Military

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Aspect Soldier

The Initial Number and experience of your Aspects is decided by Aspect Points. You start with 950AP. Training Cost applies only after the game has started, making your first batch of Aspects, effectively free.

An Aspect Soldier are the superweapons of the world. Soldiers imbued with Crystals directly into their bodies, they are superhuman entities capable of amazing feats. They are used as Special Forces and Elite shock troops.


Rookie: 100 AP
Fresh out of the Academy, trained but lacking field experience.

Experienced: 250AP
Has been a Aspect for several years but is still relatively young in a cadre of immortal beings.

Veteran: 350AP
With a service record measured beyond a decade, this Aspect has seen considerable experience to drawn upon.

Elite: 750AP
Elite Aspects have proven time and time again they are the best, gifted with not just experience, but raw talent.

Absolute Badass: 1000AP aka N/A (lol)

You don't trifle with this level of Aspect, they'll plow through armoured formations with incredible ease, few Aspects of this level exist today, the legendary Anti-Aspect Assassin, Poacher, eliminated the majority and the last known one died during the Borgova Island Incident.


Discipline

Artillery Knight

Artillery Knights have a basic repetoire of abilities, further focused by materia.

Black Type

This magic ranges from personal fireballs to lightning strikes, it is offensive magic that focuses on attacking the enemy.
Cost: 1 Special Deck

White Type

Curative, defensive and support, White Types focus on supporting their accompanying armies and allies.
Cost: 1 Special Deck

Mystic Type

These focus on using their magical abilities to support themselves as classical melee warriors, wading into battle with huge swords or axes that can cleave tanks in half.
Cost: 1 Special Deck

Avatar Knight

All Aspects have an Avatar, the physical manifestation of their crystal. Avatar Knights take this further, focusing it into intricate technomagical equipment, featuring advanced power armour and an array of weaponry, the higher level Aspects equip themselves virtually in battlesuits, wielding incredible forces of destruction.

Infiltrator Type

Focusing their avatar into a advanced technomagic stealth suit, this type are stealthy, nimble and deadly.
Cost: 1 Special Deck

Vanguard Type

Decked out in technomagical gear, including power armour and armed with an array of materialised weaponry, this type rule the battlefield.
Cost: 1 Special Deck

Assault Type

A supportive type, these aspects provide sheer firepower, focusing on attacking heavier equipment and vehicles.
Cost: 1 Special Deck


Esper Knights

Masters of material projection, these channelers create magitech servants to fight for them, to support them, or to carry them into battle.Esper Knights’ conjured creatures are build with a series of traits, similar to how Mutants are built. Each Knight creates one summoned being, or eidolon, but they may have several ‘modes’ or Forms it can transform into. More experienced Knights have stronger Eidolons, who in turn have more Forms. Forms are often distinct in capacity, allowing an Eidolon tactical flexibility around a core body of traits.

If an Eidolon is killed, the trauma to the Knight is considerable, but the entity can be resummoned after its conjuror’s energies have replenished. With a tremendous effort of will, a Knight can even ‘resurrect’ their Eidolon mid-battle, though this is extremely dangerous, especially for inexperienced Knights.

Uses Mutations from the Beast list, Eidolon
Can manifest 1 Form at Rookie, 2 at Experianced, 3 at 3rd, 5 at 4th increased at increments (TBD)
Creatures have 4 Mutations at Rookie, 6 Mutations at Experianced, 8 At Veteran, 12 At Elite, 20 At badass
Cost: 1 Special Deck

Monster Knights

These warriors rely on their protean flesh in combat, manifesting strange and horrifying biotech devices from their materia-saturated bodies. A Monster Knight is built much in the same way as an Esper Knight’s eidolons are built, except that these traits apply to the Knight itself, not some conjured creature.

Unlike Eidolons, Monster Knights manifest individual Mutations in any combination they want, depending on situation. Many are extremely resilient and have natural healing factors (if only because their flesh folds and rearranges itself to seal the wounds), but have a higher risk of mental problems due to their literally constant-shifting worldview. Monster Knights can gain new mutations through absorbing the genetic materials of other creatures, either by absorbing part of them (by whatever means available), or by being exposed to their quality in some way (including being attacked by it).

Uses Mutations from the Beast list, Monster List
Can manifest individual mutations for energy cost (in sim thing, don't worry about this)
2 Standard Mutations at Rookie, 4 At Experienced, 6 At Veteran, 12 At Elite, 20 at Badass
Cost: 1 Special Deck

Mutations

These traits are used for the creation of Beast Units, Eidolons, and Monster Knights. They represent alterations of the flesh through mutations or natural qualities of the species

Beasts

These are for natural and materia-enhanced traits, and therefore are suitable for all thee types.

Fast Movement

Your legs are altered, or you’re some kind of cavalry beast (or have the lower body of one). You move a lot faster in tactical movement.

Aquatic

Swim like a fish! You can move underwater using fins, tentacles, rotors, intakes, or other fun protrusions.

Armoured

Carapaces, scales, or shells. Protects your vital bits.

Regeneration

You just grow it back if it gets blown off. Doesn’t really help if you’re incinerated or blown to shapeless bits (the shapeless bits might grow back into bigger shapeless bits)

Natural Flight

You can Fly! You fly about as fast as a large bird.

Materia Flight

Requires – Natural Flight
Your wings have been enhanced by material exposure, allowing you to fly at unnaturally fast speeds.

Vitriolic Blast

You can spit some kind of caustic or poisonous chemical at an enemy, tainting their body. In addition, damaging you is a dangerous prospect in melee.

Etheric Blast

Requires – Vitriolic Blast
You have magically-enhanced spit weapons, like elemental breath or some other weirdness. Good against armoured foes and vehicles. You probably explode if you die.

Burrowing

You can burrow under the ground to hide or to tunnel towards an enemy, ambushing them or damaging supports. This is not just normal digging, but preternatural movement that allows you move underground at unusual speeds. You may either leave a tunnel behind you or collapse excess dirt to seal your path.


Eidolons

These are available for Eidolons only.

Materia Boosters

You channel Mako energy to your locomotive functions, generating increased movement. Enhances whatever other modes of travel an Eidolon has.

Extension Bits

Your Eidolon can create lesser entities that detach from it, fighting on its behalf. These creatures have offensive power similar to a common infantry, but rely on speed to survive and can be easily destroyed if hit.

Familiar Bits

Your Eidolon is not quite one creature, but is rather composed of several (or several dozen) pieces linked together all at once. In battle, the Eidolon can split itself apart, attacking from multiple angles. All pieces are part of the same being and are capable of perfect coordination, but are akin to powered armour troops in all other regards.


Monster Knights

These are available for Monster Knights only.

Infiltrator

You are able to reshape yourself to look like anyone else, altering your physical proportions and features to mimick other people.

Kaiju

You can grow huge in combat, to about the size of a mecha. You're stronger and tougher, but you take more hits - hope you have armour!

Mitosis

You can create copies of yourself in battle. Only a handful if you're a newbie, 25 around veteran level, or a company's worth if you're an elite. They're pretty expendable, but it takes a lot of you and you lose mako to keep them from dissolving (though there is no 'original', so you can't die unless all the multiples are slain.)

Military

Don't under-estimate convention forces, a well trained group of soldiers can take on a Aspect and win. Aspects are mostly only as smart as any other person and can be outwitted and occasionally out-gunned.

Militaries are bought with Point.

Every player starts with 60 Standard Points, 20 Modification Points and 5 Special Points

Note: You only need to take one modification Point per unit type created. 5 Points of infantry with power armour require only 1 Modification Point.


Training

Standard: 0
Veteran: 1 Mod Point
Elite: 2 Mod Point
Ridiculously Over-trained: 4 Mod Point

Foot Soldiers

Units

Guerillas Batallion

Guerillas are soldiers who have learned, whether by training or brutal evolutionary pressures, how to fight unconventionally, moving light and striking hard. With their skillset in living off the land, scavenging equipment, and stealthy operation, guerillas are critical to winning unconventional wars.

"The guerrilla must move amongst the people as a fish swims in the sea." First Hand Airis Yesirn

Training Cost: 1 Point


Infantry Battalion

Standard infantrymen are better armed and equipped but conversely are less stealthy and require a larger logistics trail. Ranging from poorly trained conscripts to elite direct-action assault forces, infantrymen are a solid backbone upon which the entire army builds. Even though they might be equipped with powered armor and use smart weapons, even with their UAV and UGV support, their role and their tactics are still eminently recognizable.

"The infantry doesn't change. We're the only arm of the military where the weapon is the man himself." Legion Brigadier Juno Short

Training Cost: 1 Point


Modifications

Infantry units have assumed equipment, usually body armour and rifles, usually advanced forms of chemical projectile weapons. Modifications build upon those or add new abilities. Mods don't cost anything, but try to keep things interesting.

Powered Armour

A powered Armour is a powered mobile machine consisting primarily of an exoskeleton-like framework worn by a person and a power supply that supplies at least part of the activation-energy for limb movement. They provide armoured protection and superior strength to infantry units.


Sapient Esper Engine

Integral to automated combat units, SEEs are functional Artificial Intelligences for use on the battlefield, with the same tactical and cognitive depth as any human.


Light Blasters

Blasters are technomagical weaponry, firing magical energy beams or using materia to direct powerful electromagnetic radiation, much more powerful than standard weaponry employed by most armies.


Gauss Blasters

Gauss Blasters use gauss technology to accelerate projectiles to high speeds and are considered highly effective weapons, able to pose danger to light vehicles.


Materia Gauntlet

Materia Gauntlets let standard soldiers harness magic normally used only by Aspects, giving them small scale personal magic and abilities.


Gunblade

A signature weapon of Vanguard and Mystic Type aspects, soldiers with Materia Gauntlets can wield weaker versions of these iconic weapons.
Requirement: Materia Gauntlet


Genetically Engineered

Using Materia, you significantly boost the physical capabilities of your soldiers


Beast Detachment

Adds a unit of Beasts to the unit as support


Ground Vehicles

You know what the Ground is, these are vehicles that spend most of their time upon that surface.

Transport

Transport units are assigned to infantry battalions on a 1:1 basis. Helicopters are also included, despite being air units.

Truck Battalion

Trucks are standard civilian vehicles with robust engines, able to haul infantry units across most terrain, though offering no personal protection against anything other than the elements
Cost: 1 Point


APC Battalion

An armoured personnel carrier (APC) is an armoured fighting vehicle designed to transport infantry to the battlefield. By default, they are wheeled or tracked
Cost: 1 Point


IFV Battalion

An infantry fighting vehicle (IFV, also known as (mechanized) infantry combat vehicle, (M)ICV) is a type of armoured fighting vehicle (AFV) used to carry infantry into battle and provide fire support for them.
Cost: 2 Point


Armoured

Light Tank Battalion

Light tanks are small, highly mobile air transportable armoured vehicles used in difficult terrain, for fast deployment or as recon units.
Cost: 2 Points

Tank Battalion

A tank is a tracked, armoured fighting vehicle designed for front-line combat which combines operational mobility and tactical offensive and defensive capabilities.
Cost: 2 Points

Mobile Fortress Battalion

Consisting of several super heavy surface unit, Mobile Fortresses are almost unbeatable on open terrain, and mount a variety of ground and anti air weapons, and can also carry a battalion of infantry
Cost 4 Points

Land Battleship

A huge leviathan of a vehicle, a Land Battleship is a land fortress of immense size. Designed to operate deep in Crystal Coral zones.
Cost 1 Special Point

Artillery

Artillery Battery Battalion

Self-propelled artillery can deliver precise strikes and heavy bombardments in support of units kilometers away. Note: Mark as either Surface to Surface, or Surface to Air.
Cost: 2 Points

Heavy Artillery Battalion

Heavy self propelled MRLS, or giant cannons remain popular with many armies to take fire deep into the enemy rear or attack enemy aircraft hundreds of kilometers away. Mark either Surface to Surface, or Surface to Air
Cost: 2 Points


Missile Battalion

Mobile cruise and ballistic missile units are a resent addition to the battlefield, and are capable of high mobility and launching heavy missiles over hundreds of kilometers against enemy targets. While inferior to normal artillery at affecting dispersed enemies, they are perfect for destroying air bases and enemy naval vessels
Cost 2 Points


Modifications

Ground units have assumed equipment, adequate armour or integrated weaponry where appropriate, usually advanced forms of chemical projectile weapons. Modifications build upon those or add new abilities. They're free, don't go nuts.

Gauss Blastercannon

Gauss Blastercannons can be fitted to armoured vehicles and use gauss technology to accelerate projectiles to high speeds and are considered highly effective weapons, benefiting from variable velocity control, multiple types of ammunition and high penetrative capabilities.


Light Blastercannon

Light Blastercannons can be fitted to armoured vehicles, though they are direct line of sight only. They offer immense firepower, but are only suitable for attacking other vehicles, lacking the versatility of other weaponry.


Sapient Esper Engine

Integral to automated combat units, SEEs are functional Artificial Intelligences for use on the battlefield, with the same tactical and cognitive depth as any human.


Levitation Engine

Using a Levitation core to levitize the superstructure, allows units to hover up to a meter off the ground, with short bursts of higher elevations possible for jumping obstacles.


Stealth Matrix

Integrated Materia boosts the stealth characteristics of vehicles, dissuading attention towards them and in some instances, actively hiding them for short periods.


Beast Detachment

Adds a unit of Beasts to the unit as support.


Air Vehicles

Recon & Combat

UAV Squadron
UAV are unmanned aircraft, seeing use as recon units, with long loiter times, minimal manning due to their autonomous nature. Some see use as assassination drones, delivering precision munitions to remote areas.

Cost: 3 Points


Gunship Squadron
A Gunship is a military VTOL aircraft specifically designed and built to carry weapons for attacking targets on the ground, such as enemy infantry, armored vehicles and structures

Cost: 3 Points


Fighter Squadron
A fighter aircraft is a military aircraft designed primarily for air-to-air combat with other aircraft. Fighters are small, fast, and maneuverable and for the most part, advanced propellor designs still dominate.

Cost: 3 Points


Strike Fighter Squadron
A Strike Fighter, sometimes called a Close Air Support (CAS) aircraft or fighter-bomber (a moniker it often shares with multi-role fighters), is an aircraft optimized for delivering ordnance against ground or naval targets. It is most often used for close support of other forces (tank busting is a speciality of some) and while slower than most fighters tends to be fairly nimble and so can serve as a second line fighter in a pinch.

Cost: 3 Points

Superfighter Squadron
Faster, more agile and more powerful than any regular fighter, superfighters are the pinnacle of aircraft performance. High performance 'thrust' vectoring propfans allow for unparalleled manoeuvrability with advanced crystal based alloys featuring as standard.

Cost: 4 Points

Bomber Squadron
Far larger than any attack aircraft, bombers can deliver tens of tons of ordnance across long distances. While much too large to effectively engage other aircraft they mount powerful defenses to protect themselves from defensive fire.

Cost: 3 Points


Super Bomber Squadron
The Super Strategic Bomber is for if you find that 'normal' bombers don't cut it. They posses both powerful anti-naval and anti-ground capabilities as well as lethal anti-air weapons. For their size they can also be surprisingly agile, though mostly they rely on speed and power.

Cost: 4 Points

Transport

Helicopter Battalion

The helicopter is a tactically mobile unit. Usually only models lightly armed with defensive weapons, Military transport helicopters are used in places where the use of conventional aircraft is impossible.
Cost: 2 Points

Light Airlift Transport Squadron
These are small aircraft, capable carrying a couple platoons of men or a single vehicle. Large executive and businessjets fall into this category. Like all Airlift Types they are carry only defensive armaments, such as personnel operated Gatling guns.

Cost: 2 Points

Medium Airlift Transport Squadron
These are Medium aircraft, capable carrying a several vehicles of larger amounts of men. C-17's Fall into this class

Cost: 2 Points

Heavy Airlift Transport Squadron
The biggest airlift transport normally seen, these giant aircraft carry immense amounts of men and materiel across long distances. Aircraft like the C5 Galaxy and the An-140 are examples of this type.

Cost: 2 Points


Super Airlift Transport Squadron
An immense aircraft, capable of carrying an entire company of tanks, men or platoons of Mecha. Due to their massive size they can take an incredible amount of punishment and still fly. The Airlift craft from Final Fantasy 7 fall into this category.

Cost: 4 Points

Electronic and Spy Planes

Spy Plane Squadron

A large aircraft carrying a large amount of electronics over a long distance at very high altitude. They give better resolution than satellites but are far more vunerable to shoot down
Cost 3 Points

Recon Plane Squadron

A much faster version of the spy plane, a Recon Plane has less electronics but is far faster and more survivable
Cost 3 Points

Light Radar & Control Plane

A light, relatively short range AWAC. Modern radar allows it to observe both air and ground targets. Many designs are now being used as the center piece of a swarm of recon drones
Cost 3 Points

Heavy Radar & Control Plane

A heavy long range AWAC with very powerful radar, capable of detecting and directing aircraft for hundreds of miles around its self.
Cost 3 Points

Modifications

Beast Detachment

Adds a unit of Beasts to the unit as support


Crystalline Propellers
Advanced Crystalline derived alloys are used to create a composite material capable of extreme rotory power, providing immense thrust capabilities beyond that of normal propellers.


Thrust Vectoring Propellers
Boosting manoeuvrability, thrust vectoring propellers also allow for a aircraft to bypass the need for runways.


Gauss Blastercannon

Gauss Blastercannons can be fitted to aircraft and use gauss technology to accelerate projectiles to high speeds and are considered highly effective weapons, benefiting from variable velocity control, multiple types of ammunition and high penetrative capabilities.


Light Blastercannon

Light Blastercannons can be fitted to aircraft, though they are direct line of sight only. They offer immense firepower, but are only suitable for attacking other vehicles, lacking the versatility of other weaponry.


Sapient Esper Engine

Integral to automated combat units, SEEs are functional Artificial Intelligences for use on the battlefield, with the same tactical and cognitive depth as any human.


Multi-Role

This allows a fighter or strike aircraft to perform some of the roles of strike aircraft or fighter. While not quite as good as a specialist, multi-role aircraft are useful in all situations.


Stealth Matrix

Integrated Materia boosts the stealth characteristics of aircraft, dissuading attention towards them and in some instances, actively hiding them for short periods.


Long range tanks

Your aircraft is particularly long range and can operate much further from bases


Long range missiles

The aircraft is equipped with an especially long range set of missiles which can engage enemies at very long range, especially useful against AWAC and bombers


Improved Dogfighting

The aircraft is particularly built for dogfighting, with high agility missiles, autotracking autofiring cannons and improved helmet mounted sights


Naval Vehicles

Destroyer
A destroyer is a fast and maneuverable yet long-endurance warship intended to escort larger vessels in a fleet, convoy or battle group. They are usually armed with missiles or rainguns and apt by both shore bombardment and escorting larger vessels against aircraft.

Cost: 2 Points

Cruiser
A Cruiser is a larger warship than a Destroyer, usually for escorting Carriers or engaging in strikes on major assets, such as airships, other major warships or land assets.

Cost: 2 Points

Carrier
An aircraft carrier is a warship designed with a primary mission of deploying and recovering aircraft, acting as a seagoing airbase. Aircraft carriers thus allow a naval force to project air power worldwide without having to depend on local bases for staging aircraft operations

Cost: 4 Points

Attack Submarine
Attack Submarines are underwater vessels with high stealth characteristics that allow them to avoid detection, in order to attack shipping or shorelines. Armed with torpedoes and missiles, they are primarily focused on sinking other ocean going vessels.

Cost: 2 Points

Missile Submarine
Missile Submarines differ from Attack submarines in having enchanced shore and inland strike capability. They are primarily designed for long range attacks against major assets, whether they are sea, land or air based.

Cost: 2 Points

Sea Fortress Using materia technology and advanced metallurgy, these ships skew the line between 'vessel' and 'fortification'. They're effectively artillery-laden defenses that can move around and submerge. Not very fast, but good if you're trying to defend miles of coastline and don't know where to build that coastal fortress.

Cost: 5 Points/1 Special Point

Modifications

Naval units have assumed equipment, adequate armour or integrated weaponry where appropriate.

Gauss Blastercannon

Gauss Blastercannons can be fitted to Naval craft and use gauss technology to accelerate projectiles to high speeds and are considered highly effective weapons, benefiting from variable velocity control, multiple types of ammunition and high penetrative capabilities.


Light Blastercannon

Light Blastercannons can be fitted to Naval Craft, though they are direct line of sight only. They offer immense firepower, but are only suitable for attacking other vehicles, lacking the versatility of other weaponry.


Sapient Esper Engine

Integral to automated combat units, SEEs are functional Artificial Intelligences for use on the battlefield, with the same tactical and cognitive depth as any human.


Stealth Matrix

Integrated Materia boosts the stealth characteristics of vehicles, dissuading attention towards them and in some instances, actively hiding them for short periods.


Amphibious Assault

Gives the unit integrated ability to transport soldiers to the shoreline


Technomagical Units

Esper Jet

Using materia, an esper is morphed into a exoskeletal lift unit wearable by infantry, giving significant personal mobility
Cost: 10

Blitz Gear Battalion

Blitz Gears are technomagical machines, up-sized versions of powered armour which combine the resiliance and firepower of tanks, with the versatility and manoeuvrability of infantry. Outmatched by tanks in a standup fight, they rely on their ability to navigate difficult terrain to get the drop on vehicles.
Cost: 30

Storm Gear Battalion

Core Armour are larger, faster and generally over charged Blitz Gears built around a materia core, they have greater firepower and armor, and are capable of taking on a tank battalion even in open ground. They are however extremely expensive, and can be overwhelmed if they spend too long in the open
Cost: 50

Mass Production Aspect Company

Some fear these more than Aspects themselves, Mass Production Aspects may have only a fraction of the power of a true Aspect, but each one is a highly capable supersoldier wielding considerable technomagical power. MPAs are genetically engineered clones of actual aspects, bypassing the usual certification procedures.
150

Airships

Airship

Airships are flying vessels, using materia to power a levitation core, they are versatile aerial warships, cargo vessels and command ships depending on configuration. They range from medium size warships, or cargo vessels, to giant lumbering sky fortresses. They were a integral part of the Great war, developed as a means to exploit the artificial floating continent of Gestahl.
Cost: 4 Points/1 Special Point

Airships are highly modular machines, made up of a series of modifications. Airships without modules, are medium sized vessels, with basic weaponry.

Airship Modules

Each Module adds 10 Pointage to the vessel, due to increased size. A standard airship has 50 Free Pointage, each additional Pointage costs 1 Point Card.

Standard Weaponry

This modification upgrades the weaponry systems, adding a balanced amount naval cannons, missiles and anti-fighter protection etc.
Cost: 10 per level


Aerial Artillery

This modification upgrades the weaponry systems, focusing on adding air to ground systems.
Cost: 10 Per Level


Armour

This represents armour plating, energy shielding, and point-defense systems, used to protect your ship from offensive weapons.
Cost 10 Per Level


Engines

This represents thrusters, aerodynamics, and repulsion technology, allowing your airships to fly faster and farther.
Is affected by other modules
Cost 10 Per Level



Fortress Capability

This increases the amount of vehicles and soldiers the airship can transport and deploy. It allows the airship to function as a mobile base, providing facilities for the comfortable housing of associated personnel and equipment, for large assets and can take the inform of internal hangers, airstrips and even wet docks for naval craft.
Provides Unlimited Capacity in Air, Land or Sea (Must Define)
Cost: 10
Modifications

These are one time additions to airships or modications of one level of a existing module.

Environmental

This represents life-support systems and special modifications to allow the ship to function in areas normally unsuited for an airship - namely, amphibious environments or outer space. Higher levels represent greater distances into said environments, or possible the ability to weather another harsh area (like materia-tainted storms or tremendous heat).


Gauss Blaster Cannons This converts a level of weaponry(or basic weapons) to ones dominated by Gauss Blaster Cannons.


Light Blaster Cannons This converts a level of weaponry(or basic weapons) to ones dominated by Light Blaster Cannons.


Stealth Matrix System

Where did that airship go?