Difference between revisions of "User talk:Zeromanicus"

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==The Fermion Communality National Creation==
+
<Shrike>go for a bucket of dice system. TN is 5; gun wasps roll a D6, nuclear wasps roll a D10 and get to keep rerolling every hit they make but only get one use, kinetic wasps roll D20 and may only attack ships
 +
<Shrike>an dthen you just yolo them into each other
 +
<Shrike>you can replace 'kinetic' with 'bomb pumped lasers' if you want
  
“Capitalism would be consigned to history, were it not for the greed of old men on Earth and the tendrils of subversive power they attempt to spread throughout the expanse.” Fermion-2135, Leader of the Cyphel Transhumanist People's Revolutionary Guardians
+
<Shrike>ships could have a handful of hit points, nukes woudl be proximity
 +
<AugustusZero11>those books didnt exist when i wrote this setting
 +
<Shrike>with every 'hit' meaning the detonation is closer
 +
<AugustusZero11>right
 +
<Shrike>and thus inflicting more damage
 +
<AugustusZero11>
 +
<AugustusZero11>ooh, somebody has done a more modern high poly model of the Lady Macbeth
 +
<AugustusZero11>
 +
<Shrike>ECM wasps could act like nuclear wasps in reverse, they negate a hit on a 5+ and keep rolling until they fail, and they're reusable
  
Cyphel is a alien world, with a barely human breathable atmosphere, it requires transgenic alterations to be comfortable, or a simple breather unit. It was settled for the startling alien biota on the planet, in the lush purple jungles of the planet, a biological resources arm of a European Union corporate took a interest in the planet, constructing a colonial base above the tree-tops from which to study and exploit the alien resources.
 
  
The discovery of Theta Dust caused much concern, a section of the jungle was torn down in order to construct a extraction facility to order to access the posthuman structure safely and utilise the theta dust. This would be the catalyst for Fermion-2178 (then known as Zara Alexikov) revolutionary movement, led by aghast academics with a legion of eco-extremists from across the expanse to support their efforts. While the exploitation of these resources was accepted to be possible without significant ecological harm, the operation of the theta dust was less inspired, the management of the colony had been turned over to old earth corporatists who lamented the exorbitant costs of the raised cities and their glass roads which were designed to minimise the interference to the sensitive biosphere, nor were they pleased at the cost of sanitising the workers through transgenic alteration to remove bacteria.  
+
Militaries are bought with Point.
  
The Revolution was stirred by the injustices of the allocation of resources, the new management was opposed to the expansion of the now cramped and overcrowded cities, due to the cost of safely expanding them and clearing out sections of the jungle or settling workers in desert regions were opposed due to issues of profitability. The fact much the planetary wealth was invested in a few elites did much to agitate the population into open rebellion during the break down, when the corporate governors would not entirely rely on their backers.
+
Every player starts with 60 Standard Points
  
Fermion-2135 led a revolution for a post-nationalist, post-capitalist society which would exploit the resources of the planet equally among it's residents. The Revolution was fought as an insurgency, not fought militarily on the open field of battle, nor in gunfights waged street to street, the Administration faced a quiet but concerned campaign of assasination, subversion of resources and a gradual undermining of it's foundations. The Black Brigade as it became known, as a ruthless paramilitary force capable of clandestine operations and the revolutionary war was marked by a series of brutal assasinations, targetted killings and sabotage of military resources, Fermion lead a campaign of terror directed at the Government and military.
+
===Foot Soldiers===
  
The society formed after, was based on a egalitarianism and libertarian principle of laws based on consentualism and equality. With the European Union's corporatist forces driven out, the companies were taken initially taken over by the Revolutionary Council for Establising the Fermion Communality (Fermion resisted attempts to name it Fermion-2235) and restructed as state instruments which would fund the post-capitalist society it was easily capable of supporting.
+
====Units====
  
The Fermion Communality rejects nationalism, dynasty power structures and capitalism. Everyone has a right to self-expression, to a adequate standard of living and to voluntarily partake in a vocation of any sort, whether to advance the society of the Communality, or simply to enjoy life. In contrast to the counter-revolutionary predicts of the capitalists, most choose to a vocation to better themselves and society, either as a artist, scientist or a Member of the  Fermion Revolutionary Guard.
 
  
 +
'''Guerrillas Batallion'''<br>
 +
:Guerrillas 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, guerrillas 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
  
===Fermion History Paths [Indie]===
 
  
A1) Late National (+ 100 Faber) <br>
+
'''Infantry Battalion'''<br>
A2) Dominantly Transgene (+ 40 transgene) <br>
+
: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.
A3) Resource Rich World <br>
 
A6) Fascinating Pharmaceuticals (+ 100 Wealth, + 1 SP)  / <br>
 
B1) Artifact Find, Active Machinery (+300 theta, -200 dust) <br>
 
C2) Transgene Migration (+ 20 transgene, + 60 population, + 1 SP) <br>
 
D1) Broken-down (+30 SP, + 100 PIP or + 100 Dust, Go to D3) <br>
 
D2) Revolution! (+ 2,500 military, + doctrines, + morale, - pop) <br>
 
F1) Ideological Purification (++ Morale, + 100 PIP, + 2,500 military, - 60 pop, - relations) <br>
 
F2) Black Market Hub (+ 200 Wealth, + 100 Dust, + 2 Infiltration, +5% secrets) <br>
 
F3) We ♥ Mecha (+2,500 Military, + 100 CIP, + ground doctrines, + air doctrines, + mecha application)  <br>
 
  
Future Government (++ Morale, + Transgene)
+
"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
  
Licensed to Kill (++ Infiltration, ++ Security, 10% secrets, + 50% secret project cost) <br>
+
===Ground Vehicles===
  
===Starting===
+
You know what the Ground is, these are vehicles that spend most of their time upon that surface.
31SP<br>
 
80 Transgene<br>
 
240 Population <br>
 
800 Wealth <br>
 
300 Theta<br>
 
500 PIP <br>
 
500 CIP <br>
 
100 Fabber<br>
 
250 Delta Dust<br>
 
30,000 Military <br>
 
+++++ Morale<br>
 
+doctrine<br>
 
2 Infiltration<br>
 
+5% secrets <br>
 
+ground doctrine
 
+air doctrine
 
+mecha application
 
  
===Tech Spread===
+
====Transport====
 +
Transport units are assigned to infantry battalions on a 1:1 basis. Helicopters are also included, despite being air units.
  
Global Level 18 <br>
+
'''Truck Battalion'''<br>
    Basic Theotech: [23]
+
: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 <br>
    Advanced Theotech: [118]
+
::Cost: 1 Point
    Xenotech: [18]
 
    Shipbuilding: [18]
 
    Aerospace Construction: [18]
 
    Mecha Construction:[18]
 
    Ground Vehicle Construction: [18] 
 
    Electrochemical Weapons: [18] 
 
    Railgun Weapons:[18]
 
    Particle (Pulse-Beam) Weapons: [18]
 
    Missiles: [18] 
 
    Propulsion (STL):[18]
 
    Materials: [18] 
 
    Stealth: [18]
 
    Shields: [18]
 
    Power: [18]
 
    Electronics: [18]
 
    AI: [18]
 
    Transgenics: [26] 
 
    Cyberware/Supersoldier: [18] 
 
    Industrial/Mass Production: [18]
 
    Catapult: [18]
 
    Civilian [18]
 
  
0
 
  
====Purchased====
+
'''APC Battalion'''<br>
 +
:An armoured personnel carrier (APC) is an armoured fighting vehicle designed to transport infantry to the battlefield. By default, they are wheeled or tracked<br>
 +
::Cost: 1 Point
 +
 
 +
 
 +
'''IFV Battalion'''<br>
 +
: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.<br>
 +
::Cost: 2 Point
 +
 
 +
 
 +
====Armoured====
 +
 
 +
'''Light Tank Battalion'''<br>
 +
:Light tanks are small, highly mobile air transportable armoured vehicles used in difficult terrain, for fast deployment or as recon units.<br>
 +
::Cost: 2 Points
 +
 
 +
'''Tank Battalion'''<br>
 +
:A tank is a tracked, armoured fighting vehicle designed for front-line combat which combines operational mobility and tactical offensive and defensive capabilities.<br>
 +
::Cost: 2 Points
 +
 
 +
'''Mobile Fortress Battalion'''<br>
 +
: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'''<br>
 +
: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.<br>
 +
::Cost: 2 Points
 +
 
 +
'''Heavy Artillery Battalion'''<br>
 +
: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<br>
 +
::Cost: 2 Points
 +
 
 +
 
 +
'''Missile Battalion'''<br>
 +
: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 <br>
 +
::Cost 2 Points <br>
 +
 +
 
 +
===Air Vehicles===
 +
 
 +
====Recon & Combat====
 +
 
 +
'''UAV Squadron'''<br>
 +
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.<br>
 +
::Cost: 3 Points
 +
 
 +
 
 +
'''Gunship Squadron'''<br>
 +
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<br>
 +
::Cost: 3 Points
 +
 
 +
 
 +
'''Fighter Squadron'''<br>
 +
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.<br>
 +
::Cost: 3 Points
 +
 
 +
 
 +
'''Strike Fighter Squadron'''<br>
 +
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.<br>
 +
::Cost: 3 Points
 +
 
 +
'''Superfighter Squadron'''<br>
 +
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.<br>
 +
::Cost: 4 Points
 +
 
 +
'''Bomber Squadron'''<br>
 +
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.<br>
 +
::Cost: 3 Points
 +
 
 +
 
 +
'''Super Bomber Squadron'''<br>
 +
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.<br>
 +
::Cost: 4 Points
 +
 
 +
====Transport====
 +
 
 +
'''Helicopter Battalion'''<br>
 +
: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.<br>
 +
::Cost: 2 Points
 +
 
 +
'''Light Airlift Transport Squadron'''<br>
 +
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'''<br>
 +
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'''<br>
 +
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'''<br>
 +
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
 +
 
 +
===Naval Vehicles===
 +
 
 +
'''Destroyer'''<br>
 +
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''' <br>
 +
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'''<br>
 +
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'''<br>
 +
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'''<br>
 +
Missile Submarines differ from Attack submarines in having enhanced 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 nanotechnology 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
 +
 
 +
 
 +
===Super Units===
 +
 
 +
 
 +
'''Blitz Gear Battalion'''<br>
 +
:Blitz Gears are 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. <br>
 +
::Cost: 30
 +
 
 +
'''Storm Gear Battalion'''
 +
:Core Armour are larger, faster and generally over charged Blitz Gears, 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 <br>
 +
::Cost: 50

Latest revision as of 14:45, 12 March 2020

<Shrike>go for a bucket of dice system. TN is 5; gun wasps roll a D6, nuclear wasps roll a D10 and get to keep rerolling every hit they make but only get one use, kinetic wasps roll D20 and may only attack ships <Shrike>an dthen you just yolo them into each other <Shrike>you can replace 'kinetic' with 'bomb pumped lasers' if you want

<Shrike>ships could have a handful of hit points, nukes woudl be proximity <AugustusZero11>those books didnt exist when i wrote this setting <Shrike>with every 'hit' meaning the detonation is closer <AugustusZero11>right <Shrike>and thus inflicting more damage <AugustusZero11> <AugustusZero11>ooh, somebody has done a more modern high poly model of the Lady Macbeth <AugustusZero11> <Shrike>ECM wasps could act like nuclear wasps in reverse, they negate a hit on a 5+ and keep rolling until they fail, and they're reusable


Militaries are bought with Point.

Every player starts with 60 Standard Points

Foot Soldiers

Units

Guerrillas Batallion

Guerrillas 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, guerrillas 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

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


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

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 enhanced 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 nanotechnology 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


Super Units

Blitz Gear Battalion

Blitz Gears are 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, 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