New Dawn
Setting
Nation building SD set on Earth after WW3. The PC's take part as one of the major factions trying to rebuild a shattered world in their own image despite competition from scavengers, other factions, and each other.
Rules
To do: Simplify nuclear fuel cycle? Drop Profile stat? Drop Water resource? Simply Economy?
Basics:
Adaption of the Gurps 3d6 roll under system, this version tailored specifically to a Warzone 2100 style post apoc setting. This very much a work in progress, and is being posted here for review and comment by fresh eyes and ears. Please note that the rules here are still in a quite rough shape, and will be simplified before use.
Infrastructure:
This represents the basic goods and services produced by a power. However unlike other systems these statistics are not bought directly, instead they are purchased via the construction of units or structures with the appropriate caps. Since ones infrastructure is now represented by actual construction they also require draft and energy to run, so if either are denied the unsupported production will come to a stop. This means they also can be attacked, hardened from attack, or made mobile.
Example:
To increase Industry one would build structures or units with the +X Factory cap, gaining a certain amount of Industry for each cap constructed.
- Food: Produced from Agricultural Caps, this is the ability to produce sustenance for your population.
- Required for sustaining population and producing Supplies. Each population unit requires a certain amount of food per month.
- In an emergency this can be halved but increased discontent and the chance for negative random events. If not provided at all in time Starvation will occur and population will decrease.
- Energy: Produced from Generator and Renewable caps, this is the ability to provide energy to ones infrastructure. When supplied these items are assumed to be Active.
- Required to keep any infrastructure except itself operating and to keep domestic support high. Each population unit requires a certain amount of energy per month.
- In an emergency Infrastructure can be given priority, but not giving the population its allocation for an extended period will lower Domestic Support.
- Wealth: Produced by active Industry or Research dedicated assigned to generate Civilian goods, Doubling the Wealth used to activate each point. Resource units consumed by population also generate Wealth.
- Required to operate any infrastructure regardless of what it produces, in essence your paying the workers and technicians manning it.
- In an emergency you can spend more money than you have, the assumption being your borrowing money from outside the government. All such debts are charged interest however, and will lower Domestic Support if they grow too large.
- Industry: Produced by Factory caps, this is a powers actual ability to produce non-food physical goods.
- Required to produce any physical good, unit, or structure.
- If not provided with the required Wealth or Energy, the factories and plants represented are assumed to fall idle.
- Research: Produced by Lab caps, this is a powers ability to conduct research and development.
- Required to increase your advancement, increase a templates base slot capacity, and design new Meta-Caps.
- If not provided with the required Wealth or Energy, the labs and universities represented are assumed to fall idle.
Resources:
Resources are split into three types; Primary, Secondary and Artificial. Primary resources are required for a powers continued existence and all powers start with some amount of these, Secondary resources merely provide various bonuses if used and are entirely optional. Both primary and secondary have two values, Extraction and Pool. The first is the amount produced per month with Extraction (resource) caps, the second is the total reserves available of that resource; the latter being reduced by the formers value every month until its Exhausted as most pools do not regenerate. Once this occurs further Extraction cannot be built and for Primary resources output falls to a fraction of its previous output, this is to prevent a power from being totally cut off from a critical resource. Secondary resources do not enjoy this protection and once used up are gone, producing nothing further. Artificial resources are a special case, representing materials that cannot be found in useful quantities in nature and instead must be produced. Exceptions to the norm are noted on a per case basis.
To regain full output exploration, trade, or conquest; while recycling old items created will yield any resources used in their construction. If a new source is found the resource pool is 'recharged' with the finds value, and any previously constructed extraction caps for that resource are automatically assumed to start functioning at full output if possible for playability reasons. Extraction caps constructed for other resources can also be reassigned, this takes a month and an extra wealth payment to cover the transfer of men and material. Extraction caps don't have to work at full output, generally its in a powers interest to only operate part of their total extraction capacity during times of peace while allowing for an immediate surge capacity during wartime. Population units do not require resources but each point provided will increase Domestic Support as well as generating additional Wealth, however resources spent this way are consumed by your citizens and are gone for good.
Some resources require processing to be used, this is done by constructing Refinement (Resource type) caps with each allowing the refining or enrichment of a certain amount of resource points per cap. Aside from the initial construction this does not require Industry, instead only costing Draft, Wealth, and Energy.
'Primary
- Water: Even after the end of the world water is abundant, but finding it uncontaminated by the exchange or the rotting carcass of pre-collapse civilization is a challenge.
- Represents the amount of uncontaminated water a power is able to produce.
- Required to sustain your Population, produce Food via Agriculture caps, and Supplies for your Military.
- Renewable, reserve pool recharges each month by default but can be temporarily exhausted beforehand.
- Oil: Some things never change, Oil being a convenient source of energy for mankind is one of them.
- Required to produce Fuel for units via Refinement caps. Without Fuel, your units are dead in the field and the home fronts left to either suffer in the dark or use alternatives.
- Each +X Refinement cap lets you process a certain amount of Oil or Coal into Fuel with Energy.
- Coal: Much like Oil Coal provides a convenient source of energy but in a solid form. Fortunately this is easy to overcome with some basic chemistry.
- Each +X Refinement cap lets you process a certain amount of Oil or Coal into Fuel with Energy.
- Iron: Still the most common metal used in construction, even the most advanced units or structures would not be possible without access to Iron.
- Required for the production of all Units or Structures with Mobilized Industry, along with Energy and Wealth.
Secondary
- Uranium: Still the ultimate source of power known to mankind, Uranium can either shed light on a new age of mankind or plunge it back into darkness.
- Required to fuel +X Reactor caps, with each producing a certain amount of energy per month from a unit of Uranium of any Enrichment.
- 1 point of Uranium lasts 1 year, 1 point of Enriched Uranium 2 Years, and 1 point of Highly Enriched Uranium 3 years.
- Each +X Refinement cap lets you process Uranium Ore into Enriched Uranium, or Enriched Uranium to the Highly Enriched Uranium with Energy.
- Highly Enriched Uranium is required for both Tier 1 and Tier 2 Nuclear Weapons.
- Cannot be used to directly generate Wealth or Domestic Support from Population.
- Wood: Despite the harsh conditions immediately after the collapse, many forests managed to hang on and even thrive.
- Provides a small additional bonus to Unit or Structure Health when used in their production.
- Renewable, reserve pool recharges with a percentage of remaining units. Properly managed this means the available pool can be expanded with the growth of new forests.
- Copper: Long intertwined with human history, this metal has seen the rise and fall of many civilizations. Thus it is only fitting it aid once again in its rebirth.
- Provides a bonus to Electronics and Propulsion for units, or Energy generation for Structures by providing a superior conductor of both Electricity and Heat.
- Aluminum: Long necessary for lightweight alloys, this metal remains critical anywhere weight is a factor.
- Provides a Propulsion bonus to Units due to reduced weight, or Health bonus to Structures due to increased strength.
- Silicon: Once played a significant role in the world of computers, its set to do so once again.
- Provides a bonus to Electronics by allowing the production of advanced designs.
- Tungsten: The backbone of many strong, high temperature alloys this metal is vital for the production of weapons and armor.
- Provides a bonus to Armor and damage for Projectile weapons.
- Lithium: Valuable in applications requiring the transfer of heat, Lithium also holds the keys of incredible destruction.
- Provides a bonus to Propulsion in units, or Energy generation in Structures.
- Each +X Refinement cap lets you process Lithium into the Enriched Lithium required for Tier 2 Nuclear Weapons.
- Gold: A royal metal, both corrosion resistant and long considered the measure of ones wealth.
- Provides a bonus to Electronics if used in production, or produces three times the usual wealth per point when provided to a population.
- Silver: Another royal metal, while long considered less valuable it still has its own unique uses.
- Provides a bonus to damage for Energy weapons or to the Energy output of Reactor caps, provides twice the usual wealth per point if provided to a population.
- Gems: Precious stones have always been admired for their beauty, and more recently for their useful physical properties.
- Provides a bonus to Industry, providing an additional point of otherwise free production for every point consumed. Provides four times the usual wealth per point if provided to a population.
- Nickel: Long a valuable industrial metal, many advanced high strength alloys would not be possible without it.
- Provides a bonus to Health and Armor for any Unit or Structure produced with it.
- Titanium: The metal with the strongest strength to weight ratio, this material finds a number of uses.
- Provides a damage bonus to Missile weapons, and a bonus to Health and Armor for any Units or Structures produced with it.
Artificial
- Depleted Uranium: Slightly radioactive but very dense metal, highly useful for armor and kinetic weapons
- Byproduct from Refinement of Uranium into either Enriched or Highly Enriched Uranium.
- Gives a large bonus to Armor, along with bonus damage to both Projectile and Missile weapons
- Can be used to directly generate Wealth and Domestic Support from Population.
- Plutonium: A man made element, this cannot by found only produced
- Byproduct of the Refinement of Spent Fuel, or the direct conversion of Depleted Uranium to Plutonium in a Reactor
- Optional material that can be used to directly fuel reactors or turned into Enriched Plutonium to construct Nuclear Weapons
- Can be used to produce both Tier 1 and Tier 2 Nuclear Weapons.
- Cannot be used to directly generate Wealth or Domestic Support from Population.
- Nuclear Waste: What remains after Refinement of Spent Fuel into Plutonium. Highly dangerous.
- Byproduct of Refinement of Spent Waste into Plutonium, and of Refinement of Plutonium into Enriched Plutonium
- Can be used, along with all other nuclear materials, in the construction of +X Dirty caps for conventional weapons. This represents explosive warheads laced with radioactive isotopes.
- Cannot be used to directly generate Wealth or Domestic Support from Population, and excessive accumulations without adequate measures will decrease Domestic Support.
- Cannot be refined further, end of the road for the nuclear cycle.
Research:
All researched items will take the Meta-Cap or Base Templates cost in months, and require that the available research points be mobilized. For each doubling of Funds used to mobilize the effect of each point is also doubled, but the GM is free to assign hidden negatives per their discretion. Such hastened development surely has little time for proper testing.Otherwise its assumed their working on civilian projects related to a powers economy thus generate additional wealth when unmobilized. While this does mean research will take much longer than production, it does reflect the reality that its much harder to develop or refine a tech then to actually produce it.
Individual caps cannot be researched, instead the meta-cap as a whole must be researched before use. Related Meta-Cap designs of the same type can benefit from prior research however by finding the difference between the two in unrelated caps and only having to research those. Thus a +5 Armor Meta-Cap with +3 Armor and +2 Compact, if one already had a +3 Armor Meta-Cap with +2 Armor and +1 Compact, could be researched as if it was a +2 Armor Meta-Cap with +1 Armor and +1 Compact. Research to increase a meta-caps size by more than ½ rounded up its previous size will cause the GM to roll in secret for one or more hidden negative caps, with the amount of rolls being proportional to the number of excessive caps. These will not be known to the player nor will they reduce cost or size even once revealed since they are considered design mistakes that their research and production teams missed. Thus the only way to discover these is with field testing, either via an op for exercise or wartime deployment. Once discovered the negative caps can be researched out as normal.
Research into tech level advancement is done by assigning a number of research points for the entire year towards it. Each set amount gives a roll at the end of the year, with success giving a certain amount of points towards one or more random categories. This is meant to replicate the fact that research in one area can often lead to an unexpected breakthrough in another.
Technology:
[Currently being Worked On]
The games level of tech is arrayed from TL1 (1730-1879, Industrial Revolution), TL2 (1880-1939, Mechanization), TL3 (1940-1979, Nuclear Age), TL4 (1980+ Digital Age), TL5 (Near Future), and TL6 (Future). These are split among various technical categories depicting ones understanding of the technical details and ability to use them. Only the subcategories may be purchased or increased.
Mathematics:
- Pure: The exploration and development of new mathematics
- Effect: Averaged with Applied then used as a multiplier to research points, rounded down
- Applied: The application of mathematical theory to solve practical problems
- Effect: Averaged with Pure then used as a research multiplier, rounded down
Physics
- High Energy: The study of the interactions between elementary particles and energy
- Effect: Both enables and governs the effectiveness of energy weapons
- Thermodynamics: The study of the conversion of energy into work and heat
- Effect: Controls the efficiency of energy generation, making units and structures require less fuel
- Nuclear: The study of both the components and interactions of atoms
- Effect: Governs effectiveness of Nuclear Reactors. Prerequisite for Nuclear Weapons
Chemistry
- Organic:
- Effect: Controls Propellants, Explosives, Fuel, and Medicine. Prerequisite for Chemical Weapons
- Materials: The development and refinement of man made materials
- Effect: Increases Health and Armor Bonus
- Nuclear:
- Effect: Governs effectiveness of Uranium Enrichment. Prerequisite for Nuclear Weapons
Engineering
- Aerospace:
- Effect: Governs statistics of Flight propulsion types
- Chemical:
- Effect: Governs industrial production of chemicals. Prerequisite for Chem and Bio Weapons
- Structural:
- Effect:
- Nuclear:
- Effect: Governs Health of Nuclear systems. Prerequisite for Nuclear Weapons
Biology
- Agricultural:
- Effect: Governs Food production
- Medical:
- Effect: Governs effectiveness of Medical practices.
- Micro:
- Effect: Governs effectiveness of Medical Drugs, Treatments, and Sanitation. Prerequisite for Biological Weapons
Nuclear Technology
[TBA]
Salvage:
Destroyed units can be salvaged for recycling into a temporary boost of Industrial points and any Resources they contain, or possible recovery of any intact systems. These may be used to kit bash new units of the same type, equip other units, or even possibly provide a modest boost to the relevant Technology categories via reverse engineering. Either way recovered they must be researched before they can be used.
Veterancy:
All units are assumed to be green (+0 Training/Veterancy) when first produced barring certain advantages/disadvantages. Experience is assumed to be carried by the crew of a unit, and normally displayed by two slotless caps on said unit. The whole reason to bother with this is each level of experience gives a modest boost to most rolls and decreases their chance of losing Moral.
The first, +X Training, represents experience gained from either skilled instructors or extensive OpFor exercises ran for at least one month and costing ½ Wartime upkeep rounded up. For each month of training there's a secret roll, with success granting the batches in question +1 Training. Failure means resources were expended for no measurable gain in skill, but each failed check gives a cumulative bonus to future rolls until the check is passed. Training is capped with the exact max level depending possibly on certain (dis)advantages.
The second, +X Veterancy, represents experience gained from the battlefield. A check using the same mechanic as for Training is made at the end of each battle for any involved units, with success giving +1 Veterancy and failure only giving a bonus to future checks. However, unlike Training Veterancy is not capped.
Experienced units can pass on a portion of their experience as Training automatically, when not in combat, to a certain amount of newly produced units of the same type per month. This assumes that they've passed on some of what they know during the rookies initial training. While cap on the maximum amount of Training is still in place, it does allow new units to get a leg up in a shorter amount of time.
Moral:
Each batch of military units are assumed to have a statistic similar to Domestic Support, except simplified. The higher it is the more resistant to subversion, and the lower it is the more likely a unit can be subverted by the enemy. Near the two extremes the chances of them ignoring dangerous or suicidal orders are either decreased or increased. If Zero moral is ever reached that unit has Broken and will attempt to flee from combat or even defect to either the enemy or a neutral third party if possible. Either way until moral is raised above zero the GM runs the affected unit(s) as NPC(s).
Moral can be increased by paying all upkeep in full and on time, being victorious in battle, having few casualties, enjoying an edge in training/equipment over their opponent, having a high level of Domestic Support at home, and employing units with the Secret Police cap. It can be decreased by being late with upkeep or not paying in full, losing battles, taking large numbers of casualties, having inferior training/equipment, and having a low level of support back home.
Domestic Support:
This is a measure of the level of support and faith your government enjoys at home, and determines the amount of funds garnered via taxation, the cost of activating industry for the month as well as the general populaces resistance to subversion and agitation. This can be raised or lowered in much the same way as Moral, save excessive mobilization or the lack there of also has the appropriate effects.
High levels make them very resistant and willing to pay more of their fair share, while low levels mean more skip out on paying taxes, industry costs more to mobilize due to corruption and provide fertile ground for enemies to gain a foothold in their minds. If this ever reaches zero, your power is assumed to fall into anarchy and civil war breaks out between the government and a now GM run NPC populace.
Unit Design:
[This section needs to be revised]
All producible vehicles, structures, and weapons are considered primarily bare hulls/structures without turrets including only the basic systems as required by common sense. A templates default statistics are set by choosing a propulsion type, which then assumes the template is of the appropriate unit type. Structures, obviously, don't need to worry about this.
They come with a default number of slots that can be increased with research to mount additional Meta-Caps, which only cover the major systems such as Weapon, Propulsion, Systems, Armor, and Turrets. These are considered Meta-Caps, due to being a cap thats actually a combination of others for accounting purposes. Only Meta-Caps take up an items System Slots, their exact size being determined by of the sum of all positive caps as modified when required.
Thus a Cannon with +3 Range, +2 Firepower, and +1 Autoloader (Increase in RoF) would take +6 Slots in anything mounting it. Negative Cost to produce will be calculated separately by the sum of all positive caps reduced by all negative caps, while size will be determined by the sum of all positive caps then modified by the appropriate caps such as +1 Size. If one were to add -2 Large, one would reduce reduce the final total for cost purpose by two but increase it by the same measure for determining the slots required. Conversely, if +2 Compact was added its total would be reduced by two for determining size but not cost.
[Misc notes below that need to be incorporated above]
- Turrets are designed similarly, except they only take up a fraction of their Slot capacity in the mounting vehicle/structure.
- Design Sequence = Template>Propulsion Meta-Cap>System Meta-caps>Final Statistics
- This system will be using Shrikes idea of pre-determined build times for ease of play.
- Item stats are considered to stack by simple addition and subtraction with components granting a percentage of the bases Health and Profile. This means that an items Health, Profile, Upkeep, and cost are a sum of all its components. Thus an item who's Template had W Health, Propulsion with X Health, and Weapon with Y Health would have a sum of Z for its total Health. Total used slots not only determine cost, they determine the invisible stat of Weight which modifies the units Speed and Maneuverability. Armor is assumed to protect all components, while not entirely realistic its meant for ease of play.
Caps:
Universal: (These are used to modify Meta-Caps)
- +X Compact: Slotless each level taken reduces positive number of caps by one for the purposes of determining size but adds its value for determining cost
- +X Range: Increases maximum weapon or vehicle range
- +X Speed: Increases maximum projectile or vehicle speed
- +X Factory: Generates a point of Industry per cap each month
- +X Generator: Converts 1 point of Fuel into 1 points of Energy per cap each month
- +X Renewable: Produces 1 point of Energy without fuel for ever 4 caps each month
- +X Reactor: Produces 1 point of Energy per month for 1 point of Water monthly and 1 point Enriched Uranium yearly, bi-yearly with Highly Enriched Uranium
- Produces 1 Point of Spent Fuel for every point of nuclear fuel used
- Can turn 2 units of Depleted Uranium into 2 unit Plutonium per cap per year during operation
- +X Housing: Houses a point of Population per cap
- +X Refinement: Converts 1 point of base resource into 1 point of processed resource and 1 point of byproduct for 2 points of Energy each month. Resource specific
- +X Extraction: Produces 1 point of resource per cap for 1 Energy each month. Resource specific.
- +X Agriculture: Produces 1 point of food per cap for 1 point of water and 1 point of Energy each month.
- -X Large: Slotless, each level taken reduces total of positive caps by one for the purposes of determining cost but adds its value for determining size
Meta-Caps:
- +0 Systems: Catch all for any systems that not a weapon, armor, turret, or propulsion
- +0 Armor: Physical protection from damage
- +0 Turret: Provides additional slots external of a vehicle/structure in exchange for taking up a fraction of their internal slots
Templates
Key:
- X: Size of Template
- Speed: How fast us my default speed? (Unit only)
- Armor: What is the default level of protection?
- Health: What is the default amount of health?
- Slots: What is the default number of slots?
- Cost: What is the default cost?
Structures: (Immobile but gains twice the effect from each meta-cap taken)
- T: Pillbox, Foxhole, small group of landmines or other similarly sized structure.
- Armor: Low
- Health: Low
- Slots: 10
- Cost: Low
- S: Small fortification, One car Garage, or small Workshop
- Armor:
- Health:
- Slots:
- Cost:
- M: Medium fortification, multi-car garage, cottage factory
- Profile:
- Armor:
- Health:
- Slots:
- Cost:
- L: Large fortification, small Tank Depot, small Hanger, Small Factory
- Profile:
- Armor:
- Health:
- Slots:
- Cost:
- XL: Very large fortification, large Tank Depot, Large Factory
- Profile:
- Armor:
- Health:
- Slots:
- Cost:
Unit: (Mobile, but doesn't get the bonus to Meta-Cap effects)
- T: Man sized vehicle or actual infantry.
- Speed:
- Profile:
- Armor:
- Health:
- Slots:
- Cost:
- S: Jeep sized vehicle
- Speed:
- Profile:
- Armor:
- Health:
- Slots:
- Cost:
- M: Humvee, MBT, or a Small Fighter
- Speed:
- Profile:
- Armor:
- Health:
- Slots:
- Cost:
- L: Semi-Tractor with Trailer, Locomotive, Large Fighter or a Small Bomber
- Speed:
- Profile:
- Armor:
- Health:
- Slots:
- Cost:
- XL: Small Ship, Zeppelin, or Large Bomber
- Speed:
- Profile:
- Armor:
- Health:
- Slots:
- Cost:
Propulsion Types:
- +0 Wings: Makes the template an Aircraft
- Move: Flight
- Speed: Fast
- Profile: Medium
- Health: Low
- Fuel: Medium
- Cost: Medium
- Notes: Heavier then Air
- +0 Rotors: Makes the template a Helicopter
- Move: Flight
- Speed: Medium
- Profile: Medium
- Health: Low
- Fuel: Medium
- Cost: Medium
- Notes: VTOL+Hover
- +0 Gas Bag: Makes the template a balloon or airship
- Move: Flight
- Speed: Slow
- Profile: Large
- Health: Very Low
- Fuel: Low
- Cost: Low
- Notes: Lighter than Air
- +0 Rockets: Makes it a rocket of some sort
- Move: Flight
- Speed: Fast
- Profile: Small
- Health: Very Low
- Fuel: Very High
- Cost: High
- Notes:
- +0 Wheels: Makes the template a wheeled vehicle
- Move: Ground
- Speed: Fast
- Profile: Small
- Health: Low
- Fuel: Low
- Cost: Low
- Notes: Poor cross country performance
- +0 Half-Track: Makes the template a half track
- Move: Ground
- Speed: Medium
- Profile: Small
- Health: Medium
- Fuel: Low
- Cost: Medium
- Notes: Moderate cross-country performance
- +0 Tracks: Makes the template a tracked vehicle
- Move: Ground
- Speed: Slow
- Profile: Small
- Health: High
- Fuel: Medium
- Cost: High
- Notes: High cross-country performance
- +0 Hover: Makes it some sort of GEV
- Move: Ground
- Speed: Very Fast
- Profile: Small
- Health: Very Low
- Fuel: High
- Cost: High
- Notes: Amphibious, cannot operate in broken terrain
- +0 Legs: Makes the template a legged vehicle
- Move: Ground
- Speed: Slow
- Profile: Medium
- Health: Low
- Cost: High
- Notes: Best cross-country performance
- +0 Walk: Makes it an infantry unit
- Move: Ground
- Speed: Slow
- Profile: Small
- Health: Very Low
- Fuel: None
- Cost: Very Low
- Notes: Makes unit an organic infantry man or squad, restricted to Tiny template
- +0 Propeller: Makes the template a conventional boat
- Move: Water
- Speed: Medium
- Profile: Small
- Health: Medium
- Fuel: Low
- Cost: Medium
- +0 Hydrofoil: Makes it a hydrofoil equipped vessel
- Move: Water
- Speed: Fast
- Profile: Medium
- Health: Medium
- Fuel: Medium
- Cost: High
- +0 Wing in Ground: Makes it a WEG vehicle
- Move: Aquatic
- Speed: Fast
- Profile: Large
- Health: Medium
- Fuel: Medium
- Cost: High
Conventional Weapon Types:
- +0 Projectile: Any weapon that fires an unguided physical projectile that lacks sustained propulsion.
- Dam: Low
- Range: Medium
- Acc: Medium
- RoF: Medium
- Profile: Medium
- Health: High
- Supplies: Low
- Cost: Medium
- +0 Missile: Any weapon that fires a unguided physical projectile that has its own propulsion
- Dam: High
- Range: Long
- Acc: Low
- RoF: Low
- Profile: Medium
- Health: Low
- Supplies: Medium
- Cost: High
- +0 Energy: Any weapon that fires either a beam or pulse of coherent directed energy.
- Dam: Low
- Range: Short
- Acc: Very High
- RoF: Very Low
- Profile: Medium
- Health: Low
- Supplies: High
- Cost: High
Weapons of Mass Destruction:
These are the weapons that destroyed the world, and may do so again. All are assumed to be bare warheads by default, and are otherwise mounted like any other meta-cap.
Warhead Templates
Nuclear:
- Tier 1: Pure Fission weapons
- Requires Highly Enriched Uranium OR Enriched Plutonium
- 20KT base yield
- 500KT maximum yield
- Inefficient with nuclear material, produces large amount of fallout and a smaller yield for a given mass.
- Tier 2: Thermonuclear Weapons.
- Requires Highly Enriched Uranium OR Enriched Plutonium, and Enriched Lithium
- 20KT base yield
- No maximum yield
- Efficient with nuclear material, produces much less fallout and greater yield for a given mass.
Chemical:
- Tier 1: Basic Agents such as Mustard Gas and Chlorine
- Requires Water to produce
- Cheap to produce
- Low duration and effectiveness
- Tier 2: Advanced agents such as VX or Sarine
- Requires twice the water to produce then basic agents
- Expensive to produce
- Higher duration and effectiveness
Biological:
- Tier 1: Early biological agents such as natural Small Pox or Anthrax
- Requires Water to produce
- Very Cheap
- Very ineffective against any sort of countermeasures
- Tier 2: More advanced laboratory engineered pathogens
- Requires water to produce
- Cheap
- Ineffective against countermeasures.
Warhead Caps
[TBA]
Combat:
[This section needs to be revised and expanded]
Combat uses a simplification of the Gurps rules. Its split into five levels, which from highest to lowest are: High, Low, Surface, Shallow, Deep.
Units get a bonus to hit units below them, and a penalty to hit units above them?
Any unit reduced to 0 HP is considered disabled, and destroyed at -1x HP. The former will give the chance of salvage for intact components as determined when the issue arises, the latter will only allow for recycling into industrial points and recovery of any resources.
Traits:
[This section needs to be written]