Alshain

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Run by MJ12.

Adhara
System Info
World Name: Messier
Map ID: White 25
Surface Gravity: 11.2 m/s2
Climate: Desert
Atmosphere: Neon-CO2, 121 kPa

Population: 

16.8 million
Population Breakdown: 99.9% augmented
Capital: Landing One
Type of Power: Independent Enclave
Infrastructure
Wealth: 105 + 84
Industry: 419
Domestic He3: 200 + 346 (deliveries)

Strategic Resources:

100 Delta Dust
50 Condensates
35 Hyperglions
35 Computronium
Military:


National Overview

As Of January 2195

Genre: Creepy Cyborgs :|

Head of State: 

Head of Government: Not Applicable

Government: Networked Intellect

Political Affiliation

  • Pac-Am: Allied
  • EU: Neutral
  • Sino-Russian Arm: Neutral
  • Rim Powers: Neutral
  • ZOCU: Cold


Advantages

Medium Shipyards (Free)
Mecha Factories (10 SP)
Impractical Engineering (20 SP): Although the incredible machines built by these processes are inefficient, the low population of Adhara makes any qualitative advantage necessary to offset their quantitative disadvantage.
Obermensch (15 SP): An Adharan is massively augmented, with redundant genetic code, backup organs, skin designed to survive impacts from sandstorms or micrometeoroids, radiation repair systems, optimized muscle, and carbon-fiber laced bone. Although few of these modifications were specifically intended to make better soldiers, an Adharan body is an excellent warrior on par with any transgene in the Sphere.
Compuphile (15 SP): Mentally, an Adharan is modified with massive cognitive augmentation-cognitive backup, wireless interfacing, and all the savant abilities that most transgenes expect, interfaced with circuitry where it could do the job better. The knowledge needed to create the external systems that enhance a mind can easily be applied to creating autonomous drones as well, and is.
Environmental Adaptation (10 SP): An Adharan can survive in some of the most hostile environments known to man unaided due to how they were designed and built. The only disadvantage of these augmentations, if one could call it that, is the inability to reproduce without external assistance-and even then, that is being worked on. Nanosurgical techniques and repair nanotech, after all, could theoretically be applied to creating a full, if immature, Adharan in a womb.
Cyberize (10 SP): Where the flesh cannot be further enhanced, one works using metal and plastic. Adharans already are cybernetically modified to coincide and complement their genetic augmentation.
Advanced Technology (75 SP): The Collective has stepped closer and closer to the edge of singularity than many other powers have, and their technological base has been very thankful for it. Cognitive enhancement technologies have begotten generations of genius researchers.
Deep Core Mining (15 SP): Adhara is, although hostile, incredibly rich in strategically useful resources. The white dwarf in the binary star system is an excellent source of exotic matter usable in computer systems and also a different form usable for reactionless drives.
Crossing the Line: USA (Free): Although Adhara is no longer using much of the original research, the DARPA cognitive-enhancement and soldier-enhancement systems researched in the 2020s and 2030s were a critical stepping-stone to the technologies needed to create the bodies Adharans use today, as well as the communication links between minds . This idealized view of history, as well as their need for (relatively) undisturbed work, has led them to seek closer ties to the US. Out of national interest, the US and Japan have responded in kind.

Disadvantages

Access To Information Act (+10 SP): Given the networking and lack of respect for privacy of any sort that the Adhara Collective has, it is impossible to keep anything truly secret here.
Helium Disconnect (+35 SP): A very significant portion of Adhara's helium-3 supply is being fed into the posthuman automated terraforming systems that have rendered Adhara semi-livable. If this was to be cut off, it would be a matter of weeks, months at most, before the planet regressed to a state where even the highly augmented Adharans would be incapable of living on it.
Active Terraforming (+15 SP): 173 He3/month used
Untrust Funds (+20 SP): The Adharan collective is, by default, unequipped to generate a flow of wealth or expand businesses-it is more akin to an insect hive than a society. Although there is still some degree of credit flow, the communistic nature of the Collective greatly hampers normal economic growth.
Environmental Trainwreck (+10 SP): The planet they live on has average temperatures in the 90 degree celcius range at daytime, no naturally occuring water whatsoever, a very oxygen-poor atmosphere, gravity 20% higher than Earth's norm... and this is after a century of work. Fairly wishful estimates say that the atmosphere should be breathable within 25 years.



Background

"Messier was a chrysalis for a new form of life, created from the caterpillar of the human genetic code, cocooned in the clouds of a dead world."
-Jonas VanVechtin, The New Breed, Chapter 12.

History

The Adharan collective are descended from two disparate groups: Extreme transhumans who wanted to show precisely what they were capable of, and then the refugees who thought any place, no matter how horrible, would be better than staying on Earth, taggers-along who accepted the ideals out of pure pragmatism. They asked for the most hostile planet the posthumans could provide, to show what they were capable of. They were given it. And the process of enhancing themselves to survive it went on. Decades were spent on orbital stations, slowly creating and refining the technologies necessary. They were to be able to survive on any world, a grand experiment of transhuman technologies, the most extreme expression of such.

It took decades for this transformation to take place. Whereas other colonies built up their infrastructure over the slow period of decades, Adhara was busy creating the infrastructure for new creation, preparing all of its citizens for a new existence. There were few disagreements, because few knew of the true scope of this project. Even most of the researchers knew little about how deep the changes truly went. For how would one create a new lifeform... and curse it with the frailties of the human mind and form? In 2120, when the Core made contact again with Adhara, they were prepared to see something akin to all the other transgene or cyborg-populated planets, despite the statements made before. They were shocked at the collective, at how changed it was. On a planet which nobody wanted, which nobody cared for, they had bought themselves the decades needed to create new life in earnest.

Adhara seemed like a dead ringer for joining ZOCU-except that it was never oppressed, if only by pragmatism. No sane baseline would go anywhere near it unless they had to, and Adhara had little of worth. Although it was a resource-rich system, the Adharans themselves were perfectly willing to sell equipment to fund their expansion of both their research and industrial power. Their modifications were already proving to be critically useful in this situation, allowing surprising speed of expansion, and the knowledge gained from their enhancement and research processes could be applied to military applications very well. However, they had sacrificed military expansion, and with the potential threat of being caught in the middle of both sides, they functionally threw their lot in with the Core during 2187. This made them very few friends, but without ever having been defeated or occupied, they were free to improve themselves.

Currently, the Adharans are one of the founding members of the Progressive Transhuman Coalition, for obvious reasons. They are, strangely enough, at least in part the voice of moderation, due to their semi-close association with the Core in the ZOCU-Core war. Their policies and actions are mostly political. Although the Adharans deny any use of military force to assist the PTC and its goals, there have been some evidence of Special Warfare Arm interventions in anti-transhuman Rim Worlds and against the terrorist group December 23. This evidence tends to be limited enough and spotty enough, though, that the Adharans have never acknowledged one of these operations, and so far most nations have found it quite convenient to ignore these "interventions", never investigating them in earnest.

Politics

Adhara, being a networked groupmind, generally tends to have few subjects there is critical disagreement on. The last subject there was significant internal disagreement on was the 2187 ZOCU-Core war, where a significant minority of the population supported throwing their lot in with ZOCU. This minority has shrunken and gotten significantly quieter as the years have gone by, though, at least in part because of ZOCU coming off as the losers of the war.

Adhara's current close ties to the United States are partially because of historical respect. DARPA's work on soldier systems in the 2020s and 2030s was instrumental in creating the framework which the Adharans further built on. This work is looked back upon as some of the first steps on the road to Adhara. Although not worshipped, the successors of that mantle are certainly looked upon warmly. Also, appeasing the Core gives them more time. If war does not break out, it will not matter, and if war does break out, certainly being closer to the Core should give them more of a chance to survive the ensuing melee.

Furthermore, Adharans believe that humanity will inevitability become transhuman, and it matters little if it happens a decade or a century or a millenium from now, as long as the ideal lives. And the genie is already out of the bottle. It is already too late to put it back in.

Dramatis Personae

Strategic Resources

Strategic Resource Stockpile

  • B-Titanium: 100
  • Computronium: 105
  • Condensates: 20
  • Delta Dust: 200
  • Hepatizon: 90
  • Hyperglions: 165
  • Iotimiline: 90
  • Lotus: 0
  • Metamaterials: 160
  • Monopoles: 730
  • Neo-Telomerase: 0
  • Protoplasma: 0
  • Rhenium: 100
  • Sakuradite: 30
  • Xenomorphs: 18

Level 2 and 3 Strategic Resource Stockpile

  • Drexlers: 110
  • Stable Monopoles: 175
  • Theta Dust: 80

Military

Doctrine

"They (the Adharans) are not masters of the art of war. They have not learned the lessons of modern warfare firsthand, and they have had little of the esprit de corps that is only created with time. Nevertheless, sheer physical superiority, excellent networking and command protocols, and a willingness to abandon the human form for performance increases more than compensates for any inadequacies, real or imagined, in their combat experience."
-The New Breed, excerpt of an interview of Brigadier Gen. (ret) Alexander Wong

Ubi concordia, ibi victoria
-Where there is unity, there is victory. (Adharan Combat Arms Motto)

Air Dominance 3
Little more than overpowered cardiovascular systems designed to fuel augmented brains and nervous systems, hooked into nutrient feeds and neural interfaces, Adharan pilotforms are not trained with the benefits of frontline experience, nor is Adharan doctrine particularly advanced. What they are is, by far, the fastest reacting pilots, with the highest G-tolerances and the finest control of their craft. Although freakishly inhuman, little more than ovoid blobs of flesh and cybernetic implants, what does one care of a knife's aesthetics, as long as it can kill well?

Combined Arms 3
Adharan bodies were never originally designed as soldiers. However, given the sheer amount of military-derived bioware and cyberware in them, the speciated Negator variant is one of the deadliest soldiers in the human Sphere. Despite lacking combat experience and the amazing doctrine that several nations rely on, the sheer physical and mental superiority of Adharan soldiers, as well as the flexibility inherent in the Adharan command net, is often enough to carry Adharan battleplans. SIGINT 2: A networked power with advanced parallel processing abilities, Adhara needs no experience in signals intelligence when they can just brute force most cyphers in the same time or less it takes trained analysts to break them with subterfuge.

"It has always been said that the most dangerous assassin is one prepared to give his life for a cause, who will fire the killing shot fully knowing that they will not survive. Fortunately, such people are, and have always been, few and far between. But what when you can and do create a unit made solely of soldiers who believe themselves already dead?" -The New Breed, excerpt of an interview of Brigadier Gen. (ret) Alexander Wong

mors vincit omnia
-Death conquers all. (Adharan Special Warfare Motto)

Secret Missions 2
Adharan Special Warfare is the only Adharan combat arm with true combat experience, and a fair amount of it, in many situations and environs. Combined with Adharan expertise in engineering both minds and bodies to a situation, and general Adharan physical superiority to foes, this has created an incredibly deadly, lean special operations apparatus.

Espionage 1
In theory, Adharan covert ops should be very easy to locate due to various factors. In practice, this doesn't work out quite as neatly as people expect. Do not expect an Adharan agent to stand out like other Adharans does, whether they work in software or wetware. Expect them to be invisible, whether they are eyes or hidden daggers.

Units in Service

All units Tech Level 4 unless stated otherwise.

Special Warfare Arm

The Black Operations units of the Collective are modified for the ability to withstand prolonged periods of loss of communication with others, making them, as a rule, generally incredibly abnormal as far as the collective's military forces go. Most of them are borderline sociopathic, psychologically and physiologically modified to deal with being alone after decades of constant communication with others.

Total Upkeep: 2 Supply

1 "Wraith" Special Combat Unit (Experimental Special Operation Force)
Adharan Special Warfare teams sometimes need their own soldiers. Wraiths are those soldiers. Wraiths are intended for silent operations, where firepower and armor are less useful than stealth, but they can hold their own in a fight.
Unit Cost: 180 IP, 10 pts Hyperglions, 10 pts Metamaterials
Unit upkeep: 1 supply
+1 Infiltration Training
+1 Exfiltration Training
+1 Thermoptic Cloaking (Stealth): 10 pts Metamaterials/force
+2 (1 slotfree) Cybernetics
+1 (slotfree) ACE System: 10 pts hyperglions/force
+1 (slotfree) Urban Combat Training
+0 Desert Combat Adaptation

1 "Zombie" Special Combat Unit (Experimental Special Operation Force)
Zombies are modified Wraith units, designed for open combat. Extremely heavily enhanced, equipped with advanced armor and shielding, and loaded with advanced technology, they are incredibly expensive but also immensely deadly.
Unit Cost: 240 IP, 10 pts Hyperglions, 10 pts Sakuradite, 10 pts Protoplasma
Unit upkeep: 1 supply
+1 Spatial Displacers (Teleporters): 10 Theta Dust/force
+1 Penetrator Mag Rails (Weapons): 10 sakuradite/force
+1 Regenerative Armor (Armor): 10 protoplasma/force
+1 Personal Point Defense/Shielding (Active Defenses): 10 Hepatizon/force
+2 (1 slotfree) Cybernetics
+1 (slotfree) ACE System: 10 pts hyperglions/force
+1 (slotfree) Urban Combat Training
+3 (slotfree) Systems Integration
+0 Desert Combat Adaptation

2 Stealth Couriers (Prototypes)
Unit Cost: 64 IP, 8 Metamaterials, 4 Condensates, 4 Delta Dust
Upkeep: 1 Supply, 12 monopoles/year
Cargo Capacity: 10,000
+2 Metamaterial Cloaking
+1 Armor
+1 Defensive Weapons
+1 Aerospace
+1 (slotfree) Monopole Core
+0 Condensate-Enhanced Inertial Drive
+0 Delta-Dust FTL

4 Network Guardians (Spies)
Unit Cost: 30 WU
+1 Counterespionage

6 Spy Rings
Unit Cost: 20 WU

3 "Wet Works" Spy Networks
Unit Cost: 50 WU
+1 infiltration
+1 espionage
+1 exfiltration

1 "Advanced Wet Works" Spy Network
Unit Cost: 60 WU
+1 infiltration
+2 espionage
+1 exfiltration

Ground Combat Arm (Infantry)

Adharan infantry, similar to its special warfare arm, are generally top-notch in quality and capability. However, due to the need for numbers, expendable drones are often fielded autonomously in networked battalions, as they can be used in high-risk operations without any need for loss of Adharan or allied life.

Total Upkeep: 61 Supply

10 "Negator" Elite Infantry Batallions
Unit Cost: 45 IP, 5 B-Titanium, 5 Sakuradite
Unit upkeep: 2 supply
Elite Adharan soldiers deployed for frontline combat, Negators are well equipped for high-intensity warfare. Normally, they would be deployed with Renouncers as support.
+1 Reflex Boosted (Fast Tracking)
+1 Hybrid Armor Mesh (Armor): 5 B-Titanium/unit
+1 Penetrator Mag Rails (Weapons): 5 Sakuradite/unit
+1 Personal Point Defense (Active Defenses)
+1 (slotfree) Urban Combat Training
+1 (slotfree) Cybernetics
+1 (slotfree) AI Support
+0 Desert Combat Adaptatation

31 "Renouncer" Military Spiderdrone Swarms (Foot Infantry)
Unit Cost: 5 IP, 1 Computronium
Unit upkeep: 1 supply
Designed to provide a (relatively) inexpensive counter to other powers' infantry, the spiderdrones are inexpensive and expendable, and their light weaponry is effective enough.
+1 (slotfree) Full AI Control: 1 Computronium/unit
+1 CARLAM Armor Mesh (Armor)
+1 Light Mag Rails (Weapons)
+0 Desert Combat Adaptation

10 "Renouncer Prime" Military Spiderdrone Swarms (Foot Infantry)
Unit Cost: 8 IP, 1 Computronium, 1 B-Titanium
Unit upkeep: 1 supply
A more advanced version of the standard Renouncer, these units are much heavier but more capable in all respects.
+1 Light Mag Rails (Weapons)
+1 Hybrid Armor Mesh (Armor): 1 B-Titanium/unit
+1 Mobility
+1 Melee Weapons
+1 (slotfree) Full AI Control: 1 Computronium/unit
+1 (slotfree) Urban Combat Adaptation
+0 Desert Combat Adaptation

Ground Combat Arm (Armor)

Total Upkeep: 83 Supply

5 "Bishop" Recon Skimmers
Unit Cost: 8 IP
Unit upkeep: 2 supply
A unmanned reconnaissance vehicle, the Bishops are only marginally combat-effective, but excellent at flushing out ambushes.
+1 Sentinel Active Probe (Sensors)
+1 Light Mag Rails (Weapons)

1 "Omar Prime" Command Strider Unit: 180 IP, 30 computronium, 30 B-Titanium/battalion, 500 draft
Unit upkeep: 15 supply
Used to command ground forces, the Omar Prime is given a highly enhanced network node at its core and enhanced armor.
+1 Network Node (Command) +30 Computronium
+1 Denouncer ECM Suite (ECM)
+1 Superdense Lattice Armor (Armor): 30 B-Titanium
+1 Heavy Mag Rails (Weapons)

2 "Omar" Strider Battalions: 150 IP/battalion (300 IP, 500 draft)
Unit upkeep: 15 supply
Heavy armor support, these hexapedal vehicles are used in lieu of tanks by the Adharans.
+1 Heavy Mag Rails (Weapons)
+1 Depleted Uranium Carapace (Armor)
+1 ECM

14 "Mule" AI Utility Vehicle Battalions (Truck Mobilization): 5 IP/unit (70 IP total)
A supply vehicle and sensors unit, the Mules are cheap, reliable, and useful in many situations.
Unit Upkeep: 2 supply
+2 (1 slotfree) Full AI
+1 Sentinel Active Probe (sensors)

Tactical Aerospace Combat Arm

Total Upkeep: 94 Supply, 146 He3

The Tactical Aerospace arm of the military is bare-bones, as the prevailing military doctrine uses mobile suits and orbital frames for almost all combat roles. Recently, several acquisitions have been made of more dedicated weaponry.

20 "Apis" Multirole UCAV flights
Designed for multirole defensive use, the Apis UAV is a fairly expensive drone aircraft, intended to counteract stealth aerospace units and reconnaisance with a combination of advanced sensors and jamming.
Unit Cost: 10 IP
Unit Upkeep: 1 supply, 1 He3
Requires 2 DP/unit
+1 Boosters
+1 Weapons
+1 Degrader ECM Suite (ECM)
+1 Sentinel Active Probe (Sensors)
-1 High Profile

10 "Alastor" UAV flights
Cheap disposable UAV units, the Alastors are designed mostly for expendable reconnaissance.
Unit Cost: 4 IP
Unit Upkeep: 1 Supply, 1 He3
Requires 2 DP/unit

10 "Apocrita" Fighters
Unit Cost: 16 IP
Unit Upkeep: 4 Supply, 8 He3
Requires 4 DP/unit

4 F-87 "Hellcat" Fighters
Unit Cost: 32 IP
Unit Upkeep: 4 Supply, 8 He3
Requires 4 DP/unit
+1 Agility
+1 Fusion Microthrusters

2 R/AV-25 "Hopi" Gunship Flights
Unit Cost: 30 IP, 5 Metamaterials, 5 Condensates
Unit Upkeep: 4 Supply, 2 He3
Requires 4 DP/unit
+1 Metamaterial Electronic Conceal System
+1 Smart Missiles
+1 Sensors
+1 Low-Observability Condensate Drive

Multirole Combat Arm

Total Upkeep: 360 Supply, 790 He3

The multirole combat arm consists of mobile suits and frames, which are capable of operation in virtually any environment. Designed for versatility, the original project to build these, Project Shanameh, succeeded admirably, although the end result was highly expensive. Most Adharan mecha forces are extremely high quality but low in quantity, although less-expensive mobile suits are employed to shore up these number woes.

5 "Afrasiab-III" Orbital Frames
Unit Cost: 105 IP, 15 Condensates, 15 Computronium
Unit Upkeep: 4 Supply, 10 He3
Requires 4 DP/Unit
Mass Production variants of the Afrasiab are somewhat less capable but also much less expensive.
+1 Degrader ECM Suite (ECM): 15 computronium/unit
+1 Blink Reactionless Drive (Boosters): 15 Condensates/unit
+1 Dispersion Fields (Shields)
+1 Armageddon Wave Cannon(Weapons)
+1 (slotfree) Heavily Automated

2 "Afrasiab-IV" Orbital Frames
Unit Cost: 105 IP, 15 Condensates, 15 Rhenium
4 Supply, 10 He3 Upkeep, requires 4 DP
105 IP cost/unit, 15 Condensates, 15 Rhenium
+1 Perforator Linac Rifle (Rhenium Weapons)
+1 Carbon-Laminate Armor
+1 Grav Shields
+1 Blink Reactionless Drive (Boosters): 15 Condensates/unit
+1 (slotfree) AI Assistance

3 "Fereydun" Orbital Frames
Unit Cost: 90 IP, 15 Condensates, 15 Hyperglions
Unit Upkeep: 4 Supply, 10 He3
Requires 4 DP/Unit
An anti-shipping OF design, the Fereydun is built around the Afrasiab frame but is much more specialized.
+1 Anti-Shipping Weapons
+1 Armageddon Wave Cannon (Weapons)
+1 Blink Reactionless Drive (Boosters): 15 Condensates/unit
+1 (slotfree) ACE System: 15 Hyperglions

15 "Salm" Orbital Frames
Unit Cost: 30 IP
Unit Upkeep: 4 Supply, 10 He3
Requires 4 DP/Unit
Salms are barebones OFs designed to be refit later to more advanced standards, if it becomes necessary.
+1 Fo/Fi Drive
-1 High Profile

1 "Dahaka Prime" Super Mobile Armor
Unit Cost: 1000 IP, 125 Condensates, 125 Hyperglions
Unit Upkeep: 40 Supply, 100 He3
Requires 1 Docking Collar
The Dahaka is a proof-of-concept demonstrator for the "super mobile armor" concept, recently built and fielded. Inordinately expensive, it's yet to be seen if its capability matches its cost.
+1 Dual Apocalypse Wave Cannons (Weapons)
+1 CARLAM Lattice Armor (Armor)
+1 Janusoptic Laser Array (Active Defenses)
+1 Mirage Reactionless Drive (Boosters): 125 condensates
+1 (slotfree) Heavily Automated
+1 (slotfree) ACE System: 125 hyperglions

1 "Siamak Primus" EW Mobile Suit
Unit Cost: 100 IP
Unit Upkeep: 2 Supply, 4 He3
Requires 2 DP/Unit
Advanced Fleet Coordination designs, the Primus variant has enhanced sensors and EW gear. To decrease their vulnerability somewhat armor has been increased and an extensive defensive EW suite added, but maneuverability has been sacrificed.
AWACS: x5 Cost
+1 Network Node (Command)
+1 ECM Suite
+1 CARLAM Lattice Armor (Armor)

25 "Sir K" SR-K Mobile Suits: 16 IP/unit
Unit Cost: 16 IP
Unit Upkeep: 2 Supply, 4 He3
Requires 2 DP/Unit
+1 120mm Railguns
+1 Composite Armor

34 "Siamak" MP Mobile Suits
Unit cost: 12 IP
Unit Upkeep: 2 Supply, 4 He3
Requires 2 DP/unit
The Siamak are a cheaper spinoff result of Project Shanameh, designed for easier battlefield deployment. Comparable (although superior) to the ZOCU Hoplite, the Siamak has served Adhara well.
+1 Fo/Fi Drive

30 "Siamak-Deva" MP Mobile Suits
Unit cost: 12 IP, 4 Condensates
Unit Upkeep: 2 Supply, 4 He3
Requires 2 DP/unit
An upgraded Siamak, the Deva variant is faster than the original owing to its condensate-based inertialess drive.
+1 Condensate Inertia-Control Drive

10 "Siamak-II" High Performance Mobile Suit
The "Siamak II" is an advanced design that squeezes every erg of ability out of the old Siamak frame. Specialized II variants await construction.
Unit Cost: 32 IP, 4 Condensates, 4 Hyperglions
Unit Upkeep: 2 Supply, 4 He3
Requires 2 DP/Unit
+1 Agility
+1 Twin Particle Beams
+1 Carbon-Laminate Armor
+1 Flitter Reactionless Drive (Boosters): 4 Condensates
+1 (slotfree) ACE system: 4 Hyperglions
+1 (slotfree) Highly Automated

10 "Siamak-B" Mobile Suits: 80 IP (finish Feb 2194)
Unit Cost: 20 IP
Unit Upkeep: 2 Supply, 4 He3
An upgraded variant of the Siamak, these mobile suits are designed primarily for anti-mobile suit work.
+1 Fo/Fi Drive
+2 High-Agility Missiles (Weapons)

Strategic Aerospace Combat Arm

Total Upkeep: 162 Supply, 366 He3

8 Mako Interface Strikers (Destroyers)
Recent acquisitions, Adharan Makos are used for assault boarding operations as well as transport of high value, compact cargo.
Unit Cost: 96 IP, 16 Condensates, 16 Delta Dust
Unit Upkeep: 4 supply, 12 He3
+1 Swarm Missiles
+1 Cargo
+1 Stealth
+1 Aerospace Capable
+0 Inertia-Control Drive (Condensates)
+0 Delta Dust jumpdrive

1 "Chernobog Alpha" Heavy Cruiser (Cruiser)
The "Chernobog" designs are the first Adharan-native capital ship design to be fielded and their flagship design. Like many examples Adharan military hardware, they are heavily automated, inordinately expensive, and potent for their mass.
Unit Cost: 280 IP, 40 Condensates, 40 Computronium, 40 Delta Dust
Unit Upkeep: 10 Supply, 20 He3
DP: 2
+1 Holocaust Wave Cannon (Weapons)
+1 Janusoptic Laser Array (Active Defenses)
+1 Reinforced structure (Armor)
+1 ECM Suite (ECM): 40 Computronium
+1 (slotfree) Heavily Automated
+0 Inertia Control Drive: 40 Condensates
+0 Delta-Dust Jumpdrive: 40 Delta Dust

2 Antietam Heavy Cruisers
Unit Cost: 240 IP, 40 Delta Dust
Unit Upkeep: 10 Supply, 20 He3
DP: 2
+1 Particle Beam Cannons
+1 Pin-Point Barriers
+2 Armor
+0 Rocket Drive
+0 Delta-Dust Jumpdrive
Base Purchase price: 350 Wealth
Availability: Limited

2 Truxton Destroyers
Cost: 96 IP, 16 Delta Dust
Upkeep: 4 Supply, 8 He3
+1 Particle Beam Cannons
+1 AA Tracking
+1 Pin-Point Barriers
+1 Armor
+0 Rocket Drive
+0 Delta-Dust Jumpdrive
Base Purchase price: 140 Wealth
Availability: Limited

3 Morana Escort Destroyers
Unit Cost: 112 IP, 16 Sakuradite, 16 Delta-Dust/unit
Unit Upkeep: 4 Supply, 8 He3
Tech Level 3
4 DP
The Morana design was commissioned from Hampshire to support Adharan cruiser and light carrier designs with anti-strike craft cover.
+1 AA Missile Racks
+1 Beam Cannons: 20 Sakuradite
+1 Grav Shields
+1 ECM
+1 (slotfree) Heavily Automated
+0 Superhangar
+0 Gravity Drive
+0 Delta-Dust Jumpdrive: 16 Delta-Dust

2 "Zarya-B" Fleet Support Frigates
Unit Cost: 40 IP, 10 Delta Dust
Unit Upkeep: 2 Supply, 4 He3
+1 AAA Missile Launchers
+1 Fast Tracking
+1 Armor
+0 Grav Drive
+0 Delta Dust Jumpdrive

3 "Zarya-A" Fleet Support Frigates
Unit Cost: 40 IP, 30 Computronium, 10 Delta Dust
Unit Upkeep: 2 Supply, 4 He3
+1 Computronium ECM
+1 Computronium Sensors
+1 Armor
+0 Grav Drive
+0 Delta Dust Jumpdrive

1 "Inchon" Landing Platform Dock (Light Carrier)
Unit Cost: 240 IP, 40 Delta Dust
Unit Upkeep: 10 Supply, 30 He3
DP: 40
Cargo: 20,000
+1 Armor
+1 Pin-Point Barriers
+1 Cargo Capacity
+1 Aerospace Capable
+0 Fusion Drive
+0 Delta Dust Jumpdrive

2 "Perun Alpha" Assault Carriers (Light Carrier)
A fairly general carrier design, albeit higher technology than average. What more needs to be said?
Unit Cost: 240 IP, 40 Computronium, 40 Delta Dust/unit
Unit Upkeep: 10 Supply, 20 He3
DP: 80
+2 Hangar Capacity
+1 Janusoptic Laser Array (Active Defenses)
+1 Network Node (Command): 40 computronium
+0 Inertia Control Drive
+0 Delta Dust Jumpdrive: 40 Delta Dust

2 "Perun Beta" Assault Carriers (Light Carrier)
Unit Cost: 200 IP, 40 Delta Dust/unit
Unit Upkeep: 10 Supply, 20 He3
DP: 60
+1 Hangar Capacity
+1 Dispersion Screens
+1 Reinforced structure (Armor)
+0 Inertia Control Drive
+0 Delta Dust Jumpdrive: 40 Delta Dust

2 Aurora class Carriers (Light Carrier)
Unit Cost: 160 IP, 40 Delta Dust, 40 Hepatizon/unit
Unit Upkeep: 10 Supply, 20 He3
DP: 40
Tech Level 3
+1 Hepatizon Dispersion Screens
+1 AA Missile Racks
+0 Gravity Drive
+0 Delta Dust Jumpdrive: 40 Delta Dust

Planetary Defense Arm

Total Upkeep: 43 Supply, 146 He3

11 "Peekaboo" Listening Posts
Not armed and very lightly armored, these listening posts are designed to spot enemies long before they can respond and feed targeting data to friendly forces.
Unit Cost: 10 IP
Unit Upkeep: 1 Supply, 2 He3
+2 Protector Active Probe (Sensors)
-2 Unarmed
-1 Poorly Armored

17 "Oculus" Defense Satellites
Oculuses, named for their eyeball-like look, are the anti-capship portion of the defensive network, using scaled up mag-rail technology for anti-capital ship combat.
Unit Cost: 20 IP
Unit Upkeep: 1 Supply, 2 He3
+1 Judgement Wave Cannon (Anti-Shipping Weapons)
+1 Defiler ECM Suite (ECM)
-1 AA
-1 High Profile

15 "Watcher" Defense Satellites
Watchers are designed for anti-fighter use and protecting the Oculus designs from enemy strike craft.
Unit Cost: 20 IP
Unit Upkeep: 1 Supply, 2 He3
+1 Extended Range Weapons
+1 Anti-Fighter Mag Rails (AA)
-1 High Profile

1 "Panopticon" Battlestation (600 IP)
The Panopticon is a highly expensive defensive edifice that is also the command and control center of the entire defensive combat network.
Unit Upkeep: 10 Supply, 20 He3
DP: 50
+1 Janusoptic Laser Grid (Active Defenses)
+1 Apocalypse Wave Cannon (Weapons)
+1 Network Node (Command)
+1 Reinforced Hull (Armor)
+1 (slotfree) Highly Automated

1 "Panopticon-II" Battlestation (100 IP)
Unit Cost: 100 IP
Unit Upkeep: 20 Supply, 40 He3
DP: 50
+1 Apocalypse Wave Cannon (Weapons)
-1 High Upkeep
-1 Fuel Hog

Civilian Shipping and Logistics

Total Upkeep: 32 Supply, 120 He3

4 Heavy Conveyors
Unit Cost: 20 IP, 20 Delta Dust
Unit Upkeep: 6 Supply, 20 He3
Cargo: 8 HLVs/Cargo Pods
+0 Gravity-Resist Drive
+0 Civilian Delta-Dust Jumpdrive (10 Delta Dust)

8 "Firebird" Military Dropships (Heavy Lift Vehicles)
Military dropship variants, the Firebirds are armed and armored for assaulting hot LZs.
Unit Cost: 60 IP
Unit Upkeep: 1 Supply, 5 He3
Cargo Capacity: 10,000
+1 Heavy Mag Rail Batteries (Weapons)
+1 CARLAM Reinforced Hull (Armor)
+1 Degrader ECM Suite (ECM)
+1 Mirage Inertia-Reduction Drive (Gravity Drive)

32 Cargo Containers
Cargo containers. Can't live without 'em.
Unit Cost: 5 IP/unit
Cargo Capacity: 20,000

Total Upkeep

Total Force Upkeep: 837 Supply, 1568 He3

Items Under Construction

Infrastructure

1 Monopole Factory: 500 IP, 500 Monopoles, 1000 WU
41 Industry: 1640 WU
5 Wealth: 200 WU
5 Housing: 200 WU
10 Helium-3 Mines: 200 WU

Special Warfare Arm

Ground Combat Arm (Infantry)

2 "Scuta" Elite Infantry Battalions: Building (finish March 2195)
+1 B-Titanium Dermal Armor
+1 B-Titanium Battle Claws (Melee)
+1 "What was that- AIEEEE!" (Fast Tracking)
+1 Skitter Skitter SKREE! (Mobility)
+1 (slot free) Xenoborgs (Cybernetics)
+1 (slot free) "They're coming outta the walls!" (Urban Combat Adapted)
+0 Desert Combat Adapted
+0 Xenomorphs

Tactical Aerospace Combat Arm

Multirole Combat Arm

1 "Farangis" Orbital Frame: (finish March 2195)
4 Supply, 10 He3 Upkeep, requires 4 DP
150 IP, 15 Theta Dust, 15 B-Titanium, 15 Hepatizon, 15 Hyperglions, 30 Sakuradite cost/unit
+1 Zero Shift System
+1 B-Titanium Composite Armor
+1 Hepatizon Dispersion Fields
+1 Sakuradite Beam Rifle
+1 (slotfree) ACE System: 15 Hyperglions
+3 Systems Integration

1 "Farangis" Orbital Frame: (finish June 2195)
4 Supply, 10 He3 Upkeep, requires 4 DP
150 IP, 15 Theta Dust, 15 B-Titanium, 15 Hepatizon, 15 Hyperglions, 30 Sakuradite cost/unit
+1 Zero Shift System
+1 B-Titanium Composite Armor
+1 Hepatizon Dispersion Fields
+1 Sakuradite Beam Rifle
+1 (slotfree) ACE System: 15 Hyperglions
+3 Systems Integration

Strategic Aerospace Combat Arm

Planetary Defense Arm

Civilian Shipping and Logistics

Exports Under Construction

To PCs

1 Chernobog Alpha cruiser to New Mercia for 600 WU (finishes October 2195)
1 "Chernobog Alpha" Heavy Cruiser (Cruiser): 280 IP, 40 Condensates, 40 Computronium, 40 Delta Dust
Unit Upkeep: 10 Supply, 20 He3
DP: 2
+1 Holocaust Wave Cannon (Weapons)
+1 Janusoptic Laser Array (Active Defenses)
+1 Reinforced structure (Armor)
+1 ECM Suite (ECM): 40 Computronium
+1 (slotfree) Heavily Automated
+0 Inertia Control Drive: 40 Condensates
+0 Delta-Dust Jumpdrive: 40 Delta Dust

To NPCs


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