Apocalypse Units

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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 can be applied to a unit

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Old, outdated, or just plain cheaply made.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 The light craft for non-combat roles.

Cost -
Subtypes - SWACS, CSAR, Transport, etc
Mobile Suits

Moderate-sized Mecha by any other name. Designed to make use of a pilot's inherent gifts, and thus can take two subtypes.

Cost -
Subtypes - Heavy, High Mobility, Stealth, Melee, Sniper, Assault,
Elite Variant - Orbital Frame

The exclusive province of ace pilots, a mobile suit that can out-dogfight nearly anything.

Super Robots

Mecha the size of warships. Incredibly expensive, but capable of fighting a battleship solo.

Cost -
Subtypes - Fire Support, Melee, Multirole, Shield,
Elite Variant - Deus Machina

Gunbuster or Nodos grade monsters

Space Vessels

Corvette

The smallest vessel with living capacity, a common site on patrol routes.

Cost -
Subtypes - Picket/SWACS, Escort, Gunship, Infiltrator, Patrol
Elite Variant - Superfrigate

A ship that can outrun most fighters, and is respectably armed for it's size. Usually designed to deliver special operation teams or heroes to the front.

Destroyer

The average fleet workhorse.

Cost -
Subtypes - Escort, Strike, Assault, Stealth, Hangerized
Elite Variant - Monitor

Battleship guns on a fast moving ship make these ships lethal combatants.

Cruiser

The real power of a fleet lies in these ships, which are a balance of power and cost.

Cost -
Subtypes - Escort, Strike, Assault, Stealth, Hangerized
Elite Variant - Heavy Cruiser

A cruiser designed to defend against nearly anything, with layered countermeasures and serious firepower.

Battleship

The modern ship of the line can hold its own against hostile fleets

Cost -
Subtypes - Strike, Assault, Hangerized,
Elite Variant - Dreadnought

A battleship with few peers. Packing every damn type of weapon system possible, and is equal to a fleet by itself.

Carrier

Much like the flagships of the 20th century, these

Cost -
Subtypes - Fleet , Landing Ship, Escort, Stealth
Elite Variant - Supercarrier

Twice the strike of a fleet carrier combined with the defenses to hold a swarm of enemies.

Support Vessel

The most common civilian vessel that can jump.

Cost -
Subtypes - Freighter, etc.

Ground Forces

Light Infantry

Infantry with little footprint or supply chain.

Cost -
Subtypes - Garrison, Pathfinders, Spaceborne.
Elite Variant - Rangers

Absolute masters of difficult terrain. Capable of fighting in space.

Heavy Infantry

Armored Infantry. Capable of fighting tanks.

Cost -
Subtypes - Space-capable, high mobility, fire support, melee, compact
Elite Variant - Marauders

Capable of fighting on any terrain, even in space, and carrying a wide range of weaponry.

Armored Vehicles

Tanks.

Cost -
Subtypes - high mobility, fire support, close assault, compact, AAA
Elite Variant - Landcruiser

Armor, mobility, firepower. Why choose when you can have them all?

Combat Walkers

Small-sized Mecha by any other name. Trades armor for raw firepower. Designed to make use of a pilot's inherent gifts, and thus can take two subtypes.

Cost -
Subtypes - Heavy, High Mobility, Stealth, Melee, Sniper, Assault, Compact
Elite Variant - Warstriders

Machines so well tuned that they are like an extension of the pilot's body.

Mobile Gun Fort

Got Steel?

Cost -
Subtypes - Firebase, Anti-Orbital, Multi-Role.
Elite Variant - Land Dreadnought

>:(

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