The Mandolorian REVIVAL

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 Maintaining And Raising An Army

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Andreas Vannet
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Posts : 61
Join date : 2009-01-25

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Race: half elf
experience:
100/300  (100/300)
Faction: Aristocracy of Evant

PostSubject: EXTRAAAAAAS   Sat Nov 21, 2009 10:35 am

Here is a link for the map of the galaxy. http://www.mecha.com/~conkle/starwars/images/galaxymaphires.gif

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Grand Admiral Morlish Veed
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Andreas Vannet
High Nobleman
High Nobleman
avatar

Posts : 61
Join date : 2009-01-25

Character sheet
Race: half elf
experience:
100/300  (100/300)
Faction: Aristocracy of Evant

PostSubject: Maintaining And Raising An Army   Tue Nov 10, 2009 8:59 pm

ARMIES: Raising and Maintaining

Any planetary militia: 1 point to raise, 0 points to maintain. Can be raised on any world from Colony on up.
Planetary Militia is the citizenry, mobilized with what is available and using converted civilian vehicles for mobility. It cannot consist of more than 25% actual military personnel (current or former) or military vehicles. Militia will have no heavy assets (ie, AT-ATs, LAAT/i, etc).
Planetary Militia will scatter if confronted by any force that outmatches them by more than 3+ points.


Droid Infantry: 3 points to raise, 1 point to maintain. Can be raised on any world from Minor World on up.
Droid Infantry Reserve: 3 points to raise, 0 points to maintain, 1 week to activate to full cost.
Cheap and hardy, droids are also not too bright and have a number of exploitable flaws. You also have to have access to a Droid Factory to obtain them (or they have to be purchased); they cannot be raised from among the citizenry.


Light Infantry: 5 points to raise, 1.5 points to maintain. Can be raised on any world from Minor World on up.
Light Infantry Reserves: 3 points to raise, 1 point to maintain, 2 months to activate to full cost.
Organized, trained, equipped with man-portable gear & weapons, some vehicles for transport but no combat vehicles. Uniforms are typically cloth with some light armor. The Rebel Endor Commandos would be an example of Light Infantry.


Heavy Infantry: 6 points to raise, 2 points to maintain. Can be raised on any world from Average on up.
Heavy Infantry Reserves: 4 points to raise, 1 point to maintain, 3 months to activate to full cost.
Organized, trained, equipped with man-portable gear & weapons, some vehicles for transport but few combat vehicles.
These are your Stormtrooper, Clonetrooper, or other "Armored Trooper" combat groups.


Repuslorlift Divisions: 7 points to raise, 2 points to maintain. Can only be raised on Major and Home Worlds.
Repuslorlift Reserve: 5 points to raise, 1 point to maintain, 4 months to activate to full cost.
(Add +1 to both "raise" and "maintain" if embarked troops are Heavy Infantry)
Troops and vehicles kitted with Repulsorlift vehicles, including LAAT/i, MMT, MTT, T-47s, etc.
Unit Limit: 6 for Homeworlds; 4 for Major Worlds.


Heavy Divisions: 9 points to raise, 3 points to maintain. Can only be raised on Major and Home Worlds.
Heavy Reserves: 6 points to raise, 2 points to maintain, 4 months to activate to full cost.
(Add +1 to both "raise" and "maintain" if embarked troops are Heavy Infantry)
Heavy armored and troop-transport divisions. Vehicles are typically Walkers of various sorts.
Unit Limit: 3 for Homeworlds; 2 for Major Worlds.



DIVISIONS, ARMIES AND FORMATION SIZE:
A Battalion would be around 1,000 troops;
5 Battalions are 5,000 troops and form a Brigade/Regiment
4 Brigades are 20,000 troops and form a Division
(At least one of the four Brigades is of support troops)

4 Divisions is 80,000 troops and makes up a Corps.
5 Corps is 400,000 troops and forms an Army.

DEFENSE ARMIES:
Defense Armies are free with each Defense Package.

Homeworld: 1 Heavy Division, 2 Heavy Infantry Divisions, and 6 Armies of Light Infantry.
Major World: 2 Heavy Infantry Divisions, 4 Armies of Light Infantry.
Average World: 1 Defense Army of Light Infantry.
Minor World: 1 Defense Corps of Light Infantry.
Colony: 1 Defense Division of Light Infantry.

Defense Armies cannot ever be deployed offworld, they are part of the world's defense forces. Removing them from the world they defend essentially means abandoning that world and removing it from your OOB.


MAXIMUM ARMY FORCES PER WORLD:
Homeworld: 6 Armies +3 (optional) Reserve Armies
Major World: 6 Armies +3 (optional) Reserve Armies
Average World: 3 Armies +1 (optional) Reserve Armies
Minor World: 1 Army +3 (optional) Reserve Corps
Colony: 1 Division +1 (optional) Reserve Brigade


[Reveal] Spoiler: Example
Bob has three worlds, 1 major, 1 average world and 1 colony. Therefore, he an build no more than 10 armies in total. He can also add up to 4 Reserve Armies and a Reserve Brigade as options. Of these, only two can be heavy ones.


OFFWORLD POSTING:
A larger world could raise an Army and then post them on a smaller world. The world that raised the military forces would have to pay points for their upkeep as if the troops were still stationed on their home planet. Units stationed Offworld still count with regards to the size limits of the parent world.


[Reveal] Spoiler: example
Naboo, an Average World, raises an Army and posts two Divisions on the Colony moon of Tasia. Because Tasia is a Colony, it cannot support so many Divisions on it's own, so the cost to initially Raise and Maintain those Divisions are Naboo's responsibility, and still take up a slot on Naboo's maximum unit limit.


======================================================

SPECIAL UNITS:
An "elite" unit (Army or Space) would be +5 to cost, +3 to maintain. This is on top of base costs.

Elite Unit examples:
501st Stormtroopers
181st TIE
Rogue Squadron
Wraith Squadron

=====================================================

THE FORCE:
What is Star Wars without the Force, and Jedi & Sith running around?

JEDI/SITH BASE COST:
Padawan/Apprentice: 10 points
Knight: 15 points
Master: 20 points

=====================================================
This is a work in progress, so most of this might be changed.

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Grand Admiral Morlish Veed
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