Star Wars Roleplay: Chaos

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Lost Resources

The following threads in the Resource and Information forum are still missing from the crash and still need to be recovered/remade/removed:

@[member="Syn"], @[member="Ardak Serifen"], @[member="Ben Watts"]
 

Tavjurn Phil

Guest
  • Memberlist - Guess it really is kinda redundant. Lol.
  • The Writer's Hub - This was an OOC Information Profile for all Republic Writers. It contained a list of Contact Info for all writers. Such as Skype Handles and Email Addresses. It was voluntary.
  • Policy: The Jedi Order - This was an OOC listing of all Active Political Policies that pertained towards the Jedi Order. Such as their Legal Status as an Order, their privileges in Law Enforcement, how Taxes were spent to pay for their Temples, and their unique status as Voluntary Military Members.
  • New Members: FAQ - This was a simple FAQ aimed at New Forum Members. It answered less than 10 common questions that noobs all ask. Such as: How to get a Master, Where do I start, and What character can I play?
  • The Resources Forum: By Category - This was a large page of links that allowed fast navigation of the entire (once sprawling) Resources Forum.
  • Trainer Tracker: For Mentors - This was an OOC listing for all Mentors to Profile their Students and there Apprentices Progress towards Rank Up. It was often empty and should be considered out-dated.
  • Faction History: War Thus Far - I'm working on this atm. Lol. Results by the end of January.
  • Policy: Clone or Droid Armies - This was a public statement by the (then current) Faction Administration. The Republic at the time refused to Clone soldiers or finance a robot army. It is my understanding that the member base has since decided to Clone an army regardless.
  • Tactics: Republic Strongholds - This was an FvF listing of all 'Fortress Worlds' that were Terraformed for the primary use of Fleet Building and PvP Combat.
  • Policies: Treaties, Allies, & Enemies - This was an OOC listing of all Allies and Current Treaties. With links.

My 2 cents. :)
 
Major Faction

Syn

Nimir-ra to Iella, Jedi Shadow
Well I have the ones Ben had me copy and paste but they will need to be updated. Ben had me just copy and paste the works of Flint Pherson
 
Major Faction

Syn

Nimir-ra to Iella, Jedi Shadow
Promotion Requests: Knighthood & Masters

KNIGHTHOOD
Mentors wishing to Promote their Apprentice to Knight Rank must (PM) the current Faction Leader (or any Faction Administrator). The current Faction Leader or Admin will then approve the name and pass it onto Administration.
Please include the following in your Private Message:
  • A Private Message Titled: 'Promotion Request: (Name of Character)
  • The name of the Apprentice
  • A List of the Apprentice's IC Training Threads
Additionally, a Faction Leader may announce the promotion of Apprentices who they consider ready for Knighthood.

MASTERS
When a Knight's Master feels the Knight is ready for promotion to Master, he/she submits the Knight's name for promotion to his/her Faction's Force-User Masters for approval.

The Faction's Force-User Masters vote and decide on whether or not the Knight is to be promoted to Master. Majority rules the vote, but in the event of a tie, the Faction Administrators are required to make the final decision.

If the vote succeeds, the Knight's name is then submitted to the Role-Play Judges to be voted on and ultimately decided whether or not the Knight will be promoted to Master.

If the Role-Play Judge's successfully vote that the Knight be promoted, a Board Admin will inform the Knight and promote him/her.

Please include the following when posting here:
  • The name of the Knight
  • A List of the Knights IC Training Threads
  • How long the Knight has been a Faction member
 
Major Faction

Syn

Nimir-ra to Iella, Jedi Shadow
Policy: Republic Ranks & Commands

Ranks and Command: [Rules]
  • Military:
    You can freely start with any military Rank except High General or High Admiral.

[*]Jedi:
  • You start at Padawan.

[*]Politicians:
  • You can start as a Senator or a Representative. Please see the [Map] for owned planets first.

[*]Intel:
  • You can start with any civilian Rank except Director General.

[*]Abuse:
  • If you are making a mockery of your rank you'll be stripped of it. This can be an OOC or IC action by any Faction Admin.



Ranks and Command: [Navigation Key]
  • Post 2 - The Senate
  • Post 3 - The Jedi
  • Post 4 - Republic Intelligence
  • Post 5 - Republic Military
  • Post 6 - Republic Special Military


Ranks and Command: The Senate

Classification: Civilian, Special Civilian (IE: Aristocracies)
Recommended Titles: The Republic, Politician,

  • Chancellor
    Elected Official. Five-year term. No limitation of term service. Can propose and veto legislation made by the Senate - unless the motion is passed by over 3/4 of the combined Senate. Has key diplomatic roles and can declare a state of war or emergency.

[*]Vice Chancellor
  • Assigned Official. ~ limitation of service. Assigned by Chancellor. Presides over the Senate. Announces bills and records votes. Oversees the budget and makes changes before voting on it.

[*]Minister
  • Assigned Official. ~ limitation of service. Assigned by Chancellor. Preside over specific government portfolios. Removable by Chancellor or by Senate behest.

[*]Senator
  • Assigned or Elected Official. ~ limitation of service. Offers official representation to a Designated Sector System or Tier 01 World. Appointed or elected by the local government. Votes and introduces legislation.

[*]Representative
  • Assigned or Elected Official. ~ limitation of service. Offers official representation to a Designated Sector System, Tier 01 - Tier 02 Worlds, or to an Independent Political Party.


Ranks and Commands: The Jedi

Classification: Civilian, Marshal
Recommend Titles: Jedi Padawan, Jedi Knight, Jedi Master

  • Jedi Grandmaster
    Appointed title by the Council of Masters. No limitation of service. Presides over The Jedi Order.

[*]Jedi Master
  • Appointed title by The Jedi Order. No limitation of service. Portfolios vary.

[*]Jedi Knight
  • Appointed title by The Jedi Order. No limitation of service. Portfolios vary.

[*]Jedi Padawan
  • Assigned title by The Jedi Order. No limitation of service. Portfolios vary.


Ranks and Commands: Republic Intelligence

Classification: Civilian
Recommended Titles: Republic

  • Director General
    Assigned Official. ~ limitation of service. Assigned by Chancellor. Presides over Republic Intelligence.

[*]Director
  • Assigned Official. ~ limitation of service. Assigned by Director General. Presides over a Department.

[*]Bureau Chief
  • Assigned Official. ~ limitation of service. Assigned by Director. Presides over a Department Branch(s).

[*]Assistant Chief
  • Assigned Official. ~ limitation of service. Assigned by Director or Bureau Chief. Assists Bureau Chief in his duties.

[*]Special Agent
  • Assigned Agent. Senior Agent. Increased pay grade and privilege. Licensed to kill.

[*]Agent
  • Assigned Agent. Licensed to kill.

[*]Operative
  • Assigned Branch member.


Ranks and Commands: ARMY & NAVY

Classification: Military
Recommended Titles: Republic

  • Supreme Commander
    Assigned position. ~ limitation of service. Assigned by Chancellor. Presides over the Republic Joint Fleet. Advisor to the Chancellor.


ARMY

  • High General
    Appointed position. ~ limitation of service. Appointed by the Supreme Commander. Presides over an Army in the Republic Joint Fleet.

[*]General
  • Commands an Army Division. Several of which compose an Army.

[*]Major General
  • Commands an Army Regiment. 2-3 of which compose a Division.

[*]Colonel
  • Commands a Battalion. 2-3 of which compose a Regiment.

[*]Captain
  • Commands a Company. 4-5 of which compose a Battalion.

[*]Lieutenant
  • Commands a Platoon. 2-3 of which compose a Company.

[*]2nd Lt
  • Assists in Company Command. Entry-level Officer Rank.

[*]Sergeant
  • Assists in Company Command. NCO.

[*]Corporal
  • Assists in Company Command. NCO.

[*] Private
  • Enlisted Soldier. Entry-level Enlisted Rank.


NAVY

  • High Admiral
    Appointed position. ~ limitation of service. Appointed by the Supreme Commander. Presides over a Sector Fleet in the Republic Joint Fleet.

[*]Admiral
  • Commands a Navy Fleet. Several of which make up a Sector Fleet.

[*]Vice Admiral
  • Commands a Squadron Fleet. Several of which make up a Navy Fleet.

[*]Captain
  • Commands a Capital Ship or Cruiser.

[*]Commander
  • Commands a Frigate or as acting Second Officer to a Captain.

[*]Lieutenant
  • Commands a Corvette or an attack craft Wing Squadron.

[*]Ensign
  • Junior Officers and Pilots. Entry-level Officer rank.

[*]Deck Officer
  • Assists in running a boat. NCO.

[*]Leading Crewer
  • Assists in running a boat. NCO.

[*]Crewer
  • Enlisted seaman. Entry-level Enlisted rank.


Ranks and Commands: Military Special

Classification: Military
Recommended Titles: Republic

  • Senior Joint Chief
    Longest serving staff position on the Council of the Joint Chiefs. An advisor to the Supreme Commander and a member of the Council of the Joint Chiefs. Chosen from the ranks of the High Generals and High Generals of the Military. Presides over the Council of the Joint Chiefs in the event of a tie or the absence of a Supreme Commander. Portfolios vary.


  • Joint Chief
    Appointed staff position. Chosen from the ranks of the High Generals and High Admirals of the Military. Governs the Military in the absence of a Supreme Commander. Portfolios vary.


  • Commandant
    Appointed position. Presides over a Military Academy or Military Installation.


  • Cadet
    Trainee at a Military Academy. Cadets graduate as ARMY 2nd Lt. or NAVY Ensigns.


  • Special Forces Specialist
    Military rank and privilege given to Army or Navy officers and soldiers under special command. Currently, this rank is temporary.
 
Major Faction

Syn

Nimir-ra to Iella, Jedi Shadow
Guide: Goal Setting & Teamwork

Goal Setting: Capitalizing on Time, Talent, and Teamwork

Here at The Republic Faction we aim to prove a community centered environment where every member can contribute and have fun. To aid in this regard we have created a number of goals and mission statements that will guide our efforts as we push forward into a better tomorrow.

OUR THREE FOLD MISSION STATEMENT

  • Share our Freedom, Grow our Family
  • Defend our Freedom, Build our Army
  • Nurture our Freedom, Strengthen our Peace

Now let's break those down and see what they mean for each of us.

SHARE OUR FREEDOM AND BUILD OUR FAMILY

The Republic was founded both In-Character and Out-of-Character on providing freedom and independence to the galaxy and to our writers. We value free agency and the power of positive choices. Together as a Faction, we as members should each strive to share our love of freedom and adventure with others. And when we do so, they will see our fun adventures and desire to join with us in spreading peace and prosperity across the galaxy. In doing so, we will provide a positive, cooperative community with which to write in.

  • Thread Ideas: Interact with your Faction members often. Both IC and OOC. Speak well of The Republic and let other Factions members know that this is a fun place to be.

DEFEND OUR FREEDOM AND BUILD OUR ARMY

The galaxy can be a scary place sometimes. As such, each member of the Republic can find satisfaction in participating in group events like Dominions, Invasions, and Weekend Events. In these scenarios we learn to work as a team and to overcome our opponents. Fostering a stronger bond with our writers and with our characters. Together as members, we can fight for freedom and build a better world for the next generation of heroes and villians. And for the next generation of writers to share.

  • Thread Ideas: Join in all of the Boards fun Group Events and work together with your other Faction members to achieve success. If you can't make an event, be vocal about that and make time in other ways to enjoy the community as a whole.

NURTURE OR FREEDOM AND STRENGTHEN OUR PEACE

Writing on the boards is a fun hobby and creative way to spend your time. But we can't all be online everyday. As such, be vocal about your passions and about your time. Let the community know how we can best assist you. Is there a good time we can catch up with you? Do you only post once a week, or on weekends? In what way can we assist you in having a better time on the boards? As we communication with each other and find solutions towars the best way to prioritize our time together, we learn to share, trust, and make compromises with each other. We strengthen our members and nurture our writers. In this way, we can watch our community grow and prosper peacefully.

  • Thread Ideas: Start a new topic about how you spend your time online. Find other people who share your timezone and can RP with you at a leisurely pace. Ask questions about other members. Ask about their characters, their passions, and their experiences. Making new friends is a great way to get the most out of your RP experience.

IN CLOSING

I hope this section has given you knew ideas about how you can best apply yourself, and your character, at our Faction. Use goals to motivate your writing. Prioritize your time to enjoy RP'ing wisely. And challenge yourself to make new friends and meet new faces.

I hope your time at The Republic is a wonderful and imaginative journey. Were you will make fun memories and friends that will last a lifetime. Enjoy your stay on the boards. And may the Force be with you.
 
Major Faction

Syn

Nimir-ra to Iella, Jedi Shadow
New Members: F.A.Q.

New Member FAQ

  • Q: What is the Republic Faction?
  • A: The Republic Faction is a group of like-minded writers who wanted to come together and promote peace, prosperity, and the pursuit of all good things; across the galaxy. We like to be the Good Guys.

  • Q: What kind of Character can I make?
  • A: Any kind you want. The most popular are Jedi Padawans, Navy Captains, Starfighter Pilots, and Senate Politicians. See: [Ranks and Commands], for more information about Jobs and Titles.

  • Q: Where do I post my Character Sheet?
  • A: In the [Character Creations] forum. Please read the Pinned Topics to learn more.

  • Q: Do I need training?
  • A: No. Currently only Force Users need training. All other characters may jump right in as experienced members of their desired profession and trade. See: [The Training Grounds], for more information.


  • Q: Where can I learn even more about your Faction?
  • A: See: [The Resources Forum], for more information.

  • Q: What do I do when I need help?
  • A: Send a Private Message to an Administrator, Moderator, Roleplay Judge, or the Faction Leader.

Thank you for reading.
 
Major Faction

Syn

Nimir-ra to Iella, Jedi Shadow
Tactics: Planetary Defenses

Planetary Defenses

This thread is an accumulation of defense techniques used to guard the planets and solar investments of The Republic Faction.

PLANETARY DEFENSES BY REGION:

  • Deep Core
    Tier 1 Compliment

[*]The Core Worlds
  • Tier 1 Compliment

[*]The Colonies
  • Tier 1 Compliment

[*]Inner Rim
  • Tier 2 Compliment

[*]Expansion Region
  • Tier 2 Compliment


PLANETARY DEFENSES BY TIER:
  • Tier 1: (High Priority)
    Hyperspace Detection Protocol
  • System-wide Interdiction Protocol
  • System-wide Approach Vector Gateways
  • Local Planetary Defense Forces Protocol
  • Multi-layered Planetary Shielding & Anti-Nuclear Protocol


  • Tier 2: (Low Priority)
    Limited Hyperspace Detection Protocol
  • Local Planetary Picket Forces Protocol
  • Single-layered Planetary Shielding & Anti-Nuclear Protocol


  • Tier 3: (Unguarded)
    No Hyperspace Detection
  • Limited Local Defense Forces
  • Limited Planetary Shielding


PLANETARY DEFENSES BY PROTOCOL:

  • Hyperspace Detection Protocols
    Automatically detects incoming Hyperspace anomalies and distortions from all neighboring systems at FTL.
    Stealth Technologies do not function in Hyperspace.


[*]System-wide Interdiction Protocols
  • Interdiction vessels are present to interdict all vessels approaching system borders. Especially when approaching by an illegal entry vector and not an approved Sector Hyperlane.
    Multiple Intervessels and their combat escorts may be required to Interdict large masses of enemy Forces.


[*]System-wide Approach Vector Gateways
  • Checkpoints setup beyond a system's borders by Local Security Forces to inspect and approve all incoming System Traffic that is coming down an approved Sector Hyperlane.
    Checkpoints can be used for system entry and exit inspections.


[*]Local Planetary Defense Forces
  • Conglomerations of Military Forces assembled and governed by the local worlds and planetary governments of an allied system. Fleet count varies by system according to wealth, demand, and population.
    A Picket Force is primarily used for Scouting and early Recon duties. Usually accomplished by a scattered Fleet of Corvettes, Starfighters, or Space Stations.


[*]Planetary Shielding & Anti-Nuclear
  • Deflector Shields are present that defend a planet and it's atmosphere from bombardment, radiation, asteroids, biological tampering, and nuclear vaporization.
    A series of overlapping Deflector Shields with gaps in between are called 'Locks'. These are very common on system planets with high radiation and asteroid counts.
  • A single Deflector Shield that can open and close by only portions is called a 'Windowed' shield. These are common on most low traffic planets.
  • Multiple overlapping Deflector Shields that can window open are called 'Capital' Shields. These are common on most Core Worlds and wealthy Capital Planets.
  • Deflector Shields that cannot cover an entire Planet's atmosphere are called 'Palings' or 'City Shields'. These are common over many military installations and are slightly weaker than their large cousins.
 
Major Faction

Syn

Nimir-ra to Iella, Jedi Shadow
Tactics: Interdiction Vessels & You

Interdiction Vessels & You

Q: What is an Interdiction Vessel?
A: A vessel equipped with an Artificial Gravity Well designed to pull your ship out of Hyperspace.


To begin, let's start with a few rules of Hyperspace.
  • You can't enter Hyperspace while in the pull of a planet or star's gravity well. One-way 'Hyper Gates' are the exception.

  • Every vessel's Hyperdrive is equipped with a fail-safe device that exits Hyperspace upon contact with a Gravity Well. (This can be turned off at the risk of vaporization.)

  • Hyperwaves are signals that can be transmitted and received in Hyperspace. (These signals travel much faster than a Hyperdrive.)

  • Hyperwave Transmitters and Transceivers broadcast and receive Hyperwaves. (These machines can be moored in Realspace or in Hyperspace.)

  • The Holonet is broadcast by way of the unnumbered legions of Hyperwave Transmitters and Transceivers.

  • Sensor Arrays do not work in Hyperspace. (Probably because they are designed to work at Lightspeed and not faster.)


Now, let's move on to why Interdiction is important.

Q: Will I, ever get Interdicted?
A: Yes. You will. In fact, you will get Interdicted whenever you approach the Guarded Border of a civilized Planetary System.

Q: How?
A: Either by an 'Interdiction Gate' that serves as a Security Hub for a popular Hyperlane or Approach Vector. Or, by an Interdiction Vessel if you are approaching from an illegal Approach Vector.

Q: How do they know I'm coming?
A: By the cross-channeled radiation sonar of 0-Mass Transceivers. See: Imperial Hyperspace Security.

Q: What is a 0 - Mass Transceiver?
A: It is similar to a Hyperwave Transmittor listed above. As it is moored in Hyperspace and broadcasts cross-channeled radiation as speeds much faster than a Hyperdrive. This radiation detects approaching vessels or objects in hyperspace similar to the way sonar works.

Let's Illustrate:
Below is the image of a vessel approaching by an Illegal Approach Vessel. (Red). This vessel is detected by crossing the radiation horizon of two 0-Mass Transceivers that are moored in Hyperspace. The 0-Mass Transceivers send a Hyperwave message to the System's Border Security, who then dispatch an Interdiction vessel to intercept along the illegal vessels course. (Blue). You see the (Red) vessel should be approaching the system via the Hyperlane. The Legal Approach Vector. (Yellow)



Q: How does stealth work?
A: Current 'cloaking' technology renders your vessel invisible to senor arrays, and sometimes even the naked eye, in Realspace only. No vessel can currently remain undetected by 0-Mass Transceivers.

Q: How large is the Gravity Well created by an Interdiction vessel?
A: That depends upon the size and mass properties of the Interdiction Field Generator. ...But it is generally large enough that when your vessel drops out of Hyperspace, you will be able to see the Interdiction Vessel on your Sensors.

Q: Wait. So I can't drop my entire Faction Fleet out of Hyperspace right on the edge of an Enemy World's gravity well and start nuking it?
A: Not in a civilized and guarded system with Interdiction Vessels. Nope. Sorry. And a good Planetary Shield already mitigates this.

Q: Can I outrun an Interdiction Vessel?
A: Yes. You most certainly can. But you must first escape it's Interdiction Field before you can jump again to Hyperspace. It should also be noted that Interdiction Vessels often bring escort ships to help them disable, run-down, and destroy other enemy vessels.

Q: Wouldn't that make leaving a system much easier than approaching one?
A: Yes it would. As 0-Mass Transceivers are generally moored in Hyperspace outside of the gravitational pull of the system's star.

Q: When was this technology established?
A: This method of security was first-mentioned during the reign of Emperor Palpatine and implemented primarily inside the Labyrinth Corridors of the Deep Core. However, the Empire's method also featured the addition of many strategically-placed Gravity Well Projectors in addition to Interdiction Vessels. These methods were later expressed to having been polished and perfected around the Core World Systems before 137 ABY and the rule of Darth Krayt. See: Imperial Hyperspace Security, History
 
Major Faction

Syn

Nimir-ra to Iella, Jedi Shadow
The Galactic Republic: Starting Guide

The Galactic Republic: Starting Guide

  • Q: How do I join?
  • A: Click the button to the right that says Join Faction.

  • Q: What kind of Character can I make?
  • A: Any kind you want. The most popular are Jedi Padawans, Navy Captains, Starfighter Pilots, and Senate Politicians.

  • Q: Do I need training?
  • A: No. Only Jedi need training. See: [The Training Grounds], for more information.

  • Q: Where can I learn even more about your Faction?
  • A: See: [The Resources Forum], for more information.

  • Q: What do I do when I need help?
  • A: Send a Private Message to an Administrator, Moderator, Roleplay Judge, or the Faction Leader.

Thank you for reading.
 
Major Faction

Syn

Nimir-ra to Iella, Jedi Shadow
Policy: Clone & Droid Armies?

Republic Clone & Droid Armies - updated by orders of Darron Wraith, 13/06/2013

  • Q: Will the Republic be making a new Clone Army?
  • A: Not at this time. In the view of the modern Republic, it is ethically indefensible to send cloned, brainwashed sentient beings to die. A clone army would be comparable to Sith alchemy's creations, which are designed to fight and die for their masters.

  • Q: Will the Republic be making a new Droid Army?
  • A: Not at this time. Droid creativity is almost always insufficient for military command. Such roles are generally not suitable for droids. While droids are found in many assistant roles, even combat-related roles, armies composed of droids are not part of the program.
 
Major Faction

Syn

Nimir-ra to Iella, Jedi Shadow
Politics: Treaties, Allies, & Enemies

Politics: Treaties, Allies, & Enemies

This thread was created as HUB for all of the Republic Faction's Political Affiliations. Here will list our Political ties, treaties, and relationships. Thanks.

RELATIONSHIPS BY TIER:

1 - Declared State of War of the Senate
2 - Hostile
3 - Neutral
4 - Friendly
5 - Declared Allies by Senate Treaty

RELATIONSHIPS BY FACTION:

  • The Sith Empire: - 2
  • The Mandalorians: - 3
  • The Imperial Remnant: - 3
  • Omega Pyre: - 4
  • The Yuuzahn Vong: - 3
  • South Systems Syndicate: - 2

NOTABLE TREATIES BY DESCRIPTION:
 
Major Faction

Syn

Nimir-ra to Iella, Jedi Shadow
Tactics: Republic Strongholds

Republic Strongholds

This topic was created to house a listing of all of the Republic Factions Military Strongholds and Fortresses. Such locations may include: Joint Fleet Construction Yards, Joint Fleet Military Space Stations, Anti-Siege Countermeasures, Joint Fleet Training Exercises, and other High-Profile Military Installations and activites. This topic is subject to change based upon Map conditions.

REPUBLIC STRONGHOLDS BY PLANET:
  • Balmorra
  • Bilbringi
  • Coruscant
  • Anaxes
  • Bogden
 
Major Faction

Syn

Nimir-ra to Iella, Jedi Shadow
Policy: Making Faction Gear in the Factory

Policy: Making Faction Gear in the Factory - updated on the orders of Darron Wraith, 13/06/2013

Q. How do I create faction-centered equipment?
A. Anyone can create equipment in the Factory. However, if you want technology added to the Republic War Manifest, it is recommended that you start a discussion topic in the Republic's Factory Discussion forum before submitting your idea to the Factory.
 
Major Faction

Syn

Nimir-ra to Iella, Jedi Shadow
Tactics: Fleeting 101

Tactics: Fleeting 101

Note: This page is a Work In Progress. As such, it is subject to change at any time.

Welcome Fleet Commanders. Lets start.


VESSELS BY TYPE
  • Interceptors
    Scouts, Skirmishers, and Harassers. Often with weak weapons, these are best used as your eyes and ears when flown solo. When in groups use them to harass enemy bombers or starfighters.

[*]Starfighters
  • Dog Fighters. Often with medium weapons, these are best used to cripple enemy Starfighters and light vessels with weak shields. When in groups use them to harass larger enemy vessels and escort bombers.

[*]Bombers
  • Ship Killers. Often with heavy missile loads, these are best used to cripple enemy shields or deal high damage to exposed enemy vessels. They also work great at sweeping minefields.

[*]Dropships
  • The space between your Carriers and the Landing Zone. Use them to deploy armor and troops without landing personally on-world.

[*]Republic Corvettes
  • Fast ships that excel at harassing enemy starfighters. Run them down and finish them off. Offense is key here as your shields can take a beating from their small arms fire. There's can't.

[*]Republic Frigates
  • Assault Frigates
    focus-fire on larger vessels. These are your most numerous vessels for DPS. Turbolasers go here.

[*]Escort Frigates
  • Designed to take a beating from smaller vessels and keep on ticking. Generally with a ton of AA guns.


[*]Republic Cruisers
  • Liberation Class Cruiser
    The work horse. Focus-fire on larger vessels and DPS them to death. Your shields are designed to take a massive beating.

[*]Emancipation Class Heavy Cruiser
  • Army Carrier. Brings the tanks to the ground war and blows up the enemy installations from orbit or in-atmo. Guard these guys until the Planetary Shields fall. Then unleash hell.


[*]Republic Capital Ships
  • Preservation Class Star Defender
    Army Escort Carrier. Bringing in the whole of the Army. With more orbital guns than you can shake a stick at. Use these to blow up enemy ships in a hurry.
    Balanced
    Armor, Troops, and a few Starfighters. Complimented well with Heavy Cruisers during ground Invasions.



[*]Salvation Class Star Defender
  • Enemy Ship Exploder. These Flagships are used to blow up any enemy medium or heavy vessel very quickly. Shields make them almost immune to smaller vessels and tractor beams can keep anyone from escaping.
    The Prefab Base. Drop this planet-side for an instant Fortress.




FLEETS BY THE NUMBERS

  • Flotillas and Task Forces - Captain by Seniority
    A group of Corvettes, Frigates, or lighter vessels given small tasks. Scouting, Patrol, and Picket Duty. Many times these are ad-hoc formations given light duties on the fly.

[*]Squadron Fleets - Vice Admiral - or most senior Captain
  • 3 - 5 Cruisers. Generally given medium tasks. Defensive Patrol, Blockade Duty, or the General Attack Formations. Your general BOOM unit.
  • 3 - 5 Assault Frigates. General Attack Formations. A smaller, more numerous BOOM unit.
  • 3 - 5 Attack Corvettes or Escort Frigates. Generally given defensive tasks. Escorting Warship, Pursuit Duty, or General Support Formations. Your general HELP unit.

[*]Navy Fleet - Admiral - or most senior Vice Admiral
  • A large formation of warships.
  • 3 - 5 BOOM squads. (~ 20 Cruisers)
  • 7 - 9 BOOM/HELP squads. (~ 40 Frigates)
  • Specialist Vessels. (Interdictors, ECMs, Cloaks by mission.)
  • Invasion Troop Transports. (Heavy Cruisers. Numbers vary by Invasion.)
  • Flagships. (Capital Ships. Numbers vary by theater.)

[*]Sector Fleet - High Admiral - or most senior Admiral
  • A large task force of Navy Fleets
  • Exact numbers varies by theater

[*]The Joint Fleet - The Supreme Commander
  • A broad term meaning every ship belonging to the Galactic Republic.
  • Does not represent local Planetary Fleets or Forces which are owned and operated by many Republic Planets.


TACTICS BY TYPE

  • Focus Fire
    Don't just shoot their Massive Flagship. You'll never kill it and this never stops their Cruisers from pounding you. Start by culling their smaller ships and picking off their turbolasers one-by-one. Order all of your big guns to kill their medium vessels first. Then let your fighters bomb their Flagships to death.
    If there are Interdictors present. Kill these first. You can't retreat as long as these vessels exist. And yes, the enemy will try to hide them in the back lines.
    If your guns can't reach them, then neither can their Gravity Well reach you. Just ignore them in that case.



[*]Tractor Beam
  • If anybody in a medium to large vessel tries to reach your back lines. Web them, blow out their engines, and then send them hurtling back at the enemy lines like a missile. Haha. Yes, you can push and pull with Tractor Beams.
  • Also. Grab a friendly wreckage and pull it for cover when your being FF'd. Blocking a single volley of heavy turbo fire is sexy. Even if your durasteel shield gets incinerated in one shot.

[*]Shields Recycle
  • If your the vessel being FF'd by the enemy. Stop shooting, Backup power to your Shields, and take cover behind a larger ship if you can. Letting your shields recycle is key to keeping your ship intact and slowing down enemy DPS.

[*]Share the Damage
  • If you buddy vessel is being FF'd on the firing line and has stopped firing to focus power to their shields. Pull in front of them and let their shields recycle. DPS is still constant, but your buddy is recharging to come back later.
    Not even Capital Ships can do this switch-off tactic indefinitely against heavy fire on a straight line. Your going to get flanked, fighter bombed, circled, or pressured down eventually.


[*]Ram them
  • Don't. Stand and bang. Tractor Beams will just push you aside against larger vessels. Or web you up completely. And deflector shields do mitigate this dramatically. You'll be just another brave concussion missile that didn't scratch the paint.

[*]Retreat
  • Do it when your losing. Set the coordinates. Scout the retreat. Reset the coordinates for the Fleet. Disengage and jump to Hyperspace.
    This is a great way to get the bad guys to follow you into an ambush to if they don't try to scout you before pursuing.
  • Drop mines or explosives after you jump. Your enemy will warp from hyperspace to pursue you right into a kill box. BOOM.


[*]Command by Cloak
  • So their Fleet Commander is on the Flagship right? Not always. Commanding your Fleet inside a Cloaked vessel is a great way to minimize stress during combat. You never take direct fire when undetected and you can keep giving orders even when fighting down to the last man.
 
Major Faction

Syn

Nimir-ra to Iella, Jedi Shadow
Major Faction

Syn

Nimir-ra to Iella, Jedi Shadow
Faction History: War Thus Far

Faction History: War thus far

Faction Founder:
  • Dex Rostu

Faction Intro Plotline:
  • Several centuries ago, an act of terrorism unleashed the deadly Gulag Virus upon the unsuspecting the unsuspecting galaxy. In the span of a few short years, billions upon billions of lives were extinguished. The Galactic Alliance did all in its power to extend aide to the dying masses and to concoct a cure for the plague, yet time and time again, they failed. Soon, many of the Alliance's sectors fell out of communication, whilst many systems throughout the galaxy closed their doors. Then, in what seemed like an instant, the center of peace, prosperity, and progress for all ceased to exist: the Galactic Alliance had fallen. Now, eight hundred years into the future, the disease has seemingly run its course. Now, the galaxy attempts to lick its wounds and rebuild. Many regimes have begun their respective battles for power, and each day the race for galactic dominance becomes ever more intense. In this era of chaos, the Galactic Alliance exists as a shadow of its former self: a small Republic formed out of the worlds sympathetic to the overall cause of spreading peace, prosperity, and progress. At the mantle of this coalition is the High General, a veteran of the Republican forces who diligently works to restore the Republic to its former glory, and the Chancellor of the Senate, an elected official whom represents the will of the Republic's people. Communications have been extended to the Jedi Order, for the Republic would want nothing more than to stand side by side with the congregation dedicated to bringing peace and justice to the Galaxy. Relations with the Order are slowly developing. The Republican Military itself is steadily growing, with active recruitment and training occurring regularly within Republic space.

The Triumvirate

Early in it's conception the Republic existed as 'The Triumvirate'. A hybrid of Jedi, Navy, and Senatorial Power. The following Galactic Events, Dominions, and Invasions took place under this model:
  • SNRP: The Drums of War
    Outcome:
    High General Dex Rostu, Grandmaster Teferi Effret, and The Senatorial Delegation signed a 'Declaration of the Republic'. Officially uniting the Free Systems under The Triumvirates banner.


[*]SNRP: The Conflict on Morje
  • Outcome:
    The Republic Military clashes with The Sith Empire and continues to influence the local population in their favor.


[*]Dominion: Anaxes:
  • Outcome:
    The Triumverate fails to influence Anaxes to their full potential.



The Peoples Senate

Following the retirement of High General Dex Rostu, the leaders of the Triumvirate meet to discuss a change in government. These Republic leaders then transfers all current Governing Powers of the Jedi and Military Branches to the Republic Senate. Thus granting absolute power to the people. The following Galactic Events, Dominions, and Invasions took place under this model:
  • WERP: Shattered Souls
    Outcome:
    Sith, Republic, and Mandalorian Fleets clash to a stalemate in space over an abandoned Sky Continent with a dark past. Sith Adepts then capture a rare and destructive artifact.


[*]WERP: Divided we Fall
  • Outcome:
    A Republic Capital Ship crashes onto a Sister World as the Republic and Sith Armies clash over support from the local Sister World Governments. Sith Adepts lose their rare and destructive artifact in the desert.


[*]WERP: Rumble in the Jungle
  • Outcome:
    Key figures of The Republic are rescued from Trandoshan Slavers.


[*]Dominion: Hapes
  • Outcome:
    After the resolution of an attempted coup, The Republic successful negotiated the succession of Hapes.


[*]Dominion: Onderon
  • Outcome:
 
Major Faction

Syn

Nimir-ra to Iella, Jedi Shadow
Policy: The Jedi Order

Policy: The Jedi Order - updated by orders of Darron Wraith, 13/06/2013

This thread represents all Faction Policy has it pertains to The Jedi Order Sub-Group.

  • The Jedi Order:
    the Jedi Order has a close constitutional relationship with the Republic Government
  • the Jedi Order works in tandem with all Republic Government branches to accomplish their collective goals
  • Members of the Jedi Order may act as martial peace-keepers across all of Republic Space
  • Members of the Jedi Order may hold military rank; such Jedi will answer to the appropriate military authorities


  • Rules of The Jedi Order
    Members of the Jedi Order are Republic citizens and will be accountable to Republic legal jurisdiction
  • Members of the Jedi Order will not be penalized for forming romantic relationships, but irresponsible or promiscuous conduct is cause for concern
  • Jedi will not willfully associate with Darksiders, unless attempting to redeem them, or on the orders of the Council


  • The Jedi Council
    The Council will be composed of:
    The Grandmaster of The Jedi Order
  • Jedi Masters (12, out of which at least 6 will be dedicated NPCs)
  • Jedi Knights (1)
  • The Supreme Chancellor of the Republic Senate
  • The Supreme Commander of the Republic Joint Fleet
 
Major Faction

Syn

Nimir-ra to Iella, Jedi Shadow
and that was really it, again I was only asked to copy and paste them not really do much more at the time. However I am all for helping update Daella
 

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