Atom Age Awakening: A Cold War SD

From Sphere
Jump to navigation Jump to search

Start Date: 1950
Earth: Strangereal
Hardness: Cold War Realism, XCOM UFOs and MKULTRA is Real

Overview

The year is 1950 C.E. 5 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. 5 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.

Rules

Infrastructure

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 squads. Squads that are not destroyed regenerate after 3 months out of combat. Squads of the same base type can be consolidated to make them combat-ready, combining 2 damaged squads 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 squad 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.
  • Superheavy Steel(XX): Extremely thick steel plating, providing exceptional protection but major decreases to all other metrics of performance.

Main Weapon

  • Bigger Gun (XX): Higher calibre barrel means a bigger, deadlier projectile.
  • Improved Sighting (XX): Improved range and accuracy.
  • Protected Magazine (XX): A significant number of deaths in wartime are attributable to ammunition detonations. Prevent that.
  • Rocket Battery (XX): Typically Katyusha or Calliope-style clusters of rocket tubes, great for saturation fire in a short time.

Coaxial Weapon

  • AA Coax (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.
  • 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 armor and stability.

Utility

  • World War Design (XX): Costs 0 Maintenance but cannot be repaired after 1955.
  • Winterized (XX): Equipped with skis or anti-slip tracks and tires, additional insulation to keep all crew and components at optimal performance.

APC (1950)

Wartime weapons became fantastically lethal to infantry, necessitating the creation of wheeled and half-track armored transport vehicles. Common designs in the 1950s have an armored bay door at the back for easy access. Mounts a single LMG for fire support.

Cost: XX
Base Training Time: 3 Months
Maintenance: Low
Special: An APC can carry 3 Squads by default.
Slots: 1 Any

Medium Tank (1950)

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

Heavy Tank (1950)

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

Self-Propelled Gun (1950)

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: 5 Months
Maintenance: Med
Special: SPGs can indirect fire support when given the benefit of a spotter.
Slots: 2 Any

Air-Defense Artillery (1950)

Wartime airpower saw entire cities flattened or burned to the ground. Improved sighting and propellants are closing the gap.

Cost: XX
Base Training Time: 4 Months
Maintenance: Low
Special: Aerospace units will not enter territory where hostile ADA outnumbers them 10-1.
Slots: 1 Any

Garrison Artillery (1950)

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

Cost: XX
Base Training Time: 3 Months
Maintenance: Med
Special: 1 Main Weapon or Utility

Aerospace

Naval

WMDs