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How this works:

In the SWES, we don't use percentages and vague weapons, EVERYTHING that you use has a fixed number value, so to make it easier to mediate and more accurate then any current real-time sim.

Some of the ships may seem a little different, and here's why: Insted of making a sim to match a set of specifications which were made for flight simulators or RPing, the entire set is custom-built for simming.

Percentages are simple, you fire something at an enemy, then there is a fixed portion is going to hit them, so the person that can type the fastest does not always win.

If you don't dodge, the hit percentage goes up 100%, 25 becomes 50, 10 becomes 20, and so on. (excludes warheads, tractor beams, & ground stuff)

Warhead Number: The Mystery solved
the number in "( )" is the max number of missiles that can fit in the launcher,
size goes like this: 4 missiles, 3 torpedos/magpulses, 2 rockets. Simple ratio that you can figure out yourself without a calculator.

SLAMs work for 3 posts, in which you can't use guns, after all 3, you can't
use them again for 3 more (you have to keep up with them).

Super Ship: Is any ship over 4,000m long

PS: For the sake of argument, you are allowed to round up all numbers for fire-arcs and stuff. 

Weapon Systems

Name

Damage

Speed

Accuracy

Laser Cannon
range: 1.8km

5 points

Light Speed

25% on fighters
50% on ground
100% on ships

Turbo Laser
range: 2km

4 points

Light Speed

10% on fighters
100% on ships

Ion Cannon
range: 2km

3 System/Points
on fighters,
5 on cap ships

Light Speed

25% on fighters
100% on ships
no effect on ground

Heavy Blaster
range: 2km

30 points

Light Speed

100% unless marked
(not on people)

Medium Blaster
range: 1km

10 Points

Light Speed

100% unless marked
10% on people

Light Blaster
range: 1km 

Is considerd a
vehicle-mounted
hand weapon,
see list

Light Speed

100% on vehicles unless
marked. SEE BELOW

Hand Blasters
range: 2km

see list

Light Speed

See List

Missile
6km ship, 2.5km
fighter

20 points

210mglt

Lock On

Torpedo
6km ship, 2.5km
fighter

100 points

120mglt

Lock On

Magpulse
(6km ship, 2.5km
fighter, no ground)

100 system/points

100mglt

Lock On

Rocket: 6km

200 points

80mglt

Lock On (not fighters)

Tractor Beam
range: 6km

0.5mglt ship
25mglt fighter

Light Speed

Lock On (100% ship)


Name

Speed/Maneuverability

Shields/Hull

Size/Cost

Weapons

Notes


Imperial Fighters

TIE-Interceptor Model 2

110mglt/125dpf

40sbd/20ru

10m long/18,000c

4 lasers, 2 warheads(4)

Enhanced Original

 

TIE-Bomber Model 2

80mglt/75dpf

50sbd/40ru

10m long/15,000c

2 lasers, 2 warhead(6), 1 missile(8)

Enhanced Original

 

Assault Gunboat

90mglt/90dpf

100sbd/50ru

12m long/30,000c

2 lasers, 2 ion, 2 warhead (8)

good assult craft

 

TIE-Advanced

145mglt/150dpf

100sbd/20ru

11m long/45,000c

4 lasers, 2 warhead (6)

Best for the cost

 

TIE-Defender

155mglt/175dpf

120sbd/20ru

10m long/ 150,000c

4 lasers, 2 ions, 2 warheads(4)

supreme Imperial fighter

 

Missile Boat

125mglt(250 w/ SLAMs)/130dpf

120spd/20ru

10m long/ 200,000c

1 laser, 2 missile (20), 2 warhead (20)

most powerful 
fighter

 

Escort Transport

70mglt/35dpf

200spd/150ru

45m long/120,000c

5 turbo lasers, 2 lasers, 2 ions, 
2 warheads (16)

can land/bord


Alliance Fighters

A-Wing

120mglt/100dpf

40sbd/15ru

8m long/18,000c

2 lasers, 2 missiles(6)

good for the cost

 

B-Wing

90mglt/65dpf

100sbd/50ru

15m long/32,000c

3 lasers, 3 ions, 2 warheads (8)

heavy fighter

 

C-Wing

150mglt/150dpf

100sbd/15ru

10m long/145,000c

4 lasers, 4 ions, 1 warhead (16)

new superfighter

 

E-Wing

130mglt/130dpf

90sbd/20ru

12m long/40,000c

3 lasers, 2 warheads (8)

well armed with speed

 

K-Wing

110mglt (220 w/ SLAMs)/100dpf

100sbd/15ru

14m long/230,000c

2 lasers, 2 Ions, 2 missiles (8), 
2 warheads (20)

brand new

 

X-Wing

100mglt/75dpf

50sbd/20ru

12m/16,000c

4 lasers, 2 warheads (6)

the famous fighter

 

Y-Wing

80mglt/50dpf

70sbd/40ru

14m long/15,000c

2 lasers, 2 ions, 2 warheads (6)

old favorite

 

YT-2400 Transport

75mglt/50dpf

200sbd/130ru

40m long/140,000c

4 turbo lasers, 3 lasers, 2 ions, 
2 warheads (12)

can land/bord


Imperial Starships

 

Interdictor (INT)

8mglt

3,600sbd/1,400ru

20 turbo lasers, 1 missile tube,
4 tractor beams

600m long/600,000c

has gravity wells

 

Victory-Star Destroyer

8mglt

4,000sbd/2,000ru

40 turbo lasers, 20 ions, 10 tractor beams, 2 missile tubes

900m long/800,000c

Good for the cost

 

Imperial-Star Destroyer

10mglt

6,000sbd/3,000ru

60 turbo lasers, 60 ions, 10 tractor beams,
and one missile tube

1600m long/
1,000,000c

THE Imperial 
Star Destroyer

 

Eliminator-Star Destroyer

10mglt

9,000sbd/3,500ru

200 turbo lasers, 140 ions, 2
missiles, 16 tractor beams

2200m long/
1,500,000c

Made to replace
ISDs

 

Command-Star Destroyer

9mglt

17,000sbd/8,000ru

350 turbo lasers, 180 ions, 4 missile
tubes, 40 tractor beams

4000m long/
5,000,000c

Intermediate Supership

 

Super-Star Destroyer

8mglt

27,800sbd/15,000ru

500 turbo lasers, 250 ions, 4 
missiles, 40 tractor beams

8000m long/
20,000,000c

Largest Imperial Ship

 

Alliance Starships

 

Corellian Fleet Cruiser

9mglt

3,000spd/1,200ru

16 turbo lasers, 2 ions, 3 
tractor beams, 1 missile tube

550m long/
550,000c

has gravity wells,

 

Assault Frigate

9mglt

3,800sbd/1600ru

36 turbo lasers, 8 ions,
2 tractor beams, 2 missile tubes

800m long/
750,000

well armed, but slow

 

Mon Calimari-60

12mglt

3,200sbd/1,700ru

28 turbo lasers, 12 ions, 2 missiles,
4 tractor beams

500m long/
600,000c

fast but light

 

Mon Calimari-80

11mglt

4,800sbd/2,800ru

58 turbo lasers, 40 ions, 8
tractor beams, 2 missile tubes

1,200m long/
960,000c

original Mon Cal

 

Mon Calimari-90a

11mglt

9,200sbd/3,700ru

200 turbo lasers, 120 ions,
3 missiles tubes, 18 tractor beams

2000m long/
1,450,000c

Verpine/Mon Cal
made

 

Mon Calimari-100b

10mglt

20,200sbd/9,000ru

390 turbo lasers, 180 ion,
4 missiles, 20 tractor beams 

6,000m long/
4,900,000c

medium super Mon Cal

 

Mon Calimari-104gg

9 mglt

26,000sbd/14,200ru

480 turbo lasers, 220 ions, 
4 missiles, 32 tractor beams

7,400m long/
19,000,000c

Alliance super ship



 

Other Ships (available to all)

 

Imperial Shuttle (fighter)

65mglt/55dpf

100spd/25ru

15m long/ 25,000c

4 laser cannons

can land/bord

 

Storm Trooper Transport
(fighter)

55mglt/45dpf

80spd/40ru

25m long/ 35,000c

2lasers,2 ions, 2 warheads(6) 

can land/bord

 

Assault Transport
(fighter)

65mglt / 50dpf

150spd/50ru

40m long/ 60,000c

4 turbo lasers, 2 ions, 2 warheads(8) 

can land/bord

 

Murrian Transport
(fighter)

80mglt/60dpf

80sbd/30ru

35m long/ 50,000c

2 turbo lasers, 2 ion cannons, 1 warhead(4)

fast, can
land/bord

 

Utility Tug (fighter)

20mglt/80dpf

0sbd/20ru

8m long/ 8,000c

2 Lasers

can land, tow, or reload warheads

 

Corellian Corvette

20mglt

1,800sbd/800ru

150m long/ 200,000c

12 turbo lasers, 1 missile

very fast for size

 

Escort Carrier

12mglt

3,700sbd/1,800ru

500m long/ 
500,000c

20 turbo lasers, 4 tractor beams, 
1 missile tube

good long range
carrier ship

 

Strike Cruiser

15mglt

3,200sbd/2,000ru

450m long/
500,000c

20 turbo lasers, 10 ions, 1 missile tube,
2 tractor beams

carrys fighters and
transports

 

Nebulon B Frigate

15mglt

3,200sbd/1,700ru

400m long/
600,000c

24 turbo lasers, 2 tractor beams, 
1 missile tube

the famos frigate

 

Carrak Cruiser

16mglt

2,800spd/1,600ru

350m long/
500,000c

20 turbo lasers, 10 ions, 2 missiles, 
2 tractor beams

a small, but 
strong ship

 

Deadnaught

9mglt

3,800sbd/1,600ru

600m long/
700,000c

30 Turbo Lasers, 16 Ions,
1 missile, 4 tractor beams.

Older ship,
but widly available

 

Cargo Ferry

18mglt

800sbd/400ru

90m long/
80,000c

8 turbo lasers, 1 missile tube, 
1 tractor beam

Cargo Ferry
(can bord)

 

Freighter (large)

16mglt

1,200/500ru

150m long/
150,000c

10 turbo lasers, 1 missile tube

larger freighter

 

Drop Ship (no hyperdrive)

15mglt

no shields/500ru

100m long/
FREE (1 for ship smaller then 1000m,
2 for larger, 3 for super-cap [4000m+])

2 turbo lasers,
(2 light blasters,
ground only)

Drop Ship, craft
of choice for troop
drops(or transport)



Body Armor



Imperial Armor

Human Body

2ru

FREE (can mix w/ armor)

Uniform

+1ru

500c

Imperial Army Corp Armor or
Pressure Suit

+2ru

2,000c

Storm Trooper Armor(pressurized)

+4ru

3,500c

Space Trooper Armor(pressurized)

+6ru

10,000c

 

Alliance Armor

 

Human Body

2ru

FREE (can mix with other armor)

Uniform

+1ru

500c

Alliance Combat Armor w/
Pressure Suit

+2ru

2,000c

Commando Suit(pressurized)

+4ru

3,500c

Special Ops Suit(pressurized)

+6ru

10,000c

 

Hand Weapons

Pretty simple, you shoot at sombody, you get a chance of hitting them
for every shot you fire at him/her, but about 100% at vehicles & bases unless
this list says so (% by the name).

For Demolition Charges, you simply attach to your target, get back, and BOOM (not on people, inward shape-charge). Grenades, you throw, they blow up if they hit somthing (like a person or vehicle)

Contact Weapons: A weapon of skill, kinda weak, but has better accuracy
(see listed items).

Sholder-Missile: One shot tube-launch, for busting tanks and walkers, but 
you can also use them on things that fly, like speeders. One advantage for
use on them: They still dodge the same, but it only takes ONE post to
lock onto a airspeeder or other taget (no people), and, just like space missiles, they'll hit anything if the target doesn't dodge or fire back.

Hand Weapons have a general range of about 1 Kilomiter for a rule.




Name

Damage

Shots/Post

Accuracy
(100% on vehicles
unless marked)

Cost

Imperial Blasters

Imperial Arms Model 2

1ru

2

20%

1,000c

SoroSub Storm Trooper 1

1ru

3

20%

2,000c

Merr-Sonn G8

1ru

4

20%

3000c

Alliance Blasters

DL-44a

1ru

2

20%

1,000c

BlasTech SharpShooter V

1ru

3

20%

2,000c

Mod. E-11 Rifle

1ru

4

20%

3,000c

Other Weapons

 

Grenades (case of 6)

2ru

1

50%

1,500c

Light Blaster Cannon
(vehicle mounted)

3ru

3

20%

comes with
vehicle

Demolition Charges
(not on people) (case of 2)

100ru

1

remote 
detonation

2,000c

Plasma Rifle

2ru

3

20%

20,000c

Missile Launcher
(one shot, not on people, 1
post to lock)

100ru

1

lock on

16,000c

E-Web Heavy Blaster
(counts as 4 weapons)

1ru

8

20%

8,000c

V-Web Heavy Blaster
(counts as 4 weapons, not 
on people)

20ru

1

100% unless
marked

10,000c

Vibro-Knife
(close range, same tile)

1ru

1

25%

1,000c

Vibro-Shiv
(close range, same tile)

1.5ru

1

25%

2,000c

Light Saber (NO force, no 
special cutting, no 
deflection)(close range,
same tile)

2ru

1

25%

25,000c

Hand-to-Hand
(close range, same tile)

0.5ru

1

50%

FREE



Vehicles

 
 

Name
(ease of hit)

Weapons

Armor 

Cost

 

AT-AT

2 Heavy, 2 Medium Blasters

1100ru

400,000c

AT-ST
(75% hitrate)

2 Medium, 2 Light Blasters

620ru

100,000c

Hover Tank

1 Heavy, 2 Medium, 1 Light Blasters

800ru

220,000c

Hovercraft
(75% hitrate)

2 Medium, 1 Light Blasters

300ru

80,000c

Air Speeder
(25% hitrate)

1 Medium, 2 Light Blasters

80ru

85,000c

Speeder Bike
(25% hitrate)

1 Light Blaster

22ru

20,000c


Platforms

Simple, they work just like capitol ships, but with 3 main differances:

No Fireing Arcs are needed
No Moving/Hyperdrive
No Ground Vehicles


 

Platform Class One

2,400sbd/1,200/500sys

18 Turbo Lasers, 1 Missile Tube

500,000c

 

Platform Class Two

3,600sbd/1,800ru/700sys

40 Turbo Lasers, 20 Ions, 
2 Missile Tubes

800,000c

 

Platform Class Three

4,800spd/2,400ru/1,000sys

80 Turbo Lasers, 40 Ions, 3
Missile Tubes

1,300,000c

 

Platform Class Four

10,000sbd/5,000ru/2,000sys

200 Turbo Lasers, 180 Ions, 4
Missile Tubes

2,400,000c


Surface Bases

Rules Concerning:

Maximum of 2 Shield Generators
May only use Turbo Lasers, so no Ions on Ground Forces or Missiles on
troops or Speed Bikes
Do not have to use Fire Arcs when shooting space craft or fighters
Ground Fire Arcs vary with terrain (on map)
Enemy ground forces may break in after they blow open the door
(door hull listed)
Lastly, if you are using planetary shields, you must drop them to launch



 

Base Class One-4 tiles

600ru/100ru doors

12 Turbo Lasers, 1 Missile Tube

300,000c

 

Base Class Two-6 tiles

800ru/200ru doors

30 Turbo Lasers, 2 Missile Tubes

600,000c

 

Base Class Three-9 tiles

1,000ru/300ru doors

48 Turbo Lasers, 10 Ions, 
2 Missile Tubes

850,000c

 

Base Class Four-13 tiles

1,500ru/500ru doors

100 Turbo Lasers, 40 Ions,
4 Missile Tubes

1,100,000c


Surface Shields

There are two kinds:

Planetary, like Couriscant's, you can't land or launch when they are up

Area, like Hoth's, you CAN land/launch, but can't shoot the base under it
while it's up.

Simple Enough? 
NOTE: Maximum of TWO (2) per base, no more.


 

Area-Light-1 tile

1000sbd

100,000c

500ru(surface)

Area-Heavy-1 tile

2000sbd

200,000c

500ru(Surface)

Planetary-Light-1tile

2000sbd

600,000c

1000ru(Surface)

Planetary-Heavy-1 tile

4000sbd

800,000c

1000ru(Surface)


Extra Lives

Simple, you die twice, your faction has to buy you a new extra life corresponding to your cast.

BTW: No auto-eject systems anymore, either (for fighters)
Faction Commanders 500,000c
Faction Executive Officers 100,000c
Qualified Officers 20,000c
Qualified Pilots/Soldiers 10,000c

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