Apocalypse Units: Difference between revisions
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==Tiers of capability== | ==Tiers of capability== | ||
Units are design using a tiered system. Higher Tier units are considerably more effective compared to their lower tier counterparts even without the use of magic, thought the cost rises exponentially. Tier also determines how many Artifice Upgrades | Units are design using a tiered system. Higher Tier units are considerably more effective compared to their lower tier counterparts even without the use of magic, thought the cost rises exponentially. Tier also determines how many Artifice Upgrades can be applied to a unit | ||
=== Tier 0 === | === Tier 0 === | ||
Line 46: | Line 46: | ||
Support Craft | Support Craft | ||
The light craft for non-combat roles. | |||
::Cost - | |||
:''Subtypes'' - SWACS, CSAR, Transport, etc | |||
Mobile Suits | ;Mobile Suits | ||
Moderate-sized Mecha by any other name. Designed to make use of a pilot's inherent gifts, and thus can take two subtypes. | |||
::Cost - | |||
:''Subtypes'' - Heavy, High Mobility, Stealth, Melee, Sniper, Assault, | |||
:Elite Variant - '''Orbital Frame''' | |||
The exclusive province of ace pilots, a mobile suit that can out-dogfight nearly anything. | |||
Super Robots | ;Super Robots | ||
Mecha the size of warships. Incredibly expensive, but capable of fighting a battleship solo. | |||
::Cost - | |||
:''Subtypes'' - Fire Support, Melee, Multirole, Shield, | |||
:Elite Variant - '''Deus Machina''' | |||
Gunbuster or Nodos grade monsters | |||
=== Space Vessels === | === Space Vessels === | ||
Corvette | ;Corvette | ||
The smallest vessel with living capacity, a common site on patrol routes. | |||
::Cost - | |||
:''Subtypes'' - Picket/SWACS, Escort, Gunship, Infiltrator, Patrol | |||
:Elite Variant - '''Superfrigate''' | |||
A ship that can outrun most fighters, and is respectably armed for it's size. Usually designed to deliver special operation teams or heroes to the front. | |||
Destroyer | ;Destroyer | ||
The average fleet workhorse. | |||
::Cost - | |||
:''Subtypes'' - Escort, Strike, Assault, Stealth, Hangerized | |||
:Elite Variant - '''Monitor''' | |||
Battleship guns on a fast moving ship make these ships lethal combatants. | |||
Cruiser | ;Cruiser | ||
The real power of a fleet lies in these ships, which are a balance of power and cost. | |||
::Cost - | |||
:''Subtypes'' - Escort, Strike, Assault, Stealth, Hangerized | |||
:Elite Variant - '''Heavy Cruiser''' | |||
A cruiser designed to defend against nearly anything, with layered countermeasures and serious firepower. | |||
Battleship | ;Battleship | ||
The modern ship of the line can hold its own against hostile fleets | |||
::Cost - | |||
:''Subtypes'' - Strike, Assault, Hangerized, | |||
:Elite Variant - '''Dreadnought''' | |||
A battleship with few peers. Packing every damn type of weapon system possible, and is equal to a fleet by itself. | |||
Carrier | ;Carrier | ||
Much like the flagships of the 20th century, these | |||
::Cost - | |||
:''Subtypes'' - Fleet , Landing Ship, Escort, Stealth | |||
:Elite Variant - '''Supercarrier''' | |||
Twice the strike of a fleet carrier combined with the defenses to hold a swarm of enemies. | |||
;Support Vessel | |||
The most common civilian vessel that can jump. | |||
::Cost - | |||
:''Subtypes'' - Freighter, etc. | |||
=== Ground Forces === | === Ground Forces === | ||
Light Infantry | ;Light Infantry | ||
Infantry with little footprint or supply chain. | |||
::Cost - | |||
:''Subtypes'' - Garrison, Pathfinders, Spaceborne. | |||
:Elite Variant - '''Rangers''' | |||
Absolute masters of difficult terrain. Capable of fighting in space. | |||
;Heavy Infantry | |||
Armored Infantry. Capable of fighting tanks. | |||
::Cost - | |||
:''Subtypes'' - Space-capable, high mobility, fire support, melee, compact | |||
:Elite Variant - '''Marauders''' | |||
Capable of fighting on any terrain, even in space, and carrying a wide range of weaponry. | |||
;Armored Vehicles | |||
Tanks. | |||
::Cost - | |||
:''Subtypes'' - high mobility, fire support, close assault, compact, AAA | |||
:Elite Variant - '''Landcruiser''' | |||
Armor, mobility, firepower. Why choose when you can have them all? | |||
;Combat Walkers | |||
Small-sized Mecha by any other name. Trades armor for raw firepower. Designed to make use of a pilot's inherent gifts, and thus can take two subtypes. | |||
::Cost - | |||
:''Subtypes'' - Heavy, High Mobility, Stealth, Melee, Sniper, Assault, Compact | |||
:Elite Variant - '''Warstriders''' | |||
Machines so well tuned that they are like an extension of the pilot's body. | |||
;Mobile Gun Fort | |||
Got Steel? | |||
Mobile Gun Fort | ::Cost - | ||
:''Subtypes'' - Firebase, Anti-Orbital, Multi-Role. | |||
:Elite Variant - '''Land Dreadnought''' | |||
>:( | |||
=== Special Units === | === Special Units === |
Latest revision as of 12:25, 18 October 2009
Units are the lifeblood of a System. Units are constructed primarily using power, as most units are heavily automated. High-end units require Elite personnel to function at their best, and such people are a limited resource.
Tiers of capability
Units are design using a tiered system. Higher Tier units are considerably more effective compared to their lower tier counterparts even without the use of magic, thought the cost rises exponentially. Tier also determines how many Artifice Upgrades can be applied to a unit
Tier 0
Cost Multiplier: 0.5
Old, outdated, or just plain cheaply made. The bare minimum of function for a given role, and always automated. No Artifice allowed. Modern day example: MiG-21
Tier 1
Cost Multiplier: 1
Basic functionality at a basic price. Capable of using one Artifice Upgrade. Modern day example: F-16
Tier 2
Cost Multiplier: 4
Improved quality, at a cost. Capable of using two Artifice Upgrades. Modern day example: Su-27
Tier 3
Cost Multiplier: 16
Amazing machines of death that slice through enemies as with the same ease they slice up budgets. Use of Elite crew necessary to get the most from your investment. These automatically default to the elite variant on a unit type. Capable of using three Artifice Upgrades. Modern day example: F-22
Unit List
Aerospace Craft
- Fighters
The basic unit for fighting in space or the atmosphere. Very fast, but lightly armored.
- Cost -
- Subtypes - Attack, Superiority, Interceptor, Patrol
- Elite Variant - Assault Fighter
A true super-fighter.
- Bombers
No matter what the target is, there is a bomber designed to take it out.
- Cost -
- Subtypes - Tactical, Strategic, Anti-Ship, Interdiction
- Elite Variant - Mobile Armor
Capable of taking out hardened targets and strike craft with ease.
Support Craft The light craft for non-combat roles.
- Cost -
- Subtypes - SWACS, CSAR, Transport, etc
- Mobile Suits
Moderate-sized Mecha by any other name. Designed to make use of a pilot's inherent gifts, and thus can take two subtypes.
- Cost -
- Subtypes - Heavy, High Mobility, Stealth, Melee, Sniper, Assault,
- Elite Variant - Orbital Frame
The exclusive province of ace pilots, a mobile suit that can out-dogfight nearly anything.
- Super Robots
Mecha the size of warships. Incredibly expensive, but capable of fighting a battleship solo.
- Cost -
- Subtypes - Fire Support, Melee, Multirole, Shield,
- Elite Variant - Deus Machina
Gunbuster or Nodos grade monsters
Space Vessels
- Corvette
The smallest vessel with living capacity, a common site on patrol routes.
- Cost -
- Subtypes - Picket/SWACS, Escort, Gunship, Infiltrator, Patrol
- Elite Variant - Superfrigate
A ship that can outrun most fighters, and is respectably armed for it's size. Usually designed to deliver special operation teams or heroes to the front.
- Destroyer
The average fleet workhorse.
- Cost -
- Subtypes - Escort, Strike, Assault, Stealth, Hangerized
- Elite Variant - Monitor
Battleship guns on a fast moving ship make these ships lethal combatants.
- Cruiser
The real power of a fleet lies in these ships, which are a balance of power and cost.
- Cost -
- Subtypes - Escort, Strike, Assault, Stealth, Hangerized
- Elite Variant - Heavy Cruiser
A cruiser designed to defend against nearly anything, with layered countermeasures and serious firepower.
- Battleship
The modern ship of the line can hold its own against hostile fleets
- Cost -
- Subtypes - Strike, Assault, Hangerized,
- Elite Variant - Dreadnought
A battleship with few peers. Packing every damn type of weapon system possible, and is equal to a fleet by itself.
- Carrier
Much like the flagships of the 20th century, these
- Cost -
- Subtypes - Fleet , Landing Ship, Escort, Stealth
- Elite Variant - Supercarrier
Twice the strike of a fleet carrier combined with the defenses to hold a swarm of enemies.
- Support Vessel
The most common civilian vessel that can jump.
- Cost -
- Subtypes - Freighter, etc.
Ground Forces
- Light Infantry
Infantry with little footprint or supply chain.
- Cost -
- Subtypes - Garrison, Pathfinders, Spaceborne.
- Elite Variant - Rangers
Absolute masters of difficult terrain. Capable of fighting in space.
- Heavy Infantry
Armored Infantry. Capable of fighting tanks.
- Cost -
- Subtypes - Space-capable, high mobility, fire support, melee, compact
- Elite Variant - Marauders
Capable of fighting on any terrain, even in space, and carrying a wide range of weaponry.
- Armored Vehicles
Tanks.
- Cost -
- Subtypes - high mobility, fire support, close assault, compact, AAA
- Elite Variant - Landcruiser
Armor, mobility, firepower. Why choose when you can have them all?
- Combat Walkers
Small-sized Mecha by any other name. Trades armor for raw firepower. Designed to make use of a pilot's inherent gifts, and thus can take two subtypes.
- Cost -
- Subtypes - Heavy, High Mobility, Stealth, Melee, Sniper, Assault, Compact
- Elite Variant - Warstriders
Machines so well tuned that they are like an extension of the pilot's body.
- Mobile Gun Fort
Got Steel?
- Cost -
- Subtypes - Firebase, Anti-Orbital, Multi-Role.
- Elite Variant - Land Dreadnought
>:(
Special Units
These must be tier two or higher. Instead of subtypes, they can take a specialty.
- Covert Operations
- These are the equivalent of the SAS or Delta Force. Incredibly rigorous training at infiltration and operating behind enemy lines are combined with a top-notch support infrastructure to do things that other forces just can't do. Counter-terrorism, sabotage, assassination, Gundamjacking, you name it. All this training is wasted if they are assigned to direct combat, though with an Advisor specialty they can organize local resistance fighters into decent infantry units.
- Overt Operations
With the use of Artifice to give transhuman modifications or special power armor, troops can now take incredible odds. Nowhere is this more apparent than Overt Operation teams, who are much like Halo's Spartans, LoGH's Rosenritter, or even Otomes. These super-soldiers are trained for the most intense combat, and typically go straight into the fray. They serve the same purposes as Covert Ops, but they rely on speed and toughness over stealth.
- Special Purpose Unit
- For special roles that don't fit anywhere else. Commonly used to represent extremely powerful support units, such as demon-binding warlocks or combat/research/exploration (CRX) teams. These are subject to GM approval for all cases.