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Post by Admin on Apr 4, 2014 22:15:09 GMT -6
Armies Ground Forces are organized into armies. An army has several hundred thousand personnel and tens of thousands of vehicles. Each army has its own composition of 10 regiments, divided between Infantry, Armor, Artillery and Airpower. Infantry do best in rough terrain, heavily urbanized areas, and are the only way to capture sensitive areas intact. They are also the best units for occupying captured territory. Armor includes tanks, mechs, and land drones. It is the king of direct combat and the strongest element in army-vs-army warfare. Excellent at smashing through enemy lines and storming positions. Artillery provides long-range bombardment and fire support. Artillery can suppress infantry, shoot down aircraft and bombard defenses, but is extremely vulnerable if forced into direct combat. Airpower can take down armor and suppress infantry, but cannot be used to take or hold territory and is ineffective against fortified positions, prepared artillery and irregular infantry.
Traits are unique elements of an army gained through combat. When creating an army you may buy a trait for 2 points of army composition, resulting in a smaller but more specialized army.
Recruitment: Recruiting an army costs 10 Industry and 3 Credits. Upkeep: Every Army has an Upkeep of 1 Credit/Turn Replenishment: Replenishing an army requires the army to stay stationed in a friendly, uncontested system for a turn.
Example Army:
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Post by Admin on May 23, 2015 23:38:32 GMT -6
Starship Blueprints Every Starship blueprint costs 5 Science. Once a blueprint is established you can construct starships in that "series" for the price of an individual ship. All starships must have a Hull and begin with 1 rank in speed. All other components are optional.
Repair A ship must be left in an uncontested, friendly system (or uncontested system with a mass fabricator) and be inactive for a turn to receive repairs.
Hull
Corvette A small, simple hull with no frills or improvements. 3 Slots 10 Industry 1 Credit/Turn Upkeep
Destroyer A light escort hull with enough room for some basic improvements. 3 Slots +1 Speed 15 Industry 1 Credit/Turn Upkeep
Frigate Frigates are jack-of-all-trade hulls, large enough to make formidable warships but small enough to be built in numbers without crippling a nation's economy. 5 Slots 25 Industry 2 Credits/Turn Upkeep
Cruiser The first of the capital ships, cruisers are large and dangerous enough to be serious threats to most ships and often form the "line of battle" where frigates are too fragile and battleships too expensive. 7 Slots 40 Industry 3 Credits/Turn Upkeep
Battleship Large, heavy capital ships designed for heavy combat. Battleships are often considered the flagships of any fleet they are in, and their presence indicates a major military operation. Simply owning a battleship is a mark of prestige. 9 Slots +1 Defense 65 Industry 4 Credits/Turn Upkeep
Titan A Titan is a ship of near unimaginable size, bigger than many space-stations and incredibly tough. Simply building one of these monsters can bankrupt an entire star system. 12 Slots 120 Industry 6 Credits/Turn Upkeep
Weapons
Mass Driver Mass Drivers hurl physical shells at fractions of lightspeed and include such weapons as Coilguns, Railguns and SCRAM cannons. Because they throw physical projectiles that take time to travel, they are highly inaccurate. But their payload and rate of fire make them devastating when they hit. Accuracy: 1 Firepower: 3 Cost: 1 Credit
Beam Cannon Beam weapons are highly accurate, but lack the firepower to take down heavy warships. The category includes particle cannons, lasers, phasers and plasma weaponry. Accuracy: 3 Firepower: 2 Cost: 1 Credit
Missile Battery A battery holding swarms of small, short-range missiles or rockets. Powerful but inaccurate. Accuracy: 2 Firepower: 4 Cost: 2 Credits
Torpedo Launcher Launchers that fire large missiles armed with high-energy warheads. The torpedoes are self-guided and self-propelled, making them extremely accurate. Accuracy: 4 Firepower: 4 Cost: 3 Credits, 1 Science
Dorsal Cannon An enormous cannon that runs along the entire length of the ship. Dorsal cannons are cumbersome, difficult to use, expensive, and extremely powerful in the right circumstances. -- Cruiser, Battleship and Dreadnought hulls only -- Ship must turn to face target. Accuracy: 1 Firepower: 6 Cost: 3 Credits, 2 Science
Defenses
Armor Plating The advanced armor plating of spaceships is eons beyond primitive metal slabs and provides solid, reliable defense where needed. Defense: 1 Cost: 1 Credits
Shield Generator Projected energy shields that absorb, block, or redirect damage meant for the ship. Shield Generators are expensive to build and maintain, but are by far the best defense available to a ship. Defense: 2 Cost: 3 Credits, 1 Science
Point Defense Guns These light guns serve the dual purpose of providing highly accurate, short-range firepower and providing point defense against incoming munitions. Accuracy: 6 Firepower: 1 Defense: 1 Cost: 3 Credits
Engines
Secondary Engine A secondary engine system that provides extra thrust and maneuverability. Speed: I Cost: 2 Credits
Superior Engine A secondary engine built with cutting-edge technology for maximum power and efficiency. Speed: II Cost: 3 Credits, 2 Science
Utility
Stealth System Stealth systems can cloak ships from sensor detection. The cloaking is highly effective at a distance, but becomes less and less effective at closer range. Obviously, high-energy activities like firing missiles cannot be easily cloaked. -- May only be built on Corvette, Destroyer, or Frigate hulls Cost: 2 Credits, 4 Science
Interceptor Bay A launch and maintenance bay holding a squadron of autonomous interceptors or drones. These small units have no interstellar drive or long-term life support, and are reliant on their mothership outside of combat. -- Gives 1 Squadron of Interceptors -- Cruiser, Battleship, or Titan hulls only Cost: 3 Credits
Bomber Bay A launch and maintenance bay holding a squadron of autonomous bombers or attack drones. They have no interstellar drive or long-term support and must return to the mothership for maintenance. -- Gives 1 Squadron of Bombers -- Cruiser, Battleship, or Titan hulls only Cost: 3 Credits
Fighter Bay A launch and maintenance bay holding a squadron of autonomous fighters or drones. These small units have no interstellar drive or long-term life support, and are reliant on their mothership outside of combat. -- Gives 1 Squadron of Fighters -- Cruiser, Battleship, or Titan hulls only Cost: 3 Credits
ECM Center An electronic warfare center with supercomputers, transmitters, specialized personnel and possibly even AI. -- Can take or counter Electronic Warfare actions during combat, such as jamming sensors or communications, hacking munitions, and disrupting systems Cost: 2 Credits, 4 Science
Advanced Sensor Array A system of highly sophisticated sensors and a command center with specially trained technicians able to interpret and utilize the data. -- Improved Accuracy at long ranges -- Greater chance of detecting stealth ships -- Vulnerable and easily damaged Cost: 1 Credit, 3 Science
Marine Contingent A regiment of marines, along with housing, supplies, and vehicles for them. They have a great many uses, from boarding enemy ships and defending their own to attacking ground targets and exploring worlds. -- Large boost to success chance for boarding/boarding defense -- If sent off-ship, counts as I Infantry rank Cost: 1 Credits
Mass Fabricator This sophisticated, internal factory is advanced enough to build parts for and repair entire ships. Once equipped it acts as a mobile port, allowing vessels to be repaired without returning to a friendly planet. -- Can Repair 1 Ship a Turn Cost: 3 Credits, 3 Science.
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