Apocalypse Units

From Sphere
Revision as of 00:55, 27 September 2009 by OmegaPaladin (talk | contribs)
Jump to navigation Jump to search

Units are the lifeblood of a System. Units are constructed primarily using power, as most units are heavily automated. High-end units require Elite personnel to function at their best, and such people are a limited resource.

Tiers of capability

Units are design using a tiered system. Higher Tier units are considerably more effective compared to their lower tier counterparts even without the use of magic, thought the cost rises exponentially. Tier also determines how many Artifice Upgrades

Tier 0

Cost Multiplier: 0.5

Old, outdated, or just plain cheaply made. The bare minimum of function for a given role, and always automated. No Artifice allowed. Modern day example: MiG-21


Tier 1

Cost Multiplier: 1

Basic functionality at a basic price. Capable of using one Artifice Upgrade. Modern day example: F-16


Tier 2

Cost Multiplier: 4

Improved quality, at a cost. Capable of using two Artifice Upgrades. Modern day example: Su-27


Tier 3

Cost Multiplier: 16

Amazing machines of death that slice through enemies as with the same ease they slice up budgets. Use of Elite crew necessary to get the most from your investment. These automatically default to the elite variant on a unit type. Capable of using three Artifice Upgrades. Modern day example: F-22

Unit List

Aerospace Craft

Fighters

The basic unit for fighting in space or the atmosphere. Very fast, but lightly armored.

Cost -
Subtypes - Attack, Superiority, Interceptor, Patrol
Elite Variant - Assault Fighter

A true super-fighter.

Bombers

No matter what the target is, there is a bomber designed to take it out.

Cost -
Subtypes - Tactical, Strategic, Anti-Ship, Interdiction
Elite Variant - Mobile Armor

Capable of taking out hardened targets and strike craft with ease.

Support Craft

Mobile Suits

Super Robots

Space Vessels

Corvette

Destroyer

Cruiser

Battleship

Carrier

Battlecarrier

Support Vessel

Ground Forces

Light Infantry

General Infantry

Heavy Infantry

Armored Vehicles

Combat Walkers

Mobile Gun Fort

Special Units

These must be tier two or higher. Instead of subtypes, they can take a specialty.

Covert Operations
These are the equivalent of the SAS or Delta Force. Incredibly rigorous training at infiltration and operating behind enemy lines are combined with a top-notch support infrastructure to do things that other forces just can't do. Counter-terrorism, sabotage, assassination, Gundamjacking, you name it. All this training is wasted if they are assigned to direct combat, though with an Advisor specialty they can organize local resistance fighters into decent infantry units.
Overt Operations

With the use of Artifice to give transhuman modifications or special power armor, troops can now take incredible odds. Nowhere is this more apparent than Overt Operation teams, who are much like Halo's Spartans, LoGH's Rosenritter, or even Otomes. These super-soldiers are trained for the most intense combat, and typically go straight into the fray. They serve the same purposes as Covert Ops, but they rely on speed and toughness over stealth.

Special Purpose Unit
For special roles that don't fit anywhere else. Commonly used to represent extremely powerful support units, such as demon-binding warlocks or combat/research/exploration (CRX) teams. These are subject to GM approval for all cases.

Artifice Capabilities