Lords of Ether (20th Anniversary Edition) Fortification

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  1. Creating a Nation
  2. Creating a Transtellar
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  4. Advancement
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  6. Air Forces
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  9. Weapons of Mass Destruction
  10. Fortifications
  11. Mages
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  15. Strategic Travel and Fuel
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10. Fortifications

Fortifications are an integral part of a cost effective defense, both in space and on the ground. They sacrifice mobility and other frills for greater firepower and protection. They generally cost less to construct and maintain than other comparable military units, can carry more equipment if designed as bases, and can often be constructed quite quickly.

The greatest vulnerability of Fortifications is that they cannot respond to enemy actions, so given enough time and resources an enemy can develop the means, or gather the numbers to overcome and overwhelm them. However, as against less determined attacks or as tripwires to slow the enemy in time for others to respond, or as secure harbors, bases, redoubts and anchors for defensive lines they often prove their worth.

There are six main Types of Fortifications. Mines, Land Fortifications which are built on the ground, Space Fortifications which are constructed in space, Shield/Field Generators which project energy fields over wide areas, Facilities which are a varied array of structures, each used for specific tasks, and Monuments which are huge and costly structures built for the prestige and pride of a Nation.

Fortifications themselves are neither Simple nor Complex – their capabilities are determined by their Advancement Level. However, some Fortifications cannot be built without high technology, such as Mines (punji and pit traps are annoying, but have such limited military effect the game does not account for them), Space Fortifications, and Shield/Field Generators. These have no low-tech equivalents, and magical powers gain the effects through enchantments or other special units.


Fortification Types

As with other units, Fortifications have Production Costs, Build Times and Upkeep Costs, however while Production Cost is determined in the same manner as other military units, Build Time follows slightly different rules Because they do not require as much complex manufacturing, Fortifications have a build time modifier of 0.5, regardless of Tech Level.

Fortifications are also much easier to rush to completion, thus if twice the PP cost is paid the Fortification will complete four times as fast. Similarly, if four times the PP cost is paid, the Fortification will complete eight times as fast.

The Larger Fortifications have Cargo Capacity and Deck Capacity values for what they can hold. If containing people, the usual x10 multiplication for long-term residency applies. Most Fortifications also have attendant Cargo Point values in case they are built as “pre-fabricated” to be deployed rapidly to war zones.

Fortifications can also be built within other fortifications, so long as the CC and Infrastructure values allow, so for example, it is possible to build a Fortress within a Citadel - for those who like to have an inner keep within the curtain walls.

Fortifications require fewer men than most military units to operate and so consume only half the usual Draft Pool.


Mines

Landmines: 1 point per 1,000,000 Landmines are a basic level of fortification that can be rapidly laid to provide protection to other troops and defenses, and to delay or channel the movement of enemy troops. The basic type is anti-infantry with a small amount of explosive and simple trigger, though Added Capabilities can be added for anti-tank, command detonation, and other abilities. 100,000 landmines can utterly carpet an area of 10 square km, or provide lesser density fields over larger areas. A mine takes up about 1/100th of a Cargo Point.

Space Mines: 1 point per 1,000 A Space Mine differs from a Landmine by a level of sophistication. It is usually guided in some manner and with a single use short-range engine to propel it to its target, and is capable of destroying smaller spaceships and damaging larger vessels. To be fully effective against a determined enemy rather than just a nuisance it is usually necessary to put more than a few added capabilities on such weapons – stealth and cloaking systems are an old favourite. Such mines tend to be relatively large and usually take up either ¼ of a DP, or 25 CP, depending on how they are being carried.

Heavy Space Mines: 1 point per 100 A Space Mine differs from a Landmine by a level of sophistication. It is usually guided in some manner and with a single use short-range engine to propel it to its target. A Heavy Space Mine is capable of destroying small to mid-sized spaceships, and can even seriously damage capital ships. Because they are fairly large weapons they are relatively easy to detect, so it is usually necessary to use stealth or cloaking systems on them. Such mines are the size of small aircraft and usually take up either 1 DP, or 100 CP, depending on how they are being carried. Land Fortifications

Land Fortifications

Pillbox: 1 point per 1,000 A Pillbox is essentially an armoured anti-infantry position, with enough protection to defend against other small arms and other mid-level anti-tank weapons and sufficient weaponry to deal with attacking troops. A well-placed pillbox can easily halt an attack by a company of infantry, and can even inconvenience lighter armoured vehicles. A pillbox is not mobile, but is fairly transportable, taking 200 CP.

Combat Bunker: 1 point per 100 A Combat Bunker is a fortification designed for combat, usually containing a large weapon of warship caliber and a number of lighter weapons. Often only a little larger than a tank, one such Bunker is easily superior to a tank in a frontal battle. A bunker is not normally transportable, but if made so with added caps takes up 1,000 CP.

Storage Bunker: 1 point per 100 A Storage Bunker is a much larger fortification than its Combat cousin and is used for keeping people, supplies and equipment safe from attack. While it does not possess any weapons, it has the advantage over Simple Fortifications in far superior life-support facilities, allowing such bunkers to seal themselves against penetration much more effectively. A Storage Bunker can hold up to 4,000 CP per Advancement Level. A bunker is not normally transportable, but if made so with added caps takes up 1,000 CP.

Large Combat Bunker: 1 point per 10 A Large Combat Bunker is an expanded fortification often intended as a standalone installation. They often possess the supplies for extended operations or sieges, often with numerous large weapons, and can be compared to Mobile Gun Forts, though they are significantly tougher and more powerful. A large bunker is not normally transportable, but if made so with added caps takes up 5,000 CP.

Large Storage Bunker: 1 point per 10 A Large Storage Bunker is again much larger than its combat alternative. While it also has no weapons, it has an expanded internal logistics system often including small trains or trolleys, and can be used to ferry troops and supplies to units a short distance away. It can hold up to 50,000 CP per Advancement Level or 1 point of infrastructure (Housing, Industry or Ether). A large bunker is not normally transportable, but if made so with added caps takes up 5,000 CP.

Defensive Wall: 1 point per 10 sections While lines of fortifications can be connected by default by lines of trenches, barbed wire and so on, a Defensive Wall expands on these fortifications, creating a high barrier complete with watchtowers and light weapons. One section of Defensive Wall can cover about 10km, which can protect up to 10,000 CP of equipment, allows coverage of 1 point of Physical Infrastructure (a combination of Housing, Industry and Ether), and 25-100 can cover a single approach to an entire terrain region (depending on the defensive value of the region). However such walls won’t keep out a determined foe armed with heavy weapons, and are largely for security purposes. If designed to be transportable, a section of wall takes 10,000 CP.

Super Wall: 1 point per 1 section A super wall is a Defensive Wall for the unhinged megalomaniac. It combines a towering height with near-invulnerable armour and heavy weapons. One section still covers the same area as a Defensive Wall – it’s just much tougher. Such Walls are usually restricted to chokepoints, or to Nations with altogether too much time on their hands. Note that the Maginot Line was not a Super Wall – rather it was a collection of mostly subterranean bunkers and fortresses sited in mutually supporting positions. Examples of true Super Walls can be found in the hundred-story high cannon-encrusted monsters present in some Warhammer 40K artwork.

Fortress: 1 point per 1 The staple Fortification, a Fortress is a large fortification with extensive facilities for troops and supplies. Fortresses have numerous weapons including heavy artillery and countless lighter weapons. A Fortress can hold up to 50,000 times its Advancement level in CP. It can also hold 25 DP worth of aircraft within secure hangars, and 5 Base Batch Points of ships, though it does not have the same facilities as an airbase or a harbour. Finally, a Fortress can be built around small towns or factory complexes, and can defend up to 5 points of physical infrastructure (a combination of Housing, Industry and Ether) within its perimeter.

Citadel: 10 points per 1 A Citadel is nothing less than a fortified city (or mega-city), with a hemispheric perimeter to defend against ground and air attack, and its own formidable integrated firepower. Such a Fortification, reinforced with a sizable garrison, can often withstand a siege almost indefinitely, dealing more than its share of damage to any attackers who enter its range. A Citadel has unlimited CC and DP, and grants the benefits of an Airbase and a Harbour. A Citadel can also defend up to 50 points of physical infrastructure (a combination of Housing, Industry and Ether).

Space Fortifications

Picket Forts: 1 point per 10 Picket Forts are generally used as outlying stations rather than actual defensive redoubts. They are not particularly tough, but do possess quite extensive sensor suites, and longer ranged weapons than cost-comparable patrol warships. They can carry 1 DP and have the Cargo Capacity half that of an equal tech Freighter.

Small Forts: 1 point per 5 Small Forts are essentially larger, tougher and better-armed versions of Picket Forts and perform much the same roles. They can carry up to 5DP and have the Cargo Capacity half that of an equal tech Freighter.

Medium Forts: 1 point per 2 Medium Forts are basically extremely badass Picket Forts, with excellent sensors coupled with armament capable of being a serious threat to Capital Ships. They can carry up to 25DP and have the Cargo Capacity half that of an equal tech Superfreighter

Battle Forts: 2 points per 1 Unlike the preceding Space Fortifications, Battle Forts are capable of standing on their own against an enemy. They have battleship-level firepower but are tougher and have greater range. They also can carry a sizable complement of aircraft and other supplies, with room for 100 DP, can defend 5 Base Batch Points of ships, and have the Cargo Capacity of an equal tech Superfreighter. Due to the compact and concentrated nature or space colonies, Battleforts are large enough to protect up to 10 points of Infrastructure

Super Forts: 5 points per 1 Super Forts are upgraded Battle Forts, with greater firepower and durability, the capacity to hold 200 DP of aircraft, can defend 10 Base Batch Points of ships, and have the Cargo Capacity of an equal tech Megafreighter. Super Forts are large enough to hold mid sized space colonies, and each can defend up to 25 points of Infrastructure

Mega Forts: 25 points per 1 Mega Forts are vast complexes, like fortified cities in space. They have awesome levels of firepower and can fire at targets clear across a star system. Often they have their own internal industries, with immense onboard fighter and troop and complement, and masses of supplies. They have the equivalent of an Airbase and a Harbour, as well as a Carrying Capacity ten times that of an equal-tech Mega Freighter, and can defend up to 100 points of infrastructure.

Shield/Field Generators

Point Shield Generator: 1 point per 1 A Point Shield Generator defends a fairly localized area, such as a town or large military base, or even – if enough added capabilities are added to these otherwise immobile structures – an army or fleet on the move. Such generators have immense capability to repel attack from above and can hold off many times their cost in warships and even point blank tactical nuclear detonations, however such protection extends only to attack from one direction (usually forward or above) and provides little hindrance to attack from other ground forces or low flying aircraft. A City Shield can effectively cover up to 1,000,000 CP worth of military units (though packing them in to maximum density may not be a good idea, since after about 10% of this capacity things start getting crowded under the shield). The Generator itself takes up 10,000 CP if transported, and is about the same size as a Land Dreadnought.

City Shield Generator: 5 points per 1 A City Shield Generator can defend a large urban center and the surrounding area under a dome of force, and can effectively be used to cover a Large Region. As with a Point Generator, a City Shield can defeat the efforts of many more times its cost in warships, and can even shrug off tactical and strategic nuclear weapons. Again however, they provide little defense against ground assault or strike aircraft. They can be mounted on large asteroids in space for fortress protection, however due to the openness of space, it would take two such generators to fully shield the area. They are too large to ever be moved without disassembly, and take up 1 point of Infrastructure space if located within a Fortification.

Hemisphere Shield Generator: 25 points per 1 A Hemisphere Shield Generator projects a shield that covers an entire planetary hemisphere. One such shield will protect most powers from direct orbital bombardment, and two such shields can utterly encase a planet in all around protection and prevent any entry. Such shields are virtually immune to the efforts of ships, and can take multiple nuclear weapons of City Buster or even Crust Buster level to breach. However, even in a two-shield system there are flaws at the join lines that can allow small forces to slip through and infiltrate the planet below. Constructing three such generators would remove such flaws with the overlap, but given the cost of such a venture few planets can afford this level of total defense. They are totally immobile, and take up 5 points of Infrastructure space if located within a Fortification.

Local Area Field Generator: 1 point per 1 A Local Area Field Generator is used for broadcasting a field over a wider area than a Point Shield Generator, but with less intensity than the power needed to form a defensive shield. This is often used for things like powerful ECM jammers, detection fields, and can even have broad offensive applications such as lighting field generators. These fields will generally cover the area of a single battle. The type of field being projected should be clearly stated. Only one field can be broadcast, so an ECM field generator could not also be a Point Shield Generator. While normally immobile, they can be made to move with Mobility Added Capabilities. The Generator itself takes up 10,000 CP if transported, and is about the same size as a Land Dreadnought.

Wide Area Field Generator: 5 points per 1 A Wide Area Field Generator is used for broadcasting a field over a wider area than a Local Generator. One such generator can broadcast over an entire terrain region, as well as influencing the surrounding terrain regions. As with the smaller generator, the type of field being projected should be clearly stated, and only one field can be broadcast. They are too large to be moved without disassembly, and take up the space of 1 point of Infrastructure if located within a Fortification.

Continental Field Generator: 25 points per 1 A Continental Field Generator is used for broadcasting over the entire expanse of a Power’s territory. One such generator can broadcast over an entire continent, and make its influence felt to some degree or another anywhere on a planet. They are totally immobile, and take up the space of 5 points of Infrastructure if located within a Fortification.

Facilities

Facilities can take added/reduced caps related to location and security.


Command Center: 1 point per 1 Command Centers are used as national coordination centers, and provide an initial command bonus to battles they can logically manage. This bonus is lost as the battle continues as commanders on the front line take over, and micromanaging from the rear becomes a danger, but they can help the initial response to a crisis. A nation generally needs only one Command Center, since two centers trying to command the same action just leads to confusion. Multiple such centers can respond simultaneously to different crisis, but this is rarely a necessity. A Command Center can be built within a fortification, in which case it also takes up the space of 1 point of physical infrastructure within the fortification. All Elite and Ultra Elite Powers automatically start with one free Command Center.

Intelligence Center: 1 point per 1 Intelligence Centers are used to coordinate intelligence gathering activities, and can be used to better analyze incoming information. They provide a small bonus to defensive intelligence operations on their world, and have a random chance of increasing the benefits gained by espionage. A power can have multiple Intelligence Centers, though the additional benefits for doing so are minimal. To get proper use out of this facility a Power must have Security Forces and Agents – an Intelligence Center without these assets is worthless.

Detention Center: 1 point per 1 A Detention Center is used for holding particularly dangerous or powerful individuals. All Powers are assumed to have prisons for the general populace, but a Detention Center is used for those who need to incarcerate people like mages, cyber commandos, demons or heroes. A Detention Center also provides a small bonus to Secret Police operating in the terrain region in the event of riots or an uprising. A detention center is not normally transportable, but if made so with Added Capabilities it takes up 25,000 CP, and is usually called a Prison Camp.

Airbase: 1 point per 1 An Airbase is used as a planetary operating base for combat aircraft. While aircraft can operate off more ad-hoc field bases, they suffer for doing so. Airfields do not contain any actual fortifications, though Storage Bunkers are often constructed within their confines to act as hardened hangars and depots. While highly vulnerable to ground attack due to their open nature, an airfield increases the sortie rate of aircraft based there, and also possesses superior sensor, command and anti-aircraft equipment. Aircraft operating from an Airbase also have their operational radius extended. An Airbase has no “Deck Point value allowing any number of aircraft to be based there, and can (when pulling out all the stops) launch aircraft roughly four times faster than a Fleet Carrier, however if too many aircraft are placed at a single Airbase they will not all be able to launch and may become overly vulnerable to attack. An Airbase can be built within a fortification, in which case it takes up the space of 1 point of physical infrastructure.

Secure Harbour: 1 point per 1 A Secure Harbour is used as a berth for ships where they can be relatively (though not totally) safe from external attack. A Harbour can hold up to 25 Base Batch Points worth of ships, and provides them additional repair facilities. This doubles the speed of all repairs and halves the cost. Harbours often contain other facilities such as storage bunkers and linker Airbases, however these must be added separately. A Harbour can be built within a fortification, in which case it takes up the space of 5 points of physical infrastructure.

ZPE Transmitter: 1 point per 1 A Zero Point Ether Transmitter beams power to linked ZPE receivers. Each Transmitter can support multiple Receivers, though a Receiver can only receive from one Transmitter – the link is not something that can be shifted between Transmitters. This is important because ZPE Transmitters are large and relatively vulnerable structures (about the size of a Fortress taking up 5 points of physical infrastructure if built within a Fortification) with no intrinsic defenses. Destroying one can cripple distant fleet operations and as a result they are almost always well protected. One Transmitter can support up to 100 points of Ether Upkeep. So if a Power had battleships with an Ether Upkeep of 5 apiece, it could link 20 to a single ZPE Transmitter. Units on wartime upkeep must still pay the extra Ether, but paying war upkeep does not reduce the amount of units a Transmitter can support. As a note, because they usually support their airwings through the ZPE tap as well as themselves, Carriers count as twice their actual Ether Upkeep for the purposes of determining how many ships the Transmitter can support. This does not in any way affect the amount of Ether paid.

Geode Compressor Station: 1 point per 1 A Geode Compressor Station is used to take liquid or gaseous Ether and turn it into the more valuable Geode Ether. One Geode Compressor station can create 1 Geode a month, at a cost of 10 Ether per Geode. They are not mobile facilities, and if placed within a fortification they take up the space of 1 point of physical infrastructure.

Magical College: 5 points per 1 A Magical College is used to train mages. Each year it can be used to train one batch of mages in one extra magical level. Which category this is can vary – not all students need take the exact same classes. Magic is difficult, and not all students will succeed, so only half of each batch assigned to the College actually gains the extra level (round down). Archmages and Oracles have little to gain from such schools, and are instead usually the teachers.

Military Academy: 5 points per 1 A Military Academy is used for training military units. It can turn 1 batch into Elite each year for normal Powers and 2 batches a year for Elite Military Powers. To complete the training the batch must be assigned to the Academy in the first half of the year, and it completes its training at years end. All Elite Powers automatically start with one Military Academy.

Monuments

National Monument: 10 point per 1 The use of Monuments is entirely subjective. These have no practical benefits, but are built simply to look cool, and/or to show the wealth or waste of a Power. Over time a Monument may grant some benefits to a Power, as determined by its nature and history, so a Power constructing a Monument should describe it in detail. A National Monument is relatively small – on the Monumental scale – and would equate to something like the Statue of Liberty or the Eiffel Tower, or a particularly snazzy palace like the Taj Mahal or Forbidden Palace.

Wondrous Monument: 50 points per 1 A Wondrous Monument is rather larger than a National Monument and would be something like the Great Pyramid of Khufu, or something equally large and impressive.

Legendary Monument: 100 points per 1 A Legendary Monument exceeds anything seen to date on Earth, and would be something like building a vastly oversized pyramid, or carving your emperor's face into your worlds moon so as to be visible from the planet, or some other such excess.

Modifications

Fortifications use Added Capabilities from the relevant groups, Armies for Land Fortifications, Navies for Space Fortifications. However some Added Capabilities have different costs when applied to certain fortifications, and there are also a few Added and Reduced Capabilities specific to fortifications.

Added Capabilities List

A number of Added Capabilities have slightly different effects when applied to fortifications

Armour: When added to any type of fortification armour carries no extra Upkeep costs, and has twice the normal effect.

Shields: When added to fortifications these have twice the effect of normal shields.

Automation: Few fortifications have tasks as complex as mobile units. In their cases, a +1 Automation acts as a +2 in all areas and for all purposes save raw intelligence.

+X Deck Points and Cargo Capacity: When applied to fortifications, each + in this Added Capability equal a 100% increase. Fortifications may not take specialized Deck or Cargo Added Capabilities.

+1 Prefabricated: Prefabricated Fortifications do not have to be constructed at their final location. Rather, the various parts are built and then transported to where they will be assembled. Prefabricated Fortification takes the usual time to build, and then can be assembled in location at a rate of 1 month per Batch, reduced to 1 week if the Base Batch Cost of the Fortification is paid in IUU to speed construction. Most listed Cargo Point values apply to Prefabricated Fortifications.

+1/2/3 Subterranean: While it is possible to cloak Land Fortifications, this is of obviously very limited benefit. It is more common to bury them, which gives a great deal of additional protection and can hide them from view. At a +1, the Fortification is just below the ground with only its weapon systems exposed, though its presence is still visible. At +2 the Fortification is buried deep underground and its location may even be entirely hidden. At +3 the Fortification is a ludicrous distance below the surface, such as at the bottom of an old coal mine shaft, or deep under a huge mountain, or even sitting underground at the bottom of the ocean floor. Space Fortifications can be given this Added Capability as well, in which case they are constructed inside large asteroids.

Reduced Capabilities

There are a few fortification-specific Reduced Capabilities.

-1/2/3 Poor Location: With this Reduced Capability a fortification has been poorly sited. Perhaps its line of fire is blocked in critical directions by intervening hills, or perhaps it rests on low ground overlooked from a dominating position by a nearby ridge, or perhaps the nearest fresh water supply is ten miles away beyond the fortress walls. With this Reduced Capability there is no actual flaw in the construction of the fortification itself but rather in its positioning, a flaw that cannot be easily rectified. This can be taken as a -1 to a -3, depending on the severity of the flaws, which should be detailed.

-1/2 Poor Design: This Reduced Capability encompasses actual flaws in the design of the fortification, from guns that only face out to sea when an obvious overland route exists, to poor overlapping coverage by weapons allowing assaulting infantry to pass through dead ground, to an inability for a space gun platform to target close range or high speed enemies. Often these flaws come about because a certain manner of attack simply was not expected, and against the expected danger the fortification does quite well indeed. This can range from a -1 to a -2, though to reach -2 the design flaw must often be so atrocious and exploitable that it makes the fortification hardly worthwhile at all.

Fortification Upkeep

Most fortifications are far cheaper to run than equivalent army or navy units, however in the case of Shields their Upkeep can be quite a chunk, which is why few Powers activate a major shield generator without major cause. Note that Mines, Facilities and Monuments never require any Upkeep.

Land Fortification Upkeep

Land Fortifications are very cheap to maintain. All their Upkeep costs are token payments in peacetime, and can be ignored. When under siege however Land Fortifications do need effort to remain supplied and conduct repairs and remain at alert. However, in such cases their Upkeep Costs are halved (after all other modifiers are applied and all normal calculations are made). Additionally, in the case of fortifications of Tech level 1 to 3 they have limited power needs and so require no Ether Upkeep unless they gain it from various Added or Reduced Capabilities.

Space Fortification Upkeep

Space Fortifications are also fairly cheap to maintain. While they do have peacetime Upkeep costs these are half those of the mobile spaceships they are equivalent to. In wartime their Upkeep costs are similarly half the normal payment for the equivalent spaceship. Again, this is after all other Upkeep calculations are made. Additionally Capital Ship level fortifications do not pay the normal double Ether cost normally associated with that type. Note: Space Mines also do not require Upkeep, as the power requirements to keep them on standby are extremely low and will not expire except over a period of many decades.

Shield/Field Generator Upkeep

Shields and Fields burn Ether like there is no tomorrow. They also don’t do a bad job of soaking up paychecks and maintenance parts. A Shield/Field Generator requires normal Industry and Wealth Upkeep to keep its complex machinery running, but when activated it burns an incredible total of four times its Base Batch Cost in Ether. As with Capital Ships the adjustments for any Added Capabilities are factored in afterwards. When activated a Shield goes immediately to Wartime or monthly upkeep, however shields otherwise just require a single full Upkeep payment a year to keep them at prime readiness and peak functionality. So long as this Upkeep is paid the shield can be switched on at a moment's notice.

Fortification Logistics

For Fortifications the main logistic question is that of Storage.

Storage

Fortifications can store a lot of stuff. Since a siege is their most common situation if they are not destroyed, they must be able to stock up for the long haul. The average Fortification can easily store enough supplies either inside or nearby in protected dumps to last it for a year. Whether these supplies are actually provided is another matter entirely, as the default load is merely for a month of combat. Any supplies added must use up some of the Fortification’s internal Cargo Capacity. Unlike other units, a Fortification’s CP limits can be exceeded, however doing so leaves the extra supplies “in the open” and vulnerable to destruction or capture.

Cargo Point Values for Transport

If built with the Prefabricated Added Capability, a Fortification can be transported as cargo, to be quickly assembled at its destination. Thus some Fortress Types have rough Cargo Point values that they take up. These Cargo Point, or “CP” values are detailed below:

Landmines: Landmines are small enough to be carried by hand, and take up only 1/100th of a CP. They do not cost any additional CP when carried by air.

Heavy Landmines: Heavy Landmines take up about 1/50th of a Cargo Point. They do not cost any additional CP when carried by air.

Space Mines: Space Mines take up either ¼ of a DP, or 25 CP, depending on how they are being carried. They do not cost any additional CP when carried by air.

Heavy Space Mines: Heavy Space Mines are the size of small aircraft and usually take up either 1 DP, or 100 CP, depending on how they are being carried. They do not cost any additional CP when carried by air.

Pillboxes: Pillboxes are usually quite small, but often quite heavy for their size. They take up 200 CP, or 400 CP if carried by air. They do not need to take Prefabricated for this.

Combat Bunkers: These Fortifications take up 1,000 CP per bunker, or 2,000 CP if carried by air. They must have the “Prefabricated” Added Capability for this.

Storage Bunkers: These Fortifications take up 1,000 CP per bunker, or 2,000 CP if carried by air. They must have the “Prefabricated” Added Capability for this.

Large Combat Bunkers: These Fortifications take up 5,000 CP per bunker, or 10,000 CP if carried by air. They must have the “Prefabricated” Added Capability for this.

Large Storage Bunkers: These Fortifications take up 5,000 CP per bunker, or 10,000 CP if carried by air. They must have the “Prefabricated” Added Capability for this.

Defensive Wall: These Fortifications take up 10,000 CP per bunker, or 20,000 CP if carried by air. They must have the “Prefabricated” Added Capability for this.

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