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[SIZE=4][b]Dominion | [SIZE=4][b]Dominion of Amanata Cosmonavy[/SIZE][/b] | ||
Amanata is an emerging naval power and the newness of its force has allowed it to build in a disruptive way to counter the inevitable intermediate term numerical inferiority. | Amanata is an emerging naval power and the newness of its force has allowed it to build in a disruptive way to counter the inevitable intermediate term numerical inferiority. | ||
[b][i]Sword[/i] class cruiser[/b] (Heavy Cruiser) ($ | For example, every ship in the force is equipped with an Alcubierre drive. | ||
[b][i]Ayanami[/i] class destroyer[/b] (Destroyer) ($96.75) 1935 | |||
[b]modules[/b] | |||
(+2) Type 495舞 mobile fighters (multirole fighter) | |||
(+1) ARC drive | |||
[b]weapons (ballistic/energy/missile)[/b]: (20/10/70) | |||
[b]desc[/b] | |||
The [i]Ayanami[/i] class light carrier is the simplest unit of power projection available to the | |||
[b][i]C3[/i] class cruiser[/b] (Light Cruiser) ($161.25)1260 | |||
[b]modules[/b] | |||
(+2) C3 facilities | |||
(+1) Point defense weapons | |||
(+1) ARC drive | |||
[b]weapons (ballistic/energy/missile)[/b]: 20/60/20 | |||
[b][i]Sword[/i] class cruiser[/b] (Heavy Cruiser) ($241.875) | |||
[b]modules[/b]: Arc drive, heavy weapons (large), | [b]modules[/b]: Arc drive, heavy weapons (large), | ||
[b]weapons (ballistic/energy/missile)[/b]: 20/60/20 | [b]weapons (ballistic/energy/missile)[/b]: 20/60/20 | ||
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[b][i] | [b][i]x[/i] class carrier[/b] (Heavy Cruiser) ($241.875) | ||
(+2) Type 495舞 mobile fighters (multirole fighter) | |||
(+2) Type 483柊 mobile fighters (bomber) | |||
(+1) ECM suite | |||
(+1) ARC drive | |||
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[b][i]Sky of Scarlet Perception[/i] class cruiser[/b] (Light Cruiser) ($161.25) | |||
[b]modules[/b] | |||
(+1) Spatial Infantry landing force | |||
(+1) Cargo hold | |||
(+1) Lab module | |||
(+1) ARC drive | |||
[b]weapons[/b] | |||
[b]desc[/b] | |||
The Sky of Scarlet Perception is a single class ship built for a rather obscure science related bureau, the Office of Scarlet Perception. An independently operable exploration ship, it is sent on various missions in human space. | |||
[b][i]State of Freedom from Worldly Thought[/i] class cruiser[/b] (Heavy Cruiser) ($161.25) | |||
[b]modules[/b] | |||
(+2) Spatial Infantry landing force | |||
(+2) C3 equipment | |||
(+1) Lab module | |||
(+1) ARC drive | |||
[b]weapons[/b] | |||
State of Freedom from Worldly Thought | |||
Karmic Punishment of the Idle and Unfocused | |||
[b]desc[/b] | |||
Its laundry list of advanced sensors and sophisticated electronic warefare suite allow it to serve as a command vessel or to conduct itself | |||
[b]Type 995F/SN class transport[/b] (Corvette) ($ | [b]Type 995F/SN class transport[/b] (Corvette) ($32.25) | ||
[b]modules[/b] | [b]modules[/b] | ||
(+1) Cargo hold | |||
(+1) ARC drive | |||
[b]weapons (ballistic/energy/missile)[/b]: 0/0/100 | [b]weapons (ballistic/energy/missile)[/b]: 0/0/100 | ||
[b]Type 995F/HA transport[/b] (Corvette) ($ | [b]Type 995F/HA transport[/b] (Corvette) ($32.25) | ||
[b]modules[/b] | [b]modules[/b] | ||
(+1) Spatial Infantry landing force | |||
(+1) ARC drive | |||
[b]weapons (ballistic/energy/missile)[/b]: 70/0/30 | [b]weapons (ballistic/energy/missile)[/b]: 70/0/30 | ||
The Type 995 is a mature light freighter hull that has been available in small numbers on the civilian market for | [b]Type 995F/P picket ship[/b] (Corvette) ($32.25) | ||
[b]modules[/b] | |||
(+1) Advanced scanners | |||
(+1) ARC drive | |||
[b]weapons (ballistic/energy/missile)[/b]: | |||
The Type 995 is a mature and flexible light freighter hull that has been available in small numbers from Dominion Star Yards on the international civilian market for years, with Model F being the latest, not particularly popular version. The militarized configurations used by Dominion armed services however, are right beasts for their size, being decently enough armed to serve as a light warship and resilient enough to survive on the battlefield provided it doesn't get focused. They are a common sight in Dominion Spacy operating areas, being used as their primary supply vessel in which capacity they typically mount enough disposable missile pods to give even proper warships pause in numbers. Another variant pack the cargo area with banks of capacitors and a scanning array for use as a picket or scout. They are also operated by the Spatial Armoured Infantry as their primary light assault ship in which case they typically mount guided bombs and a linear autocannon for direct support. | |||
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Sensors: 2 D6 + 2 | Sensors: 2 D6 + 2 | ||
Hit Power: 2 D10 + 10 | Hit Power: 2 D10 + 10 | ||
Destroyer Hull | Destroyer Hull | ||
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Hit Power: 4 D20 + 10 | Hit Power: 4 D20 + 10 | ||
General Rundown: The smallest cruiser mass vessel, often used as an independent patrol ship or as a picket ship for heavier vessels. Very flexible, functionally a larger destroyer. Indeed, often used as a destroyer leader in some navies. The largest ship that can land safely on a planetary surface. | General Rundown: The smallest cruiser mass vessel, often used as an independent patrol ship or as a picket ship for heavier vessels. Very flexible, functionally a larger destroyer. Indeed, often used as a destroyer leader in some navies. The largest ship that can land safely on a planetary surface. | ||
Heavy Cruiser Hull | Heavy Cruiser Hull | ||
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Ground Defense Batteries | Ground Defense Batteries | ||
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-Hit Power: 2D20 + 10 | -Hit Power: 2D20 + 10 | ||
General Rundown: A network of surface-based weapons, normally some form of railgun, or, if on an airless moon, beam weapons. | General Rundown: A network of surface-based weapons, normally some form of railgun, or, if on an airless moon, beam weapons. | ||
Orbital Weapons Platform | Orbital Weapons Platform | ||
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[SIZE=4][b]Dominion Naval Aviation[/SIZE][/b] | [SIZE=4][b]Dominion Naval Aviation[/SIZE][/b] | ||
[b]Type | [b]Type 483[/b]柊 [b]mobile fighter[/b] (Bomber) ($40) | ||
[b]Type 495[/b]舞 [b]mobile fighter[/b] (Multirole Fighter) ($40) | [b]Type 495[/b]舞 [b]mobile fighter[/b] (Multirole Fighter) ($40) | ||
Fighter Wing | |||
Cost: $40 | |||
Fighters come in three general types: Multirole, bomber, and interceptor. These are about as straightforward as you could ask. Multirole fighters are somewhat effective against anything, bombers specialize in attacking larger ships and stations, and interceptors are great at taking out other fighters and patrol boats. When purchased as part of a warship the cost is subsumed into the construction of the warship, these are system defense fighters. This cost also covers their airfield or base or secret moon fortress or wherever it is you're deploying these fighters. | |||
--Rule Note: Must designate what type of fighter and use those stats for said wing. | |||
[SIZE=4][b] | [SIZE=4][b]Amanata Spatial Armour Infantry[/SIZE][/b] | ||
The Spatial Armoured Infantry is a new military branch dedicated to infantry operations in space, operating both from ships of the Dominion Navy and from static space stations such as their headquarters of Hourai Citadel. The main combat formations are mobile infantry units operating the RIFL [i]Knightress[/i] B, a battlesuit designed primarily for microgravity and the lightened or controllable gravity situations typical of space station interiors or locations on relatively small planetoid bodies. While inexperienced, the Spatial Armoured Infantry is an extremely high tech unit, with combat support AI built into the suits continually simulating combat operations during downtime. In addition to manual controls, all pilots are equipped with cybernetic uplinks and are generally drawn from those who have been living in the controlled and microgravity environment in Houraijima for years. In addition to linear autocannon and smart rockets, the Knightress can also be equipped with a particle blaster for out of atmosphere combat. | The Spatial Armoured Infantry is a new military branch dedicated to infantry operations in space, operating both from ships of the Dominion Navy and from static space stations such as their headquarters of Hourai Citadel. The main combat formations are mobile infantry units operating the RIFL [i]Knightress[/i] B, a battlesuit designed primarily for microgravity and the lightened or controllable gravity situations typical of space station interiors or locations on relatively small planetoid bodies. While inexperienced, the Spatial Armoured Infantry is an extremely high tech unit, with combat support AI built into the suits continually simulating combat operations during downtime. In addition to manual controls, all pilots are equipped with cybernetic uplinks and are generally drawn from those who have been living in the controlled and microgravity environment in Houraijima for years. In addition to linear autocannon and smart rockets, the Knightress can also be equipped with a particle blaster for out of atmosphere combat. | ||
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[b] | [b]Spatial Infantry[/b] (Marines) ($6) | ||
Spatial Infantry are fully equipped with powered armour and are capable of operations in similar conditions to their heavier cousins. They train primarily for ship or station actions in locations where a heavy battlesuit would be too restricted in mobility. | |||
[b]Special Forces[/b] (Special Forces ($6) | [b]Special Forces[/b] (Special Forces ($6) | ||
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[SIZE=4][b]Holy | [SIZE=4][b]Holy Army of Amanata[/SIZE][/b] | ||
Considered the | Considered the highest service in terms of precedence, Amanata's terrestrial army is the only branch of the armed forces designated 'holy' - a holdover from a century ago. The Holy Dominion Army controls all of Amanata's terrestrial forces and ground based defenses except those subordinated to the Dominion Army Aerospace Service. It operates under a true regimental system with each regiment functioning as both an administrative unit with its own recruitment schemes and as a tactical (or sometimes theatre) formation. Since an individual unit's reputation and prestige heavily affects their success at recruiting, regiments vary considerably in size even within types. Regiments unable to maintain minimal personnel levels do sometimes get relegated. This has been happening with increased frequency as the nation turns towards space. However, there are also laws in place that prevent the Dominion as a whole from losing critical military capability, especially with regiments commissioned to operate important and substantial pieces of gear. | ||
Amanatan regiments are, unsurprisingly, quite colourful and individualistic. Each has its own patron deity and participates in annual games and ceremonies against other regiments. In some cases, a strong public image has proven more important to the success of a regiment than combat record. Some even maintain fan clubs and sell their own merchandise (which is, of course, tax free if done through the regimental shrine). In addition to general public image, some regiments have specific ceremonial sanction from the state. The most ceremonially prestigious regiments in the HDA are those that existed in some form prior to the Collapse followed by those that had a hand in the state's formative years. However, the formations that receive the most public attention and volunteers from the younger generation are its newer Armoured Infantry regiments - mainly because their battlesuits are getting ever bigger and sexier. | Amanatan regiments are, unsurprisingly, quite colourful and individualistic. Each has its own patron deity and participates in annual games and ceremonies against other regiments. In some cases, a strong public image has proven more important to the success of a regiment than combat record. Some even maintain fan clubs and sell their own merchandise (which is, of course, tax free if done through the regimental shrine). In addition to general public image, some regiments have specific ceremonial sanction from the state. The most ceremonially prestigious regiments in the HDA are those that existed in some form prior to the Collapse followed by those that had a hand in the state's formative years. However, the formations that receive the most public attention and volunteers from the younger generation are its newer Armoured Infantry regiments - mainly because their battlesuits are getting ever bigger and sexier. | ||
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[b]Mechanized Infantry[/b] | [b]Mechanized Infantry[/b] (Mechanized Infantry) ($5) | ||
[b]Assault Infantry[/b] (Marines) ($6) | |||
[b]Armour Infantry[/b] (Mobile Infantry) ($5) | |||
[b]Special Forces[/b] (Special Forces) ($6) | |||
[b]Armour[/b] (Armour) ($7) | |||
[b]Aerial Knights[/b] ($5) | |||
Amanata's Aerial Knights are traditionally female (though male and mixed gender squadrons also exist) and fly various versions of the RIFL [i]Valkyria[/i] single-seat VTOL attack craft. The representative variant is the general purpose [i]Valkyria[/i] F2. | |||
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-Modifiers: +2 to attack number vs Mech Inf and Mobile Inf; -2 to attack number vs VTOL, Marines, and SF | -Modifiers: +2 to attack number vs Mech Inf and Mobile Inf; -2 to attack number vs VTOL, Marines, and SF | ||
General Description: Tanks and the like | General Description: Tanks and the like | ||
Artillery Battalion | Artillery Battalion | ||
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-Modifiers: +2 to attack number vs armor and VTOL; -2 to attack number vs mobile inf, marines, and SF | -Modifiers: +2 to attack number vs armor and VTOL; -2 to attack number vs mobile inf, marines, and SF | ||
General Description: Howitzers, rocket launchers, SAMs and mortars. | General Description: Howitzers, rocket launchers, SAMs and mortars. | ||
Atmospheric Fighter/VTOL Wing | Atmospheric Fighter/VTOL Wing | ||
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[b]Fortifications[/b] | |||
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-Damage: 1D6 + 7 | -Damage: 1D6 + 7 | ||
General Rundown: A network of fortifications, automated guns, and barracks designed to protect against invasion. | General Rundown: A network of fortifications, automated guns, and barracks designed to protect against invasion. | ||
Yakumo | |||
Mukue | |||
Kajiura | |||
Kazami | |||
Large Ground Defense Network | Large Ground Defense Network | ||
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General Rundown: A much larger network of fortifications, automated guns, and barracks designed to better protect against invasion. | General Rundown: A much larger network of fortifications, automated guns, and barracks designed to better protect against invasion. | ||
Command and Control Station | Command and Control Station | ||
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General Rundown: Coordinating an army on the ground is no easy task, it helps to have a control station to better relay orders and intelligence. | General Rundown: Coordinating an army on the ground is no easy task, it helps to have a control station to better relay orders and intelligence. | ||
Early Warning System | |||
Cost: $50 | |||
Construction Time: 12 months | |||
-HP: 50 | |||
-Armor: 0 | |||
-Attack Number: 0 | |||
-Defense Number: 1D10 + 4 | |||
-Damage: 0 | |||
-Special Rule: Provides a +2 to attack number on all units within the territory so long as the System is functioning | |||
General Rundown: An early warning system can be the difference between a silent invasion and one that can be blunted quickly. | |||
- | |||
- | |||
- | |||
Revision as of 04:15, 17 December 2015
[SIZE=4][b]Dominion of Amanata Cosmonavy[/SIZE][/b] Amanata is an emerging naval power and the newness of its force has allowed it to build in a disruptive way to counter the inevitable intermediate term numerical inferiority.
For example, every ship in the force is equipped with an Alcubierre drive.
[b][i]Ayanami[/i] class destroyer[/b] (Destroyer) ($96.75) 1935 [b]modules[/b] (+2) Type 495舞 mobile fighters (multirole fighter) (+1) ARC drive [b]weapons (ballistic/energy/missile)[/b]: (20/10/70) [b]desc[/b] The [i]Ayanami[/i] class light carrier is the simplest unit of power projection available to the
[b][i]C3[/i] class cruiser[/b] (Light Cruiser) ($161.25)1260 [b]modules[/b] (+2) C3 facilities (+1) Point defense weapons (+1) ARC drive [b]weapons (ballistic/energy/missile)[/b]: 20/60/20
[b][i]Sword[/i] class cruiser[/b] (Heavy Cruiser) ($241.875) [b]modules[/b]: Arc drive, heavy weapons (large), [b]weapons (ballistic/energy/missile)[/b]: 20/60/20 --[i]Muramasa[/i] --[i]Mutsunokami[/i] --[i]Murasame[/i] --[i]Mugenjin[/i] The largest ship in Amanata's arsenal, the [i]Swords[/i] are highly surviveable heavy warships expected to stand in the line of battle despite being handily outmassed by capital ships. They wouldn't be bad at it either, if there were more of them.
[b][i]x[/i] class carrier[/b] (Heavy Cruiser) ($241.875)
(+2) Type 495舞 mobile fighters (multirole fighter)
(+2) Type 483柊 mobile fighters (bomber)
(+1) ECM suite
(+1) ARC drive
-Alcuberrie Drive -Additional Engine Capacity: Allows your ship to go faster. Pretty obvious. More effective on smaller ships than on larger ones. (+4 to speed) -ECM: More effective on light ships than on heavy ones. (+4 to stealth) -Additional Sensors: Additional sensor pods and detectors allows the ship to serve as a scout. (+4 to sensors) -Point Defense Array: Protects the ship and its consorts against enemy fighters, gunboats, and seeking weaponry. (-10% to would be hit number of targeted ship) -Additional Weaponry: More guns/beams/bombs (+10% to Hit Power number) -Planetary Assault Weaponry: Specialized railguns and submunition launchers, with the additional sensor equipment that makes pinpoint orbital bombardment possible. (+1 to hit and +1 to damage when targeting ground units/defenses) -Marine Landing Force: The ability to emplace marines and their support on a planet's surface under combat conditions. Can carry 1 unit of ground forces. -Support/cargo: Allows the ship to provide repair, replenishment, and resupply operations to an attending squadron or fleet. -Lab: A general laboratory module suitable for a survey or scout ship, both for exploring new unclaimed worlds and for sifting through the ruins of an already-settled one.
Large Modules:
-Fighter Hangar: A hangar facility for a wing of fighters and bombers and the equipment needed to sustain them. -Large Passive Protection: Reinforced Armor Plates and extra shield generators afford this ship even more protection. (+2.5% to armor value and +2.5% to shield value) -Additional Weaponry: More guns/beams/bombs. (+25% to hit power number) -C3 Equipment: Equipment that allows for the coordination of fleet engagements with greater accuracy. (+5 to sensors and stealth to all friendly ships; limited to 5 ships plus itself)
[b][i]Sky of Scarlet Perception[/i] class cruiser[/b] (Light Cruiser) ($161.25)
[b]modules[/b]
(+1) Spatial Infantry landing force
(+1) Cargo hold
(+1) Lab module
(+1) ARC drive
[b]weapons[/b]
[b]desc[/b] The Sky of Scarlet Perception is a single class ship built for a rather obscure science related bureau, the Office of Scarlet Perception. An independently operable exploration ship, it is sent on various missions in human space.
[b][i]State of Freedom from Worldly Thought[/i] class cruiser[/b] (Heavy Cruiser) ($161.25) [b]modules[/b] (+2) Spatial Infantry landing force (+2) C3 equipment (+1) Lab module (+1) ARC drive [b]weapons[/b]
State of Freedom from Worldly Thought Karmic Punishment of the Idle and Unfocused [b]desc[/b]
Its laundry list of advanced sensors and sophisticated electronic warefare suite allow it to serve as a command vessel or to conduct itself
[b]Type 995F/SN class transport[/b] (Corvette) ($32.25)
[b]modules[/b]
(+1) Cargo hold
(+1) ARC drive
[b]weapons (ballistic/energy/missile)[/b]: 0/0/100
[b]Type 995F/HA transport[/b] (Corvette) ($32.25) [b]modules[/b] (+1) Spatial Infantry landing force (+1) ARC drive [b]weapons (ballistic/energy/missile)[/b]: 70/0/30
[b]Type 995F/P picket ship[/b] (Corvette) ($32.25) [b]modules[/b] (+1) Advanced scanners (+1) ARC drive [b]weapons (ballistic/energy/missile)[/b]:
The Type 995 is a mature and flexible light freighter hull that has been available in small numbers from Dominion Star Yards on the international civilian market for years, with Model F being the latest, not particularly popular version. The militarized configurations used by Dominion armed services however, are right beasts for their size, being decently enough armed to serve as a light warship and resilient enough to survive on the battlefield provided it doesn't get focused. They are a common sight in Dominion Spacy operating areas, being used as their primary supply vessel in which capacity they typically mount enough disposable missile pods to give even proper warships pause in numbers. Another variant pack the cargo area with banks of capacitors and a scanning array for use as a picket or scout. They are also operated by the Spatial Armoured Infantry as their primary light assault ship in which case they typically mount guided bombs and a linear autocannon for direct support.
Corvette Hull Cost: $20 Construction Time: 9 months Modules: 2 Small HP: 150 Armor Strength: 5 Shield Strength: 20 Stealth: D10 + 4 Speed: D20 + 12 Sensors: 2 D6 + 2 Hit Power: 2 D10 + 10
Destroyer Hull Cost: $60 Construction Time: 15 months Modules: 1 Large, 1 Small HP: 350 Armor Strength: 10 Shield Strength: 40 Stealth: D10 + 1 Speed: D20 + 7 Sensors: 2 D6 + 3 Hit Power: 2 D20 + 15 General Rundown: A versatile hull design with a good mix of attributes. Frequently serve as one of the workhorse hulls in most interstellar fleets. Capable of filling a variety of roles. Can land on planets.
Light Cruiser Hull Cost: $100 Construction Time: 18 Months Modules: 2 Large HP: 500 Armor Strength: 20 Shield Strength: 55 Stealth: D6 + 4 Speed: D20 + 5 Sensors: D10 + 1 Hit Power: 4 D20 + 10 General Rundown: The smallest cruiser mass vessel, often used as an independent patrol ship or as a picket ship for heavier vessels. Very flexible, functionally a larger destroyer. Indeed, often used as a destroyer leader in some navies. The largest ship that can land safely on a planetary surface.
Heavy Cruiser Hull Cost: $150 Construction Time: 24 Months Modules: 2 Large, 2 Small HP: 600 Armor Strength: 25 Shield Strength: 70 Stealth: D6 + 4 Speed: D20 + 4 Sensors: D10 + 1 Hit Power: 4 D20 + 25 General Rundown: The backbone of many fleets, the heavy cruiser is the largest warship one will normally encounter in an unclaimed system. Favoring weapons and armor over speed when compared to the light cruiser, the CA is nonetheless a capable ship in all fields. Often used as the basis for a carrier design.
Ground Defense Batteries Cost: $45 for network of 8 batteries Construction Time: 9 months -HP: 550 -Defense Number: D10 + 2 -Attack Number: D20 + 5 -Hit Power: 2D20 + 10 General Rundown: A network of surface-based weapons, normally some form of railgun, or, if on an airless moon, beam weapons.
Orbital Weapons Platform Cost: $60 for a network of 10 platforms Construction Time: 12 months -HP: 400 -Shields: 45 -Defense Number: D20 + 10 -Attack Number: D20 + 7 -Hit Power: 2D20 + 25 General Rundown: A basic unmanned weapons platform designed for orbital work, the OWP usually mounts a large quantity of missiles to allow it to fire for maximum effect before it is destroyed. Designed to be expendable and generally controlled from the ground. Normally a couple of these can be found in almost any system, as they are useful as a deterrent to pirates. Even in the numbers normally seen around semi-major colonies, 10 to 12 platforms, they are not a serious threat to anything larger than a destroyer.
Systems Control Station Cost: $80 Construction Time: 12 months -HP: 500 -Shields: 60 -Defense Number: D20 + 5 -Attack Number: D20 + 15 -Hit Power: 4D20 + 30 General Rundown: Generally found orbiting minor holdings in deep space, Systems Control Stations act as a customs checkpoint and military outpost for a holding. Found occasionally over major settlements or by their lonesome as a logistical depot, SCS combine the firepower of a cruiser in a package more economically efficient than a destroyer. However, they are functionally immobile.
[SIZE=4][b]Dominion Naval Aviation[/SIZE][/b]
[b]Type 483[/b]柊 [b]mobile fighter[/b] (Bomber) ($40)
[b]Type 495[/b]舞 [b]mobile fighter[/b] (Multirole Fighter) ($40)
Fighter Wing
Cost: $40
Fighters come in three general types: Multirole, bomber, and interceptor. These are about as straightforward as you could ask. Multirole fighters are somewhat effective against anything, bombers specialize in attacking larger ships and stations, and interceptors are great at taking out other fighters and patrol boats. When purchased as part of a warship the cost is subsumed into the construction of the warship, these are system defense fighters. This cost also covers their airfield or base or secret moon fortress or wherever it is you're deploying these fighters.
--Rule Note: Must designate what type of fighter and use those stats for said wing.
[SIZE=4][b]Amanata Spatial Armour Infantry[/SIZE][/b]
The Spatial Armoured Infantry is a new military branch dedicated to infantry operations in space, operating both from ships of the Dominion Navy and from static space stations such as their headquarters of Hourai Citadel. The main combat formations are mobile infantry units operating the RIFL [i]Knightress[/i] B, a battlesuit designed primarily for microgravity and the lightened or controllable gravity situations typical of space station interiors or locations on relatively small planetoid bodies. While inexperienced, the Spatial Armoured Infantry is an extremely high tech unit, with combat support AI built into the suits continually simulating combat operations during downtime. In addition to manual controls, all pilots are equipped with cybernetic uplinks and are generally drawn from those who have been living in the controlled and microgravity environment in Houraijima for years. In addition to linear autocannon and smart rockets, the Knightress can also be equipped with a particle blaster for out of atmosphere combat.
[b][i]Hourai Citadel[/i][/b] (Capital Defense Station – Houraijima) ($500) Rail/Beam/Missiles: 10/50/40 Headquarters of the Dominion Spatial Armoured Infantry. Hourai Citadel is a monumental hexagon jutting from the major docking and yard works side of Houraijima facing Bunyan. Its smooth metallic appearance belies the myriad weapons mounted flush against its walls. Heavy naval artillery covers all effective attack trajectories on the important holding of Houraijima.
[b]Houraijima Internal Security System[/b] (Early Warning System) ($50) (Small Defense Network) ($40) The internals of the modest network of internal defenses concentrated at the main transportation arteries and choke points and sentries to detect covert intrusions.
[b]Spatial Armoured Infantry[/b] (Mobile Infantry) ($5)
[b]Spatial Infantry[/b] (Marines) ($6)
Spatial Infantry are fully equipped with powered armour and are capable of operations in similar conditions to their heavier cousins. They train primarily for ship or station actions in locations where a heavy battlesuit would be too restricted in mobility.
[b]Special Forces[/b] (Special Forces ($6)
[SIZE=4][b]Holy Army of Amanata[/SIZE][/b] Considered the highest service in terms of precedence, Amanata's terrestrial army is the only branch of the armed forces designated 'holy' - a holdover from a century ago. The Holy Dominion Army controls all of Amanata's terrestrial forces and ground based defenses except those subordinated to the Dominion Army Aerospace Service. It operates under a true regimental system with each regiment functioning as both an administrative unit with its own recruitment schemes and as a tactical (or sometimes theatre) formation. Since an individual unit's reputation and prestige heavily affects their success at recruiting, regiments vary considerably in size even within types. Regiments unable to maintain minimal personnel levels do sometimes get relegated. This has been happening with increased frequency as the nation turns towards space. However, there are also laws in place that prevent the Dominion as a whole from losing critical military capability, especially with regiments commissioned to operate important and substantial pieces of gear.
Amanatan regiments are, unsurprisingly, quite colourful and individualistic. Each has its own patron deity and participates in annual games and ceremonies against other regiments. In some cases, a strong public image has proven more important to the success of a regiment than combat record. Some even maintain fan clubs and sell their own merchandise (which is, of course, tax free if done through the regimental shrine). In addition to general public image, some regiments have specific ceremonial sanction from the state. The most ceremonially prestigious regiments in the HDA are those that existed in some form prior to the Collapse followed by those that had a hand in the state's formative years. However, the formations that receive the most public attention and volunteers from the younger generation are its newer Armoured Infantry regiments - mainly because their battlesuits are getting ever bigger and sexier.
[b]Mechanized Infantry[/b] (Mechanized Infantry) ($5)
[b]Assault Infantry[/b] (Marines) ($6)
[b]Armour Infantry[/b] (Mobile Infantry) ($5)
[b]Special Forces[/b] (Special Forces) ($6)
[b]Armour[/b] (Armour) ($7)
[b]Aerial Knights[/b] ($5)
Amanata's Aerial Knights are traditionally female (though male and mixed gender squadrons also exist) and fly various versions of the RIFL [i]Valkyria[/i] single-seat VTOL attack craft. The representative variant is the general purpose [i]Valkyria[/i] F2.
Mechanized Infantry Regiment Cost: $5 Muster Time: 6 months -HP: 6 -Armor: 1 -Attack Number: 1D6 + 3 -Defense Number: 1D6 + 4 -Damage: 1D6 -Morale: depends on situation -Modifiers: +2 to attack number vs artillery and VTOL; -2 to attack number vs armor and mobile inf General Description: Basic light infantry
Mobile Infantry Regiment Cost: $5 Muster Time: 6 months -HP: 7 -Armor: 2 -Attack Number: 1 D6 + 5 -Defense Number: 1 D6 + 5 -Damage: 1D6 + 2 -Morale: depends on situation -Modifiers: +2 to attack number vs artillery and marines; -2 to attack number vs VTOL and armor General Description: Heavy infantry, equipped with battle armor.
Marine Regiment Cost: $6 Muster Time: 6 months -HP: 8 -Armor: 1 -Attack Number: 1 D10 + 2 -Defense Number: 1 D6 + 1 -Damage: 1D6 + 3 -Morale: depends on situation -Modifiers: +1 to attack number vs all units General Description: Assault troops with all the trimmings
Special Forces/Covert Ops Company Cost: $6 Muster Time: 12 months -HP: 5 -Armor: 1 -Attack Number: 1D6 + 4 -Defense Number: 1D10 -Damage: 1D6 + 3 -Morale: depends on situation -Modifiers: -1 to attack number vs all units in direct combat General Description: Mess with the best… Special Rules: starts at Experienced; limited to no more than 10% of your entire ground force; can deploy and operate in enemy territory without being detected; can raise a force of irregular infantry (see moderator for cost); can attack and disable/destroy defenses
Armor Regiment Cost: $7 Muster Time: 12 months -HP: 10 -Armor: 4 -Attack Number: 1D10 + 3 -Defense Number: 1D6 + 3 -Damage: 1D6 + 5 -Morale: depends on situation -Modifiers: +2 to attack number vs Mech Inf and Mobile Inf; -2 to attack number vs VTOL, Marines, and SF General Description: Tanks and the like
Artillery Battalion Cost: $6 Muster Time: 12 months -HP: 7 -Armor: 2 -Attack Number: 1D6 + 4 -Defense Number: 1D6 + 1 -Damage: 2D6 + 2 -Morale: depends on situation -Modifiers: +2 to attack number vs armor and VTOL; -2 to attack number vs mobile inf, marines, and SF General Description: Howitzers, rocket launchers, SAMs and mortars.
Atmospheric Fighter/VTOL Wing
Cost: $5
Muster Time: 12 months
-HP: 6
-Armor: 1
-Attack Number: 1D10 + 2
-Defense Number: 1D10 +1
-Damage: 1D6 + 2
-Morale: depends on situation
-Modifiers: +2 to attack number vs mobile infantry and armor; -2 to attack number vs mech infantry
General Description: death from above
[b]Fortifications[/b]
Small Ground Defense Network Cost: $40 Construction Time: 12 months -HP: 200 -Armor: 1 -Attack Number: 1D10 + 2 -Defense Number: 1D6 + 2 -Damage: 1D6 + 7 General Rundown: A network of fortifications, automated guns, and barracks designed to protect against invasion.
Yakumo Mukue Kajiura Kazami
Large Ground Defense Network
Cost: $75
Construction Time: 18 months
-HP: 425
-Armor: 2
-Attack Number: 1D10 + 3
-Defense Number: 1D6 + 1
-Damage: 2D6 + 8
General Rundown: A much larger network of fortifications, automated guns, and barracks designed to better protect against invasion.
Command and Control Station
Cost: $100
Construction Time: 18 months
-HP: 300
-Armor: 3
-Attack Number: 0
-Defense Number: 1D10 + 6
-Damage: 0
-Special Rule: Provides a +1 to attack number and +1 to defense number on all units within the territory so long as the Station is functioning
General Rundown: Coordinating an army on the ground is no easy task, it helps to have a control station to better relay orders and intelligence.
Early Warning System
Cost: $50
Construction Time: 12 months
-HP: 50
-Armor: 0
-Attack Number: 0
-Defense Number: 1D10 + 4
-Damage: 0
-Special Rule: Provides a +2 to attack number on all units within the territory so long as the System is functioning
General Rundown: An early warning system can be the difference between a silent invasion and one that can be blunted quickly.