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[SIZE=5][b]Holy Amanatan Army[/SIZE][/b]

Considered the highest service in the order of precedence, Amanata's terrestrial army is the only armed forces service prefixed [I]Holy[/I] – a tradition held over from a century past. The Holy Amanatan Army operates under a true regimental system with powerful regimental commanders appointed by and reporting to the [b]Office of Terrestrial Military Affairs[/b]. It is the only service that reports to this office, controlling all terrestrial military forces except aerospace launch facilities, counter-orbital batteries and associated defenses which are controlled by services reporting to the [b]Office of Cosmic Military Affairs[/b]. The Office of Terrestrial Military Affairs in turn coordinates overall army policy and has overall control of staffing, including the appointment of generals and the establishment of [b]Operational Commands[/b] in order to oversee large zones of conflict. However, appointments to upper level positions of the Office are ultimately made by the [b]Regency Council[/b]. The expanding Holy Amanatan Army and the growth in prestige of its commanders has been at the forefront of the Dominion's recent 'with us or against us' attitude towards affairs of its neighbours on Prospect over the past two or three decades. Its position in the armed forces and strategic posture is informed greatly by the [b]Aleida Doctrine[/b], first presented in 2279 which posits that orbital security is vital to the long term survival of habitation on a planet and can only be truly achieved by political unity among the powers on the ground.

Under the regimental system, every Amanatan regiment, in addition to being a tactical unit, also functions as its own self-contained administrative unit with its own recruitment programs, procurements and a unique unit culture and heritage. Unsurprisingly, Amanatan army regiments are invariably colourful and individualistic in this regard and place considerable importance in their identity. Those that fail to appeal and gain some level of mindshare among the broader public, it is thought, would be unable to survive without excessive personnel costs nor maintain vital esprit de corps. Among the enlisted, many cite that it is comforting to have moral support from home aside from (in these days, often distant) family. The system also lends itself remarkably well to individual regiments conducting mercenary work on the side. Oddly enough there isn't anything actually illegal about this as enlistment with a regiment does not count as a state job. Military materials themselves are state regulated and produced by a limited ecosystem of entities in Amanata, but military [i]services[/i] are not a regulated product. And while the regimental commanders are accountable for their units' readiness to serve the state, they are also collectively a powerful popular force in Amanata. Most argue that small scale mercenary work helps maintain combative edge during peacetime and incorporates valuable experience from various environments. Of course, it also happens to be a rare source of considerable wealth in Amanata's socialist economy and can help get the regiment's name out. Some of the oldest regiments that existed in some form prior to the Collapse, or those formed immediately afterwards that had a hand in the foundation of the state, essentially already had this relationship with the state. They are "mercenaries" to the Amanatan state in the sense they have special funding not derived from the Office of Terrestrial Military Affairs and sanction to, for example, permanently post guard at important locations, supply military escorts for dignitaries, or perform ceremonial roles at religious or secular functions. Among the older population, these "old guard" units are the most prestigious. By contrast, the formations that receive the most attention and volunteers from the younger generation are its newer units, especially [b]Armoured Infantry[/b] regiments, in no small part due to [b]mobile frame[/b] battlesuits getting ever bigger and sexier.

Since an individual unit's reputation and prestige can heavily affect their success at recruitment and potential at expansion, regiments vary considerably in size even within a single tactical type and there have been increasing cases of regiments being relegated due to inability to maintain minimal personnel levels. Especially in the past two decades, a memetic arms race has set in between competing regiments with each year seeing ever more marketing extravagance by regiments in a headlong pursuit of recruits. Commanders of famous regiments are, needless to say, celebrities. The remarkable success of the army's efforts to participate in Amanata's "culture of culture" has in turn led to an explosion of interest in military affairs among the current generation. While Amanata's traditionally prestigious arts-and-culture or high tech career paths have not been displaced, military enlistment has emerged as a well regarded and perhaps even somewhat glorious alternative. At the very least, there seems no danger of the market being saturated.

Most regiments are gender segregated in terms of combat personnel, though some are mixed and there is marked gender bias for specific tactical roles. However, the overall gender distribution of front line combatants and operators is close to even. The ethnic representation is also close to the proportions in the population at large, somewhat favouring non-Japanese. Each regiment has its own colours, cultural identity, variations in uniform, equipment and participates in annual games and ceremonies against other regiments. Many units even maintain functioning civilian fan clubs and sell their own merchandise (which is, of course, tax free if done through the regimental shrine). At one time, a strong public image proved more important to the success of a regiment than combat record, which led to the OTMA instituting the combat oriented regimental games with highly publicised results. According to an old military law, every regiment is also required to have a patron deity. There is, however, no legal definition of a [i]deity[/i]. While various iterations of Bishamonten and Hachiman alone account for nearly a third of the total, especially among the older regiments, many newer units simply unleash creative license and create their own tutelary spirit which is essentially a cute mascot. Such regiments considerably outnumber the old guard, who derisively refer to them as "pop regiments". In late 2290's, a certain regiment attempted to name a particular idol singer as their deity, citing precedent of divinity in human form. After a highly covered court case, this was ruled as acceptable so long as the deity in question agreed (she declined). There are also a few regiments who name, for example, a catholic saint, Satan, Indo-European pagan divinities or (public domain) literary figure Nyarlathotep and so forth, and these are all considered acceptable though more than a few units have found their choice backfiring if everyone thinks it's too silly.

3000 [SIZE=4][b]Operational Commands[/b][/SIZE] [b]Miyako Guards[/b]

[b]Territorial Guard[/b] The Territorial Guard units





[b]Airmobile Battlegroup[/b] ($48) Sometimes called "foot knights", the airmobile battlegroup is Amanata's maximum force fast response military unit deployed as a prelude to full military involvement. It consists of a (3) assault infantry regiments with jump-capable powered armour, (3) armoured infantry regiments with heavier but still airmobile battlesuits, and a full air group of (3) aeroframe wings mostly flying interdiction and some close air support variants. Owing to the lethality of modern anti-aircraft missiles, hot air insertion is dangerous and thus a last resort when the opposition has such weapons ready.



[b]Territorial Air Guard[/b] Much like the army's territorial guard commands, territorial air guards are a determined combination of positions, patrols and readiness with the view of providing each territory a basic active defense. These are the units that conduct the day to day patrols and interception operations routine in sovereignty defense.

[b]Early Warning Systems[/b] ($50 x 4) As a fast response force, it is Aerial Knights who operate the early warning systems, with a network present in each Amanatan territory.

[b]VTOL Wing[/b] ($5 x 100)


-geographic commands -special forces Many Armour regiments now use units with automated systems managed by a single operator.



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



[b]Fortifications[/b] Core Kazami Kajiura Mukue

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.








[SIZE=4][b]Army Branches[/b][/SIZE] [b]Light Infantry[/b] (Mechanized Infantry) The humble Amanatan light infantry enjoy little regard among either general staff or the general public, often being seen as just an old fashioned support unit able to do little that the heavier branches can't do better. Indeed, unlike all other branches, the number of light infantry units in the army has grown quite slowly or been static throughout the army's overall expansion. Some old units and many newly chartered regiments intended to be light infantry have been following a trend of "heavy metal", specializing towards capabilities characteristic of the cavalry branches by adding an additional line of heavily armed, individually operated vehicles to bring their capabilities more in line with artillery armour or battle armour units. Nevertheless, the purist light infantry tradition retains a future in the force if only that many older regiments are traditionally mechanized infantry (because there was little else back then) and are not under serious pressure to change given they are mostly parade units these days anyway. Newer light infantry units that stick to being such often portray their role on the battlefield as the most humanitarian, acting as ambulances, performing armoured recovery work, and presenting face as peacekeepers in Kajiura and Mukue. Indeed, light infantry, not being encased in assault armour or mobile frame, do come across as the least intimidating soldiers when the situation calls for a soft touch.


[b]Assault Infantry[/b] (Marines) The Assault Infantry (or sometimes Heavy Infantry) branch is characterised by the use of powered [b]assault armour[/b]. Much as the case with vehicles, individual regiments determine how to configure their inventory, though profligate use of smart rockets is typical of Amanatans. Of the base assault armour types commonly used, the intermediate [i]Saber[/i] series are by far the most popular for standard assault infantry. While the Saber type of armour generally don't meet all the requirements to class as "droppable" on paper, most assault infantry formations do rate for less dynamic air insertions though it is more typical to deploy into battle on surface or amphibious vehicles fitted to accommodate heavy infantry.




[b]Armoured Infantry[/b]

[b]Battle Armour[/b]

[b]Artillery Armour[/b]

[b]Special Forces[/b]



[b]Aerial Knights[/b] The Amanatan Aerial Knights were split away from the Holy Amanatan Army at the turn of the century and still largely shares its organizational practices, appropriately tightened up to help the force as a whole conform to the stricter requirements inherent in air combat and air mobile equipment and training. It is usually seen as a subordinate branch to the army though, given that they [i]fly[/i], the knights themselves have a different opinion. The service's responsibilities are to provide tactical air support to army operations and act as first responders to military crises across Prospect. Recently, some units have also conducted cross training aboard Cosmonavy ships for possible interplanetary deployment, though in what form or situation this might occur is not yet known.

[b]Aerial Assault Infantry[/b]



[SIZE=4][b]Armoured Vehicles[/b][/SIZE] Amanatan armoured vehicles are procured by individual army regiments as permitted and prescribed by their regimental charters. While the sourcing of vehicle and fittings are restricted by the state, their specific configurations are not and regiments are expected to customize vehicles with requirements appropriate to their tactics and operator preference. As a result, instead of the entire army all being equipped with a handful of vehicle types that could be quickly analyzed for universal weaknesses, Amanata's enemies may encounter quite different vehicle layouts on variants belonging to different regiments operating in ajacent areas. Likewise, a commander finding herself short on a particular capability may be able to request assistance from a nearby unit that has it. While this systemic lack of standardization sometimes strains interoperability and requires rigorous information gathering by commanders and generals to make informed decisions, these are considered acceptable sacrifices considering the overall benefits. Aside from guaranteeing that no force-wide weaknesses exist, the Amanatan system promotes rapid tactical variation and improvement, initiative, and empowers innovative commanders to specialize and explore small military niches in detail.

To (greatly) reduce cost, a system of modular construction is used. All Amanatan military vehicles are based on the same sets of hardware platforms – Frames – built solely by the state-owned Dominion Frameworks. These frames are constructed of military grade polymer and are thus quite lightweight and highly resilient, especially to mechanical stress. They are rated for the intended vehicle's final mass, with one (regularly improved and updated) series of frames in production for each weight class of vehicles ranging from military bikes to main battle tanks. Each frame has critical features such as module interfaces and hardened resource distribution already present internally and will ship with the specified number of the latest available energy capacitor modules, either pre-installed at the requested location(s) or separately packaged. Regimental procurement will then order and install modular parts produced by a small ecosystem of state approved contractors, starting with the critical drive sets, the control module, unavoidably inflexible sections like protected passenger spaces, and then moving on to desired systems, weapons and stores. Finally the vehicle is given a protection scheme and exterior furniture.

While assembling a copy of a finalized configuration out of its component modules is something that can be done in the base workshop, or even in the field, creating a configuration in the first place that is safe, balanced and not wasteful is an understandably complex puzzle. Many units avoid or mitigate the issue by choosing a preconfiguration already established as fit for purpose by other units and then perhaps base modifications off of that. Units with the means, especially Armour or Mechanized regiments for whom vehicles are of core importance, contract hardware specialists whose job is to realize and constantly refine an elegant whole out of a list of modules or capabilities a commander deems required in the future. The catalogue of available modules is large but sane and the competition therein helps avert the complacency that might otherwise set in. Compared to letting a single megacorp contractor name their price to design and deliver an inflexible "as is" vehicle, many Amanatan soldiers would argue their system delivers superior products at much reduced cost. It is difficult to argue with the second part, and today' Amanatan army commanders have nigh unparalled access to tailored capabilities and able to achieve soldiers-to-vehicle ratios unheard of in most other militaries. With the prevalence of organic additive manufacturing, what would be the logistical nightmare of such a varied force is made remarkably manageable. In addition to ammunition, military nanolathes are able to produce parts out of C85, an Amanatan military grade carbon suitable for general impact protection that also holds paint quite well. This gives regiments vast license to customize their appearance and also allows creation of custom fittings and minor replacement parts that are both functional and reasonably robust.

[b]

[SIZE=4][b]Sectional Equipment[/b][/SIZE] [b]






[SIZE=5][b]Dominion of Amanata Cosmonavy[/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.

For example, every ship in the force is equipped with an Alcubierre drive.

Sleek and edgy like giant F-117's, Amanatan warships are universally built to fight from stealth and ambush. Compelling electronics suites reserved for command vessels in other navies are fitted by default and specialized vessels are even further equipped with a dizzying surfeit of gadgetry to force multiply every last ounce available to the ship. On the inside, measures often considered passé in other fleets are still used to save weight and space Great emphasis is placed on missiles and hangar launched strike craft and every ship. With only a couple heavily fortified strongholds to guard,




5000 [SIZE=4][b]Ship Classes[/SIZE][/b]

[b][i]Ayanami[/i] class light carrier[/b] (Destroyer) [b]modules[/b] (+2) Hangar (+1) ARC drive [b]weapons (ballistic/energy/missile)[/b]: (15/0/85) [b]desc[/b] The [i]Ayanami[/i] class light carrier is the simplest unit of power projection available to the Cosmonavy, being essentially an Alcubierre drive equipped launch platform for a squadron of Type 495舞 multirole or Type 499柊 strike cosmoframes. It is a sleek ship if a bit angular in look due to the obvious stealth shaping features when seen from up close. The ship has a spinal, forward facing main catapult and two smaller waist catapults canted aft on either side of the drives for emergencies. Both the strike craft and missile bombardment are deployed using these catapults. Besides this, the ship only has limited interceptor missiles and two medium rail cannons on single turrets for self defense. 96.75

[b][i]Kirisame[/i] class destroyer[/b] (Destroyer) [b]modules[/b] (+2) Heavy Weapons (Large) (+1) ARC drive [b]weapons (ballistic/energy/missile)[/b]: (15/0/85) [b]desc[/b] 96.75

[b][i]Ayanami[/i] class destroyer[/b] (Destroyer) [b]modules[/b] (+2) Heavy Weapons (Large) (+1) ARC drive [b]weapons (ballistic/energy/missile)[/b]: (15/0/85) [b]desc[/b] 96.75


[b][i]attack sub[/i] class cruiser[/b] (Light Cruiser) [b]modules[/b] (+1) ECM (+2) Heavy Weapons (Large) (+1) ARC drive [b]weapons (ballistic/energy/missile)[/b]: (15/0/85) [b]desc[/b] 161.25

[b][i]C3[/i] class cruiser[/b] (Light Cruiser) [b]modules[/b] (+2) C3 facilities (+1) Point defense weapons (+1) ARC drive [b]weapons (ballistic/energy/missile)[/b]: 20/0/20 161.25


[b][i]Sword[/i] class cruiser[/b] (Heavy Cruiser) [b]modules[/b]: Arc drive, heavy weapons (large), [b]weapons (ballistic/energy/missile)[/b]: 20/60/20 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. 241.875

[b][i]x[/i] class carrier[/b] (Heavy Cruiser) ($241.875) (+2) Hangar (+2) Hangar (+1) ECM suite (+1) ARC drive


-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)


Type 495舞 Type 499柊


[b][i]Sky of Scarlet Perception[/i] class cruiser[/b] (Light Cruiser) ($161.25) [b]modules[/b] (+1) Spatial Infantry landing force (+1) Advanced scanners (+1) Lab module (+1) ARC drive [b]weapons[/b]

[b]desc[/b] The Sky of Scarlet Perception is a single class ship built for a rather obscure science related bureau, the Office of Scarlet Perception. An independently operable exploration ship, it is sent on various missions in human space. State of Freedom from Worldly Thought Karmic Punishment of the Idle and Unfocused

[b][i]State of Freedom from Worldly Thought[/i] class cruiser[/b] (Heavy Cruiser) ($161.25) [b]modules[/b] (+2) Spatial Infantry landing force (+2) C3 equipment (+1) Lab module (+1) ARC drive [b]weapons[/b]


[b]desc[/b]

Its laundry list of advanced sensors and sophisticated electronic warefare suite allow it to serve as a command vessel or to conduct itself




[b]Type 995F/SN class transport[/b] (Corvette) [b]modules[/b] (+1) Cargo hold (+1) ARC drive [b]weapons (ballistic/energy/missile)[/b]: 0/0/100

[b]Type 995F/HA transport[/b] (Corvette) [b]modules[/b] (+1) Cosmic Infantry landing force (+1) ARC drive [b]weapons (ballistic/energy/missile)[/b]: 75/0/25

The Type 995 is a mature and flexible light freighter hull that has been available in small numbers from Dominion Star Yards on the international civilian market for years, with Model F being the latest, not particularly popular version. The militarized configurations used by Amanatan armed services however, are right beasts for their 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 Cosmonavy operating areas, being used as their primary supply vessel in which capacity they typically mount enough disposable missile pods to give even proper warships pause in numbers. They are also operated by the Cosmic Armoured Infantry as their primary light assault ship in which case they typically mount guided bombs and a linear autocannon for direct support.

32.25





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.




[SIZE=5][b]Dominion of Amanata Cosmic Knights[/SIZE][/b] [b]Type 483[/b]柊 [b]mobile fighter[/b] (Bomber) ($40)

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


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.



3000 [SIZE=5][b]Amanatan Cosmic Armoured Infantry[/SIZE][/b] The Cosmic 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] B, 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][i]Hourai Citadel[/i][/b] (Capital Defense Station – Houraijima) ($500) 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) (Command and Control Station ($100) (Large Defense Network) ($75) The internals of the 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)


[b]Spatial Infantry[/b] (Marines) ($6) Spatial 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)


Fighter Wing Cost: $40 Construction Time: 6 months 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.

Battlestation Cost: $200 Construction Time: 24 months -HP: 850 -Shields: 100 -Defense Number: 2D20 + 5 -Attack Number: 2D20 + 5 -Hit Power: D100 + 25 General Rundown: A heavy defense platform designed to defend a heavily inhabited holding, a major shipyard, or other expensive economic investment. Battlestations, while generally not mobile, have the firepower to standoff cruisers and even battleships and are the keystone to most planetary defense networks. While the specific design varies between Successor States, it is generally a bad idea to underestimate what a half dozen of these with their integrated fighters and OWPs can do to a careless raiding squadron.

Capital Defense Station Cost: $500 Construction Time: 42 months -HP: 1500 -Shields: 250 -Defense Number: 1D20 + 3 -Attack Number: 1D20 + 8 -Hit Power: D100 + 75 General Rundown: These mammoth stations are generally only found over your primary holding, and generally there's not more than one of them. Frequently possessing levels of firepower equivalent to a dreadnought without the pesky power and space requirements of a dreadnought-rated propulsion system, they are perfectly capable of ruining anyone's day, and invading fleets must be prepared to deal with them.

Creating a non-standard system defense is certainly possible, speak with a moderator about anything special you'd like to come up with.