Clayton
SWRP Writer
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SPACE....The Final Battlefrontier
"Captain Thames, hostile ships on sensors," said the droid helmsman.
The captain leaned back in his velour chair and grinned. "Excellent, are our shields...up?"
"...They're always up, Captain."
"Good. Engines full forward, prepare to fire turbolaser at will!"
"Captain, we're against four star destroyers; this plan is deeply flawed."
"DAMMIT SP-0K! This is a time for...action! not thinking."
"Captain Thames, hostile ships on sensors," said the droid helmsman.
The captain leaned back in his velour chair and grinned. "Excellent, are our shields...up?"
"...They're always up, Captain."
"Good. Engines full forward, prepare to fire turbolaser at will!"
"Captain, we're against four star destroyers; this plan is deeply flawed."
"DAMMIT SP-0K! This is a time for...action! not thinking."
What are space battles?
Space battles are, obviously, battles and skirmishes that happen in space. They follow much the same rules that ground battles do, and can range from a single 1 on 1 dogfight to a fleet-wide engagement. Success in a battle depends more on the tactics employed by the commanders rather than how big their tech is. Rather than commanding entire fleets (except, perhaps, in rare exceptions) PvP space battles will be limited to one wing or one battlegroup in a fleet, and the success of the battle as a whole depends on how well that battlegroup performs. Why is this? Glad you asked!
Tactics in Space Battles:
On an OOC level, space battles in Star Wars is treated like an odd mixture of WWII naval battles and Age of Sail engagements. There can be maneuvering and an attempt to out-wit your opposing commander, but in the rare, dire circumstance...a good old-fashioned broadside or ramming is not out of the question. Very rarely will a whole fleet be destroyed to the last ship. Why is this? If a commander sees that he has lost a severe tactical advantage, he would rather retreat his ships than lose the majority of vessels under his command. Ships are expensive, and it is easier to reinforce a fleet than build an entirely new one. It saves a faction's ability to project force. Battles in which an unacceptably high number of ships are destroyed will often be a career (or even life) ending event for many of the people involved.
As it relates to SWRP, the PvP space battles represents the "tactical advantage" being sought. If one side wins the needed number of fights, the opposing side will withdraw to hyperspace. The level of destruction will depend on how many fights are won, and the circumstances of the battlefield. If a commander is foolish enough to let his fleet get trapped somehow with no access to hyperspace (perhaps between a planet and several moons) and lose all his battles, he may face complete annihilation. On the opposite end, an overly cautious commander may see that his fleet (PvP battles) are in trouble and in danger of losing their advantage and send the order to abandon the battle early, thus maximizing the ships saved.
The Scope of Space Battles:
As mentioned earlier, space battles can be almost anything. You can have a 1 on 1 dogfight, you can ambush a patrol corvette, you can try and break a blockade, or participate in a serious fleet to fleet battle. But for the purposes of inter-faction conflict, we'll more or less see these most commonly:
1. Dogfight: We already have these, so we know how they work.
2. Patrol Skirmish: 1v1 battles between two corvettes or frigates, with PCs in command of the ships. Fighter/bomber squadrons could play a role in these, as with potential boarding action.
3. Small battle groups: Tactical battles with frigate class command ships, a few corvettes, and fighter/bomber squadrons.
4. Battle group engagement: Tactical battle between full sized battle groups. Star Destroyer class flagship, possibly a pair of frigates and 3-4 corvettes, as well as a wing or 2 of fighter/bombers.
These are bare-bone examples. Flavor should be added to make the consequences more vital. Perhaps for the dogfight thread, you're escorting a bomber group to attack a troop transport, and the opposing side needs to defend that transport. Or the strike group is targeting a key warship in a battle formation. At the end of the day, warships are a resource for factions and their destruction should be felt.
Tech in Space Battles:
So how do all the fancy ships fit in to this? For sake of balance, and to avoid arguments of "my ship has two more guns than yours and it has 'strong' armor in the write-up so it should win!!1!1!!!", ships of the same class (as defined in the Anaxes War College System) will be an even match against other ships in their class. A frigate vs a frigate will be an even fight. Again, this is to place emphasis on tactics and not having a dozen different ships in each class. Starfighter engagements are a little different, a Nubian starfighter probably won't be an even match against a swanky Sith fighter, but that doesn't mean it can't prevail.
There can be exceptions to this norm, key emphasis on exceptions. Specialty ships can be developed by a faction. What is a specialty ship? Think the B-Wing in Rebels, a particularly tanky frigate, or stealth. A stealth corvette (for example), used correctly, can be a formidable asset. Essentially, it is a unique ship line in it's class that allows it to do something special and give a tactical edge. Factions should not start out with specialty ships, they will have to be developed over a series of threads and outside groups can attempt to sabotage or even outright steal your work. Granted they would have to find out about it, but that isn't an impossible task.
OOCly, when a faction wants to develop specialty ships (or other specialty tech), they should follow the same rules as for prep threads. They are to be mission-style threads focused on gathering resources, protecting against espionage, stealing plans or prototypes, etc. 3 threads per tech, maybe more if it's something super-duper like a superweapon. One of the threads may be between factions rather than PC and NPC. So the Mandos want to steal a prototype from a Sith factory, or vice-versa. This could also sabotage the development of said project.
Say the Sith are developing a new starfighter and the Mandos say "hey, we actually need one of those now that you mention it." They could undertake their own mission to steal a prototype or designs. Alternatively, if they already have a starfighter, they could attempt sabotage: destroying the prototype, plans, or facility where it's located.
What about the "troop count"?
Keep in mind these are subject to adjustment for balance issues once we see space battles play out.
Fighter Squadron (12) - 10 units
Bomber Squadron (6) - 20 units
Corvette - 25 units
Frigate - 50 units
Cruiser - 100 units
Star Destroyer - 250 units
The amount of units a ship costs also can give a good indication of power in comparison to others.
A squadron of Starfighters would likely be dominated by a corvette, however they are close enough that with extremely good tactics a starfighter squadron might prevail with heavy losses. However a squadron of Starfighters and a squadron of Bombers would be more than an even match for a corvette, though the starfighter squadron might take some heavy hits to give the bombers the chance to do crippling damage to the corvette.