Difference between revisions of "User talk:Zeromanicus"

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<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
  
SAPs are humanoid safety and pacification robots developed by the Foster-Grumman corporation and deployed by the United States Army. They come in several varieties. The 611 Hoplite normally carries supplies for soldiers on the march. Performing some light scouting. A 902 Arbiter keeps track of other robots. Sort of a commander. And my SAP, the 333 Warden, is designed to gather recon and disarm mines or IEDs. On the day to day, my SAP’s job is to patrol a few square miles of Kabul on foot, responding to citizen concerns, scanning retinas to identify combatants, and detaining persons of interest for the local police to deal with.
+
<Shrike>ships could have a handful of hit points, nukes woudl be proximity
Let me stress one point. A SAP’s primary objective is to never, ever hurt an innocent Afghani civilian, no matter how hard the insurgents try to trick him into it.
+
<AugustusZero11>those books didnt exist when i wrote this setting
And let me tell you, ma’am, these people are tricky.
+
<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
  
SAP One arrived in a crate just about a year ago. The SAP unit is shaped like a person. About five feet tall, metallic, and shiny as any target you ever saw. But it only took us about five minutes to roll him in the mud and introduce him to Afghanistan proper. Army didn’t send along clothes or equipment, so we scavenged a man dress for him to wear and a pair of boots. Then we slapped on whatever extra Afghani police gear was around. Can’t use our old gear, because he’s not supposed to look like us—like a soldier.
 
Sappy does sport a flak vest under his robes. Or maybe two. I can’t remember. The more clothes he wears the better. We’ll put anything on him: robes, scarves, T-shirts. I mean, he wears Snoopy socks. Honest.
 
At a quick glance SAP looks just like one of the locals. Smells like ’em, too. Only thing that looks even close to military on SAP is this wobbly, sky-blue riot helmet that we strapped on his head. It has a scratched-up Plexiglas visor to protect his eyes. Had to do it because the damn kids kept spray painting his cameras.
 
  
Cameras are cheap, ma’am. Plus, Sappy can watch himself from the Raptor drones overhead. Or use real-time satellite imagery. Or both. His most important and expensive sensors—stuff like magnetometers, the inertial measurement unit, his antenna and jammer—are all housed inside his casing. And SAP’s built like a tank.
+
Militaries are bought with Point.
During the twelve months before the incident occurred, was the machine ever damaged and replaced?
 
SAP One? Never. He does get himself blown up, though. It used to happen all the time, but the guys in the repair bay are fuckin’ animals. Pardon me, ma’am.
 
Studies show that the faster we put the exact same SAP back on the streets after an incident, the more it demoralizes the enemy and reduces instances of further disruption.
 
For that reason, SAP constantly backs himself up. Even if SAP One got fragged, we’d just take whatever clothes and parts were left and stick ’em on a replacement unit and send it back out. The “new” robot would remember the same faces, greet the same people, walk the same route, quote the same passages from the Koran. Pretty much it would just know the same exact stuff as the “old” robot.
 
Demoralizing, the studies say.
 
  
That happened, once. Second week on the job, some yahoos sprayed SAP One with bullets, then threw him into the back of an SUV. The projectiles mostly tore up his clothes. Put a few dings in his casing, but nothing major. Since he didn’t retaliate, these guys thought he was damaged.
+
Every player starts with 60 Standard Points
That was their mistake, ma’am
 
  
 +
===Foot Soldiers===
  
A Raptor drone locked onto the event seconds after SAP went off route. The guys in the SUV sped across the desert for maybe two hours before reaching some kind of safe house.
+
====Units====
Least, they thought it was safe.
 
The Raptors waited until the insurgents were away from the vehicle before asking their executioners for permission to launch Brimstone missiles. Once everybody inside the safe house was cooked and the Raptors double-checked for squirters sneaking out the back door, good old SAP One climbed into the front seat of the vehicle and drove it back to the base.
 
SAP was missing about eight hours total.
 
  
This is a military-grade humanoid platform, ma’am. It grew out of the old DARPA exoskeleton programs. These units move like people. They balance, walk, run, fall down, whatever. They can hold tools, speak sign language, perform the Heimlich maneuver, drive vehicles, or just stand there and hold your beer. About the only thing SAP One can’t do is peel off those damn stickers the kids love to tag him with.
 
  
 +
'''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
  
  
 +
'''Infantry Battalion'''<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.
  
 +
"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'''<br>
 +
: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>
 +
::Cost: 1 Point
  
  
 +
'''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
  
'''Final Stats'''
 
'''Final Stats'''
 
:SP: 66
 
:SP Limit: 30
 
:Population: 210 Base bonus: 105
 
:Trangene: 180
 
:Morale: 8
 
:Wealth: 200 + 105
 
:PIP: 640 + 105
 
:CIP: 550 + 105
 
:Fabbers: 200
 
:Delta Dust: 310
 
:Theta Dust: 0
 
:Military: 45000
 
:Doctrines: 70
 
:Logistics: 55
 
:Global Tech Level: 21
 
:Applications: 490
 
:Stockpiles: 0
 
:Debt: 0
 
 
 
'''SP Expenditures'''
 
:Additional Limit: 0
 
:Wealth: 0
 
:PIP: 5
 
:CIP: 0
 
:Dust: 6
 
:Theta: 0
 
:Pop: 10
 
:Mil: 0
 
:Tech Indices: 10
 
:Apps: 20
 
:Transgene: 0
 
:Doctrine: 10
 
:Logistics: 5
 
 
  
 +
====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
  
Occupied<br>
 
Developed Countryside (Coastal)
 
:Town<br>
 
:Naval Base<br>
 
::15/2 Population Support
 
::150/10 Wealth
 
  
 +
'''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
  
Occupied<br>
+
====Transport====
Developed Countryside (Coastal)
 
:Town<br>
 
:Town<br>
 
::15/4 Population Support
 
::250 Wealth
 
  
 +
'''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
  
Occupied<br>
+
'''Light Airlift Transport Squadron'''<br>  
Countryside (Coastal)<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.
:Mineral Extraction Facility<br>
+
::Cost: 2 Points
::5 Population Support
 
::375 Wealth
 
  
 +
'''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
  
Mountain (Coastal)<br>
+
'''Heavy Airlift Transport Squadron'''<br>  
:Fortifications<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
  
  
Capital of Tahrir<br>
+
'''Super Airlift Transport Squadron'''<br>  
Developed Countryside (Coastal)
+
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.
:Metropolis <br>
+
::Cost: 4 Points
:Small Crystallium Red (50 Materia)
 
::15/10  Population Support
 
::550 Wealth <br>
 
  
 +
====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
  
==Heaven's Reach==
+
'''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>
===Historical Paths===
+
::Cost: 50
 
 
====Exploration Era====
 
 
 
Exp-1)  World Type
 
:Hell World (Go to Exp-3)
 
::Various reasons exist to land on hell worlds.  Habitability is not one of them.
 
 
 
Exp-3) Hell World
 
:Tough It Out (+ Morale, Balls, + 2,500 infantry, + 1 logistics)
 
 
 
 
 
Exp-6)  Precursor Relics
 
:Extensive (+ 250 dust, - 50 PIP)
 
::A few worlds have an unexpected bounty of delta dust, be in greater density to start or fortutious geology.
 
 
 
 
 
Exp-7)  Feral Drones
 
:Extensive (+ 2500 fleet, + 100 Fabers)
 
::Extensive drone hives were almost exclusively found around red M-type stars.
 
 
 
 
 
Exp-8)  Posthuman Footsteps
 
:Data Core (+ 150 applications, +1 Global Tech Level)
 
::Accessing data cores was a surefire way to increase technological development.
 
 
 
Exp-9)  Location
 
Routed (+10SP)
 
 
 
====Colonization Era====
 
Col-1)  Axis Of Colonization
 
 
 
:Longshot (+2,500 military, + 100 PIP, + 100 CIP +20 SP, +5 to SP limit go to Col-6)
 
 
 
 
 
Col-6)  Leaving on a wormhole ship . . .
 
:Inner Rim (+ 30 population, + 150 PIP, + 50 CIP, + 100 Faber, + 25 SP, + 20 transgene)
 
 
 
 
 
Col-6B)  Prides and Prejudices
 
:New Freedoms (+ 20 Transgene)
 
 
 
 
 
Col-6C)  Idealism, Meet Reality
 
:Primarily Primary Industry (+ 300 PIP, +200 Wealth, + 120 Population)
 
 
 
 
 
Col-6D)  Colonial Demographics
 
:Idealists (+ morale)
 
::Some decided to go to space to make their dreams of a better society come true
 
 
 
 
 
 
 
Col-6E) Backing
 
:Military Government Sponsored (+ 2,500 military)
 
::Discharge to the Rim
 
 
 
 
 
Col-6F) Colonists
 
:Fleeing Trangenes (+20 Transgenics)
 
::As the Brazilian miracle turned nightmare, many transgenes caught a boat
 
 
 
 
 
Col-7A)  Local Affairs
 
:Warfare! (+2,500 military, go to Col-7C)
 
::General Veers, deploy your men
 
 
 
Col-7C)  Warfare!
 
Full Scale War (+5,000 military, + doctrines)
 
 
 
 
 
====Breakdown Era====
 
 
 
Break-5)  Longshots, Isolated Again
 
:Go Weird (+ 40 Transgene, + 100 CIP, +4 Logistics, 10,000 military)
 
 
 
 
 
====War Era and Aftermath====
 
War-1)  Choose Your Side
 
:Independence!  (+ 10,000 military, Go to War-9)  *Must be Broken Down factional, any UN or Longshot
 
 
 
 
 
War-9A)  Indie World Politics
 
 
 
:Transhuman Supremacy (+ 200 CIP, + 40 Transgene, + Morale, - relations)
 
::One or two worlds become what Stauss-Kaserists fear, a powerful and self-willed state that exposed a philosophy of transhuman dominance.
 
 
 
 
 
 
 
War-9B)  Indie World Economics
 
:Transhuman Resources (+ 20 transgene, + 100 CIP, + 100 applications, +2 Global Techlevel + 10 SP, SP limit increased by 5)
 
::Having a transgenic populace can be a boon to the intellectual output of a world, with some worlds embracing this concept whole-heartedly.
 
 
 
 
 
War-9C) Indie World Military
 
:Soldier, Ask Not (++++ Doctrines, + 5,000 military)
 
::The meanest mercs to ever smash a world for a buck
 
 
 
====Current Era====
 
Cur-1)  The Business of Government<br>
 
:Space Monarchy (+ 2,500 Military, + 100 PIP, +20 Transgene, + 1 SP)
 
 
 
====National Totals====
 
 
 
Population: 180<br>
 
PIP:675<br>
 
CIP:625 <br>
 
Dust:250<br>
 
Military: 42500(2500 Fleet)<br>
 
Fabbers: 200<br>
 
Wealth: 275<br>
 
Apps: 250+120<br>
 
Tech: 21<br>
 
SP: 55, +30LIMIT<br>
 
Transgene: 180<br>
 
Morale:8<br>
 
Relations:-1<br>
 
Logistics: 50 <br>
 
Doctrines:70
 
 
 
'''SP Spending'''
 
Tech:10SP 25 <br>
 
Apps:10SP 120 <br>
 
Trans:6SP 12 <br>
 
Pop: 10SP 60 <br>
 
Doctrine:10SP 20 Points <br>
 
 
 
==Inner Haven National Creation==
 
 
 
Exp-1) World Type
 
 
 
Exp-4) Terraformable World
 
Fascinating Pharmaceuticals (+ 200 Wealth, +30 Pop, + 50 CIP, + 1 SP)
 
 
 
Exp-6)
 
PrecursoExtensive (+ 200 dust, - 50 PIP)
 
 
 
Exp-7) Feral Drones
 
None (+ 60 population, + 100 Wealth)
 
 
 
Exp-8) Posthuman Footsteps
 
Data Core (+ 150 applications, +1 Global Tech Level)
 
 
 
Exp-9) Location
 
Backwater (+ 100 PIP)
 
 
 
Col-1) Axis Of Colonization
 
Longshot (+2,500 military, + 100 PIP, + 100 CIP +20 SP, +5 to SP limit go to Col-6)
 
 
 
Col-6) Leaving on a wormhole ship . . .
 
Inner Rim (+ 30 population, + 150 PIP, + 50 CIP, + 100 Faber, + 25 SP, + 20 transgene)
 
 
 
Col-6B) Prides and Prejudices
 
New Freedoms (+ 20 Transgene)
 
 
 
Col-6C) Idealism, Meet Reality <br>
 
Dust to Dust (+ 100 Dust, + 10 SP, +5 to SP limit, - 200 Theta) <br>
 
Pod People (+180 Population, 300W + 100 CIP)
 
 
 
Col-6D) Colonial Demographics
 
Idealists (+ morale)
 
 
 
Col-6E) Backing
 
Military Government Sponsored (+ 2,500 military)
 
 
 
 
 
Col-6F) Colonists
 
Fleeing Trangenes (+20 Transgenics)
 
 
 
Col-7A) Local Affairs
 
Warfare! (+2,500 military, go to Col-7C)
 
 
 
Col-7C) Warfare!
 
Training Ground (++ doctrines, + Logistics )
 
 
 
Break-5) Longshots, Isolated Again
 
Go Weird (+ 40 Transgene, + 100 CIP, +4 Logistics, 10,000 military)
 
 
 
War-1) Choose Your Side
 
Independence! (+ 10,000 military, Go to War-9) *Must be Broken Down factional, any UN or Longshot
 
 
 
War-9A) Indie World Politics
 
Transhuman Supremacy (+ 200 CIP, + 40 Transgene, + Morale, - relations)
 
 
 
War-9B) Indie World Economics
 
The Tensor Building (+ 200 dust, + 100 CIP, + 2 Global Techlevel, + weapon application)
 
 
 
 
 
War-9C) Indie World Military
 
Soldier, Ask Not (++++ Doctrines, + 5,000 military, - 100 Wealth)
 
 
 
Cur-1) The Business of Government 
 
Space Monarchy (+ 2,500 Military, + 100 PIP, +20 Transgene, + 1 SP)
 

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