Star Wars: Disintegration
Star Wars Nation Roleplay
Keywords: realism, politics, trade/economics, intrigue, crime, gore, war, marriages, racism, mature themes, sci-fi, plot twists, ...
Zoomable Galaxy map similar to google maps, nifty.
IC information and scroll:
Following the Rebel Alliance's victory at the Battle of Endor and the death of Emperor Palpatine and Darth Vader, riots and uprisings took place on a multitude of Imperial-held worlds, as the news spread across the galaxy. Even Palpatine's homeworld of Naboo could not escape a liberation struggle. On Coruscant, billions revelled in their newfound freedom, and riots broke out from the non-Human-dominated sectors in which all Imperial patrols were attacked in the streets. Statues of Palpatine were toppled and other Imperial symbols were desecrated by those non-human minorities that had been savagely oppressed.
In the midst of all the celebrating and rioting, Imperial authorities ordered a massive crackdown on the rebellious elements in the city-planet's population and gave full power to the local military force to end the uprising and restore order to the system. The military retaliation was horrendous and the death-tolls rose as the Empire struck down the insurrectionists and brought the populace back under its control. Following this, control over Coruscant was again restored.
However, Emperor Palpatine's death provoked a crisis of leadership within the Empire: Palpatine had never laid down a succession plan, and various individuals and organisations alike now lock eyes onto the tasty prize that is the Imperial throne. A temporary Ruling Council was established, but held little real power. Wary of further Rebel strikes against key targets, the Ruling Council adopted a fortress world strategy, fortifying key systems. This left the Rebellion, swiftly reconstituted as the Alliance of Free Planets, largely unopposed. Additionally, this defensive strategy caused many of the Empire's most ambitious Moffs and governors to think only of the safety of their homeworlds and power bases, causing them to de facto break with the Ruling Council and become the first ‘warlords’.
Did the Rebels truly defeat Palpatine’s Empire at the Battle of Endor? Remnants of the Empire surely remain. What fate awaits the disintegrated Galaxy now, with a fledgling Alliance trying to maintain order?
In the midst of all the celebrating and rioting, Imperial authorities ordered a massive crackdown on the rebellious elements in the city-planet's population and gave full power to the local military force to end the uprising and restore order to the system. The military retaliation was horrendous and the death-tolls rose as the Empire struck down the insurrectionists and brought the populace back under its control. Following this, control over Coruscant was again restored.
However, Emperor Palpatine's death provoked a crisis of leadership within the Empire: Palpatine had never laid down a succession plan, and various individuals and organisations alike now lock eyes onto the tasty prize that is the Imperial throne. A temporary Ruling Council was established, but held little real power. Wary of further Rebel strikes against key targets, the Ruling Council adopted a fortress world strategy, fortifying key systems. This left the Rebellion, swiftly reconstituted as the Alliance of Free Planets, largely unopposed. Additionally, this defensive strategy caused many of the Empire's most ambitious Moffs and governors to think only of the safety of their homeworlds and power bases, causing them to de facto break with the Ruling Council and become the first ‘warlords’.
Did the Rebels truly defeat Palpatine’s Empire at the Battle of Endor? Remnants of the Empire surely remain. What fate awaits the disintegrated Galaxy now, with a fledgling Alliance trying to maintain order?
OOC information:
This will be a nation rp. I’m sure most of you have already been in one before. If you like manoeuvring your little pawns in a political game of intrigue and shadowplay, you’ve come to the right place. The setting will be low-fantasy with predominately human civilisations.
I reserve the right to suggest amendments to your nation and/or character sheets in order to balance the game. You should work with what you can realistically have, not with everything you wished for. I understand that might sound a bit arbitrary, but I hope you trust me to keep fairness in play. Not to say I am unreasonable and will not work things out with a player. All in all I want to avoid unsurmountalbe "God Nations".
As said, I want every participant to be realistic in both their nations, as well as their characters' personalities, traits (AND flaws) and ambitions as well as take external and internal developments into account. No nation will be entirely self-sufficient or all-powerful. Interaction is encouraged. As a rule, consider tech-level to be at the time of the Battle of Endor (4ABY). Concerning the timing of the RP, we pick-up shortly after Palpatine and Vader’s deaths and prior to the invasions of the Sri-Ruuvi, Nagai and Tof (let’s keep those extra-galactics where they are).
Focus of the RP is not to lose ourselves in game mechanics, instead this is a game of logic, reason and collaborative writing. Our goal is not to have an overly competitive game, but to immerse into a nice creative experience for all parties. We write a story with each other, not against each other. Does that mean there will not be any competition? No, but keep it civil and reasonable. War makes for an excellent story, but let us not limit ourselves to that.
Concerning Force Users and canon characters; feel free to pick up a canon character, but I suggest you create an original one. While canon chars are great to base your own nation’s personalities on, they do put a potential strain on the RP. Luke Skywalker, Leia, Han,… these are such influential individuals that practically shape the events of the universe themselves, therefore I they are barred from play. However, you are not limited to play a wayward Moff or warlord. The way I see it we take the Star Wars galaxy post-original trilogy and populate it with characters of our own. Whether that be a Hutt, a pirate lord, Imperial or Rebel, or an independent individual capitalising on the collapse of the Empire. I do, however, hope that we have a few Imperial Warlords ready to step up to the plate. While force sensitive people, attuned to the Force are naturally around, you have to keep in mind that they are unpracticed and cannot control their powers. In general, I'd say they are regular individuals with a higher lucky streak than normal, for the Sith were destroyed, and Luke is the only 'Jedi' we know of.
Rules:
- GM word is final.
- Advanced standards; common sense approach; game of logic and collaboration.
- Sheets should be posted on the OOC (though they can be sent via pm as well) for approval/disapproval. Not all decisions will be made public.
- Play to enjoy, not to win.
- Adhere to the Star Wars feel.
- Massively powerful Star Wars characters are not available to the players (Luke, Leia, Han, Lando,…) Original player characters are encouraged.
- You are assumed to be an adult by submitting a nation/character for this game; please act like one.
- Applications may take a few days before a decision can be made. Generally, issues will be resolved over pm.
- Players are encouraged to play typically one-on-one scenarios, large battle scenarios, cloak-and-dagger scenarios, small plots and large plots. To be creative, and to interactive with their fellow players on their own to plot. Take initiative but don't be a dick.
- 'Meta-gaming' is evil (just don't be a-holes).
- Tech levels are variable and based on canon SW-lore. Super Star-Destroyers and massive battle stations (e.g. Death Star) are not in use. Experienced Force Users are off-limits I'm afraid.
- More rules can be added per GM leisure.
Setting resources:
More follow. Along with guidelines and sheet templates, and mayhaps a system for those of you who like building armies.
setting resources
- Line of battle configuration during galactic civil war
- Background on the Imperial Navy
- Rebel Alliance/New Republic Fleet
- Starfighters
- Imperial Capital Ships
- Rebel Alliance Capital Ships
Starships are spacecraft able to traverse star systems using thrusters and drives. While they are capable of reaching individual destinations independently, hyperdrives are the common manner of travel between star systems. Not all ships are outfitted with their own hyperdrives.
Small military vessels exist in a plethora of shapes and sizes, carrying out a variety of duties in any navy. Largely their types can be broken up into five roles, and are considered as combat support craft. These are:
- Fighters - one-man (sometimes two) craft used to perform close-range attacks on enemy ships. (e.g. TIE fighters, X-wing)
- Interceptors - one-man craft optimised for destroying opposing fighters. Fighters and interceptors were sometimes combined roles. (e.g. A-series interceptors)
- Bombers - small craft equipped to bomb planetary or orbital targets. Bombers are also capable of carrying torpedoes that can be fired at enemy starships.
- Multi-purpose – a small craft designed to combine a number of roles, keeping the middle between a fighter and bomber, effectively becoming a torpedo-boat. These designs are usually slower but more heavily armoured than their single-role counterparts (e.g. Skipray Blastboat).
- Shuttles facilitate personnel transfer between large ships without the need to dock, or between a starship and the ground. Some shuttles have been adjusted to carry out boarding actions.
Military vessels are generally divided into two groups: small and large ships, each with its own sub-division. Be advised that names can be misleading concerning ship classes. For example, the Carrack-class ‘light cruiser’ is designated as a frigate. Another example would be the lengthy Vigil-class which is actually a corvette in spite of meeting the length requirements to be classified as a frigate. Victory-class Star Destroyers are, in spite of their call-name, too small to be classified as true star destroyers. Ship-types can be moved up and down the ladder according to armament, role and size. There is a particular overlap with the corvette, frigate and cruiser size brackets. Depending on its equipment, ships like the Acclamator-class assault ship can be considered a (heavy) cruiser, troop-transport or carrier.
We shall try to follow the Anaxes War College System that classifies according to ship length. When checking this list, be wary of the year of introduction of the ships (the RP kicks-off at the end of 4ABY).
- Corvette - The corvette is a class of warship. They are typically small, fast, maneuverable and relatively lightly-armed. Generally large enough to be considered a capital ship but smaller than a frigate, corvettes fill a variety of roles that range from picket duty within large fleets to system defense, anti-starfighter role, and convoy escort. Corvettes are used to perform several combat and survey missions. Oft-times they act as screens for the heavier models. Corvettes can be adapted to a variety of roles. Some examples would be the Rebel Alliance CR-90 model, or the Imperial Raider-class and Vigil-class.
- Frigate - Frigates are light escort and scouting vessels. They often have extensive guardian systems to provide anti-fighter screening for capital ships, and carry a squad of marines for security and groundside duty. Unlike larger vessels, frigates are able to land on planets. The most important roles filled by frigates is reconnaissance and support. Frigates are equipped with extensive and sensitive sensors in order to detect stealthed enemies. They also have proportionally larger thrusters and lighter design mass, allowing them greater maneuverability than larger ships. In combat, speed and maneuverability make frigates largely immune to long-range fire of larger vessels. In fleet combat, frigates are occasionally organized into "wolf pack" flotillas of four to six. Wolf packs speed through enemy formations, hunting enemy vessels whose kinetic barriers have been taken down by fighter-launched disruptor torpedoes. The wolf pack circle-strafes vulnerable targets, using their superior speed and maneuverability to evade return fire. They are designed to serve in a skirmishing role to protect larger ships, or more generally, a ship designed to serve in some sort of support role. Due to their strong HoloNet and communication links, they are sometimes favoured as command ships over larger ships. Some prominent examples include the Nebulon-B frigate, Mon Calamari MC-30 and similar MC-designs, Mk. II Assault Frigate, as well as the Imperial Class II frigate.
- Cruiser - Cruisers are middle-weight combatants, faster than star-destroyers, and more heavily-armed than frigates. Cruisers are the standard patrol unit, and often lead frigate flotillas. Cruisers cannot land on medium or high-gravity worlds, but do possess the ability to land on low-gravity planets. Cruiser-class starships are the standard combat unit encountered away from large naval bases, the "poor bloody infantry" of most fleets. Nimble scouting frigates have neither the punch nor the stamina to stand up to serious combat, and the mighty dreadnoughts are a strategic resource, carefully hoarded and committed to only the most critical of battles since many are out of commission or unfinished. Cruisers perform routine independent "show the flag" patrols in settled systems and lead flotillas of frigates in small engagements, such as pirate suppression campaigns. In major fleet engagements, cruiser squadrons support the battle line by screening their flanks against enemies attempting to maneuver for a main gun "bow shot" from their vulnerable broadsides. Others, such as the Broadside-class were used as missile launchers, surrendering maneuverability for firepower. Additional examples of this size bracket are the Tartan Patrol Cruiser, Guardian-Class, the old Dreadnaught Heavy Cruiser, and the Gladiator-Class SD.
- Heavy Cruiser - Heavy Cruisers are those ships with heavier armaments than regular cruisers, and usually have a specialized combat role. Heavy cruisers are often the backbone of any fighting fleet as they fulfill many important roles. Such roles include planetary bombardment, troop transport and ship to ship combat. Interdictors are able to prevent the enemy escaping into hyperspace, but are vulnerable because of their stationary deployment. However, most heavy cruisers are not equipped with starfighters. Therefore, they are in need of smaller support craft like frigates, corvettes and carriers, taking starfighters into battle. Renowned examples are the Imperial Acclamator and Victory-class (I and II), the equally characteristic but more powerful MC80 Liberty-class of the Alliance Fleet, or the outdated Venator-class vessels used by the Galactic Empire and Rebel Alliance alike.
- Carrier - Carriers are vessels that carry a large number of fighters. All nations provide their fleets with organic fighter support. Cruisers fit a handful in the space between the interior pressure hulls and exterior armor. Star Destroyers and battlecruisers have a hangar deck within the hull. Larger cruisers can often be designated as carriers, sacrificing armor and firepower in favor hangar space. In fleet combat, carriers stay clear of battle, launching fighters and bombers bearing disruptor torpedoes. Fighters are the primary striking power of the ship; if a carrier enters firing range of the enemy, things have gone very wrong. It is possible to recover and rearm fighters during combat, though most carriers seal the flight deck and try to stay out of the way. The flight deck is essentially a corridor through the armor and into the heart of the vessel. A single well-placed torpedo is often enough to gut a carrier. Some prime examples of specialized carriers are the Imperial Ton-Falk Carrier and impressive Secutor-Class Star Destroyer, or the cargo-freighter turned carrier Quasar Fire-class.
- Star Destroyer - Star Destroyers, named for their purported capacity of destroying entire star systems, were the most recognizable ship class within the Imperial Navy. In the Imperial-class's case, they were the Imperial I-class Star Destroyers and the Imperial II-class Star Destroyers. Each variant had some improvements to their predecessors, such as the Imperial II-class carrying ion-cannons. The Imperial-class before the Galactic Empire had been known as the Imperator-class. The Rebel Alliance couterparts for the Star Destroyer class would be large cruisers such as the Dauntless-Class, patched up Venators or stolen Imperial vessels. Rare Mon Calamari models such as the MC80 Home One Type could also measure up to Imperial Star Destroyers.
- Battlecruiser - Battlecruisers and battleships are commonly the largest and most powerful craft in a fleet. There are only a few battlecruisers in use at any given time due to their sheer size and cost to produce as well as maintain. Massive ships, these can be seen as the high-end apparel of any military force, and an unofficial precursor to the freakish dreadnought classes. The Empire usually employed outdated types such as the Praetor Mark II-class or the privately constructed Tagge Battlecruiser, both reminiscent of smaller, more manageable Star Destroyer designs. The Rebel Alliance fielded the giant Bulwark Mk. III, first used by the Techno Union during the Clone Wars.
- Dreadnoughts – off-limits for now.