Atom Age Awakening: A Cold War SD

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Start Date: 1950
Earth: Strangereal
Hardness: Cold War Realism, XCOM UFOs and MKULTRA is Real

Overview

The year is 1950 C.E. 5 years since the end of the World War that consumed the globe, shattered the imperial powers that dominated the last two centuries of history and saw the formation of a new rules-based international order in the shape of a new United Nations. 5 years since the deployment of the atomic bomb in the closing years of that war. The unleashing of atomic energy heralded new horizons of scientific exploration, civilian and military enterprise, and the atrocious power to end life as we know it.

Not is all as it seems however. Drawn by our first atomic detonation, the skies now glitter with the passing lights of foo fighters and St Elmo's fire, discoid UFOs and black triangles. Strange energies caused by human and alien artifice, and the realignment of the stars in the coming Age of Aquarius seems to have awakened mental abilities in some select humans.

The World Wars have come and gone, now is the time of the Atom Age Awakening.

Rules

Infrastructure

Units List

Legend

  • Cost: Cost of unit in Industry Points
  • Maintenance: Expenses in Wealth Points to maintain units, proportional to Cost. None = 0%, Low = 10%, Medium = 25% and High = 100%.
  • Base Training Time: The time it takes to train all personnel to Green status.
  • Special: Additional rules.
  • Slots: Room for appropriate Upgrades.

Upgrades

Upgrades are additions to units that increase their base capabilities in various ways. Upgrades have a listed cost (which increases maintenance) and add 1 month to the Base Training Time.

Infantry

Infantry are constructed as squads. Squads that are not destroyed regenerate after 3 months out of combat. Squads of the same base type can be consolidated to make them combat-ready, combining 2 damaged squads into 1 ready one but this cannot be undone afterwards.

Common Infantry Upgrades

Protection

  • Assault Armor (XX): Heavy steel plate protecting vitals, often with an asbestos layer for fireproofing. Cumbersome.

Weapons

  • Snipers (XX): Modern optics and custom tooling to greatly extend the range of the typical service rifle.
  • Heavy Weapons (XX): At least one man-portable LMG and additional anti-armor options.
  • Flamethrowers (XX): Useful for clearing bunkers and setting obstructing foliage on fire, less useful when the tank ruptures.

Vehicles

  • Horses (XX): Literal horsepower. Reliable in many climates but vulnerable to damage.
  • Motorcycles (XX): Falling out of favor with the end of the war, but useful for courier units and internal security forces.
  • Recon Truck (XX): The war-time classic. Four-wheel drive, all-terrain, capacity for one driver and four to five passengers plus gear under a tarp canopy.

Utility

  • Camouflage (XX): Cutting-edge patterned fabrics, training to use the natural environment and obscure movement.
  • Pioneers (XX): Tools to assist in forage, field procurement and the establishment of fortifications and supply lines.
  • Winterized (XX): Heavy fur-lined clothing, survival supplies and skis for fighting in arctic climates.

Irregulars

Cost: XX
Maintenance: None
Base Training Time: 1 Month
Special: Irregulars are not directly controlled by the player. Instead, they are built with a specific purview such as Irregulars (Partisans) or Irregulars (Death Squads), and will act in accordance with those orders.
Slots: 1 Any

Conscripts

Brave sons and daughters of the state, performing mandatory service. Poor morale and bad at fighting on foreign soil.

Cost: XX
Maintenance: Low
Base Training Time: 2 Months
Special: Retire after 2 years, experience cannot exceed Veteran.
Slots: 2 Any

Riflemen

Professional soldiers trained with the main weapons of the era, typically semi-automatic rifles and sub-machine guns. Bring their own limited artillery and anti-tank to the field, and can spot for mechanized units.

Cost: XX
Base Training Time: 3 Months
Maintenance: Med
Slots: 1 Weapon, 1 Any

Marines

Ship-based troops that excel at defence of their embarked vessel and amphibious landings. Similar equipment to Riflemen.

Cost: XX
Base Training Time: 3 Months
Maintenance: Med/Low while Embarked
Special: Marines can embark on ships regardless of transport capacity, to a limit of 1 Squad per ship Size.
Slots: 1 Weapon, 1 Any

Paratroopers

Crack airborne troops who live up to their namesake as uniquely capable of effective parachute landings into friendly or hostile territory. Similar equipment to Riflemen.

Cost: XX
Base Training Time: 6 Months
Maintenance: Med
Special: Paratroopers begin at Veteran status. The additional training is baked into their cost.
Slots: 1 Weapon, 1 Utility, 1 Any

Special Forces

The cream of the crop. All-terrain, skilled at infiltration and deep strikes into hostile territory as well as protecting VIPs. While their morale is exceptional, they rarely die standing.

Cost: XX
Base Training Time: 12 Months
Maintenance: High
Special: Begin at Elite status. Can lead Irregulars at a roughly 1-10 ratio, raising their reliability and effectiveness.
Slots: 1 Utility, 3 Any

Mechanized

Medium Tank (1950)

Cost: XX
Base Training Time: 3 Months
Maintenance: Low
Special:

Heavy Tank (1950)

Cost: XX
Base Training Time: 4 Months
Maintenance: Med
Special:

Self-Propelled Gun (1950)

Cost: XX
Base Training Time: 5 Months
Maintenance: Med
Special:

Air-Defence Artillery (1950)

Cost: XX
Base Training Time: 4 Months
Maintenance: Low
Special:

Garrison Artillery (1950)

Cost: XX
Base Training Time: 12 Months
Maintenance: Med
Special:

Aerospace

Naval

WMDs