Talk:Crystal Ambition

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Aspect Soldier

An Aspect Soldier are the superweapons of the world. Soldiers imbuned with Crystals directly into their bodies, they are superhuman entities capable of amazing feats. They are used as Special Forces and Elite shock troops.
Training Cost: ??? Wealth, ?? Materia
Upkeep Cost: ??

Discipline

Artillery Knight

Artillery Knights have a basic repetoire of abilities, further focused by materia.

Black Type

This magic ranges from personal fireballs to lightning strikes, it is offensive magic that focuses on attacking the enemy.
Cost: 6 Materia, or 4 Black Materia

White Type

Curative, defensive and support, White Types focus on supporting their accompanying armies and allies.
Cost: 6 Materia, or 4 Black Materia

Mystic Type

These focus on using their magical abilities to support themselves as classical melee warriors, wading into battle with huge swords or axes that can cleave tanks in half.
Cost: 6 Materia, or 4 Black Materia

Avatar Knight

All Aspects have an Avatar, the physical manifestation of their crystal. Avatar Knights take this further, focusing it into intricate technomagical equipment, featuring advanced power armour and an array of weaponry, the higher level Aspects equip themselves virtually in battlesuits, wielding incredible forces of destruction.

Infiltrator Type

Focusing their avatar into a advanced technomagic stealth suit, this type are stealthy, nimble and deadly.
Cost: 6 Materia, or 4 Red Materia

Vanguard Type

Decked out in technomagical gear, including power armour and armed with an array of materialised weaponry, this type rule the battlefield.
Cost: 6 Materia, or 4 Red Materia

Assault Type

A supportive type, these aspects provide sheer firepower, focusing on attacking heavier equipment and vehicles.
Cost: 6 Materia, or 4 Red Materia


Esper Knights

Masters of material projection, these channelers create magitech servants to fight for them, to support them, or to carry them into battle.Esper Knights’ conjured creatures are build with a series of traits, similar to how Mutants are built. Each Knight creates one summoned being, or eidolon, but they may have several ‘modes’ or Forms it can transform into. More experienced Knights have stronger Eidolons, who in turn have more Forms. Forms are often distinct in capacity, allowing an Eidolon tactical flexibility around a core body of traits.

If an Eidolon is killed, the trauma to the Knight is considerable, but the entity can be resummoned after its conjuror’s energies have replenished. With a tremendous effort of will, a Knight can even ‘resurrect’ their Eidolon mid-battle, though this is extremely dangerous, especially for inexperienced Knights.

Uses Mutations from the Beast list, as well as some unique traits (possibly)
Can manifest 1 Form at 1st level, increased at increments (TBD)
Cost: 6 materia, or 4 blue materia

Monster Knights

These warriors rely on their protean flesh in combat, manifesting strange and horrifying biotech devices from their materia-saturated flesh. A Monster Knight is built much in the same way as an Esper Knight’s eidolons are built, except that these traits apply to the Knight itself, not some conjured creature.

Unlike Eidolons, Monster Knights manifest individual Mutations in any combination they want, depending on situation. Many are extremely resilient and have natural healing factors (if only because their flesh folds and rearranges itself to seal the wounds), but have a higher risk of mental problems due to their literally constant-shifting worldview. Monster Knights can gain new mutations through absorbing the genetic materials of other creatures, either by absorbing part of them (by whatever means available), or by being exposed to their quality in some way (including being attacked by it).

Uses Mutations from the Beast list, as well as some unique traits (possibly)
Can manifest individual mutations for energy cost (TBD)
Cost: 6 materia, or 4 green materia


Mutations

These traits are used for the creation of Beast Units, Eidolons, and Monster Knights. They represent alterations of the flesh through mutations or natural qualities of the species

Beasts

These are for natural and materia-enhanced traits, and therefore are suitable for all thee types.

Fast Movement

Your legs are altered, or you’re some kind of cavalry beast (or have the lower body of one). You move a lot faster in tactical movement.

Armoured

Carapaces, scales, or shells. Protects your vital bits.

Regeneration

You just grow it back if it gets blown off. Doesn’t really help if you’re incinerated or blown to shapeless bits (the shapeless bits might grow back into bigger shapeless bits)

Natural Flight: You can Fly! You fly about as fast as a large bird.

Materia Flight

Requires – Natural Flight
Your wings have been enhanced by material exposure, allowing you to fly at unnaturally fast speeds.

Vitriolic Blast

You can spit some kind of caustic or poisonous chemical at an enemy, tainting their body. In addition, damaging you is a dangerous prospect in melee.

Etheric Blast

Requires – Vitriolic Blast
You have magically-enhanced spit weapons, like elemental breath or some other weirdness. Good against armoured foes and vehicles. You probably explode if you die.

Burrowing

You can burrow under the ground to hide or to tunnel towards an enemy, ambushing them or damaging supports. This is not just normal digging, but preternatural movement that allows you move underground at unusual speeds. You may either leave a tunnel behind you or collapse excess dirt to seal your path.


Eidolons

These are available for Eidolons only.

Materia Boosters

You channel Mako energy to your locomotive functions, generating increased movement. Enhances whatever other modes of travel an Eidolon has.

Extension Bits

Your Eidolon can create lesser entities that detach from it, fighting on its behalf. These creatures have offensive power similar to a common infantry, but rely on speed to survive and can be easily destroyed if hit.

Familiar Bits

Your Eidolon is not quite one creature, but is rather composed of several (or several dozen) pieces linked together all at once. In battle, the Eidolon can split itself apart, attacking from multiple angles. All pieces are part of the same being and are capable of perfect coordination, but are akin to powered armour troops in all other regards.


Monster Knights

These are available for Monster Knights only.

Infiltrator

You are able to reshape yourself to look like anyone else, altering your physical proportions and features to mimick other people.


Military

Foot Soldiers

Units

Guerillas Batallion

Guerillas are soldiers who have learned, whether by training or brutal evolutionary pressures, how to fight unconventionally, moving light and striking hard. With their skillset in living off the land, scavenging equipment, and stealthy operation, guerillas are critical to winning unconventional wars. Dependent on the type of manpower and equipment given, these can be anything from ragtag tribal militias to extremely elite special forces.

"The guerrilla must move amongst the people as a fish swims in the sea." First Hand Airis Yesirn

Training Cost: 5 Wealth
Upkeep Cost: 0 Wealth
Cargo Points: 1000

Infantry Battalion

Standard infantrymen are better armed and equipped but conversely are less stealthy and require a larger logistics trail. Ranging from poorly trained conscripts to elite direct-action assault forces, infantrymen are a solid backbone upon which the entire army builds. Even though they might be equipped with powered armor and use smart weapons, even with their UAV and UGV support, their role and their 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." Legion Brigadier Juno Short

Training Cost: 45 Wealth
Upkeep Cost: 5 Wealth
Cargo Points: 1000

Modifications

Infantry units have assumed equipment, usually body armour and rifles, usually advanced forms of chemical projectile weapons

Powered Armour

A powered Armour is a powered mobile machine consisting primarily of an exoskeleton-like framework worn by a person and a power supply that supplies at least part of the activation-energy for limb movement. They provide armoured protection and superior strength to infantry units.
Cost: Wealth, Materia
Upkeep: Wealth

Sapient Esper Engine

Integral to automated combat unit, CEEs are functional Artificial Intelligences for use on the battlefield, with the same tactical and cognitive depth as any human.
Cost: Wealth, Materia
Upkeep: Wealth

Light Blasters

Blasters are technomagical weaponry, firing magical energy beams, much more powerful than standard weaponry employed by most armies.
Cost: Wealth, Materia
Upkeep: Wealth

Gauss Blasters

Gauss Blasters use gauss technology to accelerate projectiles to high speeds and are considered highly effective weapons, able to pose danger to light vehicles.
Cost: Wealth, Materia
Upkeep: Wealth

Materia Gauntlet

Materia Gauntlets let standard soldiers harness magic normally used only by Aspects, giving them small scale personal magic and abilities. Materia Gauntlets can be configured to broadly match any of the Aspect Types, effectively making the soldiers in question, 'light aspects', it remains a controversial magi-technology.
Cost: Wealth, Materia
Upkeep: Wealth

Gunblade

A signature weapon of Vanguard and Mystic Type aspects, soldiers with Materia Gauntlets can wield weaker versions of these iconic weapons.
Requirement: Materia Gauntlet
Cost: Wealth, Materia
Upkeep: Wealth

Ground Vehicles

Transport

Transport units are assigned to infantry battalions on a 1:1 basis. Helicopters are also included, despite being air units.

Truck Battalion

Trucks are standard civilian vehicles with robust engines, able to haul infantry units across most terrain, though offering no personal protection against anything other than the elements
Cost: 45 Wealth
Upkeep Cost: 5 Wealth

Cargo Size: 5,000

APC Battalion

An armoured personnel carrier (APC) is an armoured fighting vehicle designed to transport infantry to the battlefield. By default, they are wheeled or tracked
Cost: 45 Wealth
Upkeep Cost: 5 Wealth
Cargo Points: 5,000

IFV Battalion

An infantry fighting vehicle (IFV, also known as (mechanized) infantry combat vehicle, (M)ICV) is a type of armoured fighting vehicle (AFV) used to carry infantry into battle and provide fire support for them.
Cost: 45 Wealth
Upkeep Cost: 5 Wealth
Cargo Points: 5,000

Helicopter Battalion

The helicopter is a tactically mobile unit. Usually only models lightly armed with defensive weapons, Military transport helicopters are used in places where the use of conventional aircraft is impossible. By default they use rotors.
Cost: 45 Wealth
Upkeep Cost: 5 Wealth
Deckage: 40
Cargo Points (stowed): 10,000

Armoured

Light Tank Battalion

Light tanks are small, highly mobile air transportable armoured vehicles used in difficult terrain, for fast deployment or as recon units.
Cost:
Upkeep:
Cargo Size: 5,000

Tank Battalion

A tank is a tracked, armoured fighting vehicle designed for front-line combat which combines operational mobility and tactical offensive and defensive capabilities.
Cost:
Upkeep:
Cargo Size: 10,000

Artillery Battery Self-propelled artillery can deliver precise strikes and heavy bombardments in support of units kilometers away. Required Traits: None

Cost:
Upkeep:
Cargo Size: 10,000

Air Vehicles

Naval Vehicles

Technomagical Units

Esper Jet

Using materia, an esper is morphed into a exoskeletal lift unit wearable by infantry, giving significant personal mobility
Cost: Wealth, Materia
Upkeep: Wealth
Cargo Points: 1,000, 0 if attached to an infantry Battalion

Mecha Battalion

Mecha are technomagical machines, up-sized versions of powered armour which combine the resiliance and firepower of tanks, with the versatility and manoeuvrability of infantry.
Cost: Wealth, Materia
Upkeep: Wealth
Cargo Points: 10,000, 0 if attached to an infantry Battalion

Airships

Airship

Airships are flying vessels, using materia to power a levitation core, they are versatile aerial warships, cargo vessels and command ships depending on configuration. They range from medium size warships, or cargo vessels, to giant lumbering sky fortresses.
Cost: Wealth, Materia
Upkeep: Wealth
Deckage: 50
Cargo Capacity: 500

Airships are highly modular machines, made up of a series of modifications. Airships without modules, are medium sized vessels, with basic weaponry.

Airship Modules

Each Module adds 10 Deckage to the vessel, due to increased size.

Standard Weaponry

This modification upgrades the weaponry systems, adding a balanced amount naval cannons, anti-fighter protection etc.
Cost: X per level
Upkeep:

Aerial Artillery

This modification upgrades the weaponry systems, focusing on adding air to ground systems
Cost: X Per Level
Upkeep:

Armour

This represents armour plating, energy shielding, and point-defense systems, used to protect your ship from offensive weapons.
Cost X Per Level
Upkeep:

Engines

This represents thrusters, aerodynamics, and repulsion technology, allowing your airships to fly faster and farther.
Is affected by other modules
Cost X Per Level
Upkeep:

Cargo Capacity

These increases the cargoholds within the vessel.
Provides X Capacity
Cost:
Upkeep:

Troop Capacity

This is a specialised increase in cargo capacity, it increases the amount of soldiers and equipment a airship can comfortably hold. Not only does it provide cargo space for their equipment, it provides quarters for their crews, allowing airships to carry around permanent forces within affecting their readiness.
Provides X Capacity
Cost:
Upkeep:

Environmental

This represents life-support systems and special shielding to allow the ship to function in areas normally unsuited for an airship - namely, underwater or outer space. Higher levels represent greater distances into said environments, or possible the ability to weather another harsh area (like materia-tainted storms or tremendous heat).
Cost:
Upkeep: