Military Doctrines: Difference between revisions

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Latest revision as of 22:57, 4 October 2008

Military Doctrines

It is a simple fact that not all militaries are trained alike. Different goals, tactics and expectations all combine to change how armed forces fight. This is represented in the Military Doctrine values. These are not specific tactics such as 'close for hand-to-hand' but holllistic interpretations of their favored (and disfavored) choices. The more points in a given Doctrine, the better troops will perform in the field.

Every nation has 5 points to spread across the following fields. All fields start at 0, which represents the default average across the galaxy.

The Doctrines

Decisive Battle

Your admirals favor decisive engagements, pitting battleship cannons against armor in a cataclysmic clash of fleets.

Indirect Strike

The carrier is the center of any formation, and protecting them against hostile attacks while launching fast strikes with light elements is your fleet's raison d'etre.

Wolfpack

Raiders and unseen hunters, striking and vanishing as if they were of one mind.

Air Dominance

Attack craft are the main arm, sweeping enemy fleets before them and eliminating interlopers.

Combined Arms

Your Generals are notably skilled, cunning and deadly on the battlefield.

Secret Missions

Sometimes a handful of men can do what a handful of battleships cannot. Every level of Covert Operations increases the number of Special Operation Forces that can be supported by 1.

Ramparts

Fighting in the defense of a world in both the sky and the dirt is the topic of intense study, as is the ways to break through defenses.

OpSec

"All warfare is based on deception."

SigInt

"If you know both yourself and your enemy, you can come out of hundreds of battles without danger."

Espionage

Your planners focus away from the military, instead looking towards a well-funded, efficient espionage apparatus.

Butter, not Guns

Military supremacy takes a back seat to economic puissance. Every level of this Doctrine boosts trade returns - specifics TBA.

Foreign Affairs

Your nation prefers the diplomatic path. Every level of this Doctrine decreases DAP cost by 10%, up to a 50% reduction.

Doctrinal Modifiers

Some National Traits provide a bonus or penalty to specific doctrines.

Übermensch

Grants 3 additional point to be spent on any Doctrine.

Extreme Transhumanism

Grants 1 additional point to be spent on any Doctrine.

Cyberize!

Grants 1 additional point to be spent on any Doctrine.

Stealth Obsessed

Increases the Wolfpack Doctrine by +1

People's War

Increases the Combined Arms Doctrine by +1

Covert Operations

Increases the Secret Missions Doctrine by +1

Overt Operations

Increases the Rampart Doctrine by +1

Master of the Guns

Increases the Rampart Doctrine by +1

State Secrets

Increases the OpSec Doctrine by +1

Compuphile

Increases the SigInt Doctrine by +1

Bioroids

Increases the Espionage Doctrine by +1

Access to Information Act

Decreases either the OpSec or Espionage Doctrines by -1

DefCon Levels

DefCon 5: 1% Draft, 100% Wealth
DefCon 4: 2% Draft, 25% Industry, 75% Wealth
DefCon 3: 3% Draft, 50% Industry, 50% Wealth
DefCon 2: 5% Draft, 75% Industry, 25% Wealth
DefCon 1: 10% Draft, 100% Industry

Sphere Rules
Government Nation Creation Traits Infrastructure Conversion Rules Old Rules
Industry Production Added Capabilities Slot-Free Added Capabilities Externals Support
Military Ground Battalions Aerospace Craft Warships Orbital Fortifications Military Doctrines
Trade Travel Diplomacy Merchant Marines Civilian Shipping