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 Grid occupied by another Starfleet, 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 or initiate a Retreat.
To Retreat, each Commercial Starship must drop one item of Cargo if possible. Any Military Starships carrying Light Starships must drop RP equal to the Score of one of their carried Starships. Dropped Cargo and/or RP is deposited on the nearest System. The Starfleet must then make a jump to hyperspace. The attacking Fleet cannot attack the retreating Fleet again for two turns (two weeks).
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 Starfleet’s Score 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.
The defeated Faction must transfer 50% (rounded up) of all carried Cargo and 50% (rounded up) of assigned RP to the nearest System (or drop it in deep space if there is no System in the Grid). The defeated Starfleet either retreats from or stays in the System, at the Faction Leader’s discretion.
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 Ground Unit Entries.
Ground Units
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 Systems – Ground 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.