers - 8 points 25 troopers - 10 points ******************* Bounty Hunter ships ******************* Bounty Hunters are able to create their own ships. Bounty Hunters must send a the following list together with their Turn Submitation. You can assign 45 points to every catagory. A hyperdrive costs 10 points. If you have no hyperdrive, then it costs 10 credits for transport every time. for more information about the attack strength, read topic 'Explanation attack strength laser/ion cannon' under 'Star Fighters'. ------- Name : Attack strength (Laser cannon) : Attack strength (Ion cannon) : Increase shield energy : Speed : Hyperdrive : ------- Example Bounty Hunter ship ------- Name : Avenger Attack strength (Laser cannon) : 10 Attack strength (Ion cannon) : 5 Increase shield energy : 10 Speed : 10 Hyperdrive : Yes -------- ******************* Ranks ******************* Ranks show your experience. General's for instance has a better to chance to survive against a Corellian Corvette than a Flight Officer. Keep your enemies rank in thought if you're attacking him. If he has a higher rank than you, then you'll have a lower chance of killing him. Ranks for the pilots 1) Flight Officer 2) Lieutenant 3) Captain 4) Commander 5) General Ranks for the Troops 1)Coporal 2)Commanding Coporal 3)Captain 4)General 5)Commanding General Ranks for the Ship Commanders 1)Lieutenant Commander (Commands a Corellian Corvette) 2) Commander (Commands a Dreadnaught) 3) Captain (Commands a Strike Cruiser or a Nebulon-B frigate) 4) Commodore (Commands a Victory Destroyer or an Assault Frigate) 5) Admiral (Commands a Star Destroyer or a Mon Calamari Cruiser) 6) Grand Admiral (Commands a Super Star Destroyer or a Battlecruiser) -------- This is the end of the manual. (phew) Be prepared to enter an exciting universe, and to become a hero of Star Wars. Heroes of Star Wars was created by Ruben van der Leun(burrie@dds.nl)