Difference between revisions of "Unit Types"

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===Heavy Hull===
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Revision as of 21:57, 26 May 2009

Unit Types summary (tentative)

Manpower

All manpower isn't equal. As a power wishes to improve the quality of its soldiers, it must necessarily seperate the wheat from the chaff, necessitating ever-more expensive and intensive training that provides ever-decreasing results. Therefore, it costs more and more to gain a certain amount of manpower to

AI may be a mitigator, but so far no-one save the posthumans have successfully created an artificial intellect by any method other than brute-force emulation of human thought processes. Given that the creation of a true sentient AI heralded the fall of the posthuman nations, nobody really wants to do any sort of research into building a sentient AI. In the end, although unskilled labor can be replaced by drones, and most soldiers will have support by non-sentient AI, in the end you still need manpower, whether human, bioengineered, or cybernetic.

Manpower comes in several types-Untrained, Green, Regular, Hardened, Elite, and Specialized.

Untrained manpower is freely available but entirely ineffective. Untrained manpower gets you units of rough quality equivalent to the worst of African militiamen. Not even the best of equipment can make up for that level of inferiority in tactics-although if used callously, in human wave attacks, they can maintain reasonable effectiveness. Untrained manpower does not cost draft.

Green manpower is marginally trained and similarly, marginally effective. Green soldiers and pilots are equivalent to reservists, people who train very occasionally to keep their skills fresh, if not honed. However, they are cheap and easy to train, and can fare quite well in a defensive or rear-echelon role. After all, how good do your truck drivers really have to be with their guns? Green manpower costs 1/4th as much as normal.

Regulars are the backbone of most militaries, professionals who are well-trained and disciplined. They are cost-effective, unlikely to break, and competent enough that they can handle all but the most specialized gear. The vast majority of combat soldiers end up at this level of competence. Regulars cost normal amounts of manpower to train.

Elites are Rangers, Marines, hardcore types who are often trained in specialized operations, whether it's amphibious operations, orbital drop, or NBC warfare. Although cost-inefficient on a grand scale a few elite units are extraordinarily potent force multipliers. Elites have a manpower cost that is four times higher than normal.

Specialized troops have even more extensive training and are often seen with the most advanced equipment and the largest egos. In general, only special forces, ace squadrons, or special forces support units will have this level of training, as the screening and training necessary for it is highly cost-ineffective, often washing out 80% or more of the people who qualify. Specialists have manpower costs twenty times higher than normal.

All units listed below are generic archetypes-each battalion can be outfitted with different equipment, from weapons to armor to other specialist equipment as according to your needs.

Planetary Military Units

Foot Soldiers

The backbone of any military, infantry are most effective when you have someone you want to fight but don't particularly want to destroy everything they have. Cheap, highly effective in built-up terrain, and versatile, foot soldiers run the gamut from poorly trained militia to elite special forces.

Guerillas:
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. Dependent on the type of manpower and equipment given, these can be anything from ragtag tribal militias to extremely elite special forces.

"The guerrilla must move amongst the people as a fish swims in the sea." Mao Zedong

Infantrymen:
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. After all, the end goal of most ground operations is to capture enemy assets instead of merely rendering them unusable-there are orbital strikes and nuclear weapons for that. 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." Maj Gen C. T. Shortis

Shock Troops:
I.e. Mobile Infantry or Gears, Shock Troops are soldiers who sacrifice size and flexibility for firepower, speed, and armor. Clad in extremely large and heavy powered armors often standing two or more meters tall, shock troops stride the border between infantry and vehicle, devasting urban combat specialists which are at home in the chaos and violence of street-fighting.

"The Geebeeps were holed up in Revus City pretty well, we'd took the maglev lines into the city, but the streets were too narrow for our armour and the dome prevented air cover, they were too dug in to be taken by infantry. It took a week but reinforcements arrived, Patrolman Gears. Geebeeps broke in a day, they'd poured everything into preventing adequate beachheads and lacked a defence in depth. Revus city fell within the week."
Lt Colonel A. Brook, 22nd Aerospace Marine Division.

Ground Vehicles

Ever since the 20th century soldiers have been supported by vehicles, and today is no different-vehicle support is critical to a modern military. Light vehicles are generally from 1-10 tons, medium ones from 15-40, and heavy ones 40 tons or above. Superheavy ones are generally 500 tons or more.

Light Vehicles:
Ranging from unarmored and lightly armed Humvees and supply trucks to armored and armed LAVs like the Wiesel, light vehicles are fast, maneuverable, and easy to transport, but are also vulnerable and poorly armed compared to heavier units. Even hard-kill active defenses and ECM systems cannot completely make up for a lack of armor.

Medium Vehicles:
Various units like the Stryker, most IFVs and APCs, and various other specialist units fit in this category. With the potential for better armor and cargo capacity they are often used for specialist units, like artillery tracks, IFVs, APCs, and other

Heavy Vehicles:
Almost exclusively the domain of the MBT, only certain types of heavy artillery or combat engineering vehicle are found in this category alongside it. Blisteringly fast for their size, armored with layer upon layer of advanced composite, and armed with the largest weapons one can mount on the chassis, the titular MBT is the first example of a heavy vehicle that comes to mind. Although difficult to transport strategically, and often fuel and maintenance hogs, a battalion of heavy combat units can easily smash their way through all but the most potent defenses.

Superheavies:
Superheavies are rare as their chassises are inefficient and expensive to produce, and transporting them is nigh-impossible without Apex technology. However, there are a few specialist roles which require a chassis of this size-in general, most of them involve mounting anti-orbital lasers or particle beams on a semi-mobile frame. There are a few sufficiently insane nations which have tooled them up as tanks, but their lack of speed and high cost makes this rare.

Air Vehicles

Similarly air support plays a critical, if slightly diminished role because of the existence of spaceforces. However, although most ships can reach down through the atmosphere and swat at targets, it is difficult to maintain accuracy on moving targets without the use of nuclear ordinance, while lasers and particle beams suffer from atmospheric attenuation and other difficulties which make them hard to use as weapons against mobile ground targets.

UAVs:
Most UAVs are tiny designs, incapable of housing a pilot or a complex tactical AI and massing only a few tons at most. With only simple programming and low payload space they make poor units for dogfights but their extremely low cost and space requirements make them useful and expendable scouts. They can also be armed with smart missiles or other weapons that allow them some capacity to perform air support, in which case their long loiter time makes them a godsend to ground units in the vicinity.

Tactical Air:
Depending on armament and protective devices, tactical aircraft can be anything from fighters, to interceptors, to tactical bombers or even heavy gunships or transport VTOLs. Universally useful, tactical air units are by far the most common type of air support. Often deployed from space, only a few rare designs have any capacity to claw their way back, so the vast majority are equipped with VTOL systems so they can land on even makeshift airstrips.

Strategic Air:
Commonly either found as dropships or heavy bombers, strategic air are larger and more expensive, and often equipped with engines that allow them to fly from ground to orbit, to take on a new load of supplies or soldiers, strategic airpower is a critical component in any offensive military action. Being capable of lifting heavier vehicles, unlike tactical transport VTOLs, strategic airpower is also a vital component for a defender who does not wish to face down main battle tanks with merely infantry-launched missiles and prayers.

Spaceborne Military Units

Spacecraft Hulls

Light Hull
1 Drive
4 Modules

Medium Hull
2 Drive
6 Modules


Heavy Hull
3 Drive
8 Modules


Superheavy Hull
4 Drive
10 Modules



Spacecraft Added Caps

+X Electronic Warfare Module

+X Combat Wasp Hanger

+X Point Defence Module

+X Armour Module

+1 Crew Recovery Module

+X Cargo Module(Define as Inert/Fuel/Living)

+X Command Module

+X Detachable Drive Module

+X Mobility Module

+X Enhanced Deploy and Recover Module

+1 Posthuman Technological Interface

Spacecraft Reactor Caps

+X Nuclear Fission Reactor

+X Nuclear Fission Reactor Tier 3 Only

+X Nuclear Fusion Reactor Tier 4 Only

+X Apex Fusion Reactor Apex Tech Only


Drive Types

+XNuclear Saltwater Torch:

+XNuclear Liquid Core Torch:

+XVASIMR Drive:

+XOrion Drive:

Equipment and Training

All units have four added capability slots for free. Typically these will be used to add defenses, weapons, mobility, and additional electronics to a unit-as a unit without any added capabilities in an area has only very minimal capabilities in one. A Shock Infantry unit without added capabilities is merely a powerloader, a heavy hydraulic exoskeleton that is good for little more than dockloading, while an infantryman without any is a soldier with a fragmentation-proof armor jacket, an assault rifle, and little else.

Adding further capability to a unit is possible, but becomes ever more expensive. Each additional four beyond the first four doubles the cost of the unit in question-round up any cost multipliers. You can have your F-22s and special forces, but they become rapidly cost-ineffective.

Foot Soldiers

+X Weapons
Each level of weapons improves the broad capabilities of standard weapons.

+X Heavy Weapons
Each level of Heavy Weapons contributes to a specialisation of the formation, making it more apt at targeting vehicles or fortifications.

+X Support Weapons
Support weapons are weapons like heavy machine guns or automatic grenade launchers, powerful weapons that can easily wound light armored vehicles and mow down infantry but are bulky and require setup to use. Units with support weapons gain large bonuses in combat when they are allowed to dig in but have reduced speed.

+X Indirect Fire Weapons
Each level of Indirect fire increases the unit’s indirect fire capability, at the expense of direct fire ability.

+1 Combat Engineer
The infantry unit in question is equipped with demolitions and other engineering equipment, giving them a host of abilities from building bridges and capturing enemy facilities to demolishing buildings.

+1 Specialised Weaponry
This specialises weaponry against a specific type of target, infantry, ground, air or space.

+X Armour
This increases the protection of the unit, from basic flak jackets to full body armour.

+X Powered Armour
Each level of Powered Armour increases the protection of a unit, with bonus’s to strength and mobility as well as NBC capability but increases upkeep.

+X Point Defense
Backpack-carried laser or micromissile hard-kill units, as well as laser or particle beam based soft-kill units, do much to address the vulnerability of infantry to indirect fire and air support.

+X Mobility
Generally speed-enhancing lower-body exoskeletons, additional mobility can reduce the vulnerability of infantry units to various threats as well as reducing the encumberance of support weaponry.

+X Electronics
Electronics covers sensors, communications and information technology. Each level represents an increase in their abilities and a resistance to interference.

+X Stealth
From ghillie suits to thermoptic camouflage systems, +Stealth renders infantry ever-more-difficult to detect.

+1/2 Terrain Adaptation
Terrain Adaptation is consideration given to extreme environments, such as outer space, significant bodies of difficult terrain or extreme heat or cold. A further level specialises the unit at the expense of other environments.

+X Unconventional Warfare Training
Generally found on special forces units this capability gives the unit more non-combat capability, from training friendly rebels to covert observation.

+1 NBC
All modern units have basic NBC countermeasures such as environmental suits, simply because of the environments in which they may be required to fight. This represents additional capability, such as magnetic shielding and/or active detection of threats.

Ground Vehicles

+X Weapons
Each level of weapons improves the broad capabilities of standard weapons.

+X Heavy Weapons
Each level of Heavy Weapons contributes to a specialisation of the formation, making it more apt at targeting vehicles or fortifications.

+X Indirect Fire Weapons
Each level of Indirect fire increases the unit’s indirect fire capability, at the expense of direct fire ability.

+1 Specialised Weaponry
This specialises weaponry against a specific type of target, infantry, ground, air or space, often to the detriment of other types.

+X Armour
Each layer increases the armour of the unit, adding to it’s protection, above +1 this can affect the unit’s mobility.

+X Mobility
This increases the mobility of the unit through more raw horsepower, more efficient suspension etc. Above +1 it increases fuel consumption by 50% per level.

+1 Hover Mobility
This unit uses lifting skirts to hover above ground, making it only usable on worlds with an atmosphere. However speed and maneuverability are increased

+1 Hover Jet Mobility
This unit uses miniaturised jet technology in order to provide incredible amounts of lift, independent of a significant atmosphere. The downside to this is hefty fuel consumption. 50% Extra fuel upkeep.

+X Stealth
This increases the unit’s stealth each time it is taken and represents everything from a lower profile, to thermo-optical camouflage.

+X Electronics
Electronics covers sensors, communications and information technology. Each level represents an increase in their abilities and a resistance to interference.

+1/2 Terrain Adaptation
Terrain Adaptation is consideration given to extreme environments, such as outer space, significant bodies of difficult terrain or extreme heat or cold. A further level specialisations the unit at the expense of other environments.

+1 NBC
All modern units have basic NBC countermeasures, this represents more extensive abilities, such as magnetic shielding and/or active detection of threats.

Aircraft

+X Armour
Aircraft can be armoured, though it greatly affects their lift ability and maneuverability. Each time it is taken it increases fuel upkeep by +1 and reduces the aircrafts agility.

+X Dogfight Weapons
Each level increases the amount of short ranged weapons carried by the aircraft, such as cannons and dumbfire missiles.

+X Ranged Weapons
This Added Capability increases the amount of ranged weaponry carried by the aircraft, such as beyond the horizon missiles etc.

+X Extended Range Weapons
This Added Capability extends the range of the unit’s weapons.

+X Long Range Tanks
This Added Capability allows an aircraft to greatly increase its operational range.

+X Close Air Support Weapons Each level of this Added Capability increases the ability of the craft to engage ground targets such as infantry, vehicles or buildings.

+1 Anti-Shipping Weapons
This Added Capability optimizes their weapons for use against large vessels.

+X Defensive Weapons
This Added Capability is available to all air units that would normally have limited anti-aircraft abilities, such as Bomber and Transport Aircraft. It increases the unit’s ability to engage other aerial threats.

+X Electronics
Electronics covers sensors, communications and information technology. Each level represents an increase in their abilities and a resistance to interference.

+X Cargo Capacity
This Added Capability increases the amount of Cargo an aircraft can hold by 50%.

+X Cargo Capacity (specialised):
This Added Capability can only be taken by aircraft with integral Cargo Capacity such as Cargo Planes. Each +1 Cargo Capacity (specialised) increases the total of one particular item that can be carried by 100% of the base amount.

+X Deck Capacity
Some of the largest aircraft can carry their own smaller craft.

+X Compact
Compact allows for smaller units that take up less space and present smaller targets to enemy fire. Each +1 of Compact reduces the CP a unit takes up by half.

+X Stealth
Stealth can be anything from a radar reflective paint to more advanced anti-electromagnetic detection techniques. Each level increases the difficultly of detecting the craft, though beyond +1 this starts to impact upon the performance of the craft.

+X Speed
As it says, Speed makes aircraft faster. Each Added Capability increases the rate at which aircraft travel from point to point by 50% over their base speed. It increases fuel upkeep by 1 each time it is taken.

+X Agility
Agility makes an aircraft more nimble, allowing it to avoid and dodge incoming fire, and making it more capable in a dogfight. This may be more refined ailerons or weight savings.

+1/2 Terrain Adaptation
Terrain Adaptation is consideration given to extreme environments, such as outer space, significant bodies of difficult terrain or extreme heat or cold. A further level specialisations the unit at the expense of other environments.

Miscellaneous