Star Wars: Imperial Fleet
“Welcome, commander. I am Grand Admiral Devon Drago. You have been chosen to command an Imperial-I Class Star Destroyer in my fleet, the 11th Starfleet. You will be serving alongside my Executor-Class Star Dreadnaught as we hunt rebel scum throughout the galaxy. You will receive nine squadrons of eight starfighters. You will also receive eight lambda-class shuttles, twenty AT-AT walkers, thirty AT-ST or AT-DP walkers, and fifteen Troop Transports. Your ship will have all the crew it needs, plus nine thousand seven hundred stormtroopers to keep you safe in the bridge when rebels board. Please fill out the following:
Star destroyer’s name:
Welcome to Star Wars: Imperial Fleet, an RPG in which you are given command of your very own star destroyer to crush the rebellion. Please read through ALL the rules, as punishment may be delivered to those who disobey them:
Keep it clean. There’s no need for earth curse words when Star Wars has plenty of clean substitutes (blast, carabast, poodoo, etc.)
No introduction of new vehicles, troopers, species, planets, ores, equipment that either 1. you made up, and I do not rule to be valid, 2. is invalid legends (I will decide what of legends is valid for this game), or 3. shouldn’t canonically exist yet. This RPG takes place in 1 ABY, for those curious.
Do not do anything that conflicts with canon.
Limit the use of high-ranking non-humans, as those are rare in the Empire. (I will rule such characters valid or invalid)
If I rule you dead, you’re dead. You may rejoin with a different character in the next act. This is to encourage wise tactical decisions.
Only one special forces team per character. We can’t have an entire destroyer filled with death troopers or supercommandos now can we?
You may be promoted or demoted by Grand Admiral Devon Drago alone. Characters can promote their NPCs but NPCs cannot have their own Star destroyers.
As you rank up you may be allowed to attain an interdictor cruiser to replace your destroyer, and/or other smaller ships controlled by NPCs (light cruisers, carriers, etc.)
Please limit heroic suicide attacks. That’s for the rebels anyway!
Insubordination and other in-game crimes may be punished in-game, but breaking of these rules will be punished by suspension from the RPG, or in rare cases, banishment (also from the RPG).
Gameplay is like most other RPGs, with a few changes. Here is an example:
Greg: “‘Send all fighters to destroy that corvette’s escort!’ I shout pointing towards the Y-Wing bombers. My fighters scatter,”
GM: “The Y-Wings break off and are soon destroyed at the cost of two of your fighter squadrons. (9-2=7. Total fighters=56)”
Greg: “‘Call back the fighters. We’ll let our batteries finish the work,’ I say with a malicious grin,”
GM: “another squadron is eliminated by the corvette’s defenses, (7-1=6. Total fighters=48), but the corvette is down,”
It is pretty simple, but it may be hard to obey the Grand Admiral’s orders. Land battles work similarly.
Replenishing supplies: every real life week, your troops, fighters, and other people and equipment will replenish on Saturday.
Death and capture: The GM may rule your character dead or captured based on your tactical decisions. The difference is, when captured, the Grand Admiral may order a rescue attempt or prisoner exchange, but this is unlikely. You may escape, but this is a great risk as if you attempt to escape the enemy will likely not worry about whether you’re dead or alive. The same applies to enemy NPCs.
Interrogation: When you are captured you may be interrogated, and the GM will rule whether you break based on the methods of interrogation and your characters willpower based on what your character has done. Same applies to NPCs.
Challenging a ruling: If the GM rules something you believe to be unlikely, you may respectfully challenge it below making valid arguments. For example:
“Challenge: Dave’s death
I believe my death while attempting to escape the MC80 Invincible Faith is very unlikely. The rebels know of my high position and would make every attempt to keep my alive. I am also a highly adept fighter as stated in my character bio,”
This is an example of valid arguments, though you may need to be more specific, per GM request. Please be respectful in such arguments and do not insult anyone.
Campaigns: The Grand Admiral May call a campaign against a certain rebel cell, planet, system, etc. He will assign each player a role in the campaign, and will usually participate himself. Each battle within the campaign will be decided by the GM based on players’ tactical decisions.
Acts: We will have several month long acts that start on the fifth of every month. Each act will have a thread and will sometimes be extended based on story progress. The reason we begin on the fifth rather the first is to allow new players to join. Players who survived the last act may keep their rank, ship, etc., or make a new character.
Closing notes: I appreciate your time in reading these rules, and thank you to those who choose to play, and May the Force be with You!
(First act will begin June 1st)