Apocalypse Units: Difference between revisions
OmegaPaladin (talk | contribs) No edit summary |
OmegaPaladin (talk | contribs) No edit summary |
||
Line 2: | Line 2: | ||
==Tiers of capability== | ==Tiers of capability== | ||
Units are design using a tiered system. Higher Tier units are considerably more effective compared to their lower tier counterparts even without the use of magic, thought the cost rises exponentially. Tier also determines how many Artifice Upgrades | Units are design using a tiered system. Higher Tier units are considerably more effective compared to their lower tier counterparts even without the use of magic, thought the cost rises exponentially. Tier also determines how many Artifice Upgrades can be applied to a unit | ||
=== Tier 0 === | === Tier 0 === | ||
Line 47: | Line 47: | ||
Support Craft | Support Craft | ||
Mobile Suits | ;Mobile Suits | ||
Moderate-sized Mecha by any other name. Designed to make use of a pilot's inherent gifts, and thus can take two subtypes. | |||
::Cost - | |||
:''Subtypes'' - Heavy, High Mobility, Stealth, Melee, Sniper, Assault, | |||
:Elite Variant - '''Orbital Frame''' | |||
The exclusive province of ace pilots, a mobile suit that can out-dogfight nearly anything. | |||
Super Robots | Super Robots | ||
Mecha the size of warships. Incredibly expensive, but capable of fighting a battleship solo. | |||
::Cost - | |||
:''Subtypes'' - Fire Support, Melee, Multirole | |||
:Elite Variant - '''Deus Machina''' | |||
Gunbuster or Nodos grade monsters | |||
=== Space Vessels === | === Space Vessels === | ||
Line 59: | Line 69: | ||
Battleship | Battleship | ||
The modern ship of the line can hold | |||
::Cost - | |||
:''Subtypes'' - Tactical, Strategic, Anti-Ship, Interdiction | |||
:Elite Variant - '''Dreadnought''' | |||
A battleship with few peers. Packing every damn type of weapon system possible, and is equal to a fleet by itself. | |||
Carrier | Carrier | ||
Line 68: | Line 83: | ||
=== Ground Forces === | === Ground Forces === | ||
Light Infantry | ;Light Infantry | ||
Infantry with little footprint or supply chain. | |||
::Cost - | |||
:''Subtypes'' - Garrison, Pathfinders, Spaceborne. | |||
:Elite Variant - '''Rangers''' | |||
Absolute masters of difficult terrain | |||
General Infantry | General Infantry | ||
Heavy Infantry | Heavy Infantry | ||
Armored Infantry. Capable of fighting tanks. | |||
::Cost - | |||
:''Subtypes'' - Space-capable, high mobility, fire support, melee, compact | |||
:Elite Variant - '''Marauders''' | |||
Capable of fighting on any terrain, even in space, and carrying a wide range of weaponry. | |||
Armored Vehicles | Armored Vehicles | ||
Line 78: | Line 104: | ||
Combat Walkers | Combat Walkers | ||
Mobile Gun Fort | ;Mobile Gun Fort | ||
Got Steel? | |||
::Cost - | |||
:''Subtypes'' - Firebase, Anti-Orbital, Multi-Role. | |||
:Elite Variant - '''Land Dreadnought''' | |||
>:( | |||
=== Special Units === | === Special Units === |
Revision as of 20:10, 28 September 2009
Units are the lifeblood of a System. Units are constructed primarily using power, as most units are heavily automated. High-end units require Elite personnel to function at their best, and such people are a limited resource.
Tiers of capability
Units are design using a tiered system. Higher Tier units are considerably more effective compared to their lower tier counterparts even without the use of magic, thought the cost rises exponentially. Tier also determines how many Artifice Upgrades can be applied to a unit
Tier 0
Cost Multiplier: 0.5
Old, outdated, or just plain cheaply made. The bare minimum of function for a given role, and always automated. No Artifice allowed. Modern day example: MiG-21
Tier 1
Cost Multiplier: 1
Basic functionality at a basic price. Capable of using one Artifice Upgrade. Modern day example: F-16
Tier 2
Cost Multiplier: 4
Improved quality, at a cost. Capable of using two Artifice Upgrades. Modern day example: Su-27
Tier 3
Cost Multiplier: 16
Amazing machines of death that slice through enemies as with the same ease they slice up budgets. Use of Elite crew necessary to get the most from your investment. These automatically default to the elite variant on a unit type. Capable of using three Artifice Upgrades. Modern day example: F-22
Unit List
Aerospace Craft
- Fighters
The basic unit for fighting in space or the atmosphere. Very fast, but lightly armored.
- Cost -
- Subtypes - Attack, Superiority, Interceptor, Patrol
- Elite Variant - Assault Fighter
A true super-fighter.
- Bombers
No matter what the target is, there is a bomber designed to take it out.
- Cost -
- Subtypes - Tactical, Strategic, Anti-Ship, Interdiction
- Elite Variant - Mobile Armor
Capable of taking out hardened targets and strike craft with ease.
Support Craft
- Mobile Suits
Moderate-sized Mecha by any other name. Designed to make use of a pilot's inherent gifts, and thus can take two subtypes.
- Cost -
- Subtypes - Heavy, High Mobility, Stealth, Melee, Sniper, Assault,
- Elite Variant - Orbital Frame
The exclusive province of ace pilots, a mobile suit that can out-dogfight nearly anything.
Super Robots Mecha the size of warships. Incredibly expensive, but capable of fighting a battleship solo.
- Cost -
- Subtypes - Fire Support, Melee, Multirole
- Elite Variant - Deus Machina
Gunbuster or Nodos grade monsters
Space Vessels
Corvette
Destroyer
Cruiser
Battleship The modern ship of the line can hold
- Cost -
- Subtypes - Tactical, Strategic, Anti-Ship, Interdiction
- Elite Variant - Dreadnought
A battleship with few peers. Packing every damn type of weapon system possible, and is equal to a fleet by itself.
Carrier
Battlecarrier
Support Vessel
Ground Forces
- Light Infantry
Infantry with little footprint or supply chain.
- Cost -
- Subtypes - Garrison, Pathfinders, Spaceborne.
- Elite Variant - Rangers
Absolute masters of difficult terrain
General Infantry
Heavy Infantry
Armored Infantry. Capable of fighting tanks.
- Cost -
- Subtypes - Space-capable, high mobility, fire support, melee, compact
- Elite Variant - Marauders
Capable of fighting on any terrain, even in space, and carrying a wide range of weaponry.
Armored Vehicles
Combat Walkers
- Mobile Gun Fort
Got Steel?
- Cost -
- Subtypes - Firebase, Anti-Orbital, Multi-Role.
- Elite Variant - Land Dreadnought
>:(
Special Units
These must be tier two or higher. Instead of subtypes, they can take a specialty.
- Covert Operations
- These are the equivalent of the SAS or Delta Force. Incredibly rigorous training at infiltration and operating behind enemy lines are combined with a top-notch support infrastructure to do things that other forces just can't do. Counter-terrorism, sabotage, assassination, Gundamjacking, you name it. All this training is wasted if they are assigned to direct combat, though with an Advisor specialty they can organize local resistance fighters into decent infantry units.
- Overt Operations
With the use of Artifice to give transhuman modifications or special power armor, troops can now take incredible odds. Nowhere is this more apparent than Overt Operation teams, who are much like Halo's Spartans, LoGH's Rosenritter, or even Otomes. These super-soldiers are trained for the most intense combat, and typically go straight into the fray. They serve the same purposes as Covert Ops, but they rely on speed and toughness over stealth.
- Special Purpose Unit
- For special roles that don't fit anywhere else. Commonly used to represent extremely powerful support units, such as demon-binding warlocks or combat/research/exploration (CRX) teams. These are subject to GM approval for all cases.