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People Channel
Gaming Forum Community Leaders
Galactic Realms
is part of the Peoples Connection Games (PCG) and Space Wars Sim
Forum (SWSF), gaming areas on America Online, run by volunteers
who are charged with seeing that the games, including Galactic Realms,
are run well, maintained, and interesting. These Community Leaders
have the final authority in all matters concerning the sim and may
do whatever they see fit to benefit the Galactic Realms Universe.
The PCG Leaders are to be treated with respect at all times. They
will gladly listen to any complaints or arguments you may have,
so long as you keep them reasonable, well thought out, and respectful.
Treat the PCGs with the same respect you treat others, and with
the same respect you would wish to be treated by others. The PCGs
assigned to Galactic Realms are HOST PCG Medic, HOST PCG Talon,
HOST PCG Akysha, and HOST PCG Ptah. Medic is the PCG contact for
the SA sim. Talon is the contact PCG for the GE sim. Akysha is the
PCG contact for the NR sim. Ptah is the rover PCG who will fill
in for any of the other PCGs should they be unavailable.
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Character
Regulations/Spies/Escape Pods
There are only
a few regulations regarding the character one chooses to play in
Galactic Realms. The first and foremost is that there can be no
more than one character per person (with the exception of registered
spies; see below). Those found to be violating this regulation are
subject to suspension or expulsion from Galactic Realms. The second,
no simmer may command more than . . .
A) One Capital
Ship at a time. Or
B) Six Starfighter
Squadrons at a time.
When controlling
a capital ship, one may also freely command any and all embarked
vessels as well as any ground units, however alternate commanders
may be placed in command if desired by the sim’s leaders via their
post. Proper posting procedures must be observed to accomplish this
change over. All capital ships are equipped with a personal escape
pod for the commander of the vessel. These pods are designed with
a tiny antigrav puncher and limited hyperspace capability to take
the commander to the nearest friendly system. It is up to the commander
of the capital ship to decide whether to use it or not. On a similar
note, starfighter only players must be aware that there is no such
escape pod for them. They are in command of one of the starfighters
in their squadron. If their starfighters take enough damage to destroy
every ship in their squadron, for all practical purposes, that character
is killed in action. Spies will be allowed in the GR under the following
conditions. All spies must be registered with their home sim leader,
who should include that report among the monthly PCG reports. Any
player and sim leader found in violation of this will face penalties.
Spies will not be allowed to steal technology or equipment from
the sim they are spying on. Spies uncovered by the sim they are
spying on may be dealt with at that sim’s discretion. Remember,
do not violate the one character per sim rule by having your spy
return as an active player in your home sim. The last and most crucial
of all, be creative and develop your characters! There's much more
to simming than number crunching. After a while, all the calculating
and figuring dies out, story lining and character interaction is
an important and pivotal part of simming. Neither is complete without
the other.
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Posting Regulations
Posting may
be done at all hours of the day, whether in combat or not. Standard
action posts, such as deploying or recalling fighters, situation
movement, raising and lower shields, and other similar actions,
may be made once every 12 hours. Combat posts, which are those that
involve actual firing of weapons, may also only be made every 12
hours. Remember, you may choose to fire all, or one, or two, or
whatever you have, at any time you are in battle, as long as that
particular weapon is not used more then once per hours. When posting
in combat, you must be sure to take any and all damage. If your
enemy does not respond to an attack after a period of 24 hours,
then you seek a PCG or Sim Leader who will calculate and post damage
for them. If you wait the proper time to attack again (12 hours),
you do not have to wait for an enemy to respond before attacking
them again. All combat posts must include a storyline and summary.
It may be as brief or long as you like as long as it includes the
essentials. All summaries must contain a Shield, Armor, and System
status in the form of actual points, not percents. All summaries
must also contain the location and heading of your vessel as well
as this same information on any starfighters, support craft, troops,
or vehicles you may be commanding. Remember, you must post raising
your shields in your storyline, then show your shields raised in
your summary. Your crew is not supposed to read your mind or anticipate
your orders. A note on OOC comments. Please, please, please keep
OOC comments to the bare minimum. If you have a problem with someone,
try to work it out via email, or through your sim leaders. The only
OOC comments needed are for obvious clarification reasons and you
should try to work them into your post. It will not be legal for
any one else to post for you. It is also illegal to pre-post before
time allowed.
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Storylining
A strong emphasis
is placed on story lining in Galactic Realms. It is understood that
we're not all novelists or the best writers, but no one condemns
you for trying. You can learn to add and subtract, but writing is
an acquired skill that will only get better with time and practice.
Be patient, and seek advice of those who seem like they know what
they're doing. It's highly recommended and suggested to interact
with other characters, form friendships and rivals, and just generally
let your imagination go. Having fun is what we're out to accomplish,
proving yourself strategically on the battlefield is a bonus. Please
remember that each of us has the same right to exist in this universe.
Do not post something that adversely affects another player’s character
without his permission. No one wants to sign on only to find out
someone has storylined killing them without their knowledge. The
only posts that may affect another person or handling spies, traitors,
and the risk starfighter players take. Combat posts with a summary
only will not be allowed. You must have something in your post that
explains what you are doing. A summary is just that, a summary of
what happened in the storyline of your post. However, summaries
are encouraged as a supplement to your main post, as well as a status
report.
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Hyperspace
Travel
equence. Your
Hyperspace Charts are highly detailed and show all main hyperspace
routes from one ring and sector to another. These main routes between
adjoining rings each take a standard time of six hours to travel.
There are 7 rings, so to travel from Deep Core Ring to Outer Rim
Ring would take a minimum of 72 hours. On a similar note, if you
are in a ring, and want to travel to another sector that belongs
to that ring, it would take you 6 hours to travel from sector to
sector. If you want to travel from a system in a sector to another
system within that same sector, or perform a jump from one part
of real space in a system to another spot in that system, that will
take you 3 hours. You must also wait a minimum of 12 hours once
you exit hyperspace in a system before returning to hyperspace..
This is to allow for more strategic traps and ambushes. To enter
hyperspace, a vessel must be free of any restrictions such as Gravity
Wells. Ships may only exit hyperspace at the far edge of a system
if that system is not friendly. If it is friendly or has been previously
scanned within the past 12 hours, a ship can exit near the planet.
Upon exiting hyperspace, ships are free to power weapons and shields
and make any other allotted actions. Each action is allowed one
move per 12 hours, each weapon may be fired once per 12 hours. Ships
cannot be in hyperspace for an indeterminable amount of time. Once
you enter, you must have a destination and you must exit hyperspace
after the designated travel time for that hyperspace lane and before
you are in hyperspace thrice as long as that travel time. Be prepared
to show were you entered hyperspace from via previous post, for
failure to be able to do so will place your ship still sitting at
the last proven system post, or at the nearest friendly system to
that last proven post at discretion of the PCGs. Any ship left abandoned
undefended for a period in excess of 48 hours may have the captain
of that ship replaced at the Sim Leader’s posted request. That ship
is to immediately return to a friendly port, and the prior captain
is banned from Galactic Realms as a simmer until such time as they
are re-instated by the PCGs. Abuse of this rule in combat will bring
punitive action against the sim responsible.
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Sublight
Movement
Vessels may
move as often as their speed and maneuverability allows per post
prior to firing weapons. But they must follow the same posting times
as firing weapons; twice per day at least 12 hours apart. Typically,
starfighters will be able to travel twice the speed of capital ships
in sub light. This includes travel through grav wells. If no grav
wells are present, and you exit in an unknown system, the closest
you can exit is 12 hours away until the system is scanned. If a
grav well is present, you will be ripped from hyperspace and end
up exiting 24 hours away. While there are no grids to plot, think
of planetary space in 3 sectors. 3 Would be 24 hours away outside
a grav well field. 2 would be 12 hours away where grav platforms
and ships sit, or enemy capships exit hyperspace to scan. 1 is 6
hours away from the planet, where most PDF sits, and is in range
of ground based anti-orbital weapons. Try to use landmarks and hour
marks from planet to describe where you are in relation to things.
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Scanning/Probing
Scanning is
a very important part of space-based simming. Scanning allows vessels
to become aware of the location of other vessels. There are several
types and classes of scanners, each with a different effectiveness
in comparison to the others. See below for the different types of
scanners, and their abilities.
Type 1 Scanner
- Allows a ship to conduct all scans except detailed. Requires 12
hours to conduct scans.
Type 2 Scanner
- Allows a ship to conduct detailed scans. Requires 12 hours to
conduct scans.
Type 3 Scanner
- Allows a ship to conduct detailed scans. Requires 6 hours to conduct
scans.
Type 1 Transmitter
- Allows a ship to transmit scans to other ships in the same system.
Type 2 Transmitter
- Allows a ship to transmit scan information to other ships in and
out of the system.
Type 3 Transmitter
- Allows a ship to transmit scan information to other ships in and
out of the system.
Type 1 Jammer
- Allows a ship to jam type 1 transmitters and jam type 1 scanners.
Type 2 Jammer
- Allows a ship to jam type 2 transmitters and jam type 2 scanners.
Type 5 Jammer
– A very rare crystal allowed for a special few UR systems to buy
advanced jamming equipment before the supply ran out. These systems
are marked by bracketed *’s in the galaxy section. Type 5 jammers
stop all scans from working properly.
There are several
other rules that apply to scanning as well. First, note that once
you commence scanning, you automatically reveal your location to
all ships and units in the system. Second, adjacent locations are
considered visual range, regardless of the type of scanner, transmitter,
or jammer, when in visual range, ships are always aware of each
other, and therefore able to attack after a minimum wait of 6 hours
to complete a visual short range scan. Third, know that a vessel
cannot be attacked unless it is scanned for, with the exception
of visual range, and transmissions of course. This does not mean
that if a simmer posted exiting a ship in a friendly system, that
an enemy sim can read his post, exit a fleet and destroy that ship.
There has to be some realism here. Note also that for a Jam to be
successful, it must be initiated at least before half of a scan
time is complete or must be activated before a transmission is sent.
Standard Scan - Reveals location of all space borne units. Detailed
Scan - Reveals location of all space borne and ground units. Distress
signals move as the speed of hyperdrive. A signal may be sent out
via any valid comm unit until such time as a qualifying jammer stops
it. That does not stop a shuttle or ship entering hyperspace and
sending the call providing one is there and it is posted. If any
system does not check in to Sector Headquarters after 24 hours,
an automatic distress signal will be generated.
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Ionizing
& Capturing Enemy Vessels
Ion Cannons
are specialized weapons used to short out a ship’s systems and disable
the ship's ability to perform basic actions such as movement and
weapons fire. Ion Cannons do not effect a ship's systems until shields
are completely down. When a ship is disabled, it can then be boarded.
A ship can be boarded in one of two ways:
#1: The ship
can be moved (via tractor beams) into another ship's hangar and
troopers can then board the disabled ship. However, to do this you
must have a ship capable of holding another ship in her hull. An
example of this would be an Imperial-class Star Destroyer dragging
a Corellian Corvette into its hangar bays.
#2: The disabled
ship can be boarded by shuttles and transports carrying troopers
from another ship. They can either burn a hole through the hull
plating on the ship to enter special sections, or they can enter
the standard hangar bay.
One thing remains
the same in all boarding attempts. You must follow the Ground Combat
Rules when fighting for a ship. In order to capture a ship, you
must retain control (outnumber enemy 4:1) of the ship or all troopers
must be captured or killed.
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CapShip vs.
CapShip Combat
Capital Ship
combat is perhaps one of the most important aspects of strategy
in simming. There are many different types and classes of capital
ships, generally defined as large ships which take a leading role
in space combat, each with their own advantages and weaknesses.
For example, an Imperial-class Destroyer has a powerful array of
weapons as well as a good compliment of fighters, but lacks in protection
and defenses. An MC-80 has fewer weapons, but makes up for it in
shielding and fighters. Know your ship well and know what it is
capable of. When Capital Ships engage in combat, it's a simple process
of returning fire. First you must be within legal weapons range
of your target, at max, 6 hours. Then it's as simple as firing your
weapons. Your enemy will post damage and most likely fire back,
or make a tactical move. And so it continues on until one of you
is destroyed. A vessel is destroyed once all of its shield and armor
points are depleted. Ionization is also an important feature to
capital ships. Ion Cannons are special weapons that work wonders
on a vessel’s computer systems. Ships only take Ion damage once
their shields completely fail. For the effects of ion damage, see
Ionizing & Capturing Enemy Vessels.
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Altering
Compliments
Altering Compliments
is the system by which compliments -- units ready for battle --
are exchanged for other units. It is a very touchy subject in simming.
We use a very simple set of guidelines and rules in Galactic Realms
for this topic. First off, all troops take up the same amount of
space. Humanoids don't range enough in size for a difference to
be made, therefore, any troop type may be substituted for another
troop type. Please keep realism in mind though. Vehicles may also
be altered freely, but please maintain a sense of realism in doing
so. An example being that an AT-AT couldn't replace a single AT-ST.
Questions about these types of alterations should be directed to
the PCG Community Leaders. Secondly, when altering Support Craft
and/or Starfighters, total their lengths. The total length is your
maximum amount, although you cannot exceed the number of craft in
the original specs either. Therefore, you may have any support craft
and starfighters onboard you wish, as long as their total length
does not exceed the original loads or their numbers. Support Craft
are listed as "Auxiliary Craft" in the specifications sections.
You cannot exchange fighters for auxiliary craft or the other way
around.
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Fire Arcs
While the idea
of fire arcs has a time and place, it mainly rests in the past.
New technology developed mainly by the Hapan’s and widely copied
by the other sims, has made virtually every weapon usable against
any target of choice. Fully rotating turrets, improved speed and
maneuverability have all added to this ability. For the purposes
of Galactic Realms, arcs need no longer be a factor in determining
whether you have a shot at a target or not.
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Repairing
System Power
In Galactic
Realms, each starship has a number of onboard systems. **Note that
your ships system allocations must be located in the status portion
of your posts.**
Shielding: To
determine how many shield points are recharged, you may recharge
5% of the shield every hour while in hyperspace or at rest in a
friendly system only. You may only recharge your shields once per
24 hours.
Sub light Drive:
Sub light drives may be repaired at a rate of 10% per hour.
Hyperdrive:
A ship's hyperdrive is a very delicate system. If a ship’s systems
are at 0, it's inactive until some systems are restored.
Systems: If
systems are down, all power is temporarily lost to the ship. If
some are not repaired within 24 hours, life support will run out.
Nothing can be done with the ship until at least some system points
are restored. Continuous firing of ions into a disabled ship can
defeat the efforts of the crew to restore system points. Systems
can be restored at a rate of 1% per hour in combat, or 5% per hour
in hyperspace or in a friendly system.
Hull Damage
must be repaired while the ship is in Dry Dock at a repair facility
or ship yard. 3% of Hull Integrity may be repaired per hour.
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Dogfighting/Fighter
vs. Fighter Combat
Dog fighting
is a very simple process of comparing number ratings and taking
appropriate damage. To engage in a dog fight, fighters must first
be located within weapons range of their target. You may opt to
only use 1 of your weapons on a fighter if it has both energy and
warhead types, saving the other for defense, or you may fire everything
you have all at once. Fighters may reload their warheads by returning
to their mothership. Completely reloading a fighter is a twelve
hour process. This allows the pilots time to rest. Exiting and entering
hangars and vice versa has to be posted a minimum of twelve hours
apart. For the purpose of combat, the largest group starfighters
may be massed into is a squadron, which numbers 12 craft. Starfighters
must be attacked in their entire groups and cannot be singled out.
Element - 2
fighters
Flight - 4 fighters
Squadron - 12
fighters
Wing - 72 Imperial
fighters, 36 Republic fighters
To Ionize fighters
with other fighters, you must first deplete their shields, then
fire ion weapons on them in standard capship vs. capship style combat.
Capital ships must exit in the same system as their starfighters.
If you lose your capital ship in battle, then you may continue to
fight with your starfighters taking the same risk as a normal starfighter
player in possibly losing your character, or you may turn control
of your starfighters to allies in the battle if that ally has room
as normal to host them, as he lost his starfighters in combat previously.
Example of starfighter
dogfighting:
72 Miy’til Combat
Interceptors attack 72 TIE Avengers
-72 Miy’til
Combat Interceptors fire 288 Heavy laser cannons at your 72 TIE
Avengers for a possible 288 points of damage. They also fire 144
advanced concussion missiles at your 72 TIE Avengers for a possible
864 points of damage. Possible total damage: 1,152
Reply for TIE
Avenger player
-72 TIE Avengers
fire 288 lasers at 144 incoming concussion missiles. Each six lasers
shoot down an incoming missile. 48 Missiles shot down. 96 get through
for 576 damage. Real damage is 864. Shields of 432 are destroyed.
432 damage left over for hull. Hull at 864
– 432 leaves
432 armor left. 72 TIE Avengers then fire 144 advanced concussion
missiles at your 72 Miy’til Combat Interceptors for 864 damage.
Since the Miy’til Combat Interceptors have no weapons left, all
missiles hit.
-Miy’til shields
of 288 are taken out leaving 576 hull damage. Hulls of 576 points
leave no points left over, so all Miy’til Combat Interceptors are
destroyed by return fire.
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Fighters
vs. CapShips
Engaging capital
ships is a fairly easy process for starfighters. To attack, naturally
the fighter must first be within weapons range, and then may simply
fire a weapon system of choice. Capital ships however, are not completely
defenseless against starfighters, though slow and jerky, capital
scale turbolasers and lasers have a slim chance of hitting some
fighters. To determine weather or not a
Heavy Energy
Weapons & Torpedo-type warheads (i.e. Any Turbolaser-class weapon)
hit you must follow the standard rule; 50% of the weapons fired
would hit, 50% would miss a starfighter.
Light Energy
Weapons (i.e. Laser Cannon, Heavy Laser Cannon, & Turbo-Charged
Laser) must follow the rule: 75% of the weapons fired will hit,
while 25% of the weapons will be evaded.
Concussion Missile-type
Warheads must follow a modified form of the standard rule: 90% of
the missiles will track and hit their target, 10% will miss.
If you are targeting
incoming missiles instead of starfighters, the odds are even worse.
One in 12 high energy weapons has a chance or knocking down a torpedo,
one in 20 knocking down a missile. Always round up when you get
a decimal. You must wait a minimum of three hours after attacking
another ship or starfighter squad before your starfighter’s can
return to the safety of their own hangar. Shooting down incoming
missiles does not count as attacking someone.
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Combat Space
Patrol
Combat Space
Patrol is a tactic used by capital ship commanders to protect their
ships from incoming warheads and attacks by enemy starfighters.
For friendly fighters to intercept warheads targeted at a capital
ship, they must be on posted as being on Combat Space Patrol for
that specific ship. You do not have time to scramble starfighters
from you hangar in time to shoot down incoming warheads. You have
to stay true to the 12 weapon fire rule to shoot anything, be it
incoming warheads or other ships. If you make an attack and fire
all available weapons at someone, then you are basically defenseless
for the next 12 hours until your weapons recharge. You can certainly
opt to save some weapons just in case your are attacked. If someone
does attack you, you have up to 12 hours after you are attacked
to shoot down incoming warheads. However, be it one hour or 11 hours
after you have last fired your weapons, they are still going to
go click unless they have not been fired for the 12 hours previous
to you being attacked. Ex. A squad of X-Wings fires all it’s lasers
and warheads at a squad of Starvipers. Then a squad of XG-2 Missileboats
fires missiles at the X-Wings 11 hours later. The commander of the
X-Wings has 12 hours to respond, but he has no weapons available
because when the missiles were fired at him, he still had to wait
another hour for his lasers to recharge. On the other hand, a squad
of X-Wings fire only it’s warheads at the squad of Starvipers. The
same squad of XG-2 Missileboats then fires it’s missiles at the
X-Wings. Now, the X-Wing captain has weapons at his disposal that
are fully charged, so he has up to 12 hours after the missileboats
attacked him to post shooting down incoming warheads, plus firing
his own warheads back at the missileboats if he chose to. Enemy
fighters attacking an enemy ship must first engage at least 25%
of that ship's combat space patrol. Whether that involves destroying
them or just engaging them, that is up to the individual commander.
But a capital ship cannot be attacked without first engaging that
fraction of it's posted combat space patrol. As long as 25% of the
capship has it’s fighters engaged in combat, other ships may take
advantage of that hole in the coverage and attack the capital ship
in question.
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Deploying
Starfighters
and support craft are deployed based upon the number and type of
launch bays found onboard a ship. Most ships have standard and small
launch bays, however some specialized ones are equipped with large
and massive bays. You can scramble 6 squadrons per hour from a large
bay, 4 squadrons per hour from a medium sized bay, and 2 squadrons
per hour from a small bay. You may only have one hyperspace capable
fighter squadron in hyperspace with you at a time. That squadron
must be a part of your fighter load out listed in its statistics.
This does not mean you have an EXTRA fighter squadron in addition
to the # of fighters listed in your specific ships statistics. No
external squadrons.
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Repairing
Starfighters
Starfighters
and support craft that aren't destroyed in combat often suffer heavy
amounts of damage. Shield damage for fighters only may simply be
recharged at a rate of 10% per hour. Hull damage is replaced at
a rate of 5% per hour, both done inside the mothership, however
fighters may not repair damage while involved in combat. System
damage automatically replenishes itself once a fighter returns to
its mothership and powers down, then re-powers. This does not apply
for Capital Ships (See the Repairing Systems ) section for details
on how to repair capital ship damage.
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Intercepting
Warheads
Intercepting
warheads fired at your ship is an important part of Space Combat.
When an enemy opens fire, you may wish to knock down as many warheads
as possible before you counter attack. The following system is how
you may do this. Any unit posted as being on Combat Space Patrol
for the target may intercept an inbound warhead on it using the
proper amount of force. To intercept a warhead, a certain amount
of weapons must be fired on it, once you fire enough weapons upon
it, it's considered destroyed. In addition the units on CSP, the
target may also fire any weapons it has of its own capable of intercepting
warheads.
Concussion Missile
- 4 laser cannons
Proton Torpedo
- 2 laser cannons, or 2 CMs, or 1 ACM
Advanced Missile
- 6 laser cannons
Advanced Torpedo
- 4 laser cannons, or 3 CMs, or 2 ACMs
If you can't
concentrate the proper amount of fire on a warhead, then it slips
through and hits its target.
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Ramming
To ram a vessel,
you must first off be able to match its speed. If a vessel is faster
than yours you may not ram it, unless of course it sub light engines
are disabled. When you ram a vessel, it takes damage equal to your
hull integrity, and you take damage equal to its hull integrity.
If either vessel is destroyed in a ram, all onboard perish.
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Tractor Beams
Tractor Beams
are used for a variety of purposes from moving cargo and guiding
friendly ships into position, to capturing and holding enemy vessels.
Tractor Beams may only be used on a Capital Ship once its shields
fall to 0%. A single beam may hold up to 100 meters worth of ship.
Multiple beams from the same or separate ships may be combined to
hold larger vessels. If you don't have enough tractors, then you
can't get the job done. Tractor beams prevent craft from forward/reverse
movement. They do not restrict hyperdrives. If locked in a tractor
beam, a ship not totally in control of the tractoring sim may still
work on repairing systems, and if in an appropriate position, a
vessel may still raise shields, break free and enter hyperspace.
Starfighters cannot tractor cap ships. Cap ships cannot tractor
a starfighter sized craft under 30 meters. Starfighters can tractor
other starfighters if equipped with a small sized tractor beam.
Space tugs are specially designed to tractor either starfighters
or cap ships, but must be known to be in the system before combat
begins to be used. Starfighters cannot be boarded or captured during
combat without using a tractor beam to bring them into a hangar
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Gravity Wells
Gravity Wells
distort space and have two purposes. One, preventing vessels from
entering hyperspace, and two, keeping unfriendly traffic away from
a system’s planet. A single Gravity Well effects a 25% area around
a planet’s shipping lane. Multiple Wells may be combined for greater
coverage. If a ship is covered by a Gravity Well, it is prevented
entering hyperspace until that field is either down, or it moves
out of range. It takes 12 hours for a cap ship to travel from the
edge of a grav well to the source. Grav wells have to be setup outside
the atmosphere of a planet, so it would take 12 hours to travel
from the edge to the source, and another 12 to travel from that
spot to the planet itself at sub light speed. If a sim drops into
an unknown enemy system to scan, and there is at least one grav
well present as per the PDF on file with the PCGs, then these first
ships have to exit hyperspace outside the grav well until scanning
of potential shipping lanes is complete.
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PDF Rules/Regulations
Planetary Defense
Forces are an essential part of protecting the territory that a
sim has gained. They can be commanded by one person as well, allowing
for greater defenses than sometimes a standard fleet can provide.
There are certain rules and limitations placed on Planetary Defense
Forces and their commanders based upon a planets value. A PDF Commander
may be selected at the beginning of a battle and may not be altered
until the end unless posted by the defending sim leader and the
PCG Community Leaders are notified. PDF Commanders are given all
the resources of their system to defend with on file with the PCGs
prior to the battle. There are certain limits that apply to the
number of units a system may have for defense. These limits are
fairly minor and will not be increased unless PDFs are abused. This
is based upon their value (UR, R, S, F, or P).
Class |
Ftr Squads |
Ships |
Platforms |
Troops |
Vehicles |
Ultra Rich |
12 |
12 |
6 |
50000 |
500 |
Rich |
10 |
10 |
4 |
40000 |
400 |
Standard |
8 |
8 |
3 |
30000 |
400 |
Fair |
6 |
7 |
2 |
20000 |
300 |
Poor |
4 |
6 |
2 |
10000 |
200 |
As well, there
is a limit to how far orbital weapons can fire: Targets 6 hours
away is the maximum range. When a system is scanned by an enemy
force, the defending party has up to 18 hours after scanning has
been completed to post PDF that is deserved for the scanning done.
If not posted within this time the offending sim can request that
the PCG Staff post PDF for them from the latest updated PDF list
they have. If a sim repeatedly has problems posting their own PDFs,
monetary fines will begin to be imposed to that sim as punishment
and for motivation. Note that you can not exit hyperspace to scan
a system 12 hours away and automatically post dropping troops on
the surface, you are still, 12 hours away. All systems will start
with a minimum PDF donated locally without cost to the sims, by
the system as follows. Notice that his minimum PDF belongs to the
citizens, not the Sim itself as they are not paying for it. You
may not randomly remove the minimum PDF. Anything extra placed there
by the Sim does remain the property of the sim, and can be moved
around. Battle damaged PDF may be removed for repair. Attacked and
captured planets will take 72 hours to install these replacement
PDF items as needed.
Class |
Ftr Squads |
IPV-1 Ships |
Golan 1s |
Standard Troops |
Standard Vehicles |
Ultra Rich |
8 |
4 |
3 |
5000 |
50 |
Rich |
6 |
3 |
2 |
4000 |
40 |
Standard |
4 |
2 |
2 |
3000 |
40 |
Fair |
2 |
2 |
1 |
2000 |
30 |
Poor |
0 |
1 |
1 |
1000 |
20 |
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Landing/Boarding
Ground Troops
are an essential part of combat. Without them, you could not capture
enemy ships that have been disabled and more importantly, could
not capture and occupy planets. Galactic Realms Ground Combat rules
are involved, but are fairly easy to grasp once the basics are down
pact. For the process of ground combat to actually begin, one of
the two opposing forces must first be transported to the battle
zone. This is done through either landing barges or boarding transports.
Landing Barges must be carried by larger craft, and are then deployed
with their compliments and sent down to the surface. For a landing
barge to get to the surface, it must first enter from a location
near the planet, and post moving down into the atmosphere. Once
that is done, the landing barge is no longer considered on the system
space, but rather on the planet. It may then land at a location
of choice and deploy its cargo. From there it may either wait, or
return home. Landing barges may not be used to board enemy ships.
Landing barges are designed to go up and down through the atmosphere.
They are not capable of extended flight in a vacuum. Boarding Transports
may only deliver troops to a vessel with its shields down. Once
shields fall, a ship may be boarded. Transports may deploy all their
troops in a single turn and either remain docked and wait, or move
away. Simply post transports continuously ferrying troops as necessary.
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Movement/Terrain
Compared to
space style movement, ground movement is much more complex and detailed.
This is an area for creative role playing, just make it believable.
Different terrains can affect the movement of your troops.
Plains/Prairies
- 1 movement pt to cross, +1 to attack ratings
Forests/Jungles
- 2 movement pts to cross, +1 to defense ratings
Deserts/Ice
lands - 2 movement pts to cross, no rating modifiers
Roads - .5
movement pts to cross, -1 to defense ratings
Cities - .5
movement pts to cross, +2 to defense ratings
Mountains -
3 movement pts to cross, +2 to defense ratings
Rivers - 3 movement
pts to cross, -1 to defense ratings
Oceans/Lakes
- may only be crossed by specialized craft, no modifiers
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Troop vs.
Troop Combat
Troops engage
in combat with each other much in the same way as starfighters do,
by a comparison of ratings. Each troop type has two ratings, attack
and defense. These two ratings are compared to determine the amount
of damage taken by each side. You simply multiply your troops attack
rating by the number of troops then subtract the defenders defense
rating multiplied by the number of defenders. The remaining number
is the total number of damage points the enemy has taken. We will
allow you to decide if you kill one troop then move onto the next,
but please do not spread out damage equally among all troops. Try
to be realistic when taking damage. Remember to take your own damage
in return.
Squad - 10 troopers
Platoon - 40
troopers (4 squads)
Company - 160
troopers (4 platoons)
Battalion -
640 troopers (4 companies)
Regiment - 2,560
troopers (4 battalions)
Battlegroup
- 10,240 troopers (4 regiments)
Corps - 40,960
troopers (4 battlegroups)
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Troop vs.
Vehicle Combat
Troops engage
in combat with vehicles much the same way as starfighters do against
capital ships, however unfortunately unlike starfighters being able
to harm capital ships, the majority of troop weapons have no effect
on vehicles. Only a few select specialized troop types are equipped
with the proper weapons and capable of attacking vehicles, causing
point damage. When attacking vehicles, it is a simple process of
the exchange of fire. When taking damage from vehicles, divide the
number of weapons fired at you by the average defense rating of
your troop mass. The remainder is the number of weapons that impacts.
Distribute that damage in anyway you like to your troopers.
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Vehicle vs.
Vehicle Combat
As with troops
and starfighters, vehicles engage each other with a system of ratings
and comparisons. Each unit has two ratings, attack and defense.
The attack rating of one group of vehicles is compared to the defense
rating of another and both sides takes the appropriate amount of
damage to their armor.
Squad - 4 vehicles
Platoon - 8
vehicles (2 squads)
Company - 16
vehicles (2 platoons)
Battalion -
32 vehicles (2 companies)
Regiment -
64 vehicles (2 battalions)
Battle Group
- 128 vehicles (2 regiments)
Corps - 256
vehicles (2 battlegroups)
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Structures
Structures are
another class of units seen in ground combat. They are immobile,
and generally the last line of defense. Troop weapons, other than
those specialized to damage structures, inflict no damage upon structures.
Vehicle weapons follow a simple exchange of fire process with structures
exactly like capital ships do against each other. General structures
and their damage tolerance are listed below, other structures may
be located elsewhere in the specifications section.
Road / Bridge
- a single section of road can take up to 50pts of damage.
Cityscape -
a single section of city can take up to 500pts of damage.
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Orbital Bombardment
Orbital Bombardment
often plays a very important role in ground combat. Orbital Bombardment
is only effective against stationary structures however since compared
to capital scale weapons, troops and vehicles are diminutive. For
orbital bombardment to occur, a starship must first be in orbit
of a planet. Being in orbit of a planet consists of being in the
location in which the planet is located. Once in orbit, its open
season upon any and all stationary structures from bases and buildings
to entire cities and bridges. Bomber Style Starfighters capable
of atmospheric flight per the Warbook may also bomb Structures.
They may not fly under structures or ground shields.
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Starfighter
Involvement
Bomber Style
Starfighters, if atmospheric capable, are very effective tools in
ground combat. They may enter the atmosphere the same way as landing
barges. Once in the atmosphere, they move along the planetary grid.
Starfighters are in no way effected by terrain modifiers. When starfighters
attack troops, to determine whether or not weapons hit, only a maximum
of 10% of the weapons fired will hit the troops. When attacking
vehicles and structures, all weapons fired make contact. To determine
the amount of damage taken to a vehicle use the standard system.
Starfighters may not fly under base structures.
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Capturing
a Planet
To capture a
planet, both of the following objectives must be met. . .
A) 75% of all
enemy ground forces are destroyed. and
B) It must be
held for 24 hours, with all defender ships cleared of the system.
Once both of
the previous objectives have been met, the planet is thereby considered
under the aggressor’s control. It may be signed over beforehand
should the PDF commander decide to. A system is considered completely
cleared of enemy presence 12 hours after the last enemy ship has
left, is disabled, or destroyed. That is 12 hours after the last
attack post time that made it that way, not from the time of the
last damage post.
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Economy
The Galactic
Realms economy revolves around the control of systems. Each system
produces a certain amount of income, which is generated by taxation
and exportation of goods. A planets income may be collected once
on the first day of every month. It automatically transfers itself
to the controlling factions main accounts and from there may be
distributed to other accounts, or used in the construction of units.
The PCGs will mail account status to the Sim Leaders, who will in
turn keep them informed of every transaction. Currently, there is
only one type of account in Galactic Realms. That account is the
main sim's account. Each sim may have one official business office
as part of their government to buy and sell military hardware to
members or other sims. No private ships can be used in sim battles
or bought, sold, or donated to a sim for less than the blue book
price. PCGs reserve the right to limit companies or sales, if need
be. There is a cost associated with the upkeep of cap ships in excess
of 300 meters. This cost is noted on the ship stat pages and will
be deducted from monthly taxes collected from sim systems before
deposit. Sim Leaders MUST send updated Monthly Reports, or they
will not receive monthly payment by the PCGs.
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The Force
The Force is
perhaps the most interesting element of Galaxy. In simming there
are countless people claiming to be Jedi Knights and Sith Masters.
Only a select few can claim correct training, however it shows the
effect the Force does have on simming. So with that in mind it is
obvious that in Galactic Realms many individuals will want to be
able to claim to use the Force. Unfortunately not everyone can use
the Force. While many people may want to be able to use the Force,
only a few are able to do so. However, the possibility exists that
anyone will be able to learn. This file is created not only for
the benefit of the Force Users in Galactic Realms but also those
who wish to learn to use the Force and for those who wish to be
able to know when a Force User is doing something legal or illegal
in a post.
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Nature of
the Force
The Force itself
is truly a mystery. Even the Jedi Order did not know all they could
about the Force. They knew that it was the energy field that made
up the galaxy itself and connected the past and future and present
and all living things and all forms of matter. They knew that it
was powerful and could be manipulated by the individuals who were
born with a high level of midi-chlorians in their body, a small
life form that exists in individuals. Through them the Force can
be seen. The force is said to have two sides, a light and a dark
side. The light side embodies the common good, seeking to help people,
not the pursuit of personal power. The dark side of the Force is
another aspect of the force. It is able to be used by those who
allow their emotions to strengthen their ability to use the Force.
Emotions such as anger, fear, and hatred.
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Finding a
Teacher
In Galactic
Realms no one will be allowed to join the Universe once it has began
as a full fledged (rank of Knight/Warrior) Jedi, Sith, or fallen
Jedi. Simmers will not be allowed to have stories with them being
force sensitive until their being force sensitive is discovered
by another Jedi or Sith in the Universe and they are told of their
potential. Once a master has agreed to teach a simmer, that simmer
must learn from him or her. In most cases this will include live
role-play sessions, whether in private or in the Space Wars conference
room (if it is not in use by a previously-scheduled event), mailings,
and board training. Individuals who are not prepared will not be
allowed to advance in rank. The only exception is for the two Masters
on each side of the Force at the beginning of the game -- someone
has to be around to get things started in the game! These, however,
are the only exceptions that will be permitted. All other characters
aside from those four must be fully trained in the standard method.
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Force Regulations
This section
is a brief overview of rules and regulations for circumstances that
might arise in the Universe regarding the Force. It will be updated
as problems arise and clarifications are needed.
-Combat between
Force Users can take place either on the boards or in a private
chat room. The Defender always has the choice. Combat must be initiated
on the board however. A Jedi, Sith, or Fallen Jedi meets his opponent
somewhere and challenges him by attacking or by drawing his weapon.
The Defending person may either flee the area, defend himself on
the boards by responding, or email the attacker asking to fight
in a Private Room. Such battles must be logged and sent to the PCG
Community Leaders. When the result is determined it is up to the
two fighters to make a storyline post to show the results.
-The Force Powers
in the Universe are up to the Simmers following the basic guidelines
below. However, no Force User may use powers taken from "other sources"
and can't be explained following the powers below. If such a thing
occurs the simmer shall first be warned, then after a second offense
his powers shall be lessened for two weeks. After a third offense
that player’s character will loose the ability to touch the Force.
-Characters
who have their characters not follow the way of their Order, e.g.
a Jedi killing out of hatred, will be forced to make their characters
change orders by the PCGs. A Jedi will turn to the dark side or
a Sith leave the dark side.
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Force Powers
The Force Powers
used in Galactic Realms are listed below. Simmers advance in ability
in that type of power as they advance. They also learn how to use
the power for other uses. One of the reasons for this is to prevent
new members from simply claiming powers. This way Masters teach
their apprentices how to use powers differently to accomplish different
things. Telekinesis- This is the ability for a Force User to alter
and interact with the physical world in some way. The most simple
way is pulling something to him with the Force. Pulling a Light
Saber to your hand is an example. The stronger in rank the Force
User the heavier the objects he will be able to lift and move. Sith
Lords often use Telekinesis to kill enemies. Telepathy- This is
the ability for a Force User to use his mind to interact with other
minds. A Jedi could speak to someone else over a long distance or
use the Jedi Mind trick to fool an opponent. This power also includes
sense skills, like sensing Danger. For example, if someone was posting
following another character, that character could be able to sense
that through the Force should be powerful enough. Body Control-
This is the ability for a Force User use the force to control his
own body or, at times someone else’s. Examples of this power are
enhancing strength. Increasing a Jedi's strength might allow him
to jump higher or do flips with more ease. Increasing a Sith's strength
might allow him to lift someone over his head with one hand and
break bones. Remaining Conscious or helping someone regain consciousness
could also be included. A Jedi who falls from a high distance might
be able to reduce injury. Force Lightning- The Ability for a Sith
Lord to create dark side energy in the form of lightning bolts that
emit from his hands and are projected at his enemies. Such a power
is extremely difficult and only available to the most experienced
Sith Lords. The Master of the two Sith Lords, if he has been a Sith
Lord for a long time should almost always know the power. The Apprentice
Sith Lord does not always know the power and only when he has been
fully trained for a long time can he acquire it.
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Jedi Order
The Jedi Order
was founded as a theological and philosophical study group countless
years ago. It had gradually become aware of the Force. As they discovered
the Force the order began to study it and search for the meaning
of its power. Eventually the Order changed from a belief in isolated
meditation to a group with responsibility to the galaxy. The Jedi
Order became the peace keepers of the Galactic Republic. Their duty
was to give Justice to all. The Jedi rejected the dark side of the
Force and found enemies in the Sith Order, a splintered organization
of their own order. They were all but destroyed by the Empire and
the Sith, but with new force users, the Jedi returned. The Jedi
Order has emerged again after being nearly wiped out. It has risen
in strength and reestablished itself as the defenders of peace and
justice in the galaxy. Their belief in Justice have made them the
key allies of the Republic. Many of the Jedi teachings were lost
long ago. The new Jedi and their apprentices have tried very hard
to salvage the lessons of the past Jedi. Much was found in the Great
Jedi Temple and much also in the storage yards of the past Emperor.
The Jedi ranks are the same as they once were, they are as follows:
Jedi Master
Jedi Knight
Jedi Apprentice
Explanation
of Jedi Ranks
Jedi Master-
The Jedi Master is the highest Jedi rank attainable. They have complete
control of their abilities in the Force and know how to control
their emotions. In most cases Jedi Masters have apprentices in which
they teach the Force.
Jedi Knight-
The Jedi Knights were once the greatest Warriors in the Galaxy.
They brought Justice and guarded the Republic. Now that Jedi are
once again returning to the Galaxy the Jedi Knights have began to
be seen as the Warriors of old. Having completed the Jedi Training
they have control over their abilities and often are given apprentices
to train.
Padawan- The
Jedi Apprentices are assigned to Masters and Knights to learn the
ways of the Force. Their training is long and they learn much in
the time of their training. Once their master believes they are
ready, they are made a Knight.
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Sith Order
The Sith Order
was created over two thousand years ago by a renegade Jedi Knight,
who chose to experiment with the dark side of the Force. Believing
the dark side to be stronger, he shared the things he had learned
with his fellow Jedi Knights and many began to use the force as
he did. Eventually he went before the Jedi Council to share with
them what he had learned. The Council rejected his teachings and
in anger the Jedi fled the order. Soon the Jedi who he had shared
his teachings with joined him and they recruited others from the
Jedi Order and founded the Sith Order. The Sith began to plot a
war to exterminate the Jedi however, before it could truly begin
the Sith rose up against their leader and destroyed him. Then chaos
followed and the Order destroyed each other. The few that remained
were destroyed by the Jedi Knights. All except Darth Thanik. He
had seen the destruction of the Sith before it was to happen, knowing
that the desire for power would force the Sith to destroy each other.
He practiced the Jedi ideas of patience and so waited while the
Sith destroyed each other. Then he left and began to work on his
powers on his own. Eventually, he grew old and took an Apprentice.
That Apprentice eventually became the Master when Thanik died and
he took an Apprentice. And so it continued for nearly two thousand
years, until the last of the Sith Lords were destroyed over Endor.
But, as the Jedi thought the Sith had been destroyed before, they
would return..... The Sith Order is the Order opposite the Jedi.
They believe that their powers should not be used to serve but to
dominate and to rule. While the Jedi protect, the Sith are aggressive.
They use their anger to strengthen their powers. But the Sith teachings
have progressed. When the Sith Order first came into being much
was learned with nearly 50 members all studying the force. Many
techniques and powers were of course learned. But still the Sith
were rash and arrogant and so lacking patience, their control was
not as great as it could have been. When they were destroyed, Darth
Thanik's belief in patience allowed a Sith to become far more powerful
then they had been before. Not only did they use the dark side of
the force, but they were able to advance their powers and control
it better through patience. The Sith often only have two members
of the Order at a time, a Master and an Apprentice. Both, when the
apprentice is fully trained, Sith Lords, and both can take the title
of Dark Lord of the Sith. However; in this time of Civil War it
is never impossible that the Sith would increase its members. With
the Empire in place to protect the Emperor it is quite possible
that he and his apprentice could control a larger Order to oppose
the Jedi. The Sith believed that any Sith was stronger then a Jedi
equal in rank. Long ago, when the Sith were reckless and without
control that may not have been so, today who knows. Later, Sith
Lords rediscovered the lost Sith teachings, as well as the lost
ranking system, which is as follows:
Sith Lord
Sith Master
Sith Warrior
Sith Apprentice
Sith Initiate
Explanation
of Sith Ranks
The rank of
Sith Lord is the highest rank that can be achieved. When the Sith
Order was first created, the Sith Lords were the strongest Sith
and were the Sith that led the Order. They are for the most part,
more powerful then any Jedi. Now, their are only two and if ever
more Sith were allowed inside the Order, only two could hold the
Sith Lord rank at a time.
The rank of
Sith Master was given to the powerful Sith who had acquired ability
beyond that of a Sith Warrior. Like most ranks it was opposite to
a Jedi rank, a non Jedi Council member Jedi Master.
The rank of
Sith Warrior is given to a Sith who had finished the basic training
in the Force and has become strong enough in the Dark Side to be
the equal of a Jedi Knight.
The rank of
Sith Apprentice is given to any Sith with little training. The Sith
is put under the teachings of a stronger Sith to learn.
The rank of
Sith Initiate is not necessarily the weakest rank in the Order,
but the lowest. Sith Initiates are often new recruits who are given
the rank upon entering the Order. However, the rank is also given
to fallen Jedi who do not receive a rank relative to their strength
until they understand the Sith better.
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Fallen Jedi
There have been
many Jedi throughout the years that have fallen from the Jedi Order.
The Sith were formed by such a Jedi. Often, however; the fallen
Jedi are not as strong overall, being rash and unable to properly
harness their powers except in anger. They are strong in offensive
times but in other times they are often at a disadvantage. But dark
siders who eventually gain control, through patience or simply constant
study of the force, do become very powerful and can advance in ability.
Fallen Jedi are dark siders and so the enemies of the Jedi. Though
this section refers to Fallen Jedi, it also includes dark siders
with no Jedi training. No fallen Jedi however, can simply be a Sith,
because, like the Jedi the Sith are an Order and to be a Sith a
dark sider must be taught by a Sith. Fallen Jedi though may often
take titles such as Dark Jedi Knight or Master or other similar
ranks. But because of the independence, Fallen Jedi are often hunted
by the Sith Order as well. Because fallen Jedi and are so reckless
and often lack control they do not advance as easily in the force
as Sith and Jedi and must some how increase their ability to control
their powers to advance. The fallen Jedi also do not have the teachings
of the Sith available to them, and so they would not know the many
Sith techniques and would have to discover on their own many of
the abilities.
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