Atom Age Awakening: A Cold War SD

From Sphere
Jump to navigation Jump to search

Start Date: 1948
Earth: Strangereal
Hardness: Cold War Realism, XCOM UFOs and MKULTRA is Real

Overview

The year is 1948 C.E. 3 years since the end of the World War that consumed the globe, shattered the imperial powers that dominated the last two centuries of history and saw the formation of a new rules-based international order in the shape of a new United Nations. 3 years since the deployment of the atomic bomb in the closing years of that war. The unleashing of atomic energy heralded new horizons of scientific exploration, civilian and military enterprise, and the atrocious power to end life as we know it.

Not is all as it seems however. Drawn by our first atomic detonation, the skies now glitter with the passing lights of foo fighters and St Elmo's fire, discoid UFOs and black triangles. Strange energies caused by human and alien artifice, and the realignment of the stars in the coming Age of Aquarius seems to have awakened mental abilities in some select humans.

The World Wars have come and gone, now is the time of the Atom Age Awakening.

Starting Options

Power

The empires and great powers of old are gone. The world is not yet set however, and while many claim to be the new superpower none are recognized. The Powers are the few among the newly gathered United Nations who exert disproportionate influence in international affairs. They are states that speak the lingua franca of international trade, military war-winners who emerged from treaty unscathed or technological powerhouses that control the atom. They lead alliances, in a world still being divided.

Playstyle: Movers and shakers. Respond to every crisis and make some of your own.

All powers must choose a Tier, reflecting their position in the world's politics:

  • Great Power: Multiply final amounts of IP, WP, Cities and Factories by x3 and gain 6 Natural Resources. 3 Negative Traits
  • Regional Power: Multiply final amounts of IP, WP, Cities and Factories by x1.5 and gain 2 Natural Resources. 1 Negative Trait
  • Middle Power: Normal values, 1 Natural Resource

Starting package:

  • 2 Positive Traits, +1 for every extra Negative Trait taken (not counting those from Tier)
  • 3000 Wealth Production
  • 2000 Industrial Production
  • 5 Years in Military Spending Spree
  • 1 Tech Strike
  • 5 Cities, including a Capital
  • 3 Factories, including a Naval HQ

100 Nation Points, which can be traded for:

  • 1 for 50 Wealth Production
  • 1 for 30 Industrial Production
  • 5 for 1 Bonus Year of Military Spending Spree (Max 5)
  • 5 for 1 Extra Tech Strike (Max 5)
  • 5 for 1 City
  • 5 for 1 Factory
  • 25 for 1 Natural Resource
  • 25 for 1 Plot Device, which will bail you out at a pivotal moment. Note that if used in PVP or against the manifestations of Negative Traits, the results may not be pleasant.

Powers have to describe their:

  • Homeland: Including the geography, climate and location on the world's continents.
  • Government Type: Democracy, constitutional monarchy, lifelong appointment by the politburo? In this era, the significant thing to note is electoral cycle: how often do you have elections?
  • Ideological Landscape: What is the ideology of the country? Who rules the country is important, but who also is the opposition? Ideological division provides a flexibility that a political monoculture does not.
    • Majority: Who rules the country and by how much? Even countries that were 100% fascist in their governance were only 30%-60% fascist electorally.
    • Minor Ideologies: Who are the opposition, the third and fourth parties, the unassimilated, politically inactive minorities? Can anyone, or even a coalition, form a government come next election?

Traits

Positive Traits

  • Great Patriotic War: Your participation in the World Wars was existential. Your state was either born over the course of the conflict, or fought for the right to exist. Conscripts may be Elite, and your troops have superb morale.
  • New Imperial Century: Where others suffered terribly in the war, your economy has emerged intact and your coffers are full of funds from war profiteering. Begin with 5 years of Wealth Production in Stockpiles and double either your Cities or Factories.
  • Manifest Destiny: With the war over, you can now turn your attention towards the interior. The equivalent of 3 Minor States lie landlocked inside your borders, ripe for conquest.
  • Special Relationship: Begin with 2 Satellite States, effectively Minor States unto themselves. While notionally self-ruling, they each share up to 25 NP (not modified by Tier) of stuff. Max 2 times.
  • Plurinational State: Begin with the equivalent of a Middle Power with which you share a national government, military, etc. The country's domestic politics are autonomous, but they share 50 NP (not modified by Tier) of stuff. Max 2 times.
  • Unsinkable Aircraft Carrier: You have substantial island holdings across the globe, with internationally recognized claims.
  • Island State: You share no borders save with the sea and your own client states.
  • Atomic Futurism: Tech Strikes improve national morale and may generate superior prototype units 50% of the time.
  • Ancient Astronomy: Your people have beheld the stars for generations, yearning to know more. Space may prove both attractive and lucrative in the future.
  • Worthless Yellow Rocks: Your people's natural salesman spirit may prove highly useful should the aliens ever deign to speak to humanity.
  • Manhattan Project: Begin with an atomic stockpile of 100 Early Fission Bombs, number modified by Tier multiplier (GPs get 300, etc). Nuclear research is easier, people fear you and your words are backed by nuclear weapons.
  • Climate Winner: Never suffer complications from deteriorating climate or exotic technologies. There may be wrinkles but they will be imperceptible until the world is fully on fire.
  • The Women's War: Your mostly gender-equal military and civil service has greatly eased the lack of able bodies following the churn of two world wars. Infantry are 25% cheaper, all other units are 5% cheaper.
  • [Category] Mafia: Choose one category of military unit [Infantry/Mechanized/Aerospace/Naval/etc]. Tech Strikes in that category roll twice, with the player choosing which result to take. The untaken result remains an option at a later date.
  • Republican Tradition: Like Hercules changing the course of a river to clean the shit out of a stable, holding elections provides national catharsis. NPCs are also likely to accept at face value any changes in foreign policy with the new government.
  • Free Haven: You are seen as a bastion of liberty, the first port of calling for desperate refugees and masses yearning for more. Whenever any player or state suffers economic damage from any source, gain 5% of the loss.

Negative Traits

  • Rogue State: International law constrains the righteous self-interest of powerful states! You are an obvious target as a foreign policy whetstone. Diplomacy fails unless backed by threat of arms or significant amounts of grease.
  • Operation Paperclip: You have a very large number of ahem, politically suspect scientists with views that have recently fallen out of fashion. Tech Strikes have a chance of causing an international scandal.
  • Cutthroat Politics: Political norms are Darwinist at best and outright Byzantine. Every year there's a minor chance of your head of state/ruling clique being overthrown or assassinated.
  • One People, One Party: Your Majority comprises 100% of your population. This is because you have millions of disenfranchised non-partisans in a state of flux between urban serfdom and low-level civil war.
  • Nuclear Trauma: Your state suffered nuclear strikes, with ramifications apparent now and likely to last generations. You cannot build nuclear weapons for any reason and even power generation is suspect.
  • Energy Cartel: Your state suffers from a strong cartel of oil and coal barons who will oppose any attempt to make electricity cheaper. This includes nuclear power.
  • Black Mark: Your state was the perpetrator of a genocide within living memory, which you may or may not acknowledge. The survivors will oppose you and have significant sympathy from the international community.
  • Boondoggle: You are at war against a Minor state. You are going to lose, and a lot of people are going to have to die before the cost of withdrawal is lesser than the cost of outright defeat.
  • Separatism: A chunk of your country, the size of a Middle Power, wants to leave. They will try at first peacefully, then militarily unless a solution is found.
  • Political Science: Tech Strikes cost 50% more, double if they fall under the purview of another negative trait.
  • Brain Drain: Your scientific apparatus is notoriously porous and prone to infiltration. When you roll Tech Strikes, there is a 10% chance another player gets it and a 0.5% chance they get it instead of you.
  • Big Empty: A significant portion of your interior is useless wasteland. This is great for arms testing and blacksites, but also shelters insurgents and alien landing sites.
  • Landlocked: No coasts, no navy and all trade is at the mercy of your neighbors. If you have Satellites or NPC Allies, they're *also* landlocked.
  • Hostile Climate: Either Arctic, Desert or Tropical conditions, specify when choosing. Either way, infrastructure will be more expensive.
  • Where Have All The Men Gone? Wartime casualties of your military-aged, physically capable males are over 75%. Infantry and espionage units cost 50% more.
  • The Sick Old Man: Your economy as a whole decays by about 5% a year, losing both Wealth and Industrial Production.
  • The War of the Worlds: You are fated for outright alien invasion, in the manner most difficult for you to resist.
  • My Manual Is Full of Eels: You cannot use foreign-produced gear of any type, from this planet or any other.

Minor State

A great many colonial nations have only just been set free, and now must find their own destiny. The Minor State guarantee is that you won't have to care about something unless it corresponds to a flaw you took or a PC is bothering you. Even then unless they have some justification, the international community will take a dim view and impose consequences on the aggressor.

Playstyle: Work at your own pace and pursue objectives without worrying too much about diplomacy.

Starting package:

  • 2 Positive Traits, +1 for every extra Negative Trait taken
  • 2000 Wealth Production
  • 1000 Industrial Production
  • 3 Years in Military Spending Spree
  • 1 Tech Strike
  • 4 Cities, including a Capital
  • 4 Factories, including a Naval HQ

100 Nation Points, which can be traded for:

  • 1 for 50 Wealth Production
  • 1 for 20 Industrial Production
  • 10 for 1 Bonus Year of Military Spending Spree (Max 5)
  • 5 for 1 Extra Tech Strike (Max 5)
  • 2 for 1 City
  • 4 for 1 Factory
  • 10 for 1 Natural Resource
  • 10 for 1 Plot Device, as above.

Powers have to describe their:

  • Homeland: Including the geography, climate and location on the world's continents.
  • Government Type: You're small, you can go weird. Just note how often new leadership is chosen, as above.
  • Ideological Landscape: Smaller countries may be less divided, though the Balkan states may disagree.
    • Majority: As above.
    • Minor Ideologies: As above. Take note: former colonies often have very large, sometimes troublemaking expat communities from the imperial core.

Traits

Positive Traits

  • Great Patriotic War: Your participation in the World Wars was existential. Your state was either born over the course of the conflict, or fought for the right to exist. Conscripts may be Elite, and your troops have superb morale.
  • Island State: You share no borders save with the sea and your own client states.
  • Atomic Futurism: Tech Strikes improve national morale and may generate superior prototype units 50% of the time.
  • Ancient Astronomy: Your people have beheld the stars for generations, yearning to know more. Space may prove both attractive and lucrative in the future.
  • Worthless Yellow Rocks: Your people's natural salesman spirit may prove highly useful should the aliens ever deign to speak to humanity.
  • The Women's War: Your mostly gender-equal military and civil service has greatly eased the lack of able bodies following the churn of two world wars. Infantry are 25% cheaper, all other units are 5% cheaper.
  • STANAG Agreement: You may "purchase" foreign equipment using your own Industrial Production, and never suffer penalties for foreign equipment. If you purchase military units of a superior unit type acquired through research or with superior upgrades, you can Tech Strike to customize them further.
  • [Resource] Monopoly: Choose one of the natural resources available at game start (H.Metals, L.Metals, Oil, Coal, Fresh Water, Arable Land, Uranium). Whatever the total production of the global market is, you produce 25% of that as bonus production.
  • Special Relationship: You are joined at the hip to a PC or NPC Power. Gain unfettered access to all their designs, and they in return receive 25 NP to spend (unmodified by Tier).
  • Warrior Culture: Your state was perhaps never conquered, or used as a recruiting pool as a so-called 'martial race'. Building units up to Veteran does not suffer an increase to build time, Elites only take +1 month.
  • Mountain State: Your state is built in the highest mountains of the world. In the past you perhaps sent forth terrifying numbers of pikemen to kill invading chevaliers, or more recently threatened the bridges into the country with dynamite. Invasions of any sort are extraordinarily difficult, relying almost entirely on infantry power and light rugged vehicles.

Negative Traits

  • Years of Lead: To prevent the stem of unwholesome ideologies, the country has been plunged into a state of low-level continuous civil war. Terrorism and political assassinations are daily occurrences.
  • Hermit Kingdom: Your state has no contacts with the outside world, little is known of you and some states may outright consider you terra nulius. You cannot trade and are not even privy to international news.
  • Operation Paperclip: You have a very large number of ahem, politically suspect scientists with views that have recently fallen out of fashion. Tech Strikes have a chance of causing an international scandal.
  • Nuclear Trauma: Your state suffered nuclear strikes, with ramifications apparent now and likely to last generations. You cannot build nuclear weapons for any reason and even power generation is suspect.
  • Energy Cartel: Your state suffers from a strong cartel of oil and coal barons who will oppose any attempt to make electricity cheaper. This includes nuclear power.
  • Black Mark: Your state was the perpetrator of a genocide within living memory, which you may or may not acknowledge. The survivors will oppose you and have significant sympathy from the international community.
  • Boondoggle: You are at war against a Minor state. You are going to lose, and a lot of people are going to have to die before the cost of withdrawal is lesser than the cost of outright defeat.
  • Political Science: Tech Strikes cost 50% more, double if they fall under the purview of another negative trait.
  • Brain Drain: Your scientific apparatus is notoriously porous and prone to infiltration. When you roll Tech Strikes, there is a 10% chance another player gets it and a 0.5% chance they get it instead of you.
  • Landlocked: No coasts, no navy and all trade is at the mercy of your neighbors. If you have Satellites or NPC Allies, they're *also* landlocked.
  • Hostile Climate: Either Arctic, Desert or Tropical conditions, specify when choosing. Either way, infrastructure will be more expensive.
  • Where Have All The Men Gone? Wartime casualties of your military-aged, physically capable males are over 75%. Infantry and espionage units cost 50% more.
  • Nouveau Riche: Your people made their first million petrodollars 5 minutes ago. Any time you build infrastructure, there is a 10% chance of a cost overrun of up to 100%, as construction foremen stuff their pockets with state funds to buy gold-plated sunglasses and gucci belts over their traditional dress.
  • Pieds Noir: Your former colonial elites still hold disproportionate sway in your politics. 33% of political representation at gamestart is occupied by wealthy reactionaries in hock to a foreign Power.

Mercenaries

Demobilization has cast a lost generation of soldiers adrift, and new conflicts call them. For some, the states they served no longer exist. For others, dishonour or the scars of battle make them unable to return to civilian life. In the past the old monarchies hired private armies. Now private navies, private airforces exist for hire. Mercenaries get character shields that apply to NPC states, terrorists and alien threats but come down against other players. You are warned.

Playstyle: Participate in events here and there without worrying too much about managing an economy.

Starting package:

  • 2 Positive Traits, +1 for every extra Negative Trait taken
  • 1 Patron inside any Power or Minor State, who provides 50 Wealth Yearly
  • 1 Black Market Contact inside any Power or Minor State, who provides 20 Industrial Production in demobilized units
  • A base that counts as both a City and Factory, anywhere on land or sea.
  • 100 IP of Custom Units
  • 400 IP of Units from Common Designs or another Player's OOB

100 Nation Points, which can be traded for:

  • 1 for 2 Wealth Production
  • 1 for 1 Industrial Production
  • 10 for 1 Patron
  • 10 for 1 Black Market Contact
  • 8 for 1 Extra Tech Strike
  • 25 for 1 Natural Resource
  • 10 for 1 Plot Device, as above.

Traits

Positive Traits

  • Save the Metal: Your salvage rate against enemy vehicles and destroyed naval units is 50%. Aerospace can be recovered at a rate of 25%.
  • A Place Outside Heaven: Destroyed Infantry are "salvaged" at a rate of 25%.
  • Off the Back of a Truck: Your Black Market Contacts can acquire Mechanized, Aerospace and Naval units that are decommissioned by the state they're embedded in, at a rate of 1 item per Contact per Month.
  • Grey Men: Tech Strikes automatically produce 1d6 Prototypes. Your custom units cannot be identified as belonging to any state or entity.
  • Legendary Soldiers: All of your units and infantry platoons are functionally Elite, no matter what tier they were recruited at. This effect goes away if you sell them to another nation.
  • Knowledge Sharing: Patrons give you 1000 Research Points per year.
  • Mechanical Messiah: Start off with a single unit of any type (except for Heavy and Capital Ships) that has plot armor that even applies in PVP to a limited degree. It has doubled upgrade slots and can be upgraded forever, even when rendered obsolete.
  • The Arcadia of My Youth [Cost: 2 Traits]: As with Mechanical Messiah, but the unit can be Heavy or Capital-displacement ship.
  • We Have Ways: Your codebreakers and reverse engineering specialists can simply access foreign technology without expending research on an appropriate Strike.
  • Soldier of Fortune Magazine: Every major conflict you are involved in and do a detailed writeup on gives a 10% bonus to your WP and IP gains from any sources that year, up to a maximum bonus 120%.
  • Phoenix Point: You have a secondary, hidden base you can easily evacuate to in case of emergency which has everything you need to carry on as before. It's also a great place to store loot and silently prepare for the apocalypse.

Negative Traits

  • Kill the Meat: Your outrageous reputation is such that even cowardly units will fight to the death against you.
  • Boys from Belka: Your outfit is dogged by a reputation of being an escape route for war criminals and human rights violators who should be hanging, limiting access to civilized states. They're right.
  • The Phantom Pain: You can never decommission units. If forced to for any reason, the units simply run amok somewhere and have to be put down.
  • Thieves and Whores: Your outfit are seen as brigands and rabble-rousers, because they are. Posted anywhere but your home base and they will continuously generate headaches which will require indemnity payments.
  • Kung Fu Mall Ninjas:' No matter what tier they were recruited at, every non-Naval unit that goes into combat has a 10% chance of being revealed as Green and can only increase through combat experience. The player must label which units are 'confirmed' Elites and which are not. No units are confirmed at gamestart.

Economy Rules

Resources

States are assumed to have adequate supplies of natural resources via connection to the global market, but hostile powers can deliberately target specific kinds of shipping to cause shortages. Sanctions, blockades and loss of the road/rail networks will generally provoke shortages in sectors where the state does not have native production. Natively producing a resource provides a player with a number of tokens = to (their production +1). These can be traded or kept, granting themselves the export bonus and the recipient the import bonus. Holding at least one token makes the holding state nominally immune to shortages in that resource, barring particularly vicious attacks on infrastructure.

Resource consumption is modified by the size of the state. Great Powers consume 4 tokens before they receive any benefit from importing or exporting resources, Regional Powers require 2, while Middle Powers and Minor Powers only consume 1 token apiece. Each purchase of Plurinational State and Special Relationship increases base consumption by 1 (i.e.: a Great Power with 2 Plurinational State, 2 Special Relationship would require either 8 points of domestic oil production retained after exports, or 8 points of imported oil from any source for either benefit).

Mercenaries ignore these rules and simply get the import/export bonuses as appropriate.

H.Metals

The common metals of industry, including copper, tin and iron as well as precious metals like silver, gold and platinum. Important for all military applications but particularly mechanized and naval units.

  • Import Bonus: Players importing H.Metals can rush all production (civilian and military) by 1 month once per year.
  • Export Bonus: Players exporting H.Metals pay X less to build IP. If this is your only major export, your freighters are twice as hard to sink.
  • Shortage: Naval units cannot be revived from Hulked status, everything except for Infantry builds at half speed.

L.Metals

More recently discovered and more difficult to process metals such as aluminum, silicon and titanium. Important in aerospace applications, as well technologies which remain entirely theoretical.

  • Import Bonus: Players importing L.Metals ignore the costs of unit upgrades for construction (but not upkeep) purposes.
  • Export Bonus: Players exporting L.Metals pay X less to build WP.
  • Shortage: All space-related construction is paused.

Oil

Critical in all sectors. In addition to fuel for vehicles, heating homes and electricity generation, it has a wide-ranging number of applications in the chemical industry for the creation of futuristic new materials like plastics and synthetic rubbers.

  • Import Bonus: You may choose to implement a petrodollar system. This allows states selling you oil to directly invest in your economy on any terms you find acceptable.
  • Export Bonus: Gain access to OPEC. If this is your only major export, your freighters can conduct fireship attacks.
  • Shortage: Everything is 25% more expensive.

Coal

The industrial fuel of the last century, important for electricity generation and industrial metal refining and casting. Coal liquefaction, common during the war to supplement dwindling supplies of liquid hydrocarbons, is an expensive way of expanding the resource's broad industrial applications.

  • Import Bonus: Coal factories are 25% cheaper.
  • Export Bonus: Coal factories are 50% cheaper, coal liquefaction has a base efficiency of 75%.
  • Shortage: Everything is 25% more expensive.

Fresh Water

Most states are assumed to have some amount of domestic water supply, having the Fresh Water represents the extensive river and lake networks of countries like China or Canada, the abundant glaciers of Tibet and Nepal, or both as in the case of Bangladesh. Water exports may be valuable as sources are exhausted or tainted, and the rivers can be dammed for hydroelectricity.

  • Import Bonus: Bulk water imports allow for more domestic production to be redirected to luxury potables like canned fruit juice, beer and wine. Decrease yearly Internal Tension by 3.
  • Export Bonus: Mapping water basins for export requires extensive understanding of hydrography, flood protections are 25% cheaper and waterborne diseases are more easily tracked. If this is your only major export, your freighters are generally considered sancrosanct.
  • Shortage: Water riots and disease outbreaks.

Arable Land

Particularly thick, rich, durable topsoil amenable to sustained industrial agriculture with minimal soil enrichment. Soil of this quality improves the margins for valuable cash crops and the cultivation of industrially-useful plants like cotton, flax, corn and sunflowers. The topsoil can also be dug up and literally exported across the globe.

  • Import Bonus: Bountiful supermarkets stocked with foreign goods make people happy. Decrease yearly Internal Tension by 3.
  • Export Bonus: Huge industrial farms draw migrant workers, who can be made citizens or continuously exploited as needed. Upgrading or raising Cities and Factories is 10% cheaper and quicker. If this is your only major export, your freighters are generally considered sancrosanct.
  • Shortage: Food riots, units cannot train past Green.

Uranium

One of the first major nuclear fuels for fission devices, and useful in a variety of military applications.

  • Import Bonus: Never suffer penalties for having another power build you atomic weapons or reactors, unless you have an obstructing trait.
  • Export Bonus: Nuclear reactors are 10% cheaper. Before 1980: any time there is a nuclear incident other than a weapons deployment, you roll a nuclear-safety related tech strike. After 1980: you have ICly accurate numbers on total arsenals and have early warning against ICBMs and other nuclear weapons.
  • Shortage: All nuclear construction is paused.

War Objectives

Cities

City Tiers

  • City:
  • Metropolis (or Capital):
  • World City:

Factories

Factory Tiers

  • Factory:
  • Development Sector (or Military HQ):
  • Industrial Region:

Infrastructure

Military Rules

Units List

Legend

  • Cost: Cost of unit in Industry Points
  • Maintenance: Expenses in Wealth Points to maintain units, proportional to Cost. None = 0%, Low = 10%, Medium = 25% and High = 100%.
  • Base Training Time: The time it takes to train all personnel to Green status.
  • Special: Additional rules.
  • Slots: Room for appropriate Upgrades.

Upgrades

Upgrades are additions to units that increase their base capabilities in various ways. Upgrades have a listed cost (which increases maintenance) and add 1 month to the Base Training Time.

Infantry

Infantry are constructed as platoons. Platoons that are not destroyed regenerate after 3 months out of combat. Platoons of the same base type can be consolidated to make them combat-ready, combining 2 damaged platoons into 1 ready one but this cannot be undone afterwards.

Common Infantry Upgrades

Protection

  • Assault Armor (XX): Heavy steel plate protecting vitals, often with an asbestos layer for fireproofing. Cumbersome.

Weapons

  • Snipers (XX): Modern optics and custom tooling to greatly extend the range of the typical service rifle.
  • Heavy Weapons (XX): At least one man-portable LMG and additional anti-armor options.
  • Flamethrowers (XX): Useful for clearing bunkers and setting obstructing foliage on fire, less useful when the tank ruptures.

Vehicles

  • Horses (XX): Literal horsepower. Reliable in many climates but vulnerable to damage.
  • Motorcycles (XX): Falling out of favor with the end of the war, but useful for courier units and internal security forces.
  • Recon Truck (XX): The war-time classic. Four-wheel drive, all-terrain, capacity for one driver and four to five passengers plus gear under a tarp canopy.

Utility

  • Camouflage (XX): Cutting-edge patterned fabrics, training to use the natural environment and obscure movement.
  • Pioneers (XX): Tools to assist in forage, field procurement and the establishment of fortifications and supply lines.
  • Winterized (XX): Heavy fur-lined clothing, survival supplies and skis for fighting in arctic climates.

Irregulars

Cost: XX
Maintenance: None
Base Training Time: 1 Month
Special: Irregulars are not directly controlled by the player. Instead, they are built with a specific purview such as Irregulars (Partisans) or Irregulars (Death Squads), and will act in accordance with those orders.
Slots: 1 Any

Conscripts

Brave sons and daughters of the state, performing mandatory service. Poor morale and bad at fighting on foreign soil.

Cost: XX
Maintenance: Low
Base Training Time: 2 Months
Special: Retire after 2 years, experience cannot exceed Veteran.
Slots: 2 Any

Riflemen

Professional soldiers trained with the main weapons of the era, typically semi-automatic rifles and sub-machine guns. Bring their own limited artillery and anti-tank to the field, and can spot for mechanized units.

Cost: XX
Base Training Time: 3 Months
Maintenance: Med
Slots: 1 Weapon, 1 Any

Marines

Ship-based troops that excel at defence of their embarked vessel and amphibious landings. Similar equipment to Riflemen.

Cost: XX
Base Training Time: 3 Months
Maintenance: Med/Low while Embarked
Special: Marines can embark on ships regardless of transport capacity, to a limit of 1 Squad per ship Size.
Slots: 1 Weapon, 1 Any

Paratroopers

Crack airborne troops who live up to their namesake as uniquely capable of effective parachute landings into friendly or hostile territory. Similar equipment to Riflemen.

Cost: XX
Base Training Time: 6 Months
Maintenance: Med
Special: Paratroopers begin at Veteran status. The additional training is baked into their cost.
Slots: 1 Weapon, 1 Utility, 1 Any

Special Forces

The cream of the crop. All-terrain, skilled at infiltration and deep strikes into hostile territory as well as protecting VIPs. While their morale is exceptional, they rarely die standing.

Cost: XX
Base Training Time: 12 Months
Maintenance: High
Special: Begin at Elite status. Can lead Irregulars at a roughly 1-10 ratio, raising their reliability and effectiveness. Special Forces also decrease the 'resupply' time of looted vehicles to instant, at a 1 platoon to 1 unit ratio.
Slots: 1 Utility, 3 Any

Mechanized

Mechanized forces are constructed as single units. Damaged mechanized units repair after every engagement, and destroyed mechanized units have a 25% of being looted by however holds the field at the end of combat. Such looted units require 1 month to train crews and procure supplies for them.

Common Mechanized Upgrades

Protection

  • Fireproof (XX): Asbestos lining protects from extreme heat and incendiary attack.
  • Protected Magazine (XX): A significant number of deaths in wartime are attributable to fuel and ammunition detonations. Prevent that.
  • Superheavy Steel (XX): Extremely thick steel plating, providing exceptional protection but major decreases to all other metrics of performance.

Main Weapon

  • AA Primary (XX): A large array of anti-air autocannons with high-velocity ammo, often with armor-piercing-incendiary or airburst fuses. Can be used against ground units.
  • Hi-Calibre Barrel (XX): Fires a bigger, deadlier projectile.
  • Improved Sighting (XX): Improved range and accuracy.
  • Rocket Battery (XX): Typically Katyusha or Calliope-style clusters of rocket tubes, great for saturation fire in a short time.

Coaxial Weapon

  • AA Secondary (XX): Typically an array of MGs with high-velocity ammo, designed to threaten hostile planes. Also threatening to infantry, but the gunner is exposed.
  • Additional MG (XX): A protected MG fitted either as a turret or sponson, for additional anti-infantry function.
  • Flamethrower (XX): As with the infantry upgrade, but with bigger fuel tanks.
  • Smoke Launchers (XX): Fitted to the hull, fires a spread of canisters which create smoke to facilitate withdrawal.

Mobility

  • Wheeled (XX): Designed for fast movement but completely at the mercy of road conditions.
  • Tracked (XX): Slower but able to traverse a variety of difficult terrain.
  • Airmobile (XX): Can be dropped out of a cargo plane and mostly land the right way.
  • Amphibious, Standard (XX): Mostly waterproof and capable of river crossings.
  • Amphibious, Sea (XX): Capable of operating in lakes and coastal seas as a boat, with major sacrifices to armour and stability.

Utility

  • Technical (XX): Costs WP instead of IP to build, paper-thin armor and comes with Wheeled Mobility upgrade.
  • World War Design (XX): Costs 0 Maintenance but cannot be repaired after 1953.
  • Winterized (XX): Equipped with skis or anti-slip tracks and tires, additional insulation to keep all crew and components at optimal performance.

LAV (1948)

Wartime weapons became fantastically lethal to infantry, necessitating the creation of wheeled and half-track armoured transport vehicles. Common designs in the 1940ss have an armored bay door at the back for easy access.

Cost: XX
Base Training Time: 3 Months
Maintenance: Low
Special: An LAV can carry a Platoon by default.
Slots: 1 Any, 1 Mobility

Medium Tank (1948)

A typical tank designed to be compact, fast but still able to survive a heavy tank's main gun most of the time.

Cost: XX
Base Training Time: 3 Months
Maintenance: Low
Slots: 2 Any, 1 Mobility

Heavy Tank (1948)

Kings of the battlefield, but also large, too heavy for most roads and awfully expensive to maintain.

Cost: XX
Base Training Time: 4 Months
Maintenance: Med
Slots: 3 Any, 1 Mobility

Self-Propelled Gun (1948)

Improvements to radio, radar and optics are giving rise to a new era of fully-enclosed SPGs with exceptional performance.

Cost: XX
Base Training Time: 4 Months
Maintenance: Med
Special: Artillery can provide indirect fire support when given the benefit of a spotter.
Slots: 2 Any, 1 Mobility

Towed Artillery (1948)

The most common type of artillery still in use, in a variety of sizes and types.

Cost: XX
Base Training Time: 3 Months
Maintenance: Low
Special: Artillery can provide indirect fire support when given the benefit of a spotter.
Slots: 1 Any

Garrison Artillery (1948)

Large stationary field or mountain artillery, falling out of favor with the rise of the SPG.

Cost: XX
Base Training Time: 3 Months
Special: Artillery can provide indirect fire support when given the benefit of a spotter.
Special: 1 Main Weapon or Utility

Aerospace

Aerospace forces are built as units, and must be based in either a military airfield, expropriated civilian airport or aircraft carrier. Damaged aerospace is grounded at base for 1 month.

Common Aerospace Upgrades

Protection

  • Armored Cockpit: Less likely to lose crew.
  • Thermal Chaff: Bonus evasion when night fighting.
  • AA Turret: Inflicts minor automatic damage to hostile planes.

Weaponry

  • Autocannon: Improved damage to other aerospace units, limited effect against ground units.
  • Rocket Battery: Direct-fire rocket tubes for ground strike capability.
  • Bomb Racks: Unprotected bombs fixed directly to the wings, more volume than a bomb bay but worsens aerodynamic performance.
  • Bomb Bay: High capacity internal storage for bombs, protected by the hull.
  • Door Gun: Helicopter and Heavy Plane only. Provides a bonus to fighting infantry.
  • Torpedo Rack: Armour-piercing inertia-guided projectiles, for anti-shipping purposes primarily.

Mobility

  • Aerodynamic Frame: Improves all performance metrics slightly.
  • Redundant Turboprops: 4 (or more!) propellers extend peak performance even after suffering damage. Not available for Helicopters.
  • Early Jet Engine: World War-era jet engines with small refinements, capable of extreme subsonic performance. Not available for Helicopters or Airships.
  • Increased Fuel Capacity: Longer legs, more endurance in the field.

Utility

  • World War Design (XX): Costs 0 Maintenance but cannot be repaired after 1953.
  • Recon Avionics (XX): Cutting-edge radar, long-range telescopes and camera equipment for all espionage and reconnaissance-related functions.
  • Transport (XX): Carries a number of squads depending on size: 1 for Agile/Fast Planes, 2 for Helicopters, 5 for Heavy Planes and Airships. Helicopters and Heavy Planes can also carry Mechanized units.
  • Seaplane (XX): Capable of landing and taking off on water. Treat as a boat for the purposes of Marine embarkation. Not available for Airships.
  • Carrier Plane (XX): Compact designs that are easier to maintain. Reduce maintenance factor by 1 (High > Med > Low, min Low) while docked on a naval vessel. Not available for Heavy Planes or Airships.

Agile Plane (1948)

A typical chassis for fighters, ground strike and ship-based aircraft. Short legs, high manoeuvrability.

Cost: XX
Base Training Time: 6 Months
Maintenance: Med
Slots: 2 Any

Fast Plane (1948)

A typical chassis for bombers, reconnaissance planes and interceptors. Long legs, moderate manoeuvrability.

Cost: XX
Base Training Time: 8 Months
Maintenance: High
Slots: 3 Any

Heavy Plane (1948)

A typical chassis for heavy bombers and transports. Long legs, poor manoeuvrability.

Cost: XX
Base Training Time: 8 Months
Maintenance: Med
Slots: 2 Protection, 2 Utility, 2 Any

Helicopter (1948)

Early rotorcraft are capable of functioning in a variety of roles, including ground support, transportation and recon.

Cost: XX
Base Training Time: 6 Months
Maintenance: Med
Special: Helicopters do not need an airfield to repair and resupply.
Slots: 3 Any

Airship (1948)

Major disasters have crippled soft-hull aviation in the last few decades, but airships occasionally retain a cachet as the province of eccentrics or as reconnaissance vessels.

Cost: XX
Base Training Time: 12 Months
Maintenance: Med
Special: Fill with Helium or Hydrogen. Airships with Hydrogen as a lifting gas can cause catastrophic explosions at the slightest provocation.
Slots: 6 Any

Naval

Naval ships are particularly resilient compared to other military units of the era. Instead of the Intact > Damaged > Destroyed status of other units, naval units have additional tiers of harm rendered as Intact > Lightly Damaged > Damaged > Critical > Hulked > Destroyed. Warships that are not Critically damaged or worse repair themselves after 1 month out of combat, Critically damaged ships must be committed to drydock for 50% yard time. Hulked ships are combat-inoperable and must be towed back to drydock, but can be reclaimed for 75% yard time. Destroyed ships have a 25% chance of being reclaimed as Hulks after dredging, but all crew are assumed lost and the unit's Experience is reset to Green.

Naval ships are designed with special Role upgrades, which define their baseline capabilities. By default all Naval ships have their Maintenance bracket set to None, but every Role increases by one bracket (None > Low > Med > High > High+) to a maximum of High+. Warships with High+ maintenance require 200% of their Industry Points (IP) cost in Wealth Points (WP) to maintain combat readiness.

All naval ships regardless of status must undergo full refit every 5 years of service, which takes the full length of Base Construction Time to complete. As a minor benefit, the crew's experience increases by one level (Green > Regular > Veteran > Elite) every such maintenance cycle.

Naval Roles

  • Amphibious Assault: Warships with sturdy, shallow keels, often used as landing craft or coastal artillery batteries. Never in danger of being grounded when making a coastal landing.
  • Auxiliary Repair Dock: Capable of repairing and refitting ships of a smaller grade.
  • Battleship: With its heyday passed with the end of the war, the battleship is increasingly seen as a white elephant relegated to coastal defence and artillery support. Every weapon slot is double-mounted and has improved ballistic qualities. Repurchase for triple, again for quad.
  • Carrier: Aviation upgrades can be purchased a number of times per hull without expending slots: 1 for Patrol Ship, 4 for Light Ships, 8 for Medium Ships, 25 for Heavy Ships and 50 for Capital Ships.
  • Escort: Escorts will protect other ships in the formation, taking hits for them until they suffer the Damaged status.
  • Flagship: Provides a C3 bonus to all friendly forces in the same theatre and allows a fleet to maintain morale while far from home.
  • Merchant Raider: Looks like a regular freighter to casual inspection, and has decent cargo capacity.
  • Minelayer: Capable of setting fields of sea mines to blockade coastal areas or other highly-trafficked regions.
  • Picket Ship: Equipped with advanced radar and sonar, improved engines to work at the front of the fleet.
  • Subhunter: Equipped with sonar, depth charges and improved engines to chase submarines.
  • Early Submarine: Fully submersible, runtime limited by air filtration technology.
  • Torpedo Boat: Armed with armor-piercing torpedoes, which can bypass armor and inflict the Hulked status on a direct hit. Risky.

Common Naval Upgrades

Protection

  • Dazzle Camo (XX): Less useful with the advent of radar, but provides some protection against long-range sighting.
  • Damage Control (XX): Improved damage mitigation techniques via firefighting and reinforced bulkheads.
  • Protected Magazine (XX): A significant number of deaths in wartime are attributable to fuel and ammunition detonations. Prevent that.
  • Superheavy Belting (XX): Rolled steel armor reinforcing the hull, with minor compromises to manoeuvrability.
  • Armored Citadel (XX): Less likely to lose CIC to lucky hits.

Main Batteries

  • Hi-Calibre Batteries (XX): Large-bore guns firing larger and more powerful shells.
  • Long-Range Sighting (XX): Improved sighting and target adjustment improves coastal artillery potential.
  • Monitor Gun (XX): Somewhat obsolete at present, a single over-calibre artillery piece designed for striking particularly distant targets.
  • Extra Main Batteries (XX): +1 Extra Main Battery

Coaxial Batteries

  • AA Batteries (XX): Typically an array of MGs with high-velocity ammo, designed to threaten hostile planes.
  • Secondaries (XX): Sub-calibre anti-ship weapons, used to fight off smaller ships without committing the main batteries in a heated engagement.
  • Extra Coaxial Batteries (XX): +1 Extra Coaxial Battery

Engine

  • Diesel-Electric Engine (XX): More efficient engine design
  • Low-Oscillation Propellers (XX): Less detectable to sonar.
  • Additional Engine (XX): More engine space, typically accompanied by an extra smokestack.

Utility

  • Aviation (XX): Allows the ship to carry one aerospace unit.
  • Icebreaker (XX): Capable of operating in the frigid Arctic seas, even when the thick sea ice prevents the passage of lesser vessels.
  • Interwar Design (XX): Maintenance cost is reduced by one grade (net minimum of Low), but the unit cannot be repaired after 1958.
  • Transport (XX): Allows the ship to carry a number of Infantry platoons or Mechanized units. Patrol Ships carry 2, Light Ships can carry 5, Mediums hold 10, Heavy Ships 20 and Capitals can carry 50.

Patrol Ship (1948)

Hundreds of these hulls were built by the end of the war, as they were easily assembled by low-volume civilian shipyards. Fitted with torpedoes, they made superb suicide sleds in the desperate defences that marked the last year of the war. Displacement: ~250T

Cost: XX
Base Training Time: 6 Months
Main Batteries: 1
Coaxial Batteries: 1
Slots: 2 Any

Light Ship (1948)

Run the gamut from submarines to subhunters, marine transports and even escorts designed for regular combat. Particularly large civilian yards were often pressed into the construction of low-displacement steel hulls in this range. Displacement: ~500 to 1000T

Cost: XX
Base Training Time: 9 Months
Maintenance: None*
Main Batteries: 2
Coaxial Batteries: 1
Slots: 3 Any

Medium Ship (1948)

Destroyers, light cruisers and light tenders supporting navies that had invested too late in serious carrier platforms. Some new submarines are built in this range. Displacement ~1500T to 8000T

Cost: XX
Base Training Time: 12 Months
Maintenance: None*
Main Batteries: 3
Coaxial Batteries: 2
Slots: 3 Any

Heavy Ship (1948)

The tonnage range for flagships, the largest wartime carriers and mainline combatants like heavy cruisers, battlecruisers and late-war 'standard battleships'. Displacement: ~9000T+

Cost: XX
Base Training Time: 18 Months
Maintenance: None*
Main Batteries: 4
Coaxial Batteries: 3
Slots: 4 Any

Capital Ship (1948)

The heaviest warships of the era. The most common designs of this class were the monstrous interwar battleships. Displacement: ~30000T+

Cost: XX
Base Training Time: 24 Months
Maintenance: None*
Main Batteries: 5
Coaxial Batteries: 3
Slots: 6 Any

WMDs

Section TBD.

Chemical

Dreadful weapons, and despised by all veterans of the first of the World Wars.

Biological

As old as the plague, biological weapons never really saw deployment during the war except by experiment or accident. Typhus, cholera and influenza still swept through the camps.

Nuclear

The power of the Atom is unleashed. Thousands stricken blind by atomic sunrises that sealed many armistices at the end of the war, hundreds incinerated in an instant, cities burned and the land poisoned. A new age is upon us.

Nuclear weapons have an additional cost of Fuel, typically Uranium but eventually other materials may become necessary.

Early Fission Bomb

The first atomic weapon used on a battlefield, capable of razing part of a city. Some wish it would be the last.

Cost: XX
Fuel: XX Uranium
Construction Time: 3 Months
Maintenance: High
Special: Requires an aircraft with a Bomb Bay or Bomb Rack to be used. Other craft can still carry Fission Bombs, but their use is limited to controlled demolition or suicide missions.
Emissions: 1