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The Terrordome; Base of Operations for the Midnight Dragon Syndicate
Topic Started: Feb 25 2017, 10:28 PM (76 Views)
IronManRS

The Terrordome
Town/City Residential District: A Town or City District represents the various villages, towns, and cities within a 50 mile radius on the surface of a planet. Each district can house up to 250,000 people. The district takes up .5 Slots & costs 50,000 to construct.

High-End Business District: A High-End district provides brings in 2.5 Million credits each week and costs 3 Million Credits to build.
Agricultural: This district represents various farms on a planet with a single district producing five Food Units each week with one unit feeding 1 Million people. Costs 2.5 Million Credits & 1 week to build. - 2

High-End Industrial District: A high-end district produces far better quality products as well as some harder to find items. Each district makes 5 High-End Manufactured goods a week, each valued at 2 Million credits. Building this facility costs 20 Million Credits, 4 Material Units, and takes two weeks to construct. - 1

Trauma Medical District: A Trauma level district is able to handle more extreme cases and comes equipped with a team to deal with deadly outbreaks. This district reduces the chances of an outbreak by 10% and comes with a Level 1 Emergency Team that can be deployed off world. Costs 20 Million Credits & takes 3 weeks to construct.
- 1

Mining District: A Mining district allows for the mining of resources on the surface of any planet, providing materials to be used to construct new buildings and equipment. Each district mines and refines 8 Material Units worth of raw materials each week, costs 12 Million Credits, and takes 2 weeks to construct. - 3
Police District & Prison: Part of the duty of locale law enforcement is to handle and secure law offenders and prisoners. This district comes with a Minimum Security Prison located within its domain, allowing the holding of those that have broken the law. Each district comes with 10,000 Police, gives a +3 to the planet's Loyalty rating, and has a prison that can hold 2500 prisoners and has 250 Guards. It costs 10 Million Credits, 1 Material Units and takes 2 weeks to construct. -1

Advanced Research District: This facility produces 8 Research Points per Week, and allows for two Research Projects, costs 24 Million Credits & 3 Material Units, and takes 3 weeks to construct. - 1

Military Academy: A Military Academy is a facility that allows the training and recruitment of Military Leader for a Faction's Armed Forces. In game terms a Faction can receive up to 2
Military NPCs each turn (have to have two Military Academies), however, you do receive 5 NPC Character Points per Academy each which can be used to upgrade your NPCs (See Faction NPCs below). The cost of the Academy is 25 Million Credits, 5 Material Units, and takes two months to complete. - 1

Shipyard District: A shipyard district is home to various civilian own starship construction yards, allowing for the construction of ships from personal pleasure craft to large freighters transporting hundreds of goods across the galaxy. Each district is able to produce two Trade Convoys (each worth 1 Million Credits in ships) each week, these ships can be selected from known transport ships or custom made freighters. You save up convoy "units" in order to gain more expensive ships with better cargo capability. The district also comes with two repair bays which are able to repair ships up to 500 meters. It costs 20 Million Credits & 4 Material Units, and is constructed in a month's time.- 1

Imperial Class Starport: The Imperial class starport is quite luxurious and modern. It has an impressive array of docking facilities and ship storage and maintenance areas. All the most lavish amenities are available for ships' crews and passengers. Many of the system's merchants maintain offices at the port, and it may not be necessary for the starship captains to even leave the port to conduct their business. The starship maintenance facilities are capable of rapid and high-quality repairs and modifications, though the services may not come cheap or quickly. The customs office for this quality port is probably staffed by highly competent officers. The starport comes with ten repair bays that can repairs ships up to 900 meters, has a security force of 2500 officers, brings in 10 Million credits, costs 20 Million credits & 10 Material Units, and takes a month and two weeks to complete. - 1

Tourism District: With trillions and trillions of people in the galaxy, working and trying to survive, sometimes they just need to relax and enjoy themselves, Tourism Districts provide this and more. From the various businesses and attractions in the district a total of 10 Million Credits a week is collected while the district provides a +2 Loyalty rating per each facility, costs 15 Million Credits & 2 Material Units to construct and takes 2 weeks to build.– 1

Starfighter Factory: A starfighter factory is able to produce enough Starfighters to organize three squadrons of any type of starfighter. If a factory specializes in a specific Starfighter that factory will grant a 10% price reduction due to familiarity with making that starfighter. Costs 10 Million Credits, 2 Material Units, and takes 2 weeks to construct. - 5

Arms Factory: One of these factories produces enough weapons and armor to equip a Battalion of soldiers each week, which is known as a Equipment Unit (EU). It costs 5 Million Credits, 1 Material Unit, and takes 1 week to construct. -4

Barrack - 1

Artillery Factory: A artillery factory produces the various fixed defenses that can be found on many bases and other fortifications found on many planets throughout the galaxy. Each factory produces enough weapons to build three batteries, with these supplies known as Artillery Units (AU). Costs 8 Million Credits, 1 Material Units, and takes 1 week to construct. – 3

Intelligence Factory - 5

Starfighter Hangar Complex - 1

MerrWeapons WorldArmor 9 Planetary Shield Generator - 1

Space Platforms
3 Byblos Drive Minin' Units = 60 Mil
XQ1 - 32 Mill
Bavos Military Space Platform - 33 Mil
Golan II Space Defense Space Gun - 30 Mil
Babylos Drive Warhead Launcher - 100k


Fleets and Squads - The Wings of the Dragon
3 Dragon-class Heavy Cruisers (150 Mil)
- 3 TIE/LN Squadrons and 3 TIE/Sa Bomber Squadrons for the Dragons (1 each)
1 Neb-B (7 Mil)
- GAT-12 Skipray Squadron X-Wing Squadron - Shadowfang Squadron
2 CR-92s (8 Mil)
2 CR-90B (7 Mil),
2 X Squadrons (3.6 Mil),
4 Y-Wing Squadrons (6.48 Mil),
2 Longbow Squadrons (4.40 Mil)

Faction Technology
Detection Systems: Improving this technology helps increase your ability to detect incoming vessels, improves the chance to find smugglers or pirates within a system, and helps hide your own forces from your enemies. With every two ranks you have in this technology your ability to detect enemy ships, smugglers, & pirates is increased by 1%. - Rank 6 - (+3% Bonus)

Ground Weapon Systems: Ground Weapons are always in need of improvements, having better tech in this area helps garentee the your forces will gain an upperhand on the field of battle. With every two ranks invested in this technology your ground forces will gain an extra Engagement Point to their current value. - Rank 3 (+1% Bonus)

Intelligence Systems: Finding out what other people are currently up to and what plans they have cane sometimes make the difference between life and death. Improving in this area helps your faction gain information on your enemies as well as protect yourself from looking eyes. For every two ranks invested in this technology you gain an increase of 1 percent to finding enemies within your faction's holdings as well as increasing your own services gaining information by 1% as well. - Rank 5 - (+2% Bonus)

Mechanical Systems: Having better and reliable mechanical systems allows your faction to increase their yields in mining projects and manufacturing goods, but also helps you lessen the costs on new equipment for your people. For every two ranks invested in Mechanical Systems you shall receive EITHER an additional Material Credits to all your material producers or you save invest in reducing the price of buying new structures, hiring troops, and making ships & starfighters by 1% [This is Maxed out at 30%]. - Rank 3 (+1% Bonus)

Propulsion Systems: Sometimes being able to go just a little bit faster then others means those goods get delivered or your ship escapes from being destroyed by enemy fire. Increasing this technology helps you improve the speed of both capital ships and starfighters. For every 2 ranks you have in this technology your ships gain an additional boost to their speed by 1%, and allows them to engage in or disengage from combat quicker (this is handled by the GM). - Rank 3 (+1% Bonus)

Starship/Starfigher Weapon Systems: Being able to deal greater damage to your opponent means survival. Investing in this techology ensures that your forces will be able to overpower your enemies defenses. For every 2 ranks invested in this systems you gain a 1% advantage to the damage that your weapon systems deal to your enemies. - Rank 3 (+1% Bonus)

Starship/Starfighter Defense Systems: While doing damage to your enemy is key, deflecting damage to your own forces is paramont. Investing in Defensive systems allows you resist enemy fire, and keep your people alive. For every 2 ranks you have in these systems you gain a 1% damage reduction to the damage received from enemy forces. - Rank 3 (+1% Bonus)
Edited by IronManRS, Feb 26 2017, 12:50 AM.
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