Space Battle

Space battles are essential to the Factions game, encapsulating the epic scale and high stakes that define the Star Wars universe. Space battles drive the narrative forward, often serving as pivotal turning points that shape the fate of characters and factions.

Attacking a Starfleet

When a Starfleet enters a system occupied by another fleet, either can choose to attack the other. Once an attack has been declared, neither Faction can make any changes to their Starfleet and Cargo cannot be transferred. The defending Faction has 48 hours to stay and fight, rally their allies or initiate a Retreat.

To Retreat, each Commercial Starship must transfer one full Bay of Cargo, if possible, to the attacking Faction’s Starfleet. Any Military Starships carrying Light Starships must transfer RP equal to the Score of one of their carried Starships to the attacking Faction’s Starfleet. The retreating Starfleet must then make a jump to hyperspace. The attacking Fleet cannot attack the retreating Fleet again for two turns (two weeks).

If the attacking Starfleet cannot hold all of the cargo delivered by the retreating Starfleet, they may not move off of the system until the excess cargo is transferred to the system or to another fleet.

If both Starfleets stand their ground, the Space Battle moves forward.

BattleLog: A Step-by-Step Guide

The attacking Faction declares a public message to the opposing Faction.

If the Battle moves forward, the attacking Faction posts a log in the Battle records

It includes the attacking party’s Score, including rallied allies and lists any Upgrade Assets.

The defending Faction replies by posting the same.

 

Score Calculation

Commercial Starships fight at 50% of their Score, rounded up. Military Starships add a d4 dice roll to their Score.

Light Class Medium Class Heavy Class
1d4 per 20 XP 1d4 per 15 XP 1d4 per 10 XP

 

Aftermath

The Faction with the higher total Score wins, ties goes to defending fleets.

The defeated Faction must transfer 50% (rounded up) of all carried Cargo and 50% (rounded up) of assigned RP to the victorious fleet.  If the attacking Starfleet cannot hold all of the cargo transferred by the retreating Starfleet, they may not move off of the system until the excess cargo is transferred to the system or another fleet. The defeated Starfleet either retreats from or stays in the System, at the Faction Leader’s discretion.

Multiple fleets in Battle

It is possible for multiple fleets to join a battle on either side of the encounter. The attacking party must ensure their allies agree to assist before the attack is declared. Allies cannot join the attacking side after a battle has been declared.

The defending party must rally their allies within 48 hours after an attack has been declared, and before they choose to stand their ground. Allies cannot join the defending side after the defending side has chosen to stand their ground.

There is no limit to how many fleets can join a battle, but there can only be two sides of a battle, all losing fleets are considered defeated, and affected in the Aftermath.

Repair

To repair your Starfleet, you must move it to a friendly Outpost, and assign RP equal to its total Score. This includes Outposts controlled by other Factions if permission is given.

Starships can only participate in Space Battles or carry Cargo if there is RP assigned to the Starfleet equal to its total Score.

System Defense

A Faction that has Control of a System can deny other Factions the right to earn IP, RP and Credits on that System. Any System orbited by a friendly Starfleet can resist a hostile Starfleet unless the friendly Starfleet is defeated. Without permission, they must defeat the controlling Starfleet to gain Access.

Planetary Siege

A System can be Blockaded by a hostile Starfleet containing a Heavy Military Starship if uncontested by another Starfleet and if a present Garrison is defeated. The System can then be Subjugated if the invading Faction has 100 IP on the System.

Blockade

The defending Faction cannot move RP, Credits or Assets off the System with a Starfleet.
Their presence is reduced to an Outpost, even if they have 100+ IP. This means they may lose Access to the surrounding Grids.

Subjugation 

RP, Credits, and Assets of the defending Faction can be moved by the Subjugating Faction as if they own them.
If the hostile Fleet is contested or leaves the System, IP Access and the previously mentioned ability are discontinued.

Control

To gain Control, a Faction must have 50 IP more than the opposing Factions total IP on the System.
At least one-third of the total IP required for Control must come from non Mobile Influence Entries (Ground Units and Starfighters).

Mobile Influence

Ground Units are Entries depicting movable machines or war – speeders, transports, walkers, tanks etc. You may include terrain and figures, but they are not the main focus of the model.

Ground Units earn XP and IP. This IP can be moved between SystemsGround Units count as Cargo.

Military Starships can carry them at 2 Cargo Bays per Unit. The IP a Ground Unit earns moves with them, and counts towards creating Outposts and gaining Control.

Starfighters can function as movable IP as long as the owning faction has a Medium Starship in the system.