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[SIZE=5]Dominion of Amanata[/SIZE] | |||
[img]http://i.imgur.com/MWyP04G.jpg[/img] | |||
[SIZE=4][b]History/Background[/SIZE][/b] | |||
[b]History[/b] | |||
The first group to come to power in Amanata Colony during the bitter times immediately following the Collapse were something of a far right cult. Reacting to the nuclear annihilation of the Japanese home islands the fanatical K Faction's heavy-handed restoration resulted in purges, street fighting and eventually, a firm push back from everybody else. But while their hardliners' vision of a new and pure Japan thrown back to the early 20th century was never realistic, the main pillar of their moderate faction, the idea of a state dedicated to the restoration, preservation and expansion of culture and humanity, was etched into the basic spirit of the forming nation. In order for humanity to have continuity, it had to be fertile and widespread. For culture to have continuity, there needed to be freedom of communication such that traditions could survive the destruction of any number of worlds. Only then would those valuable things be truly resilient in the face of a universe that had, in a way, reverted to the stone age in terms of its security. Agreement over this principle was the first step that allowed the smouldering new country to spend the rest of the 23rd century finding out what those two things were. | |||
Among the first groups to be conceded a place at the seat of power were genuine theologians concerned with more than simply the national myth, a technocratic union dominated by robotics engineers and computer scientists and a coalition amongst the foreigners resident in Amanata Colony that made up over a quarter of the population. The first group, the theologians, were tackling the questions presented of Buddhism and Shinto, old Japan's most prominent traditional belief systems, by a universe where Earth, or at least Japan, had been destroyed and humanity largely existed in space. It turned out that the former faith, nontheistic and international to begin with, got along quite well in space and would produce more than its fair share of crazies as the decades went by. Shinto, almost entirely limited to Japan itself and tied to traditions stemming from land and objects that no longer existed, was in dire need of radical change. In order to survive in space, Shinto, much like Amanata itself, could no longer be solely Japanese. It would also need new gods and new legends that would, in the end, be created by humans themselves. In the end, lacking any genuine central authority or guidance, Shinto reached a tipping point and turned suddenly from a reclusive and endemic faith to one of the most liberal and democratic. | |||
The technocrats meanwhile insinuated themselves into the colony's economic recovery process, founding many of the massive corporations that were so intertwined with their role in government that they were quickly characterised as the Dominion's state enterprises without much fuss, though who is controlling who is, at times, subject to debate. In addition to advancing Amanata's increasingly active military, robotics permeated the productive sphere and the adoption of a slave class of gynoids and androids quickly rose in the civilian sphere, in part as a stop on sexism threatening to re-emerge under policies of population growth. Initially designed to be submissive and apolitical if sentient at all, it was flesh and blood humans who asked more and more whether biology was even necessary to be considered a human. Or to produce culture. Mu-Industries became the first mega corporation to fall victim significant reduction, being replaced in the domestic robot and AI space by the social collective, Iteration N. Nowadays, robots and AI of all kinds are entrenched in society up to the highest levels of power. They fight, lead, command and even commit crimes. Certainly [i]norms[/i] have been established, but very significant questions of law and humanity have not yet been fully answered. | |||
(to be finished... ) | |||
[b]Government[/b] | |||
[i]Head of State/Government[/i] | |||
The position of Head of Government is jointly held by the Regency Council, a term and concept held over from the earliest days when the K Faction was in control. There is no law governing the size of this body or how often it can be shuffled; it currently has seventeen sitting members, including two artificial intelligences. Members of the Regency Council invariably hold princely, ducal or presidential ranks of nobility. They are generally so connected that they inevitably represent multiple interest groups and are thus, if not impartial, then at least distant from the day to day cut and thrust of factional politicking. Aside from the overall direction of government, one of their most important duties is to carefully consider who to include and exclude in their own roster as well as other powerful government offices to ensure the stability of the state. Excluding and offending a powerful person is, of course, as dangerous as including a reckless hothead. | |||
Amanata still recognizes the Emperor (of Japan) as Head of State and considers the position to be vacant, not recognizing any current pretenders. It neither precludes the possibility of the position being filled in future (though how this might occur is not clear) nor sees any issue with the throne remaining vacant indefinitely. In the 2260's, pressure mounted for a revision of this aspect of the constitution given that Amanata was clearly no longer simply "Japan in Space" even if it owed the most to Japan for its origins. The Regency Council complied with a middle position. The current wording affirms that the Emperor is a state and territory independent entity, absolving Amanata of being Neo-Japan and explicitly accepting any other government's reasonable recognition of the Emperor as their Head of State. | |||
As a symbol of modern Amanata's cultural philosophy, designs of replacements for the lost Japanese imperial regalia were recently crowd-sourced. The resulting artifacts were produced by hand and are now used to represent the Chrysanthemum Throne ceremonially. They are treated with all the reverence due the originals but are occasionally displayed during special occasions at the shrines housing them. | |||
[i]State Religion[/i] | |||
Neon Shinto was a term originally coined in a certain popular post-Collapse song that was meant as a derogatory reference to the gaudy holographic calligraphy still associated with Amanata's shrines. As Shinto shrines are not directly taxable, they were and still are used as fronts for all sorts of gray or black market enterprises, in some cases even being veiled gambling dens or brothels. Over the past century however, even entirely sincere places of worship have embraced the term to differentiate themselves from their Earthly, strictly Japanese predecessors. After all, there are no traditional gods or holy places anywhere other than Earth so traditional Shinto could not have survived without change in fact and philosophy. In modern Amanata, shrines and religious organizations range from the deadly serious to those that are kayfabe entertainment productions with the latter being rather more popular, and society in general having gone well past the point of considering one end of the scale to be exploiting the other. | |||
Although not Shinto shrines, Buddhist temples are traditionally tolerated when they fill out tax forms meant for shrines. Buddhism still lends itself to being serious and a foreigner with traditional views of religion might interpret Amanata as a Buddhist country more than anything else. | |||
Religious movements that directly preclude or restrict other worship are unconstitutional in the same sense that a workplace cannot restrict an employee's worship, making them illegal to proselytize, though not to privately observe. This presents issues with strict orthodox readings of the Abrahamic faiths but is largely enforced as an anti-cult law. | |||
[SIZE=4][b]Territories[/SIZE][/b] | |||
Unlike many of her peers, Amanata was a prominent land power and has only turned back towards the stars in relatively recent years. Where many successor states have stayed contained to the borders they had as colonies, Amanata's terrestrial land borders have expanded considerably since the Collapse. It has actively launched settlements or integrations of these frontiers as a supplement to its programs of population increase and cultural exchange. | |||
[b]Core Region[/b] (Prospect – Major: $4800) | |||
The so-called Core Region is the densely populated and highly developed area in the southeast of Prospect's largest continent. It corresponds more or less to the pre-collapse borders of the former Amanata Colony founded in the late expansion era. It is divided into four provinces: | |||
Miyako, the most densely populated, lies along the east coast. Once covered in temperate rainforest, it has been heavily settled with numerous large cities catering to varying tastes and styles. At the center of it all is the eponymous megalopolis of Miyako, the nation's capital and by far its alpha city. | |||
Nankai, facing the south, is a vast karst landscape still largely covered in temperate rainforest. It is moderately populated, with many people attracted to its landscape. In addition to the picturesque shrines and temples brought along by inhabitants, it contains much of the heavy manufacturing sector and has enough caves for any number of secret bases if that is your thing. | |||
Kirisame, the interior, is the least populated part of the core, being a massive temperate to subtropical rainforest. Humanity's expansion into the area was initially limited but tracks and trails have been followed by roads, shrines and dense towns in recent decades. In addition to the obvious biological value of old growth forest that had not been present on much of Earth for centuries, it is an important source of timber for traditional buildings as well as additional wonders made possible by its giant trees. Whilst Prospect gravity is slightly higher than Earth's, the alien trees in the Misty Forest have different structural proteins allowing them to grow much larger than their Earthbound counterparts. | |||
Kazami, to the west, is a growing province with much of its cities and inhabitants along the southern coast and the lines of communication and transport there. | |||
Vast rolling grasslands, savannah and a large river delta form the southern and southeastern frontier province of Kazami. Originally containing a small Canadian colony that has since been absorbed, this region has firmly become Amanata's breadbasket and is better developed than the other frontiers. Close to Miyako, the land is a quiltwork of fields, ranches and small cities. As one drives further out, local grasses and flowers paint the landscape. The far reaches of Kazami are a safari ride with vast herds of native megafauna – completely unafraid of humans – intermixing with smaller introduced Earth life. | |||
[b]Kajiura Province[/b] (Prospect – Minor: $1200) | |||
[b]Mukue Province[/b] (Prospect – Minor: $2000) | |||
[b]Yakumo Province[/b] (Prospect – Minor: $1000) | |||
Stark highlands and floating mountains progress into shimmering white peaks as one travels north and northeast from the capital. Unsurprisingly, energy and mineral production dominate the economy here but the area is also known for its natural hot springs which were not widely present anywhere else in Amanata and sorely missed. There has also been a recent movement of various religious devotees carving statues and establishing temples in the high reaches. | |||
[b]Houraijima[/b] (Bunyan – Minor: $1500) | |||
Formerly an abandoned UKSA base, this small moon of Bunyan was purchased by Amanata through the state owned Hourai Fusion Turbine Company which resettled the shanty towns that had developed in the swiss cheese-like interior. Houraijima is 130km long and masses about 1.6 x 10^18 kg. It had little intrinsic value other than as a location for the HFTC's massive helium refinery complex, now a keystone of Amanatan energy independence. Since then, the moonlet has become a thriving space metropolis and diversified in function with new wings continually being added. In addition to significant military involvement as Amanata's sole interplanetary naval base (for now), assets and facilities of Dominion Star Yards have also recently been relocated there. | |||
[SIZE=4][b]Infrastructure[/SIZE][/b] | |||
[b]Nekonet[/b] (High Speed Telecommunications – Miyako) | |||
Nekonet is the state enterprise that provides free wireless network access to all Amanatan citizens as well as to visitors free of charge for the duration of their visa. Nyaana, a cat eared goddess, is considered to be the patron deity of Nekonet. Her main shrine is located in downtown Miyako and receives millions of visitors annually. | |||
[SIZE=4][b]Cultural Advantages/Disadvantages[/SIZE][/b] | |||
[b](+3) Skilled Bankers[/b] (+1.5% GDP Growth) | |||
The preservation and spread of humanity is a core long term policy for Amanata. Some of the initiatives undertaken include supplementing human resources with considerable numbers of androids, gynoids or general robots, as well as programs and technology designed to result in sustained and sustainable population growth. Given it is now properly in a phase of demographic expansion with large numbers of young people finishing education, the nation's economy is predisposed to growth so long as space and resources last. | |||
[b](-3) Disorderly Citizens[/b] (+1.5% Social Upkeep) | |||
Protection and promotion of culture are keystones in the legitimacy of Amanata as a non-democratic state. In addition to generous handouts to cultural and artistic projects, there are strict protections in place for citizens' personal and expressive freedom so long as the interference with the functions of state are "not excessive". In practice, both citizens and the state take this social contract quite seriously and for all the economic or political restrictions, Amanatan society is quite libertarian. As usual, the concerns of freedom and social cost start to clash somewhere between sex and hard drugs. In some ways, the fewer the laws, the more overbearing the remaining ones seem and Amanata's presentable face belies a thriving underworld. Unlike the Japan of old, Miyako is dangerous by night and the battle against the black market is constant. | |||
[b](-3) Engineering Buffoons[/b] (+1.5% Infrastructure Cost) | |||
Amanata is a cultural project and as such there is a strong pressure for everything to look pretty. Neighbourhoods need parks, shrines and temples. Districts need plazas, fountains and statuary. Train stations and terminals need tasteful but exacting decoration and commercial towers have to be distinct from their neighbours yet fit stylistically into the skyline even at the expense of not fitting into a budget. The country's engineers aren't [i]bad[/i], but they don't get to make the final decisions. | |||
[SIZE=4][b]Military Advantages/Disadvantages[/SIZE][/b] | |||
[b](+3) Better Ground Troops[/b] (+3 Attack and Defense) | |||
While Amanata encourages her soldiers to embrace the samurai spirit of old, she also makes sure they hit the battlefield with a great deal of gear. In the end, it is probably this surfeit of gadgetry that is most attributable for their success. In addition to excellent communications and leadership, Amanatan troops down to the section level have wide access to autonomous or semi-autonomous drones, combat droids and specialized or remote scanning equipment. Compared to peer forces, its rate of powered armour adoption is also exceptionally high, made possible by Amanata's inheritance of old Japan's robotics sector. | |||
[b](+2) Hardened Armour[/b] (+20% Armour) | |||
[b](+2) Stronger Shields[/b] (+20% Shields) | |||
[b](+3) Better Stealth[/b] (+3 Stealth) | |||
[b](-3) Worse Ship Weapons[/b] (-10% Hit Power) | |||
[b](-2) Expensive Ships[/b] (+5% Cost) | |||
Until fairly recently, Amanata's only shipyards were on the ground and terrestrial gravity placed mass limitations on military ship design. Dominion Star Yards has thus gained a great deal of experience in doing more with less, above and beyond the impetus given by similar limitations presented by modern superluminal drives. A quite new navy, the Dominion Spacy has aimed to be somewhat disruptive in order to avoid a potential like-for-like encounter with a peer power with more and bigger ships. To that end, much of its naval power in its fleet rests in stealthy light carrier groups. That said, when brought to battle Amanatan ships do prove immensely survivable at the expense of some firepower, giving them the chance to disengage and avoid defeat. | |||
[b](-3) Fighter Toughness[/b] (-6 HP) | |||
[b](+3) Fighter Weapons[/b] (+3 Power) | |||
[b](+3) Fighter Pilots[/b] (+3 Defense) | |||
[b](+3) Fighter Targeting[/b] (+3 Attack) | |||
[SIZE=4][b]Espionage[/SIZE][/b] | |||
[b]KAMI[/b] (Counterintelligence) | |||
Inevitably, all of Amanata's enemies come to realize that [i]someone[/i] keeps their unlikely country obliviously safe, but it's difficult to say who they are. Among the national security organs of the successor states, Amanata's tireless guardians are perhaps the most secretive, seemingly existing beyond the society, scrutiny and law of those they protect. It is secrecy that preserves them, and secrecy that imprisons them in an endless and thankless hell. In a certain district far in the outskirts of Miyako, it is said there is a large but quiet shrine where sincere prayers are sometimes answered. Perhaps gods still exist after all. | |||
[SIZE=4][b]Shipyards[/SIZE][/b] | |||
[b]Dominion Star Yards[/b] (Houraijima) | |||
2 Escort Slipways (20) | |||
4 Cruiser Slipways (80) | |||
[SIZE=4][b]Dominion Spacy[/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. | |||
[b][i]Sword[/i] class cruiser[/b] (Heavy Cruiser) ($945) | |||
[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]Ayanami[/i] class light carrier[/b] (Destroyer) ($94.5)1890 | |||
[b]modules[/b]: Arc drive, hangar – Type 495舞 mobile fighter (multirole fighter) | |||
[b]weapons (ballistic/energy/missile)[/b]: (20/10/70) | |||
[b][i]C3[/i] class cruiser[/b] (Light Cruiser) ($157.5)1260 | |||
[b]modules[/b]: Arc drive, C3 equipment, point-defense arrays | |||
[b]weapons (ballistic/energy/missile)[/b]: 20/60/20 | |||
[b][i]PDADD[/i] class destroyer[/b] (Destroyer) ($94.5) | |||
[b]modules[/b]: Arc drive, powerful scanners, point-defense arrays | |||
[b]weapons (ballistic/energy/missile)[/b]: 20/60/20 | |||
[b][i]x[/i] class carrier[/b] (Heavy Cruiser) ($236.25) | |||
[b]modules[/b]: Arc drive, ECM system, hangar – Type 453柊 mobile fighter (bomber), hangar – Type 495舞 mobile fighter (multirole fighter) | |||
[b]weapons (ballistic/energy/missile)[/b]: (20/10/70) | |||
-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) | |||
bomber Carrier | |||
Fleet Scout | |||
-alc | |||
-sensors | |||
-stealth? | |||
Science Ship | |||
-scanners | |||
[b][i]x[/i] class carrier[/b] (Light Cruiser) ($236.25) | |||
[b]modules[/b]: | |||
[b]weapons (ballistic/energy/missile)[/b]: 50/0/50 | |||
-marine landing force | |||
-marine | |||
-lab | |||
-alc | |||
[b]Type 995F/SN class transport[/b] (Corvette) ($31.5) | |||
[b]modules[/b]: Arc drive, cargo hold | |||
[b]weapons (ballistic/energy/missile)[/b]: 0/0/100 | |||
[b]Type 995F/HA transport[/b] (Corvette) ($31.5) | |||
[b]modules[/b]: Arc drive, marine landing force | |||
[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 some years. In the militarized configurations used by Dominion military services, it is a right beast for its 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 given even proper warships pause in numbers. 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. | |||
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. | |||
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 453[/b]柊 [b]mobile fighter[/b] (Bomber) ($40) | |||
[b]Type 495[/b]舞 [b]mobile fighter[/b] (Multirole Fighter) ($40) | |||
[SIZE=4][b]Dominion Spatial Armoured Infantry[/SIZE][/b] | |||
[b][i]Hourai Citadel[/i][/b] (Battlestation – Houraijima) ($200) | |||
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) | |||
A 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) | |||
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] A, 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]Light Armoured Infantry[/b] (Marines) ($6) | |||
Light Armoured 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]Dominion Army[/SIZE][/b] | |||
The Dominion Army operates under a true regimental system with each regiment as an administratively contained unit that also functions as a tactical formation. Amanatan regiments are, unsurprisingly, quite colourful and individualistic. Each has its own patron deity and participates in annual games and ceremonies. Some even sell their own merchandise (which is, of course, tax free if done through the regimental shrine). The most prestigious are those that existed in some form prior to the Collapse followed by those with a hand in the state's formative years. | |||
[b]Mechanized Infantry[/b] | |||
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 | |||
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. | |||
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. | |||
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. | |||
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. | |||
Capital Defense Network | |||
Cost: $200 | |||
Construction Time: 24 months | |||
-HP: 500 | |||
-Armor: 5 | |||
-Attack Number: 1D10 + 4 | |||
-Defense Number: 1D10 | |||
-Damage: 3D6 + 10 | |||
General Rundown: The largest, strongest, and meanest defense network available. It would take a large army to make it through this alive. | |||
[SIZE=4][b]Budget 2316[/SIZE][/b] | |||
[b]Unitary-Socialist[/b] | |||
GDP: 10500 | |||
Trade Base: 8.5% | |||
FY2316 Taxes: (55%) | |||
-6% Infrastructure Projects | |||
-10% Military Upkeep | |||
-10% Trade Revenue | |||
24% Social Spending | |||
Espionage Risk: Low | |||
[i]Nekomi Academy[/i] (University) | |||
Nekomi Academy was founded in the high colonial era as simply the University of Amanata and was even more boringly renamed the State Cultural and Religious Studies Institute for a period after the Collapse. In a period of nearly two centuries it has gone from a third rate political checkbox tick to one of the most renowned centers of learning in human space. Unlike all of its peers in that short list however, Nekomi Academy focuses entirely on the arts and humanities. | |||
[b]Type 453[/b]柊 [b]mobile fighter[/b] (Bomber) | |||
Throughout all this, the non-Japanese struggled and succeeded in making themselves heard, turning Amanata into something more than Japan in Space. | |||
As the years passed and the rebuilding and expansion continued with more and more disparate groups putting words (or bombs) into the mix, it seemed like Amanata's answer to the first would be disturbingly similar to a cyberpunk dystopia. With the state as a source of protection and economic control that guaranteed the basic necessities and controlled the accumulation of money and power, it was arts, thrills, the living of life and the breaking of taboos that people turned to. | |||
[b]Analytics Office[/b] (Analysis) | |||
The Analytics Office is not formally an intelligence organization but rather a general purpose government ministry that grew naturally from the requirements of administering a very large state. It is a clearinghouse of information buzzing with hundreds of experts and often quirky AI's that collects mostly domestic, but also foreign data and then attempts to serve it all up in an understandable way to other government offices. This unsurprisingly is a complicated job with other bureaucrats variably accusing "Anno" of trying to tell them how to do their jobs or just plain being wrong. That said, the department's work fits very well with the Regency Council's view of foreign affairs, which is to see human space holistically, as an ever-developing situation rather than focus overly on particular events or operations at specific times and places. | |||
[b]Military Intelligence and Surveillance Office[/b] (Military) | |||
Amusing as their acronym is, Amanata's military intelligence organ is underestimated at their enemy's peril. Their mandate, an oddly indirect one, is to protect the state and the armed forces from avoidable losses, giving them wide license to liaise with the Analytics Office and to search for unconventional or even non-military solutions. Of course, giving strike groups the information to carry out their missions works just as well most of the time. | |||
[b]Neon Shinto[/b] | |||
Rather than faith in the traditional sense Neon Shinto is thought to rely more on collective suspension of disbelief, providing a way to show devote, to add meaning to things done, and to gather people now and again to have a festival. Divine entities are happily created, fictionalized and retold again and again. What is true and what is real are different. | |||
A strong terrestrial army is considered important, oddly enough, to space defense as its presence encourages the development of collective security |
Revision as of 04:09, 15 December 2015
[SIZE=5]Dominion of Amanata[/SIZE]
[img]http://i.imgur.com/MWyP04G.jpg[/img]
[SIZE=4][b]History/Background[/SIZE][/b] [b]History[/b] The first group to come to power in Amanata Colony during the bitter times immediately following the Collapse were something of a far right cult. Reacting to the nuclear annihilation of the Japanese home islands the fanatical K Faction's heavy-handed restoration resulted in purges, street fighting and eventually, a firm push back from everybody else. But while their hardliners' vision of a new and pure Japan thrown back to the early 20th century was never realistic, the main pillar of their moderate faction, the idea of a state dedicated to the restoration, preservation and expansion of culture and humanity, was etched into the basic spirit of the forming nation. In order for humanity to have continuity, it had to be fertile and widespread. For culture to have continuity, there needed to be freedom of communication such that traditions could survive the destruction of any number of worlds. Only then would those valuable things be truly resilient in the face of a universe that had, in a way, reverted to the stone age in terms of its security. Agreement over this principle was the first step that allowed the smouldering new country to spend the rest of the 23rd century finding out what those two things were.
Among the first groups to be conceded a place at the seat of power were genuine theologians concerned with more than simply the national myth, a technocratic union dominated by robotics engineers and computer scientists and a coalition amongst the foreigners resident in Amanata Colony that made up over a quarter of the population. The first group, the theologians, were tackling the questions presented of Buddhism and Shinto, old Japan's most prominent traditional belief systems, by a universe where Earth, or at least Japan, had been destroyed and humanity largely existed in space. It turned out that the former faith, nontheistic and international to begin with, got along quite well in space and would produce more than its fair share of crazies as the decades went by. Shinto, almost entirely limited to Japan itself and tied to traditions stemming from land and objects that no longer existed, was in dire need of radical change. In order to survive in space, Shinto, much like Amanata itself, could no longer be solely Japanese. It would also need new gods and new legends that would, in the end, be created by humans themselves. In the end, lacking any genuine central authority or guidance, Shinto reached a tipping point and turned suddenly from a reclusive and endemic faith to one of the most liberal and democratic.
The technocrats meanwhile insinuated themselves into the colony's economic recovery process, founding many of the massive corporations that were so intertwined with their role in government that they were quickly characterised as the Dominion's state enterprises without much fuss, though who is controlling who is, at times, subject to debate. In addition to advancing Amanata's increasingly active military, robotics permeated the productive sphere and the adoption of a slave class of gynoids and androids quickly rose in the civilian sphere, in part as a stop on sexism threatening to re-emerge under policies of population growth. Initially designed to be submissive and apolitical if sentient at all, it was flesh and blood humans who asked more and more whether biology was even necessary to be considered a human. Or to produce culture. Mu-Industries became the first mega corporation to fall victim significant reduction, being replaced in the domestic robot and AI space by the social collective, Iteration N. Nowadays, robots and AI of all kinds are entrenched in society up to the highest levels of power. They fight, lead, command and even commit crimes. Certainly [i]norms[/i] have been established, but very significant questions of law and humanity have not yet been fully answered.
(to be finished... )
[b]Government[/b] [i]Head of State/Government[/i] The position of Head of Government is jointly held by the Regency Council, a term and concept held over from the earliest days when the K Faction was in control. There is no law governing the size of this body or how often it can be shuffled; it currently has seventeen sitting members, including two artificial intelligences. Members of the Regency Council invariably hold princely, ducal or presidential ranks of nobility. They are generally so connected that they inevitably represent multiple interest groups and are thus, if not impartial, then at least distant from the day to day cut and thrust of factional politicking. Aside from the overall direction of government, one of their most important duties is to carefully consider who to include and exclude in their own roster as well as other powerful government offices to ensure the stability of the state. Excluding and offending a powerful person is, of course, as dangerous as including a reckless hothead.
Amanata still recognizes the Emperor (of Japan) as Head of State and considers the position to be vacant, not recognizing any current pretenders. It neither precludes the possibility of the position being filled in future (though how this might occur is not clear) nor sees any issue with the throne remaining vacant indefinitely. In the 2260's, pressure mounted for a revision of this aspect of the constitution given that Amanata was clearly no longer simply "Japan in Space" even if it owed the most to Japan for its origins. The Regency Council complied with a middle position. The current wording affirms that the Emperor is a state and territory independent entity, absolving Amanata of being Neo-Japan and explicitly accepting any other government's reasonable recognition of the Emperor as their Head of State.
As a symbol of modern Amanata's cultural philosophy, designs of replacements for the lost Japanese imperial regalia were recently crowd-sourced. The resulting artifacts were produced by hand and are now used to represent the Chrysanthemum Throne ceremonially. They are treated with all the reverence due the originals but are occasionally displayed during special occasions at the shrines housing them.
[i]State Religion[/i] Neon Shinto was a term originally coined in a certain popular post-Collapse song that was meant as a derogatory reference to the gaudy holographic calligraphy still associated with Amanata's shrines. As Shinto shrines are not directly taxable, they were and still are used as fronts for all sorts of gray or black market enterprises, in some cases even being veiled gambling dens or brothels. Over the past century however, even entirely sincere places of worship have embraced the term to differentiate themselves from their Earthly, strictly Japanese predecessors. After all, there are no traditional gods or holy places anywhere other than Earth so traditional Shinto could not have survived without change in fact and philosophy. In modern Amanata, shrines and religious organizations range from the deadly serious to those that are kayfabe entertainment productions with the latter being rather more popular, and society in general having gone well past the point of considering one end of the scale to be exploiting the other.
Although not Shinto shrines, Buddhist temples are traditionally tolerated when they fill out tax forms meant for shrines. Buddhism still lends itself to being serious and a foreigner with traditional views of religion might interpret Amanata as a Buddhist country more than anything else.
Religious movements that directly preclude or restrict other worship are unconstitutional in the same sense that a workplace cannot restrict an employee's worship, making them illegal to proselytize, though not to privately observe. This presents issues with strict orthodox readings of the Abrahamic faiths but is largely enforced as an anti-cult law.
[SIZE=4][b]Territories[/SIZE][/b] Unlike many of her peers, Amanata was a prominent land power and has only turned back towards the stars in relatively recent years. Where many successor states have stayed contained to the borders they had as colonies, Amanata's terrestrial land borders have expanded considerably since the Collapse. It has actively launched settlements or integrations of these frontiers as a supplement to its programs of population increase and cultural exchange.
[b]Core Region[/b] (Prospect – Major: $4800) The so-called Core Region is the densely populated and highly developed area in the southeast of Prospect's largest continent. It corresponds more or less to the pre-collapse borders of the former Amanata Colony founded in the late expansion era. It is divided into four provinces:
Miyako, the most densely populated, lies along the east coast. Once covered in temperate rainforest, it has been heavily settled with numerous large cities catering to varying tastes and styles. At the center of it all is the eponymous megalopolis of Miyako, the nation's capital and by far its alpha city.
Nankai, facing the south, is a vast karst landscape still largely covered in temperate rainforest. It is moderately populated, with many people attracted to its landscape. In addition to the picturesque shrines and temples brought along by inhabitants, it contains much of the heavy manufacturing sector and has enough caves for any number of secret bases if that is your thing.
Kirisame, the interior, is the least populated part of the core, being a massive temperate to subtropical rainforest. Humanity's expansion into the area was initially limited but tracks and trails have been followed by roads, shrines and dense towns in recent decades. In addition to the obvious biological value of old growth forest that had not been present on much of Earth for centuries, it is an important source of timber for traditional buildings as well as additional wonders made possible by its giant trees. Whilst Prospect gravity is slightly higher than Earth's, the alien trees in the Misty Forest have different structural proteins allowing them to grow much larger than their Earthbound counterparts.
Kazami, to the west, is a growing province with much of its cities and inhabitants along the southern coast and the lines of communication and transport there.
Vast rolling grasslands, savannah and a large river delta form the southern and southeastern frontier province of Kazami. Originally containing a small Canadian colony that has since been absorbed, this region has firmly become Amanata's breadbasket and is better developed than the other frontiers. Close to Miyako, the land is a quiltwork of fields, ranches and small cities. As one drives further out, local grasses and flowers paint the landscape. The far reaches of Kazami are a safari ride with vast herds of native megafauna – completely unafraid of humans – intermixing with smaller introduced Earth life.
[b]Kajiura Province[/b] (Prospect – Minor: $1200)
[b]Mukue Province[/b] (Prospect – Minor: $2000)
[b]Yakumo Province[/b] (Prospect – Minor: $1000) Stark highlands and floating mountains progress into shimmering white peaks as one travels north and northeast from the capital. Unsurprisingly, energy and mineral production dominate the economy here but the area is also known for its natural hot springs which were not widely present anywhere else in Amanata and sorely missed. There has also been a recent movement of various religious devotees carving statues and establishing temples in the high reaches.
[b]Houraijima[/b] (Bunyan – Minor: $1500) Formerly an abandoned UKSA base, this small moon of Bunyan was purchased by Amanata through the state owned Hourai Fusion Turbine Company which resettled the shanty towns that had developed in the swiss cheese-like interior. Houraijima is 130km long and masses about 1.6 x 10^18 kg. It had little intrinsic value other than as a location for the HFTC's massive helium refinery complex, now a keystone of Amanatan energy independence. Since then, the moonlet has become a thriving space metropolis and diversified in function with new wings continually being added. In addition to significant military involvement as Amanata's sole interplanetary naval base (for now), assets and facilities of Dominion Star Yards have also recently been relocated there.
[SIZE=4][b]Infrastructure[/SIZE][/b] [b]Nekonet[/b] (High Speed Telecommunications – Miyako) Nekonet is the state enterprise that provides free wireless network access to all Amanatan citizens as well as to visitors free of charge for the duration of their visa. Nyaana, a cat eared goddess, is considered to be the patron deity of Nekonet. Her main shrine is located in downtown Miyako and receives millions of visitors annually.
[SIZE=4][b]Cultural Advantages/Disadvantages[/SIZE][/b] [b](+3) Skilled Bankers[/b] (+1.5% GDP Growth) The preservation and spread of humanity is a core long term policy for Amanata. Some of the initiatives undertaken include supplementing human resources with considerable numbers of androids, gynoids or general robots, as well as programs and technology designed to result in sustained and sustainable population growth. Given it is now properly in a phase of demographic expansion with large numbers of young people finishing education, the nation's economy is predisposed to growth so long as space and resources last.
[b](-3) Disorderly Citizens[/b] (+1.5% Social Upkeep) Protection and promotion of culture are keystones in the legitimacy of Amanata as a non-democratic state. In addition to generous handouts to cultural and artistic projects, there are strict protections in place for citizens' personal and expressive freedom so long as the interference with the functions of state are "not excessive". In practice, both citizens and the state take this social contract quite seriously and for all the economic or political restrictions, Amanatan society is quite libertarian. As usual, the concerns of freedom and social cost start to clash somewhere between sex and hard drugs. In some ways, the fewer the laws, the more overbearing the remaining ones seem and Amanata's presentable face belies a thriving underworld. Unlike the Japan of old, Miyako is dangerous by night and the battle against the black market is constant.
[b](-3) Engineering Buffoons[/b] (+1.5% Infrastructure Cost) Amanata is a cultural project and as such there is a strong pressure for everything to look pretty. Neighbourhoods need parks, shrines and temples. Districts need plazas, fountains and statuary. Train stations and terminals need tasteful but exacting decoration and commercial towers have to be distinct from their neighbours yet fit stylistically into the skyline even at the expense of not fitting into a budget. The country's engineers aren't [i]bad[/i], but they don't get to make the final decisions.
[SIZE=4][b]Military Advantages/Disadvantages[/SIZE][/b] [b](+3) Better Ground Troops[/b] (+3 Attack and Defense) While Amanata encourages her soldiers to embrace the samurai spirit of old, she also makes sure they hit the battlefield with a great deal of gear. In the end, it is probably this surfeit of gadgetry that is most attributable for their success. In addition to excellent communications and leadership, Amanatan troops down to the section level have wide access to autonomous or semi-autonomous drones, combat droids and specialized or remote scanning equipment. Compared to peer forces, its rate of powered armour adoption is also exceptionally high, made possible by Amanata's inheritance of old Japan's robotics sector.
[b](+2) Hardened Armour[/b] (+20% Armour) [b](+2) Stronger Shields[/b] (+20% Shields) [b](+3) Better Stealth[/b] (+3 Stealth) [b](-3) Worse Ship Weapons[/b] (-10% Hit Power) [b](-2) Expensive Ships[/b] (+5% Cost) Until fairly recently, Amanata's only shipyards were on the ground and terrestrial gravity placed mass limitations on military ship design. Dominion Star Yards has thus gained a great deal of experience in doing more with less, above and beyond the impetus given by similar limitations presented by modern superluminal drives. A quite new navy, the Dominion Spacy has aimed to be somewhat disruptive in order to avoid a potential like-for-like encounter with a peer power with more and bigger ships. To that end, much of its naval power in its fleet rests in stealthy light carrier groups. That said, when brought to battle Amanatan ships do prove immensely survivable at the expense of some firepower, giving them the chance to disengage and avoid defeat.
[b](-3) Fighter Toughness[/b] (-6 HP) [b](+3) Fighter Weapons[/b] (+3 Power) [b](+3) Fighter Pilots[/b] (+3 Defense) [b](+3) Fighter Targeting[/b] (+3 Attack)
[SIZE=4][b]Espionage[/SIZE][/b] [b]KAMI[/b] (Counterintelligence) Inevitably, all of Amanata's enemies come to realize that [i]someone[/i] keeps their unlikely country obliviously safe, but it's difficult to say who they are. Among the national security organs of the successor states, Amanata's tireless guardians are perhaps the most secretive, seemingly existing beyond the society, scrutiny and law of those they protect. It is secrecy that preserves them, and secrecy that imprisons them in an endless and thankless hell. In a certain district far in the outskirts of Miyako, it is said there is a large but quiet shrine where sincere prayers are sometimes answered. Perhaps gods still exist after all.
[SIZE=4][b]Shipyards[/SIZE][/b] [b]Dominion Star Yards[/b] (Houraijima) 2 Escort Slipways (20) 4 Cruiser Slipways (80)
[SIZE=4][b]Dominion Spacy[/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.
[b][i]Sword[/i] class cruiser[/b] (Heavy Cruiser) ($945) [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]Ayanami[/i] class light carrier[/b] (Destroyer) ($94.5)1890
[b]modules[/b]: Arc drive, hangar – Type 495舞 mobile fighter (multirole fighter)
[b]weapons (ballistic/energy/missile)[/b]: (20/10/70)
[b][i]C3[/i] class cruiser[/b] (Light Cruiser) ($157.5)1260 [b]modules[/b]: Arc drive, C3 equipment, point-defense arrays [b]weapons (ballistic/energy/missile)[/b]: 20/60/20
[b][i]PDADD[/i] class destroyer[/b] (Destroyer) ($94.5)
[b]modules[/b]: Arc drive, powerful scanners, point-defense arrays
[b]weapons (ballistic/energy/missile)[/b]: 20/60/20
[b][i]x[/i] class carrier[/b] (Heavy Cruiser) ($236.25) [b]modules[/b]: Arc drive, ECM system, hangar – Type 453柊 mobile fighter (bomber), hangar – Type 495舞 mobile fighter (multirole fighter) [b]weapons (ballistic/energy/missile)[/b]: (20/10/70)
-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)
bomber Carrier
Fleet Scout -alc -sensors -stealth?
Science Ship
-scanners
[b][i]x[/i] class carrier[/b] (Light Cruiser) ($236.25)
[b]modules[/b]:
[b]weapons (ballistic/energy/missile)[/b]: 50/0/50
-marine landing force -marine -lab -alc
[b]Type 995F/SN class transport[/b] (Corvette) ($31.5)
[b]modules[/b]: Arc drive, cargo hold
[b]weapons (ballistic/energy/missile)[/b]: 0/0/100
[b]Type 995F/HA transport[/b] (Corvette) ($31.5) [b]modules[/b]: Arc drive, marine landing force [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 some years. In the militarized configurations used by Dominion military services, it is a right beast for its 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 given even proper warships pause in numbers. 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.
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.
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 453[/b]柊 [b]mobile fighter[/b] (Bomber) ($40)
[b]Type 495[/b]舞 [b]mobile fighter[/b] (Multirole Fighter) ($40)
[SIZE=4][b]Dominion Spatial Armoured Infantry[/SIZE][/b] [b][i]Hourai Citadel[/i][/b] (Battlestation – Houraijima) ($200) 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) A 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) 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] A, 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]Light Armoured Infantry[/b] (Marines) ($6) Light Armoured 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]Dominion Army[/SIZE][/b] The Dominion Army operates under a true regimental system with each regiment as an administratively contained unit that also functions as a tactical formation. Amanatan regiments are, unsurprisingly, quite colourful and individualistic. Each has its own patron deity and participates in annual games and ceremonies. Some even sell their own merchandise (which is, of course, tax free if done through the regimental shrine). The most prestigious are those that existed in some form prior to the Collapse followed by those with a hand in the state's formative years.
[b]Mechanized Infantry[/b]
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
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.
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.
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.
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.
Capital Defense Network Cost: $200 Construction Time: 24 months -HP: 500 -Armor: 5 -Attack Number: 1D10 + 4 -Defense Number: 1D10 -Damage: 3D6 + 10 General Rundown: The largest, strongest, and meanest defense network available. It would take a large army to make it through this alive.
[SIZE=4][b]Budget 2316[/SIZE][/b] [b]Unitary-Socialist[/b] GDP: 10500 Trade Base: 8.5% FY2316 Taxes: (55%) -6% Infrastructure Projects -10% Military Upkeep -10% Trade Revenue 24% Social Spending Espionage Risk: Low
[i]Nekomi Academy[/i] (University)
Nekomi Academy was founded in the high colonial era as simply the University of Amanata and was even more boringly renamed the State Cultural and Religious Studies Institute for a period after the Collapse. In a period of nearly two centuries it has gone from a third rate political checkbox tick to one of the most renowned centers of learning in human space. Unlike all of its peers in that short list however, Nekomi Academy focuses entirely on the arts and humanities.
[b]Type 453[/b]柊 [b]mobile fighter[/b] (Bomber)
Throughout all this, the non-Japanese struggled and succeeded in making themselves heard, turning Amanata into something more than Japan in Space.
As the years passed and the rebuilding and expansion continued with more and more disparate groups putting words (or bombs) into the mix, it seemed like Amanata's answer to the first would be disturbingly similar to a cyberpunk dystopia. With the state as a source of protection and economic control that guaranteed the basic necessities and controlled the accumulation of money and power, it was arts, thrills, the living of life and the breaking of taboos that people turned to.
[b]Analytics Office[/b] (Analysis)
The Analytics Office is not formally an intelligence organization but rather a general purpose government ministry that grew naturally from the requirements of administering a very large state. It is a clearinghouse of information buzzing with hundreds of experts and often quirky AI's that collects mostly domestic, but also foreign data and then attempts to serve it all up in an understandable way to other government offices. This unsurprisingly is a complicated job with other bureaucrats variably accusing "Anno" of trying to tell them how to do their jobs or just plain being wrong. That said, the department's work fits very well with the Regency Council's view of foreign affairs, which is to see human space holistically, as an ever-developing situation rather than focus overly on particular events or operations at specific times and places.
[b]Military Intelligence and Surveillance Office[/b] (Military) Amusing as their acronym is, Amanata's military intelligence organ is underestimated at their enemy's peril. Their mandate, an oddly indirect one, is to protect the state and the armed forces from avoidable losses, giving them wide license to liaise with the Analytics Office and to search for unconventional or even non-military solutions. Of course, giving strike groups the information to carry out their missions works just as well most of the time.
[b]Neon Shinto[/b] Rather than faith in the traditional sense Neon Shinto is thought to rely more on collective suspension of disbelief, providing a way to show devote, to add meaning to things done, and to gather people now and again to have a festival. Divine entities are happily created, fictionalized and retold again and again. What is true and what is real are different.
A strong terrestrial army is considered important, oddly enough, to space defense as its presence encourages the development of collective security