Embers Military

From Sphere
Revision as of 21:39, 9 November 2019 by OmegaPaladin (talk | contribs)
Jump to navigation Jump to search

Military

Each starting state has base budget of $5000 to buy units.

Naval Units:

Tier 1 warships represent mid-level overtech designs from the FTA2 era. Tier 2 warships represent the absolute top-tier from FTA2, which is now fairly standard. Tier 3 is bleeding-edge hardware that was only used by NPCs in FTA 2. These apply to all techbases - Velan and Overboost have advanced to be similar to the other techbases.

Prometheus - Ships require antimatter to operate. May use Annihilator Engines to use pure antimatter fuel. Ships will explode on destruction. Ships are faster and inherently resistant to subversion attacks.

Velan - All ships gain additional firepower at close range. Strike craft regenerate after combat, and ships have double the normal auto-repair. Bonuses to stealth and against long range attacks.

Xan Tech - Ships have bonuses to sensors, maximum range, and against unusual phenomena. Science modules have extra effectiveness.

Smart Matter - Ships can reconfigure one slot per tier between missions. Ships may perform subversion attacks.

Endurance: Each long jump after its first jump, counts against the endurance counter. Short jumps are measured by 5:1 Endurance. Each quarter without a refueling station or resupply ship decreases endurance by 1 as well.


Escorts


Frigates, destroyers, etc. Do not last long under fire, but are vital for dealing with strike craft and maintaining situational awareness. Escorts are also much easier to make stealthy, and can easily be built for landing troops.

Tier 1

  • 1 Weapons Slot
  • 1 Defense Slot
  • 1 System Slot
  • 1 Endurance
  • Acceleration Rating: 4

2nd Generation

  • 1 Weapon Slot
  • 1 Defense Slot
  • 2 System Slots
  • 2 Endurance
  • Acceleration Rating: 6

Third Generation

  • 2 Weapon Slots
  • 1 Defense Slot
  • 2 System Slots
  • 3 Endurance
  • Acceleration Rating: 8

Cruisers


A midpoint between escorts and battleships, these are the smallest vessels designed for long-term independent operations. While not directly competitive with battleships, they are flexible enough to either deliver battleship firepower at the cost of toughness, serve as a small carrier, or provide a very durable escort.

Tier 1

  • 1 Weapons Slot
  • 1 Defense Slot
  • 1 System Slot
  • 1 Slot of your choice
  • 2 Endurance
  • Acceleration Rating: 3

2nd Generation

  • 1 Weapon Slot
  • 1 Defense Slot
  • 2 System Slots
  • 2 Slots of your choice
  • 3 Endurance
  • Acceleration Rating: 5

Third Generation

  • 2 Weapon Slots
  • 1 Defense Slot
  • 2 System Slots
  • 3 Slots of your choice
  • 4 Endurance
  • Acceleration Rating: 7

Capital ships


The main line of warships.

First Generation:

  • 2 Weapons Slot
  • 1 Defense Slot
  • 2 System Slot
  • 3 Endurance
  • Acceleration Rating: 2

Second Generation

  • 4 Weapons Slot
  • 2 Defense Slot
  • 3 System Slot
  • 3 Endurance
  • Acceleration Rating: 3

Third Generation

  • 6 Weapons Slot
  • 3 Defense Slot
  • 3 System Slot
  • 5 Endurance
  • Acceleration Rating: 4

Weapons:

TBA

Defenses:

  • Armor: Self Explanatory
  • ECM: Makes you harder to hit
  • ECCM: Makes it easier for you to hit
  • Sandblaster: Energy Weapon Defense
  • Black Globe Generator: Shield Generator, when activated at full power the ship is encased in black body shield that stops all energy and light, often set to flicker to allow for navigation and weapons fire. They create a phantom number of hull points that gets burnt through before the armor is touched [2 Slots]

Engines:

TBA


FTL Drive:

TBA


Systems:

TBA

Modifications:

Each modification adds 10% to cost, each stack modification doubles cost, 20%, 40% ect.)

  • More Weapons: The functional equivalent of adding another turret
  • More Powerful Weapons: Functional equivalent of up-gunning the size of the turret
  • Additional Drives: Increases your acceleration rating by 1 for battleships and 3 for escorts.
  • Better fire control: Improve your chance of hitting
  • Better damage control: Helps deal with critical damage to ships.
  • More Fuel Tanks: Increases Endurance by +2 for escorts, +1 for battleships.
  • Parasites: [Escort only] Endurance taken care off by the mothership
  • Docking Collars: Allows up to 3 parasites to be based on the battleship, and be covered by its endurance.
  • Backup Systems (5% cost)

Ground warfare

Ground Units:

  • Planetary Army Division: Infantry and armored vehicles and anti-grav, deployed with a very large number of semi-autonomous drones of various kinds. They are used to secure areas conquered by advancing armies, rather then fight.
  • Planetary Assault Regiment: Infantry and armored vehicles and anti-grav, deployed with a very large number of semi-autonomous drones of various kinds. They are used by nations that forgo the use of Mortarheads, and are all about the attack.
  • Power Armoured Regiment: Often used for city fighting or infiltrating into areas that Mortarheads can't reach, only ground troops capable of dealing with Headliners on a fair basis.



Base Build Times and Costs (Paid for by Industry)

  • Tier 1 Battleship: $100 (6 quarter build time)
  • Tier 2 Battleship: $150 (8 quarter build time)
  • Tier 3 Battleship: $350 (16 quarter build time)
  • Tier 1 Cruiser: $40 (2 quarter build time)
  • Tier 2 Cruiser: $60 (4 quarter build time)
  • Tier 3 Cruiser: $160 (6 quarter build time)
  • Tier 1 Escort: $20 (2 quarter build time)
  • Tier 2 Escort: $40 (4 quarter build time)
  • Tier 3 Escort: $80 (6 quarter build time)
  • Planetary Army: $20 (8 quarter build time)
  • Planetary Assault Regiment: $10, (4 quarter build time)
  • Power Armoured Regiment: $10, (4 quarter build time*)