Embers Military

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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 capital ships, 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:

  • Missile Array - Good at long range, bad at close range
    • Photon Torpedoes - Xantech energy warheads, reduced range penalties
    • Drone Bay - Highly intelligent missile weapons that trade firepower for precision.
    • IPCM Bay - Extremely long range, extremely powerful missiles with in-system drives.
  • Particle Cannon - Medium range, all-around weapons
    • Antiproton Cannon - Prometheus armor-destroying cannon
    • Grasers - Shield-piercing lightspeed weapon. No firepower at long range.
    • Destabilizers - Causes limited damage to ships, but causes malfunctions on the target
  • Railgun - Point blank weapon tossing around kinetic slugs
    • Plasma Projector - Velan specialized close-range energy weapon
  • Hangar - Launches strike craft


Defenses:

  • Armor: Self Explanatory
  • ECM: Makes you harder to hit
  • ECCM: Makes it easier for you to hit
  • Shields: More resilient than armor


Engines:

  • Fusion Reactor: Standard He3 fusion engines
  • Monopole Fusion Reactor: Extremely long endurance fusion power - uses normal hydrogen fuel. Requires a source of monopoles
  • Fission Pile: Uses radioactives, long endurance, lower performance than fusion.
  • Annihilator Drive: Extremely high performance antimatter drive. Fastest in realspace, but vulnerable to critical hits.

FTL Drive:

  • Jump Drive - Allows hyperspace jumps along calculated paths. No penalties to the ship.
  • A-Drive - The classic off-grid warp drive. Allows precise control and in-system jumps, but fairly slow. Escorts & Cruisers lose one slot, capships lose 3 slots.
  • Fold Drive - Instant FTL between systems. No in-system FTL, but cannot be intercepted.
  • Tachyon Hyperdrive - Long-range hyperdrive. Allows for advanced maneuvers such as holding a portal open for another ship
  • Dimensional Fold Drive - Long-range fold drive. Less flexible than Hyperdrive, but extremely fast with better in-system jump capability

Systems:

  • AEGIS: Reroll point defense fire, forces do not take penalties for being outnumbered
  • Cloak: Costs two slots for a capship
  • Deep Scan: Counters cloak
  • Landing Bay: Allows for landing of troops.


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. T
  • 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*)