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, any commercial ships in your fleet carrying cargo must drop one item of cargo. Any military ships carrying Starfighters must drop RP equal to the score of one of their carried starfighters. If nothing is carried, retreat is free. Anything dropped should be moved from the Fleet to 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 battle moves forward.

Battles are recorded in the Battlelog.

BattleLog: A Step-by-Step Guide

Battle Index

  1. The attacking Faction declares a public message to the opposing Faction Leader and their Second-in-command.
  2. Once confirmed that the Battle is moving forward, the attacking Faction posts a Battle Log to the Battle Index subforum. They include their Starfleet’s stats and list any Upgrade Assets.
  3. The defending Faction posts their information in a comment on the same Battle Log.
  4. The two Factions must enlist a mutually agreed upon third party to moderate the Battle. You can always ask a GM.

Score Calculation

Commercial Starships fight at 50% of their Score, rounded up. Military Starships add a d4 dice roll to their score. The Moderator (Game Master) should be the one to roll the dice for both sides.

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 fleet either retreats from or stays in the System, at the Faction Leader’s discretion.

Repair

To repair your fleet, you must navigate it to a friendly system, and assign RP equal to its total score. This includes Systems controlled by other Factions if permission is given.

Reminder: Ships can only operate–participate in Battles or carry Cargo–if there is enough RP assigned to the Fleet to cover their score.