Unit Types: Difference between revisions

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''Propulsion'' <br>
''Propulsion'' <br>
These determine the speed of your vessel in normal space.  
These determine the speed of your vessel in normal space.


== Drive Types ==
== Drive Types ==

Latest revision as of 17:02, 13 July 2024

Unit Types summary (tentative)

Manpower

All manpower isn't equal. As a power wishes to improve the quality of its soldiers, it must necessarily seperate the wheat from the chaff, necessitating ever-more expensive and intensive training that provides ever-decreasing results.

AI may be a mitigator, but so far no-one save the posthumans have successfully created an artificial intellect by any method other than brute-force emulation of human thought processes. Given that the creation of a true sentient AI heralded the fall of the posthumans, nobody really wants to do any sort of research into building a sentient AI. In the end, although unskilled labor can be replaced by drones, and most soldiers will have support by non-sentient AI, in the end you still need manpower, whether human, bioengineered, or cybernetic.

Manpower comes in several types-Untrained, Green, Regular, Hardened, Elite, and Specialized.

Green
Green manpower is marginally trained and similarly, marginally effective. Green soldiers and pilots are equivalent to reservists, people who train very occasionally to keep their skills fresh, if not honed. However, they are cheap and easy to train, and can fare quite well in a defensive or rear-echelon role.
0.5X Cost multiplier

Regular
Regulars are the backbone of most militaries, professionals who are well-trained and disciplined. They are cost-effective, unlikely to break, and competent enough that they can handle all but the most specialized gear. The vast majority of combat soldiers end up at this level of competence.
1X Cost multiplier(no change)

Elite
Elites are Rangers, Marines, hardcore types who are often trained in specialized operations, whether it's amphibious operations, orbital drop, or NBC warfare. Although cost-inefficient on a grand scale a few elite units are extraordinarily potent force multipliers.
2X Cost multiplier

Specialised
Specialized troops have even more extensive training and are often seen with the most advanced equipment and the largest egos. In general, only special forces, ace squadrons, or special forces support units will have this level of training, as the screening and training necessary for it is highly cost-ineffective, often washing out 80% or more of the people who qualify.
4X Cost multiplier

Planetoid Military Units

These units are (primarily) for major operations on the surfaces of major planetoids, or large habitats. Despite the extensive use of drones and other automated war fighting equipment, AI remained more or less the purview of the posthumans and as such, the human brain and the soldier lies at the heart of military operations.

Infantry

The backbone of any military, infantry are most effective when you have someone you want to fight but don't particularly want to destroy everything they have. Cheap, highly effective in built-up terrain, and versatile, foot soldiers run the gamut from poorly trained militia to elite special forces.

Guerillas Batallion

Guerillas are soldiers who have learned, whether by training or brutal selective pressures, how to fight unconventionally, moving light and striking hard. With their skillset in living off the land, scavenging equipment, hacking security software, and stealthy operation, guerrillas are critical to winning unconventional wars. They are suited to arenas with high number of civilians or dense rural terrain.

"The guerrilla must move amongst the people as a fish swims in the sea." Mao Zedong

Cost: 1 Point


Infantry Battalion

Ranging from under-equipped conscripts to elite direct-action assault forces, infantrymen are a solid backbone upon which the entire army builds. Even though they are equipped with powered armor and use smart weapons, operate in theaters as diverse as terrestrial combat and space habitat assault, their role and tactics are still eminently recognizable.

"The infantry doesn't change. We're the only arm of the military where the weapon is the man himself." Major General C.T. Shortis

Cost: 1 Point


'Storm Troopers

Mobile Infantry or Gears, Storm Troopers are soldiers who sacrifice flexibility for firepower, speed, and armor. Clad in extremely large and heavy powered armors often standing two or more meters tall, shock troops stride the border between infantry and vehicle, devastating urban combat specialists which are at home in the chaos and violence of street-fighting.

"The Geebeeps were holed up in Renos City pretty well, we took the maglev lines into the city, but the streets were too narrow for our armour and the dome prevented air and heavy artillery strikes, they were too dug in to be taken by infantry. It took a week but reinforcements arrived, Patrolman Gears. Geebeeps broke in a day, they'd poured everything into preventing adequate beachheads and lacked a defence in depth. Renos city fell within the week."
Lt Colonel A. Brook, 22nd Infantry Division.

Cost: 2 Point

Ground Vehicles

Transport

Infantry units are assumed by default to have either APC or VTOL transport capabilities. The following units represent significantly upgraded capabilties.

IFV Battalion

An infantry fighting vehicle (IFV, also known as (mechanized) infantry combat vehicle, (MICV) is a type of armoured fighting vehicle (AFV) used to carry infantry into battle and provide fire support for them, either on the ground or from the air.
Cost: 1 Point


Armoured

Armour can be tanks or Mecha.

Light Armoured Battalion

Light Armour are small, highly mobile air transportable armoured vehicles used in difficult terrain, for fast deployment or as recon units.
Cost: 1 Points

Armoured Battalion

Armour are armoured fighting vehicles designed for front-line combat which combines operational mobility and tactical offensive and defensive capabilities.
Cost: 2 Points

Heavy Armoured Battalion

HEavy Armoured vehicles are large tanks designed to break through heavily defended fortifications or endure heavy urban fighting (if they fit)
Cost 4 Points

Artillery

Artillery Battery Battalion

Self-propelled artillery can deliver precise strikes and heavy bombardments in support of units kilometers away. Note: Mark as either Surface to Surface, Surface to Air or Ground to Space
Cost: 1 points

Heavy Artillery Battalion

Heavy self propelled MRLS, or giant cannons remain popular with many armies to take fire deep into the enemy rear or attack enemy aircraft hundreds of kilometers away. Mark either Surface to Surface, or Surface to Air, or Ground to Space
Cost: 2 points

Air Vehicles

Similarly air support plays a critical, if slightly diminished role because of the existence of space forces. However, although most ships can reach down through the atmosphere and swat at targets, most popularly using railguns, it requires specialist systems and is it often cheaper and more effective to just get closer using aircraft or ground units rather than invest in a orbital strike ship.

UAVs Squadron
Most UAVs are tiny designs, incapable of housing a pilot or a complex tactical AI and massing only a few tons at most. With only simple programming and low payload space they make poor units for dogfights but their extremely low cost and space requirements make them useful and expendable scouts. They can also be armed with smart missiles or other weapons that allow them some capacity to perform air support, in which case their long loiter time makes them a godsend to ground units in the vicinity.

Cost 1 points

Tactical Air Squadron
Depending on armament and protective devices, tactical aircraft can be anything from fighters, to interceptors, to tactical bombers or even heavy gunships or transport VTOLs. Universally useful, tactical air units are by far the most common type of air support. Often deployed from space, only a few rare designs have any capacity to claw their way back, so the vast majority are equipped with VTOL systems so they can land on even makeshift airstrips.

Cost 2 points

Strategic Air Squadron
Commonly either found as dropships or heavy bombers, strategic air are larger and more expensive, and often equipped with engines that allow them to fly from ground to orbit, to take on a new load of supplies or soldiers, strategic airpower is a critical component in any offensive military action. Being capable of lifting heavier vehicles, unlike tactical transport VTOLs, strategic airpower is also a vital component for a defender who does not wish to face down main battle tanks with merely infantry-launched missiles and prayers.

Cost 4 points

Spaceborne Military Units

Infantry

Espatier Battalion

Espatiers are 'space infantry' and are the space-borne version of terrestrial marines. While standard infantry are frequently used to occupy larger space stations and habitats, smaller space stations, zero-gee environments and asteroids require more specialised infantry. Equipped in vacuum capable power armor and armed with a variety of weapons from low-penetrative slugthrowers to heavier railguns Espatiers are trained to assault a variety of space targets.

"Espatiers are not space marines. Space isn't a ocean, it's a three dimensional environment which requires a complex understanding of physics and inertia. The 3rd Republic recruits almost exclusively from spacers because it cuts the training time in half. Don't compare us to marines unless they start fighting underwater" Lt Psyllus, 2nd Espatier Division of the 3rd Jupiter Republic

Cost: 2 Point

Spacecraft

Military spacecraft in Heaven's Wake rely on salvaged hulls and apex technology from the golden era, as many polities are unable to produce the required components and superstructure for warfighting vessels. These come from vast graveyards of derelict vessels, some tombs others hastily abandoned when the apex technology underpinning vital functions failed to function, or stranded by non-functioning t-gates.

Spacecraft have hardpoints for weapons, generic modules are various abilities and engineering modules for either reactors or drives. Every ship needs at least one reactor and drive. Why pick one over the other? Reactors allow for more sustained acceleration burns, while having more drives allows for higher accelerations. It's the difference between endurance and 'speed'.

Frigate

Fast and versatile, frigates are the workhorses of any fleet. They excel in reconnaissance, patrol, and support roles.

Primary Weapon System Secondary Weapon System Mission Module System Reactor System Drive System

Cost: 10 IC

Destroyer

Destroyers are designed for fleet screening and independent action. They pack a punch while maintaining good speed and maneuverability.

Primary Weapon System Secondary Weapon System Mission Module System Reactor System Drive System

Cost: 15 IC

Cruiser

Cruisers are versatile ships capable of extended independent operations. They balance firepower, defense, and endurance.

Primary Weapon System Secondary Weapon System Mission Module System Reactor System Drive System

Cost: 25 IC

Battlecruiser

Battlecruisers combine the firepower of a battleship with the speed of a cruiser, sacrificing some armor for mobility.

Primary Weapon System Secondary Weapon System Mission Module System Reactor System Drive System

Cost: 35 IC

Battleship

The heaviest combat ships, battleships are floating fortresses with unmatched firepower and durability.

Primary Weapon System Secondary Weapon System Mission Module System Reactor System Drive System

Cost: 45 IC

Carrier

Carriers are mobile bases for squadrons of smaller craft, projecting power across vast distances and supporting fleet operations.

Hangar Operations System Secondary Weapon System Mission Module System Reactor System Drive System

Cost: 50 IC


Spacecraft Reactor Modules

Reactors
Reactors power the ship, the better and more reactors you have, the more effective the ship is. Combat Wasps can be launched more frequently with better reactors, as you can charge them quicker. Drone carriers tend to prioritise reactors over propulsion

+X Basic Nuclear Fission Reactor:

+X Advanced Nuclear Fission Reactor

+X Basic Nuclear Fusion Reactor

+X Advanced Nuclear Fusion Reactor

+X Apex Fusion Reactor (Apex Tech Only)

Propulsion
These determine the speed of your vessel in normal space.

Drive Types

High Thrust, Moderate Endurance

Advanced Nuclear Thermal Rocket (ANTR)

Evolution of the NERVA concept with improved materials and fuel Higher specific impulse and thrust than traditional NTRs Suitable for rapid transit between planets

Fusion Pulse Propulsion

Based on concepts like Project Daedalus or Project Longshot Uses small fusion explosions for propulsion Very high thrust, capable of interstellar missions

Antimatter-Catalyzed Nuclear Pulse Propulsion

Theoretical concept using tiny amounts of antimatter to catalyze fission/fusion reactions Extremely high thrust and efficiency More controlled than pure antimatter propulsion

Low Thrust, High Endurance

Magnetoplasmadynamic (MPD) Fusion Drive

Uses fusion reactor to power a large MPD thruster Higher thrust than traditional electric propulsion Excellent for long-duration interplanetary missions

Fusion-Driven Rocket (FDR)

Concept developed by the University of Washington Uses fusion reactions to heat propellant Balance of good thrust and high efficiency

Quantum Vacuum Plasma Thruster

Highly theoretical concept Exploits quantum vacuum fluctuations for propulsion Potentially limitless specific impulse, but low thrust


Apex Technology