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[SIZE=4][b]Dominion Spacy[/SIZE][/b] Amanata is an emerging naval power and the newness of its force has allowed it to build in a disruptive way to counter the inevitable intermediate term numerical inferiority.

[b][i]Sword[/i] class cruiser[/b] (Heavy Cruiser) ($945) [b]modules[/b]: Arc drive, heavy weapons (large), [b]weapons (ballistic/energy/missile)[/b]: 20/60/20 --[i]Muramasa[/i] --[i]Mutsunokami[/i] --[i]Murasame[/i] --[i]Mugenjin[/i] The largest ship in Amanata's arsenal, the [i]Swords[/i] are highly surviveable heavy warships expected to stand in the line of battle despite being handily outmassed by capital ships. They wouldn't be bad at it either, if there were more of them.


[b][i]Ayanami[/i] class light carrier[/b] (Destroyer) ($94.5)1890 [b]modules[/b]: Arc drive, hangar – Type 495舞 mobile fighter (multirole fighter) [b]weapons (ballistic/energy/missile)[/b]: (20/10/70)

[b][i]C3[/i] class cruiser[/b] (Light Cruiser) ($157.5)1260 [b]modules[/b]: Arc drive, C3 equipment, point-defense arrays [b]weapons (ballistic/energy/missile)[/b]: 20/60/20




[b][i]PDADD[/i] class destroyer[/b] (Destroyer) ($94.5) [b]modules[/b]: Arc drive, powerful scanners, point-defense arrays [b]weapons (ballistic/energy/missile)[/b]: 20/60/20

[b][i]x[/i] class carrier[/b] (Heavy Cruiser) ($236.25) [b]modules[/b]: Arc drive, ECM system, hangar – Type 453柊 mobile fighter (bomber), hangar – Type 495舞 mobile fighter (multirole fighter) [b]weapons (ballistic/energy/missile)[/b]: (20/10/70)



-Alcuberrie Drive -Additional Engine Capacity: Allows your ship to go faster. Pretty obvious. More effective on smaller ships than on larger ones. (+4 to speed) -ECM: More effective on light ships than on heavy ones. (+4 to stealth) -Additional Sensors: Additional sensor pods and detectors allows the ship to serve as a scout. (+4 to sensors) -Point Defense Array: Protects the ship and its consorts against enemy fighters, gunboats, and seeking weaponry. (-10% to would be hit number of targeted ship) -Additional Weaponry: More guns/beams/bombs (+10% to Hit Power number) -Planetary Assault Weaponry: Specialized railguns and submunition launchers, with the additional sensor equipment that makes pinpoint orbital bombardment possible. (+1 to hit and +1 to damage when targeting ground units/defenses) -Marine Landing Force: The ability to emplace marines and their support on a planet's surface under combat conditions. Can carry 1 unit of ground forces. -Support/cargo: Allows the ship to provide repair, replenishment, and resupply operations to an attending squadron or fleet. -Lab: A general laboratory module suitable for a survey or scout ship, both for exploring new unclaimed worlds and for sifting through the ruins of an already-settled one.

Large Modules:

-Fighter Hangar: A hangar facility for a wing of fighters and bombers and the equipment needed to sustain them. -Large Passive Protection: Reinforced Armor Plates and extra shield generators afford this ship even more protection. (+2.5% to armor value and +2.5% to shield value) -Additional Weaponry: More guns/beams/bombs. (+25% to hit power number) -C3 Equipment: Equipment that allows for the coordination of fleet engagements with greater accuracy. (+5 to sensors and stealth to all friendly ships; limited to 5 ships plus itself)



bomber Carrier

Fleet Scout -alc -sensors -stealth?


[b]Type 995F/SN class transport[/b] (Corvette) ($31.5) [b]modules[/b]: Arc drive, cargo hold [b]weapons (ballistic/energy/missile)[/b]: 0/0/100

[b]Type 995F/HA transport[/b] (Corvette) ($31.5) [b]modules[/b]: Arc drive, marine landing force [b]weapons (ballistic/energy/missile)[/b]: 70/0/30

The Type 995 is a mature light freighter hull that has been available in small numbers on the civilian market for some years. In the militarized configurations used by Dominion military services, it is a right beast for its size being decently enough armed to serve as a light warship and resilient enough to survive on the battlefield provided it doesn't get focused. They are a common sight in Dominion Spacy operating areas, being used as their primary supply vessel in which capacity they typically mount enough disposable missile pods to given even proper warships pause in numbers. They are also operated by the Spatial Armoured Infantry as their primary light assault ship in which case they typically mount guided bombs and a linear autocannon for direct support.


Science Ship -marine landing force -scanners -lab -alc





Corvette Hull Cost: $20 Construction Time: 9 months Modules: 2 Small HP: 150 Armor Strength: 5 Shield Strength: 20 Stealth: D10 + 4 Speed: D20 + 12 Sensors: 2 D6 + 2 Hit Power: 2 D10 + 10


Destroyer Hull Cost: $60 Construction Time: 15 months Modules: 1 Large, 1 Small HP: 350 Armor Strength: 10 Shield Strength: 40 Stealth: D10 + 1 Speed: D20 + 7 Sensors: 2 D6 + 3 Hit Power: 2 D20 + 15 General Rundown: A versatile hull design with a good mix of attributes. Frequently serve as one of the workhorse hulls in most interstellar fleets. Capable of filling a variety of roles. Can land on planets.

Light Cruiser Hull Cost: $100 Construction Time: 18 Months Modules: 2 Large HP: 500 Armor Strength: 20 Shield Strength: 55 Stealth: D6 + 4 Speed: D20 + 5 Sensors: D10 + 1 Hit Power: 4 D20 + 10 General Rundown: The smallest cruiser mass vessel, often used as an independent patrol ship or as a picket ship for heavier vessels. Very flexible, functionally a larger destroyer. Indeed, often used as a destroyer leader in some navies. The largest ship that can land safely on a planetary surface.





Heavy Cruiser Hull Cost: $150 Construction Time: 24 Months Modules: 2 Large, 2 Small HP: 600 Armor Strength: 25 Shield Strength: 70 Stealth: D6 + 4 Speed: D20 + 4 Sensors: D10 + 1 Hit Power: 4 D20 + 25 General Rundown: The backbone of many fleets, the heavy cruiser is the largest warship one will normally encounter in an unclaimed system. Favoring weapons and armor over speed when compared to the light cruiser, the CA is nonetheless a capable ship in all fields. Often used as the basis for a carrier design.





Fighter Wing Cost: $40 Fighters come in three general types: Multirole, bomber, and interceptor. These are about as straightforward as you could ask. Multirole fighters are somewhat effective against anything, bombers specialize in attacking larger ships and stations, and interceptors are great at taking out other fighters and patrol boats. When purchased as part of a warship the cost is subsumed into the construction of the warship, these are system defense fighters. This cost also covers their airfield or base or secret moon fortress or wherever it is you're deploying these fighters. --Rule Note: Must designate what type of fighter and use those stats for said wing.

Ground Defense Batteries Cost: $45 for network of 8 batteries Construction Time: 9 months -HP: 550 -Defense Number: D10 + 2 -Attack Number: D20 + 5 -Hit Power: 2D20 + 10 General Rundown: A network of surface-based weapons, normally some form of railgun, or, if on an airless moon, beam weapons.

Orbital Weapons Platform Cost: $60 for a network of 10 platforms Construction Time: 12 months -HP: 400 -Shields: 45 -Defense Number: D20 + 10 -Attack Number: D20 + 7 -Hit Power: 2D20 + 25 General Rundown: A basic unmanned weapons platform designed for orbital work, the OWP usually mounts a large quantity of missiles to allow it to fire for maximum effect before it is destroyed. Designed to be expendable and generally controlled from the ground. Normally a couple of these can be found in almost any system, as they are useful as a deterrent to pirates. Even in the numbers normally seen around semi-major colonies, 10 to 12 platforms, they are not a serious threat to anything larger than a destroyer.

Systems Control Station Cost: $80 Construction Time: 12 months -HP: 500 -Shields: 60 -Defense Number: D20 + 5 -Attack Number: D20 + 15 -Hit Power: 4D20 + 30 General Rundown: Generally found orbiting minor holdings in deep space, Systems Control Stations act as a customs checkpoint and military outpost for a holding. Found occasionally over major settlements or by their lonesome as a logistical depot, SCS combine the firepower of a cruiser in a package more economically efficient than a destroyer. However, they are functionally immobile.


[SIZE=4][b]Dominion Naval Aviation[/SIZE][/b] [b]Type 453[/b]柊 [b]mobile fighter[/b] (Bomber) ($40)

[b]Type 495[/b]舞 [b]mobile fighter[/b] (Multirole Fighter) ($40)


[SIZE=4][b]Dominion Spatial Armoured Infantry[/SIZE][/b] [b][i]Hourai Citadel[/i][/b] (Battlestation – Houraijima) ($200) Rail/Beam/Missiles: 10/50/40 Headquarters of the Dominion Spatial Armoured Infantry. Hourai Citadel is a monumental hexagon jutting from the major docking and yard works side of Houraijima facing Bunyan. Its smooth metallic appearance belies the myriad weapons mounted flush against its walls. Heavy naval artillery covers all effective attack trajectories on the important holding of Houraijima.

[b]Houraijima Internal Security System[/b] (Early Warning System) ($50) (Small Defense Network) ($40) A modest network of internal defenses concentrated at the main transportation arteries and choke points and sentries to detect covert intrusions.

[b]Spatial Armoured Infantry[/b] (Mobile Infantry) ($5) The Spatial Armoured Infantry is a new military branch dedicated to infantry operations in space, operating both from ships of the Dominion Navy and from static space stations such as their headquarters of Hourai Citadel. The main combat formations are mobile infantry units operating the RIFL [i]Knightress[/i] A, a battlesuit designed primarily for microgravity and the lightened or controllable gravity situations typical of space station interiors or locations on relatively small planetoid bodies. While inexperienced, the Spatial Armoured Infantry is an extremely high tech unit, with combat support AI built into the suits continually simulating combat operations during downtime. In addition to manual controls, all pilots are equipped with cybernetic uplinks and are generally drawn from those who have been living in the controlled and microgravity environment in Houraijima for years. In addition to linear autocannon and smart rockets, the Knightress can also be equipped with a particle blaster for out of atmosphere combat.

[b]Light Armoured Infantry[/b] (Marines) ($6) Light Armoured Infantry are fully equipped with powered armour and are capable of operations in similar conditions to their heavier cousins. They train primarily for ship or station actions in locations where a heavy battlesuit would be too restricted in mobility.

[b]Special Forces[/b] (Special Forces ($6)



[SIZE=4][b]Dominion Army[/SIZE][/b] The Dominion Army operates under a true regimental system with each regiment as an administratively contained unit that also functions as a tactical formation. Amanatan regiments are, unsurprisingly, quite colourful and individualistic. Each has its own patron deity and participates in annual games and ceremonies. Some even sell their own merchandise (which is, of course, tax free if done through the regimental shrine). The most prestigious are those that existed in some form prior to the Collapse followed by those with a hand in the state's formative years.

[b]Mechanized Infantry[/b]



Mechanized Infantry Regiment Cost: $5 Muster Time: 6 months -HP: 6 -Armor: 1 -Attack Number: 1D6 + 3 -Defense Number: 1D6 + 4 -Damage: 1D6 -Morale: depends on situation -Modifiers: +2 to attack number vs artillery and VTOL; -2 to attack number vs armor and mobile inf General Description: Basic light infantry

Mobile Infantry Regiment Cost: $5 Muster Time: 6 months -HP: 7 -Armor: 2 -Attack Number: 1 D6 + 5 -Defense Number: 1 D6 + 5 -Damage: 1D6 + 2 -Morale: depends on situation -Modifiers: +2 to attack number vs artillery and marines; -2 to attack number vs VTOL and armor General Description: Heavy infantry, equipped with battle armor.

Marine Regiment Cost: $6 Muster Time: 6 months -HP: 8 -Armor: 1 -Attack Number: 1 D10 + 2 -Defense Number: 1 D6 + 1 -Damage: 1D6 + 3 -Morale: depends on situation -Modifiers: +1 to attack number vs all units General Description: Assault troops with all the trimmings

Special Forces/Covert Ops Company Cost: $6 Muster Time: 12 months -HP: 5 -Armor: 1 -Attack Number: 1D6 + 4 -Defense Number: 1D10 -Damage: 1D6 + 3 -Morale: depends on situation -Modifiers: -1 to attack number vs all units in direct combat General Description: Mess with the best… Special Rules: starts at Experienced; limited to no more than 10% of your entire ground force; can deploy and operate in enemy territory without being detected; can raise a force of irregular infantry (see moderator for cost); can attack and disable/destroy defenses

Armor Regiment Cost: $7 Muster Time: 12 months -HP: 10 -Armor: 4 -Attack Number: 1D10 + 3 -Defense Number: 1D6 + 3 -Damage: 1D6 + 5 -Morale: depends on situation -Modifiers: +2 to attack number vs Mech Inf and Mobile Inf; -2 to attack number vs VTOL, Marines, and SF General Description: Tanks and the like

Artillery Battalion Cost: $6 Muster Time: 12 months -HP: 7 -Armor: 2 -Attack Number: 1D6 + 4 -Defense Number: 1D6 + 1 -Damage: 2D6 + 2 -Morale: depends on situation -Modifiers: +2 to attack number vs armor and VTOL; -2 to attack number vs mobile inf, marines, and SF General Description: Howitzers, rocket launchers, SAMs and mortars.

Atmospheric Fighter/VTOL Wing Cost: $5 Muster Time: 12 months -HP: 6 -Armor: 1 -Attack Number: 1D10 + 2 -Defense Number: 1D10 +1 -Damage: 1D6 + 2 -Morale: depends on situation -Modifiers: +2 to attack number vs mobile infantry and armor; -2 to attack number vs mech infantry General Description: death from above






Small Ground Defense Network Cost: $40 Construction Time: 12 months -HP: 200 -Armor: 1 -Attack Number: 1D10 + 2 -Defense Number: 1D6 + 2 -Damage: 1D6 + 7 General Rundown: A network of fortifications, automated guns, and barracks designed to protect against invasion.

Large Ground Defense Network Cost: $75 Construction Time: 18 months -HP: 425 -Armor: 2 -Attack Number: 1D10 + 3 -Defense Number: 1D6 + 1 -Damage: 2D6 + 8 General Rundown: A much larger network of fortifications, automated guns, and barracks designed to better protect against invasion.

Early Warning System Cost: $50 Construction Time: 12 months -HP: 50 -Armor: 0 -Attack Number: 0 -Defense Number: 1D10 + 4 -Damage: 0 -Special Rule: Provides a +2 to attack number on all units within the territory so long as the System is functioning General Rundown: An early warning system can be the difference between a silent invasion and one that can be blunted quickly.

Command and Control Station Cost: $100 Construction Time: 18 months -HP: 300 -Armor: 3 -Attack Number: 0 -Defense Number: 1D10 + 6 -Damage: 0 -Special Rule: Provides a +1 to attack number and +1 to defense number on all units within the territory so long as the Station is functioning General Rundown: Coordinating an army on the ground is no easy task, it helps to have a control station to better relay orders and intelligence.

Capital Defense Network Cost: $200 Construction Time: 24 months -HP: 500 -Armor: 5 -Attack Number: 1D10 + 4 -Defense Number: 1D10 -Damage: 3D6 + 10 General Rundown: The largest, strongest, and meanest defense network available. It would take a large army to make it through this alive.





[SIZE=4][b]Budget 2316[/SIZE][/b] [b]Unitary-Socialist[/b] GDP: 10500 Trade Base: 8.5% FY2316 Taxes: (55%) -6% Infrastructure Projects -10% Military Upkeep -10% Trade Revenue 24% Social Spending Espionage Risk: Low


[i]Nekomi Academy[/i] (University) Nekomi Academy was founded in the high colonial era as simply the University of Amanata and was even more boringly renamed the State Cultural and Religious Studies Institute for a period after the Collapse. In a period of nearly two centuries it has gone from a third rate political checkbox tick to one of the most renowned centers of learning in human space. Unlike all of its peers in that short list however, Nekomi Academy focuses entirely on the arts and humanities.

[b]Type 453[/b]柊 [b]mobile fighter[/b] (Bomber)


Keep Your Dignity

[b]Analytics Office[/b] (Analysis) The Analytics Office is not formally an intelligence organization but rather a general purpose government ministry that grew naturally from the requirements of administering a very large state. It is a clearinghouse of information buzzing with hundreds of experts and often quirky AI's that collects mostly domestic, but also foreign data and then attempts to serve it all up in an understandable way to other government offices. This unsurprisingly is a complicated job with other bureaucrats variably accusing "Anno" of trying to tell them how to do their jobs or just plain being wrong. That said, the department's work fits very well with the Regency Council's view of foreign affairs, which is to see human space holistically, as an ever-developing situation rather than focus overly on particular events or operations at specific times and places.

[b]Military Intelligence and Surveillance Office[/b] (Military) Amusing as their acronym is, Amanata's military intelligence organ is underestimated at their enemy's peril. Their mandate, an oddly indirect one, is to protect the state and the armed forces from avoidable losses, giving them wide license to liaise with the Analytics Office and to search for unconventional or even non-military solutions. Of course, giving strike groups the information to carry out their missions works just as well most of the time.

[b]Neon Shinto[/b] Rather than faith in the traditional sense Neon Shinto is thought to rely more on collective suspension of disbelief, providing a way to show devote, to add meaning to things done, and to gather people now and again to have a festival. Divine entities are happily created, fictionalized and retold again and again. What is true and what is real are different.

A strong terrestrial army is considered important, oddly enough, to space defense as its presence encourages the development of collective security