The planetary defenses listed in the rules are kind of sparse - not much to choose from. Perhaps expanding it a bit would be helpful?
On Anti-Fighter Units
...that might actually be a non-bad idea.
wanna draft something? lol
We need
Two anti-armor platforms
Two anti-fighter platforms
Four anti-personal systems
Two anti-armor platforms
Two anti-fighter platforms
Four anti-personal systems
and dont forget to McGuyver them up!
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Level One Anti-Personnel Turret Network --
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Construction Time - 5 days
Yard Requirement - Construction Yard
Description - This is a series of basic anti-personnel defensive turrets shaped similarly to that of the anti-personnel cannons seen in Episode V: The Empire Strikes Back. A level one is the basic measure used to defend cities on neutral and lightly defended planets, made up of a power generator below ground in the center of the "base" where these are controlled, with individual power generators in case of an emergency (can run for only twenty-four hours if disconnected from its primary defensive unit). It comes with a matrix of 10-24 laser cannons defensively that can be spread out or clumped throughout a small to moderate city. They cannot repulse major invasions - as was seen on Hoth - but they can offer adequate resistance and back up to the infantry/armored units within the city.
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Level Two Anti-Personnel Network --
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Construction Time - 10 days
Yard Requirement - Construction Yard
Description - An upgrade from the level one, this is a far more numerable pack with installed heavy weaponary to help supress large enemy engagements. With two power generators, this matrix unit is far more stable and reliable - but also takes longer to construct. Consisting of forty to sixty regular turrets and eight medium units, this is was the common defensive force on Imperial held worlds during its height.
That will be the "medium cannon".
My apologies for using a lego, at the moment I don't have the time to seek out the appropriate pictures from Hoth.
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Level Three Anti-Personnel Turret Network --
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Construction Time - 15 days
Yard Requirement - Construction Yard
Description Generally used on worlds requiring extra defense, this is a network of anti-personnel cannons that can fill an entire city with adequate defense and survivability. Used on such heavily defended worlds as Taloraan and Duro for the Empire and Yavin and Ukio for the Republic/Rebellion, this is a heavy set up with more than enough firepower to properly defend a city. However it is, as the other two, vulnerable to air bombardments, and cannot survive against air-raids - and its weapons are relatively weak against armored units. It is a system made up primarily of repeater style cannons to cleave down hordes of infantry. Many are man-controlled or can be automated to attack anything of a given signature.
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Level Four Anti-Personnel Turret Network --
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Construction Time - 25 days
Yard Requirement - Construction Yard
Description - The ultimate defensive measure against enemy infantry this is a costly and yet effective device against onslaughting troops. Made up of heavy mortar/rocket positions, repeating rifles, cannons and troop emplacements, this matrix of military networks requires four generators and is obvious on any military target. However while defensive, this kind of matrix is known to unnerve civilians - if placed in a civilian district it is generally known then that they will soon be a target of an onslaught. Coruscant surprisingly had a level 3 - as a level 4, while defensive, is meant to be used against infantry, and all know that should a battle for Coruscant come to ground warfare it will come to the fighters and urbanized entrenched units to defend the city-world and not turrets. This is most commonly placed on extremely important military targets and is, like its brothers, extremely susceptible to air raids.
Level One Anti-Personnel Turret Network --
<hr>
Construction Time - 5 days
Yard Requirement - Construction Yard
Description - This is a series of basic anti-personnel defensive turrets shaped similarly to that of the anti-personnel cannons seen in Episode V: The Empire Strikes Back. A level one is the basic measure used to defend cities on neutral and lightly defended planets, made up of a power generator below ground in the center of the "base" where these are controlled, with individual power generators in case of an emergency (can run for only twenty-four hours if disconnected from its primary defensive unit). It comes with a matrix of 10-24 laser cannons defensively that can be spread out or clumped throughout a small to moderate city. They cannot repulse major invasions - as was seen on Hoth - but they can offer adequate resistance and back up to the infantry/armored units within the city.
<hr>
Level Two Anti-Personnel Network --
<hr>
Construction Time - 10 days
Yard Requirement - Construction Yard
Description - An upgrade from the level one, this is a far more numerable pack with installed heavy weaponary to help supress large enemy engagements. With two power generators, this matrix unit is far more stable and reliable - but also takes longer to construct. Consisting of forty to sixty regular turrets and eight medium units, this is was the common defensive force on Imperial held worlds during its height.
That will be the "medium cannon".
My apologies for using a lego, at the moment I don't have the time to seek out the appropriate pictures from Hoth.
<hr>
Level Three Anti-Personnel Turret Network --
<hr>
Construction Time - 15 days
Yard Requirement - Construction Yard
Description Generally used on worlds requiring extra defense, this is a network of anti-personnel cannons that can fill an entire city with adequate defense and survivability. Used on such heavily defended worlds as Taloraan and Duro for the Empire and Yavin and Ukio for the Republic/Rebellion, this is a heavy set up with more than enough firepower to properly defend a city. However it is, as the other two, vulnerable to air bombardments, and cannot survive against air-raids - and its weapons are relatively weak against armored units. It is a system made up primarily of repeater style cannons to cleave down hordes of infantry. Many are man-controlled or can be automated to attack anything of a given signature.
<hr>
Level Four Anti-Personnel Turret Network --
<hr>
Construction Time - 25 days
Yard Requirement - Construction Yard
Description - The ultimate defensive measure against enemy infantry this is a costly and yet effective device against onslaughting troops. Made up of heavy mortar/rocket positions, repeating rifles, cannons and troop emplacements, this matrix of military networks requires four generators and is obvious on any military target. However while defensive, this kind of matrix is known to unnerve civilians - if placed in a civilian district it is generally known then that they will soon be a target of an onslaught. Coruscant surprisingly had a level 3 - as a level 4, while defensive, is meant to be used against infantry, and all know that should a battle for Coruscant come to ground warfare it will come to the fighters and urbanized entrenched units to defend the city-world and not turrets. This is most commonly placed on extremely important military targets and is, like its brothers, extremely susceptible to air raids.
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Level One Anti-Aircraft Artillery/Surface-to-Air Missile Network --
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Construction Time - 10 days
Yard Requirement - Construction Yard
Description - A moderate defensive matrix made up of missiles and fast moving lasers. Knowing turbolasers to be too slow to hit fast moving, miniscule targets, the early military forces developed instead extremely fast fighter-to-fighter turrets. The city or base with such defenses will have four to six turrets and two to four missile launchers/towers. They are all single turreted - and the missile launchers hold a payload of four hundred missiles in total (filtered from a nearby base that can be destroyed to cut it off). The only ways to defeat these from the air are through swarm tactics - or a bombardment from space. Otherwise a ground assault is the only way to eradicate these units. Swarm tactics meaning military grade fighters and their firepower and not Swarm Model craft.
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Level Two Anti-Air Artillery/Surface to Air Missile Turret Network --
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Construction Time - 20 days
Yard Requirement - Construction Yard
Description - Best known for its use on Coruscant, this is a matrix of over a dozen anti-fighter systems. It contains infantry with anti-fighter packs, anti-fighter deflection towers, anti-fighter surface-to-air missile launchers and the like. Mounted on top of buildings or simply off of hills/the ground, it is a force to be reckoned with. Examples were seen on Bespin during the Rebel raid for Tibanna Gas before the Battle of Endor, Coruscant, and Carida. It is a potent series of defenses that must be hit through orbital or ground assaults - unless an enormous air fleet is present.
Level One Anti-Aircraft Artillery/Surface-to-Air Missile Network --
<hr>
Construction Time - 10 days
Yard Requirement - Construction Yard
Description - A moderate defensive matrix made up of missiles and fast moving lasers. Knowing turbolasers to be too slow to hit fast moving, miniscule targets, the early military forces developed instead extremely fast fighter-to-fighter turrets. The city or base with such defenses will have four to six turrets and two to four missile launchers/towers. They are all single turreted - and the missile launchers hold a payload of four hundred missiles in total (filtered from a nearby base that can be destroyed to cut it off). The only ways to defeat these from the air are through swarm tactics - or a bombardment from space. Otherwise a ground assault is the only way to eradicate these units. Swarm tactics meaning military grade fighters and their firepower and not Swarm Model craft.
<hr>
Level Two Anti-Air Artillery/Surface to Air Missile Turret Network --
<hr>
Construction Time - 20 days
Yard Requirement - Construction Yard
Description - Best known for its use on Coruscant, this is a matrix of over a dozen anti-fighter systems. It contains infantry with anti-fighter packs, anti-fighter deflection towers, anti-fighter surface-to-air missile launchers and the like. Mounted on top of buildings or simply off of hills/the ground, it is a force to be reckoned with. Examples were seen on Bespin during the Rebel raid for Tibanna Gas before the Battle of Endor, Coruscant, and Carida. It is a potent series of defenses that must be hit through orbital or ground assaults - unless an enormous air fleet is present.
That last pic there was one of a E-web, a common infantry artillery piece. The artillery piece that resembles a satellite dish was actually an anti-vehicle weapon, intending to strike Heavy Landspeeders, and Chariot LAV Command Vehicles, as well as smaller walkers, such as MT-AT.
I'm interested in Small, Simple Mobile Artillery Emplacements, ULAVs, and War droids for basic planetery defence against invading troops.
I'm interested in Small, Simple Mobile Artillery Emplacements, ULAVs, and War droids for basic planetery defence against invading troops.
Yeah I knew the sattelite dish was anti-armored artillery, I was just posting it for reference.
If you're really interested in building up things like that your best bet is to simply build them. The rules list special build rates for personnel. Everyone automatically gets a limited level of ground capabilities, but if you want to take it to the next level you should role-play out training extra troops for a planet, or build yourself more troops.