The Galactic Wars

Introduction
All factions participate in the Galactic wars system, warring over a number of important planets in the Starwars universe that provide the owner with production and RU bonuses. The events of the Galactic Wars provide an ongoing backdrop to the events of Sithlore and affect what happens elsewhere on the board. However in other ways the GW system is separate from what goes on in the General Roleplay forum and elsewhere. Ships may be stationed at certain planets in the Galactic wars system, but this doesnt mean to say that they cannot be used in storylines or attacks that take place in GRP. It is useful to think of the Galactic Wars system as a separate and self contained game, but one that deeply affects what happens on Sithlore. Youre probably rather confused by now, which is to be expected. But with any luck by the end of this rules section youll understand fully where GW ends and GRP begins.


The planets & Movement.

On the Sithlore homepage you may have noticed in the galaxy menu a section entitled galactic planets. If you click on this link you will be shown a list of Faction planets. At the time of writing there are 15. Of course these are not the only planets in the sithlore universe! There are many more. These planets are the only planets that are contested in the Galactic wars system. The reason why they are contested is because they are some of the more tactically and economically important locations in the Sithlore universe. Wars are naturally fought over other planets in sithlore, but these battles are not part of the Galactic Wars system.

If you click on one of the Faction Planets you will be shown a list of what is stationed at the planet, who owns it and what type of planet it is. Youve probably noticed by now that the planets are divided into either Shipyards or Mines. This is pretty self explanitory. Some of the planets actually give an amount of RU per month to whoever owns them (mines) while others add to the production quota of a faction per month (Shipyards). Whichever faction owns the planet gains the bonus per month. These bonuses are in addition to Roster assets, and any maximums (for example a maximum of 4 shipyards) do not include planets in the GW. The GW bonuses add to a factions existing production and RU.

It should be noted at this stage that the Galactic Wars is played out by factions, and individuals only take part as members of their faction. Characters can never own planets, and independent characters can only take part in GW to help factions.

Buildings, orbital facilities and emplacements are static and cannot be moved. Ground forces and ships can move from planet to planet in various ways. Troops and other ground forces can occupy planets on the surface, or in orbit if there are faction ships orbiting. Ships can of course move from planet to planet, either friendly or to attack and attempt to take over those of other factions. More about that later.
Planets are the only places ships and ground forces can be stationed with two exceptions: the friendly planets and the Spacelanes location. First let us examine the Friendly Planet.
All factions have one of these. It represents their safe territory, bases, home planet or wherever you like. When assets are at the Friendly Planet they are totally safe. By default movable assets are stationed first at the friendly planet.
The Spacelanes location is a little different. When a faction ship is being used to raid or protect a convoy in the spacelanes forum it must be moved from its location in the GW to the Spacelanes location. Any faction owned ship that is not in the Spacelanes forum cannot take part in trade threads either to protect or attack a convoy. This rule is concrete and no exceptions will be made.
Additionally personal ships cannot be used in the GW at all. They can be used in the Spacelanes however.

Movement is simple. During the month the faction leader logs into the ship console and gives each ship or asset an order to move to whichever planet she wishes. If that planet belongs to them then they are simply moving. However if the planet is not theirs they may attack it and attempt to take it over. If they do not wish to attack the planet then they do not have to, but the owner of the planet is allowed to attack the arriving fleet if they wish.

Attacks.
When two opposing fleets are located at the same planet a battle may commence! When the attacking fleet arrives the defender has two options: stay and fight or flee! If they have a VI-X Electroscope then they may flee the system before the attacking fleet has a chance to fire on them. Otherwise they must stay for one generation before they are allowed to leave. If for any reason an attacking fleet changes their mind they are permitted to flee immediately without any generations. Fleeing ships are returned to the factions friendly planet.
If both fleets wish to stay and fight then the battle comenses as normal. A battle ends when one side concedes, flees or is destroyed. Any buildings or emplacements on the ground are destroyed if the attacker wins the battle, the loosing fleet is returned to their Friendly planet and the planet ownership is changed. An orbital station must be destroyed before an attack can be considered successful. A successful boarding action consitutes destruction of the station. Theft is not permitted.
At this time ground forces do not have an effect on planet ownership status. All that is required is for the orbiting forces to be successful.

Damage, repair and salvage.

Damage and repair

If troops, ground vehicles or fighters are destroyed in battle they are permanently destroyed and removed from the database. However, Capital ships are a little different. Being amongst the biggest and toughest constructions in the galaxy it is very hard to permanently and utterly obliterate a capital ship. Even if the whole hull rating of a ship has been destroyed this does not mean it is beyond repair! More than 250% of the ships hull rating must be inflicted to damage a capital ship so badly that it cannot be repaired.
Of course the more damage that has been inflicted the more special facilities and equipment will be necessary. A lightly damaged ship will only need new hull plating, perhaps some sensor and weapon system repairs and minor electrical work. A very badly damaged ship may need total system replacements, structural and engine work and major electrical repairs. And naturally a ship reduced to little more than a wreck will need a total grounds up overhaul including major structural rebuilding and near total system replacement.
Therefore the costs of repairing ships varies according to the damage inflicted, and for badly damaged ships more sophisticated repair facilities are necessary.

Damage: | Classification | Repair time | Facility required | cost
100% - 150% | Decommissioned | 1 month | Repair Yard or Dock | 10% RU
151%-200% | Severely damaged | 2 months | Repair Dock | 30% RU
201%-250% | Wrecked | 3 months | Repair Dock | 50% RU
250% + | Destroyed | Not possible | Not possible | Not possible

The repair time starts when a faction leader formally assigns a ship to a repair facility, not when the damage is first inflicted.

Salvage
If you cannot or do not wish to repair a capital ship then it can instead be scrapped and used for salvage. In other words you can trade it in for a certain quantity of RU. Destroyed items cannot be salvaged. Decommissioned and severely damaged ships can be salvaged for 50% of their RU cost. Wrecked ships can be salvaged for 25% of their RU cost.

Crew
Factions are required to have enough crew to man all their assets. It is a faction leaders responsibility to calculate how many crew they need, and to keep track of the figure as it increases.
Failure to crew all a factions assets will result in a negative modifier in fleet and ground battles in the GW, and on the rest of the board. Factions who do not have enough crew will find their fleets and armies at a minus efficiency equal to the percentage of crew they are lacking. In other words if you have 10% less crew than you need your ships and vehicles will operate at -10% efficiency when manoeuvring, shooting etc.