Military Units
Military
Each starting state has base budget of $5000 to buy units.
A note of generation: Warship development has been developing at a rapid pace since the Great War. First Generation refers to weapons system used during the Great War and cost less. Second Generation is modern day standard, and third generation is superlative cutting edge, expensive to build and maintain as the general economic and tech base isn't there yet. Battleships even old ones are hard to kill, many battleship duels end inclusive as one side can make an emergency jump when things are going bad, and so naval campaign are often long drawn affairs, unless clever planning often along with mass force is brought to table to score real kills.
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
Often called frigates or destroyer or if overbuilt cruisers, these are jumpships that have been militarized to defense themselves and attack others. Against a battleship they have no chance (cruisers can survive about three rounds before exploding), but are useful for showing the flag, scouting and patrol and raiding. They tend to range from 100-500 meters for heavy cruisers.
First Generation 1 Weapons Slot
- 1 Defense Slot
- 1 System Slot
- 1 Endurance
- Acceleration Rating: 4 [2 if reactionless]
2nd Generation
- 1 Weapon Slot
- 1 Defense Slot
- 2 System Slots
- 2 Endurance
- Acceleration Rating: 6 [3]
Third Generation
- 2 Weapon Slots
- 1 Defense Slot
- 2 System Slots
- 3 Endurance
- Acceleration Rating: 8 [4]
Orbital Monitors
Precursor to the Battleship, they run the gambit from late Atomic age to interplanetary age, mainline battlecraft designed to secure control of the orbitals. As such compared to modern battleships, they are slow, incapable of FTL unless modified, and designed to fire into planets more than they are to fire at other ships.
- 1 Weapon Slot:
- 1 System Slot:
- 1 Defense Slot: Low Tech Armor
- 1 Endurance
- Acceleration Rating; 1
Battleships
Are the state's ultimate form of military might and prowess. They are flying mountains of armor and guns, the smallest range from below 800 meters and the third generation almost cracks over 1200 meters.
First Generation:
- 2 Weapons Slot
- 1 Defense Slot
- 2 System Slot
- 3 Endurance
- Acceleration Rating: 2 [1 if reactionless]
Second Generation
- 4 Weapons Slot
- 2 Defense Slot
- 3 System Slot
- 3 Endurance
- Acceleration Rating: 3 [1]
Third Generation
- 6 Weapons Slot
- 3 Defense Slot
- 3 System Slot
- 5 Endurance
- Acceleration Rating: 4 [2]
Weapons:
- Capital Gauss Rifle (Long Range: Accurate, Medium Range: Normal, Short Range: Inaccurate)
Long Range kinetic cannons that fire shells capable of slight course corrections.
- Capital Autocannon (Point Blank Range Only: Devastating Firepower against armor)
Banks upon banks of autofiring kinetics, they tend to be inaccurate at longer ranges, but still deadly if they hit.
- Capital Particle Cannons (Medium range: Accurate, )
Heavy particle accelerators, they tend to be popular as main guns for the fact they do well in any situation.
- Heavy Lasers (Shield Piercing, Medium and Short Range only)
Heavy Laser arrays, they pierce shields
- Missiles [escorts only]: [Type: Heavy, Long Range, Armor Piercing]
Missiles are rarity on battlehsip,due for varity of limitations including reloads, but are often common escorts who if are forced into fleet battle are guarnted at least one heavy blow to fire.
- Buster Cannons: Short Range: Devastating Firepower takes 2! Slots and Battleship Only [Lostech] They roll a flat 1d10 against TN7, if they hit, they do 50 Armor Piercing Damage. Recharge for then next three turns.
Known as the weapon that won the Sirian Crisis, the Buster Cannon is effectively a point blank range spinal mounted gun that fires a contained nuclear explosion at its target. Lostech
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:
- Fusion Torch: Simple but effective tech, and capable of building up acceleration at faster rate than reaction drives.
- Reactionless Drive: Slower but more efficient and more capable of high speed course corrections and planetary in atmosphere operations
Systems:
- AKV Hangars: Automatic Attack Drones that can double as missiles, often are able to select fire damage a single enemy system before attrition cuts down their numbers.
- Sensor Cluster: Allows for long range scanning
- Repair Yard: Allows for repairs of the ship and others in field
- Landing Assault Bay: Allows for secure delivery of ground units. Escorts can carry three Mortarheads in their bay or single regiment, a battleship can carry five Mortarheads or regiments or single planetary garrison division.
- Fuel Scoop: Allows for long range constant paroling in areas without support bases. For a week for escorts, or two weeks per battleship of fuel scooping, it allows for the ship to sustain combat operations.
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.
- Cruiser chassis: For escorts only, doubles the size of the escort to make it into a jumpship killer as well gives three times bonus to Endurance. [special double costs of the escort]
- 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.
Mortarheads
By far the most recognizable legacy of the Republic was the development of the Mortarhead, and the near superhuman "headliners" who pilot them. Each Mortarhead is ranges from 15-25 meters and is the equal to several division of ground troops. Equipped with battleship caliber armor and weapons, their main limitation is the pilots stamina to control such a complex war machine for a length of time. There are two type of headliners, often the first are natural ones, born from the intensive genetic engineering programs of the Republic, they tend to breed true if at low amounts and are highly tied into the nobility of the Cluster. The second is the cyber-headliners, in which cybernetics are used to make up for weakness of flesh, a common practice among the Revolutionary Worlds who looked upon the natural genetic aristocracy with disdain.
What prevents Mortarheads from being just the kings of the battlefield to only participants on it is number of factors. First unless they're breaking out the buster cannon on unprecedented scale it takes time to even a regiment of troops, and even the most superhuman headliner needs to rest from the strain of piloting the craft after three days of constant fighting. Second for every hour that a Mortarhead is off fighting there is often three to ten hours of maintenance required, thus Mortarheads can become hangar queens at the most inopportune moment if they were unwisely used, thus most military actions with the Mortarheads tend to see them deployed at grand set piece battles in which the most amount of usefulness can be gained from their use.
Broadly speaking there are three classes of Mortarheads
- Knights: The standard Mortarhead, equipped with a heavy melee and often short range weapon (low level buster cannon) they tend to rely on their armor and surprising speed and heavy weapons to lay waste to their enemies.
- Archers: Rare these days as they tend not to be a match for Knights in one and one duels, they are equipped with heavy long range weapons and the best suited for destroying conventional forces.
- Wizards: The most rare, they are derided as often a gimmick weapon, cloaking, limited quantum teleportation, or advance hacking ability, they tend to be reserved for knight killing duties and are unsuited towards dealing with conventional forces in effective manner).
- Lastly there is the small number of 4th kind of Mortarheads, the so called Royal type which is a base Knight which has modifications that would make it equally effective Archer or Wizard. Expensive as a battleship they are rare
Base Build Times and Costs (Paid for by Industry)
- Orbital Monitor: $60 (4 quarter build time)
- 1st Generation Battleship: $100 (6 quarter build time)
- 2nd Generation Battleship: $150 (8 quarter build time)
- 3rd Generation Battleship: $350 (16 quarter build time)
- 1st Generation Escort: $20 (2 quarter build time)
- 2nd Generation Escort: $40 (4 quarter build time)
- 3rd Generation Escort: $80 (6 quarter build time)
- Mortarhead: $40 (4 quarter build time)
- Royal Mortarhead: $100 (8 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*)