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Lords of Ether: 1005 OOB Thread
For the Post 2.0 Rules Conversion Order of Battle's, and approved Orbats from the Pre-placement Thread.
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Order of Battle and Nation Overview for the Dai Nippon Teikoku
Current as of 7619 of the Jimmu Era or IY (Imperial Year) or January 1005 NE (New Era) Sixth Year of the Emperor Showa; Year forty-one of the era of Yozei http://www.allstates-flag.com/fotw/i...j/jp-r-emp.gif May Thy life Last for thousands of years and evermore Until the small pebble Will grow into a massive rock And the moss will cover it all Head of State: His Most Imperial Majesty the Emperor of Kozun, Sahlin, Tenno (Heavenly Sovereign) SHOWA Head of Government: Prime Minister Otani Government of the Nation: Authoritarian Imperial Monarchy Administration of the Nation : The Empire consists of 55 provinces administered by governors, based on the old Han boundaries with some changes, appointed by the Emperor for a nominal term of four years. Flag: The Kiku No Gomon on a red field. Genre: Mecha Post-Modern Anime Imperial Japan Power: Empire 1060.54 SP Kozun and Sayan-Msova Total Population (1005 census): 247,162,834 (76 SP) Production The Home Provinces (Kozun): 52,840,434 Industry: 72 + 26 production points/month Wealth: 60 monetary units/month Research: 21 research per year Ether Collection: 61 Ether/month Viceroyalty of Sayan-Msova; 'Sahchukuo' : 194,322,400; + 12 Industry Bonus (24,000,000 home) (Tartars) 10,000,000 (Allied) Current Seat: Mirzograd, Sayan Prefecture Industry: 18 + 12 production points/month Wealth: 9 monetary units/month Research: 0 research per year Ether Collection: 7 Ether/month Total Infrastructure: 258SP Advancement Technology: Engineering: 500 Chemistry: 500 Physics: 500 Biology: 500 Psychology 500 Total Advancement costs: 250 sp Kozun Terrains: ~ 5 Free + 1 scattered space The Home Islands; The 53 Provinces Saikai-do and Nankai-do Island Coastal Plains (1 Open) 7,940,434; 5 Ind (2); 10 Ether; 10 Wealth; 1 Research Kinai, Tokai-do, Kokuriku-do and Tozan-do Island Coastal Plains (1 Open) 28,000,000; 48 Ind; 29 Ether; 31 Wealth; 15 Research Sanin-do and Sanyo-do Mountainous Island (1 Very Difficult) 14,000,000; 22 Ind (5); 20 Ether; 24 Wealth (6); 15 Research MAJOR FEAT: The Great Mountain - 1 SP [2 x open 60 pop and industry, 1 x Very difficult, 15 pop and industry. 3 intervening terrain purchased] The Continent; The 2 “Great” Provinces Barrier Hill-Mountain Range (2 Difficult) Coastal Lowlands Provinces Capital: Suzhou 2 Coastal lowlands (Open) 1,900,000; 2 IND; 2 Ether; 1 Wealth The Interior Plains Steppes (3 Open) [2 x difficult 50 pop and industry; 5 x Open 150 pop and industry] The System The Orbital Colonies Side 1 (1 Scattered Space) 1,000,000; 2 Ind; (11 Pop units; 30 Industry) – Free with Orbital Ind. (orbital space of kozun) Sahlin (Free) Terrains Sayan and Yenyesky Provinces: (4 Difficult; Forest) 10,322,400 (housed); 15 Ind; 2 Ether; 3 Wealth, 0 Research Kingdom of Xitzong: (1 Open) 14,000,000 (14,000,000 houses building); 0 (4) Industry; 0 (5) Wealth Vicroyalty of Msova and Kobrinsk: (10 Open) 120,000,000 (13,677,600 houses; 26,000,000 building); 3 (1) Industry; 3 Wealth; 5 Ether The Province of the Kyrask’s (Mountains) : (5 Open) 60,000,000. All Weather: +1 snow in winter surface kozun totals: 275 pop units; 275 industry spacekozun totals: 11 pop units; 30 industry Grandkozun totals: 286 pop units; 305 industry surface Sahlin: 555 Pop units; 555 Industry. COST: 9 SP Advantages (–65) Fanatical Population (-25) 25 Martial Society (-30) Ancient Artifacts (–10) Disadvantages (+100) Undiplomatic (+40 SP) Magic Numb (+20 SP) Lord of All I Survey (+5 SP) TOTAL MILITARY: 433.5345 SP (4335.345PP) Unit Cuts: 130.08pp / 13.008 sp 10.08pp from "Tessens" 10pp from Mitsubishi M35 Doragon Medium Aerospace craft 2pp from "Toshi's" 8pp from Izumi Escort frigates 12.5pp from Tenbinza 10pp from x 10KMS-1 Kawasaki 10pp from x 10 SMS-9C1 KAW Ground 20pp from x 20 SMS-5R Mobile-Zaku 40pp from x 40 x SMS-5M1 Zaku-Marine 15pp from x 10 SMS-9 KAW Powered Zaku 2.5pp from x 10 Marasais’s 5 SP from Bushis converted Examination of the Combined Forces (As Per January 1004) Without knowledge of Learning, one will ultimately have no military victories. -- Imagawa Sadayo National Manpower Grand Draft Pool: 24,716,283 Total Military Manpower: 1,590,645 Dai Nippon Teikoku Rikugun The Imperial Kozunese Army was officially formed from the Imperialist and Loyalist Revolutionary Forces after the collapse of Shogunate resistance to the restoration of Imperial Rule. Field Marshal Shigenoi Hideki, the Chief of Staff of the Combined Forces, took command of the IKA at request of the Emperor after the last Bakufu soldier surrendered. He, and others, has worked since then to turn the Imperial Army into a modern efficient and totally loyal military force, which ultimately was seen as done with the Vittrix Invasion. The Gensui gathered capable men under him and it was them that launched the Senretsu project, which yet bears fruits today. With the Xenofront invasion the IKA has proven itself, surviving against larger enemy forces through bravery, technology and the final push itself. The IKA has become the most powerful military branch, and the most respected, because of this and has dominated the military buildup for most of the years after the invasion. With the Magnitorsk Incident successfully concluded by the successful victories the army’s advocation of a aggressive foreign policy on Sahlin has been vindicated. The procurement plans for 1003, 1004 focused on building up it’s military power, and the plan for 1005 aims to improve in areas where it currently has little to no power in. Army Ground Forces Troops and Motorized Equipment Total Army Personal: 1,314,336 Soldiery: 1,141,354 Artillery Pieces and SAM Launchers Available: 5,659 (28,295) Trucks: 7,400 (7,400) Infantry Carriers and IFV: 4,425 (8,850) Armoured Cars Available: 1,000 (2,000) Medium Tanks Available: 1,020 (10,200) Heavy Tanks Available: 50 Main Battle Robots Available: 570 (1,700) Destroid Fighting Units Available: 107 (2,140 men and women) Mobile Weapons Available: 1,124 (112,400 men and women) Heavy Surface Units: 4 (4,000) Army Aviation Units: 333 (14,280) (1 / 1 / 1) – IUU – EU - WU Total (ARMY + ARMY AIR): (258.1214 IUU / 278.0914 EU / 234.6314 WU) Imperial Infantry 200 (Battlesuits) Söhei Battlesuit (+1 armor, +1 melee) (2 / 2 / 2) 90 (Battlesuits) Type 16 Dokorukun (Tech 5; +1 armor, +1 weapons) (0.9 / 0.9 / 0.9) 5,000 (Elite Infantry) Soldiers of the Imperial Bodyguard(tech 5; +3 Power Armor, +1 Close Combat Weapons (Variable Forcefield Fins), +1 Loyalty) (5 / 10 / 5) 1,000 (Elite Infantry) Sword of Light Marines (tech 5 +1 weapons) (1 / 0 / 1) 1,000 (Elite Infantry) IKMT Light Infantry (+1 weapons, +1 hardarmor) (3 months) 1,000 (Elite Infantry) Ma Kaihei (1 / 2 / 1) 131,900 (Skilled Infantry) Höheishinda The Höhei are the core of the Imperial forces. They can trace there lineage back to the armoured warriors of the Godwars. Well armed, trained, and experienced the Höhei are the finest of the Imperial Infantry They have bleed and died in every battle the Empire has faced… And shall continue to do so serving valiantly. (tech 5; +2 Power armor, +1 Forcefields, +1 Weapons (Rockets), +1 melee) (26.38 / 26.38 / 13.19) 9,164 (Skilled Infantry) Sharyouka (tech 5; +1 weapons, +1 hardarmor) (0.9164 / 0.9164 / 0.9164) 10,000 (Skilled Infantry) Light Infantry (tech 5; +1 hardarmor) (1 / 1 / 1) 555,000 (Unskilled Infantry) Minpei Hohei Minpei infantrymen are citizen-soldiers serving a term of service within the Imperial army. Originally raised from the core provinces, the Minpei have quickly become the “national” army. (tech 5; +1 hardarmor) (5.55 / 0 / 5.55) 183,000 (Unskilled Infantry)Horyuu Hohei/Reserve Infantry (tech 5) (1.83 / 0 / 1.83) 240,000 (Unskilled Infantry) Sahchukuo Infantry The Sahchukuo Infantry serve the function of native Minpei, acting to defend their homes and provinces from foreign invasion, extending Empire to foreign countries and to maintain Order. (+1 loyal)(SAYAN) (10,000/month until July 1005) (2.3 / 0 / 2.3) 5,000 (Unskilled Infantry) Sayan Fortress Infantry (+1 loyal) Imperial Artillery (28.295 / 13.845 / 28.295) 50 (Artillery) 150mm Howitzer (tech 5; +1 range) (0.25 / 0 / 0.25) 100 (Self-Propelled Artillery) GCT Self Propelled Artillery (Tech 5; +1 range) (0.5 / 0.5 / 0.5) 2,700 (Simple Artillery) 190mm Field Guns (-1 Towed) (6.75 / 0 / 6.75) [Batches changed to 400 per] 2,500 (Self-Propelled Artillery) 210mm Mobile Howitzer These are an upgrade of the old 150mm guns. Mounted on the chassis of a heavy truck for limited mobility and firing energy shells. They are not armoured though, so for fire support in dangerous areas, Zammels would be used. (tech 5) (12.5 / 12.5 / 12.5) 169 (Self-Propelled Artillery) PADATS Air Defense System (tech 5; +1 sensors, +1 AA (high performance missiles)) (0.845 / 0.845 / 0.845) 140 x (Simple Artillery) type19 fortress howitzer (+1 long range, +1 Missiles, -1 immobile) (20/month until July 1005) (0.7 / 0 / 0.7) [Batch size changed to 400; go back and redo how many was received monthly] Imperial Motorized Vehicles and Sensha (35.05 / 35.05 / 34.55) 7,400 (Logistics Vehicles) Nissan 80 Trucks (tech 5) (200/month 'till March 1005 SAYAN) (7.2 / 7.2 / 7.2) (2,000 new on SAYAN) 2,400 (Infantry Carriers) Type 73 APC An APC for moving troops about the battlefield, there’s nothing special about this vehicle. Once TACs are in service in sufficient numbers there would be little need for these, but until then they may provide even Hohei with a bit more protection and mobility. Currently many of these handy infantry carriers are in service, but extensive upgrade plans will see these refitted with improved systems. (tech 5) (5.45 / 5.45 / 5.45) 200 + 300 (Infantry Carriers) Type 73-B APC A upgraded version of the common Type 73 featuring more weapon systems and most importantly- thicker and better placed armor. (+1 weapons, +1 armor) (0.35 / 0.35 / 0.35) (Upgrade from Type 73 25/month for 12 months) SAYAN 1,525 + 400 (Infantry Carriers) Type 17 Kaga IFV A upgraded version of the common Type 73 featuring more weapon systems. (tech 5, +1 weapons)(100/month for 4) (2.85 / 2.85 / 2.85) 500 (Light Armor) Type 93 Sumida Armoured Car (Tech 5 +1 Speed, +1 Sensors, -1 Armour, -1 Weapons) (1 / 1 / 1) 500 (Light Armor) Type 19Sy Sayan Armoured Car(+1 Weapons, -1 Fixed gun) (SAYAN) (1 / 1 / 1) 570 + 1,030 (Light Armor) Type 618 Sanshouuo I Main battle Robot (tech 5; +1 mobility, +1 armor, +1 missiles, +1 automation) (30/month for 36 months) (1 / 1 / 0.5) 100 (Armor) Type 95 Kyu-Go Medium Tanks The Type 95 was Kozun’s first Tank that saw it’s baptism under fire during the Invasion. Recently upgraded the Type 95’s will remain part of Kozunese tank forces for some time to come. The entire Type 95 stock was transferred to the Orleans Expeditionary Army on Monty… (tech 5) (1 / 1 / 1) 440 (Armor) Type 97 Chi-To/Ha Medium Tank An upgrade of the inadequate Type 95 to TL5, the Chi-Ha is just a cheap tank. It uses a variable aperture beam cannon for direct fire attacks, backed by a small arsenal of missiles. The captured Xenofront tanks have been upgraded to this standard. (tech 5) (4.6 / 4.6 / 4.6) 480 (Armor) Type 97 Shinhoto-Chi-Ha The “Special Shinhoto-Chi-Ha” is an upgraded Chi-Ha or To, featuring a new turret, which amoung other things mounts a larger variable aperture beam cannon. The Type 97’s chassis, the improved version of the Type 95’s, has been retained. Upgrading 20 Chi-To/Ha's to Shinhoto-Chi-Ha (Complete)(SAYAN) (tech 5; +1 weapons) (4.8 / 4.8 / 4.8) 50 + 50 (Armor) Type 55 Chi-Nu Heavy Tank (tech 5; +1 armor, +1 weapons, +1 speed)(5 months) (0.5 / 0.5 / 0.5) 107 + 276 (Very Heavy Armor) DES-1 Bushi Destroid The Bushi Destroid is Kozun’s first “Army” Destroid and a large number are under construction for support of mobile suits and infantry units in a war, but with a focus on mobility and protection. (tech 5; +1 mobility, +1 armor)(276 March-06) (As noted in other notes here, I had mixed up the number of Bushi’s I already had and the production of them monthly. Now that is fixed and rather then do then monthly, I’m just having myself get the reminder of the [truly built] batch in March of ‘06.) (2.14/2.14/2.14) Army Mobile Weapons 132.5 / 168.6 / 123.3 015 (Hyper Advanced Armor) ZMS-1 (No upkeep paid – selling) 161 (Hyper Advanced Armor) SMS-5 Zaku I The first general mass-produced MS. The Zaku came in time for the Invasion war and in it served well. It’s capabilities were a surprise to Xenofront forces that initially encountered it. In the siege of Hakodate Zaku’s were able to knock out tank companies in built up areas with nil or little damage to themselves. The first Zaku Mark has spawned off many different sub-types and a more capable successor design in the form of the “Zaku II”. (tech 5) (16.1 / 16.1 / 16.1) 053 (Hyper Advanced Armor) SMS-5B Zaku I An upgrade of the trusty SMS-5 Zaku design. The B model adds increased armour for extra protection in combat. Part of the reason for this upgrade was to reduce combat losses which the SMS-5 Model incurred. (tech 5, +1 armor) (5.3 / 5.3 / 5.3) 010 (Hyper Advanced Armor) SMS-5C Zaku I A upgrade of the trusty Zaku design with increased sensors and communications for usage for commanders in mobile suit units. (tech 5 +1 sensors & comms) (1 / 1 / 1) 387 (Hyper Advanced Armor) SMS-6F1 Zaku II The Zaku II is an upgrade of the Zaku Mobile Suit for further combat in more diverse environments, giving it better protection and additional mobility. The F1 land variants take this as additional servos and shocks along with some boosters for quick movement, while the F2 variant forgoes the servos and uses more boosters. (tech 5 +1 agility/mobility, +1 armor) (38.7 / 38.7 / 38.7) 387 (Hyper Advanced Armor) SMS-6F2 Zaku II The Zaku II is an upgrade of the Zaku Mobile Suit for further combat in more diverse environments, giving it better protection and additional mobility. The F1 land variants take this as additional servos and shocks along with some boosters for quick movement, while the F2 variant forgoes the servos and uses more boosters. (tech 5 +1 booster, +1 armor) (38.7 / 77.4 / 38.7) 016 + 5 (Hyper Advanced Armor) SMS-6S Zaku Sniper A Zaku model based on the Zaku II, but lacking many of it’s systems replacing them with better targeting systems. (tech 5 +1 LR targeting)(1/month for 5) (1.6 / 1.6 / 1.6) 010 (Hyper Advanced Armor) SMS-6K Zaku cannon The Zaku Cannon is an attempt to bring cheap artillery support to the front lines in a package cheaper then the Zammel. During testing it was found that the cannon caused some recoil problems for the standard Zaku frame, as such the frame was strengthen and thrusters were added to the suits legs to provide better mobility to compestat for the increased weight of the suit. It does have it’s defects- the cannon removes a lot of mobility and agility, despite the added thrusters and improved frame. (tech 5 +1 artillery Cannon) (1 / 1 / 1) 0 + 50 (Hyper Advanced Armor) SMS-7 Gouf The Gouf was developed to deal with close combat battles like those fought in the city of Hakodate by Zakus and Senretsus. More durable than the Zaku, but more specialized and less costly than the Senretsu, it is armed with powerful but short ranged cannon, energy whip, beam sword, various missiles and a tough armoured shield reinforced by an integral energy field. It lacks any standoff weapons however, and is at a disadvantage in open ground when it cannot close with its enemy, though it is able to carry the beam rifle of a Senretsu to remedy this failing if needed. (Tech 5; +2 Armour and Shield, +1 Mobility, +1 Melee and Close Range Weapons, -1 No long range weapons) (June 1005) 0 + 20 (Hyper Advanced Armor) SMS-8 Dom (January 1006) 0 + 10 (Hyper Advanced Armor) SMS-9C2 KAWS Space (September 1005) 054 (Hyper Advanced Armor) SMS-14 Gelgoog (tech 5 +1 manoeuvre/booster, +1 armor, -1 large profile)(3.5/month until March-05) (5 / 10 / 5) 1 (Hyper Advanced Armor) SMS-14J1 Gelgoog Jager A upgraded Gelgoog-Marine. The lessons learnt from the study of the GM Starfire were applied to this mobile suit. The single “Jager” unit, it’s name derived from a Thersonian word, has been employed as a test bed for future systems. (+1 EAM booster, +1 agility, +1 armor, +1 shields, +1 weapons, -1 industry, -1 ether, -1 large profile, -1 sensors) 007 (Hyper Advanced Armor) SMS-14F Gelgoog Marine The purposed medium performance mobile suit for the Imperial Navy. The Gelgoog-Marine received it’s testing under fire at the battle of Zebara where it was found to be a match for OCTAGON’s GM-81C’s but was proven to lack the speed to deal with GM Starefires. Nevertheless, the Gelgoog-Marine has been accepted as the Imperial Navy’s future main-line special space mobile suit. (tech 5 +1 manoeuvre/booster, +1 armor, +1 weapons) (0.7 / 1.4 / 0.7) 020 (Hyper Advanced Armor) IKM(SMS)-32 Senretsu The Senretsu was the first Mobile Suit produced for the Military, it’s pilots were intensively trained and tested in all ways possible. The Mobile Suit Corps drew upon the original pilots as role models for the next generation- because the original pilots achievements in battle are a inspiration. It’s ‘buster’ rifle is a high powered weapon with power generated from the suits reactor itself, well armoured and shielded with EAM boosters and increase melee abilites make it a solid combat unit. (It does have good propaganda value, for example one [Colonel] Higashi Ryoko acted with her Senretsu MS to combat a Xenofront ‘Gundriod’ carrying a Nuclear Warhead intended for the upper levels of the shield generator in Hakodate, the blast went off course and served no purpose. The fact that the shield would not be affected even if it was on target, is not generally noted) (tech 5 +1 boosters, +1 armor, +1 shields, +1 melee, +1 beam rifle) (2 / 2 / 1) 1 (Hyper Advanced Armor) IKM(SMS)-33 Senretsu-II A improved model Senretsu designed with close combat in mind. (tech 5 +1 boosters, +1 armor, +1 shields, +2 melee and close range weapons) (0.2 / 0.2 / 0.1) 1 (Hyper Advanced Armor) IKM(SMS)-38 Senretsu Bawoo A revolutionary step in mobile suit technology the Senretsu-38, or “bawoo” as it has been nicknamed, features the capability to command a remotely linked “funnel”. (+1 EAM Boosters, +1 Comms, +1 Armor, +2 Close range and melee weapons) (0.2 / 0.2 / 0.1) 1 (Hyper Advanced Armor) GM Starfire A captured and rebuilt GM of Olympus manufacture. The Starfire was seen to be a far more effective medium to high performance mobile suit. (+1 EAM boosters, +1 Weapons, +1 Agility, +1 Shields, -1 High Industry Upkeep, -1 High Ether Upkeep, -1 High Pilot Stress (Wealth Upkeep)) (0.1 / 0.2 / 0.2) 60 (Mobile Gun Fort) FSMS-1 Zammel The Zammel is a cheaper firing platform than the Kozun class and is based around a large Mobile Suit hull. Though it lacks dexterity of Zakus or Senretsus and is much much larger. Rather than a brace of cannon, it has just one really big main gun. The gun fires indirect ballistic and highly destructive energy projectiles out to extreme ranges (and can even engage low orbit targets if given sensor assistance), and is its primary weapon, though it cannot be fired except when the Mobile Suit is stationary and the main gun deployed. The Zammel also has numerous light caliber beam and projectile weapons and missiles for point and area defense. While walking the Zamel is ponderously slow, so it has the ability to skim above the ground to keep up with assault forces when repositioning. (+2 really big main bombardment gun, +1 AG assist for movement, -1 Slow) (12 / 6 / 6) 1 (Fighter) Type 19 Funnel (+2 A.I. +1 Fo/Fi Manoeuvre, +1 Comms, +1 Beam cannon, -2 Slaved, -1 Range, -1 Sensors) 237 x HAA External Beam Rifles (6/month; COMPLETE) 22 + 18 HAA +2 Anti-Ship Bazooka (w/+1 weapons) (2/month for 9 months) 40 (HAA External) +2 anti-ship-bazooka (w/+1 weapons) (12 months) 10 x HAA Olympus model +1 beam rifle external 10 x HAA Olympus model +2 heavy beam cannon external 10 (HAA Booster) Gelgoog Booster (+1 EAM booster) Army Heavy Surface Forces (8.8 / 8.8 / 4.2) Land Battleship Jouten Kikou (tech 5 +1 long range targeting, +2 missiles, +2 beam cannon) (2 / 2 / 1) Land Battleship Kikou Amida (tech 5 +1 long range targeting, +2 missiles, +2 beam cannon) (2 / 2 / 1) Land Battleship Kikou Bishamon (tech 5 +1 long range targeting, +2 missiles, +2 beam cannon) (2 / 2 / 1) Land Battleship Kikou Fujin (tech 5 +1 LR targeting, +2 missiles, +2 beam cannon) (2 / 2 / 1) 2 Kozun class Mobile Land Battleships (tech 5 +1 EAM drive, +1 AG drive, +1 Armor, +2 beam cannon turrets) (0.8 / 0.8 / 0.2) (Mobile Gun Fort) Type 7 MLB (tech 5; +1 Armor, +1 Weapons) Army Airforce (11.96 / 11.96 / 11.96) The Army airforce is the junior air service of the Imperial Militaries. Gunships : 25 025 Vittrix Type 70 Kurohyou Attack Heli (tech 5 +1 armor, +1 weapons, +1 sensors) (1 / 1 / 1) 100 (Gunship) Attack Heli (+1 Weapons,-1 rails)(August 1005) Interceptors: 17 017 Vittrix M50 Altair Interceptors (tech 5) (0.68 / 0.68 / 0.68) Light Bombers: 50 050 Vittrix Aurora-II Tactical Bombers (tech 5) (2 / 2 / 2) 232 Nakajima Ki-43 Hayabusa Air Superiority Fighter (9.28 / 9.28 / 9.28) 001 Kyton XMA-01 Prototype Mobile Armour. (tech 5) (1 / 1 / 1) 3 (Fast Bomber) Type 6 Bandersnatch Bombers (Eng:520, Chem:530, Phys:500) +2 Ordnance +1 Defensive Turrets +1 Armor +1 Shields Directorate of Fortresses The Directorate of Fortresses is a orgaization under the General Staff responsible for all Fortresses, Fortifications and Construction of such in the Empire. The large defence guns are included in this. 1 x Imperial Palace (Citadel)(50pp) 3 x City Shield Generators (tech 5 +1 Buried in crust in super Trintanium Armored Bunker, +2 extra Power, +1 Multiple Shield Layers, +1 Inter-Link Ability) 2 x Planetary Defense Cannon (tech 5) These are massive beam guns for defending the planet. Designed to be immobile and mounted around the shield generators, they may be later given more modification. Upgrade 2 planetary defence gun with +1 range (2 months) 1 x Tomsk Fortress (Citadel) (tech 2) 1 x Tokyo-1 Army HQ (Operational February 1005) 1 x ZPE Transmitter Tower (5pp) |
Dai Nippon Teikoku Kaigun
The Imperial Navy was founded by the Military Reorganisation Act in which the huge Infantry Armies were disbanded in favor of a smaller, but more powerful Army, allowing resources to go to another service. Admiral Gushiken Zenko transferred from the Land Navy to head the Imperial Navy, and began a carrear that would turn a odd collection of former Bakufu ships to an Imperial Navy. The only foreseeable need at the time was some short of outer-system patrol force and the Missile Patrol Boats were constructed quickly to thus purpose. Later the Oni Battleship Project, building and developing a highly capable Space Battleship and test bed, was launched and thus marked most of the remaining years. The Navy has a extensive training regime in all forms of tactics and Military History followed with a Ground Combat course. The IKSN now has extensive emphasis on the ability to transport a large number of troops, fighters and mobile suits to another system for a war of conquest. With the operations on Sahlin needing constant build up of material and manpower the Space Navy is likely to have another sub-service created- the Imperial Kozunese Space Merchant Marine or IKSMM. The Imperial Navy finally received it's hardening in battle at Zebara and the new lessons are being hurridly introduced. (1 / 1 / 1) – IUU – EU - WU Total (NAVY + AIR + MARINES): (91.9 IUU / 124.9 EU /91.9 WU) Enlisted Personal and Officers of the Fleet: 57,200 Enlisted Personal and Officers of the Transport Fleet: 6,900 Soldiers and Support Personal in Navy Aviation: 43,720 Soldiers and Personal in the Landing Forces: 1,165 TOTAL Navy Personal: 108,985 men 3 x (Battleship) Space Battleship Oni, Tengu and Kato The Oni class is the first Imperial Battleship laid down, the first to see combat, and the first Kozunese spacecraft to sail the Etherlanes since the coming of the Ether Storms. The Oni project of 997 NE was initiated with the blessing of the New Imperial Government and was intended to be a symbol of the progress made by the Empire since the overthrow of the Bakufu. The first ship was laboriously constructed and completed in record time. The others of the class were laid down in the aftermath of the Eleven Months war. (tech 5, +1 Forcefield drive, +1 Armor, +1 Self-sustaining, +1 ZPE, +1 Mecha Bays) 1 (Battleship) Azec Sistura A old battleship perchased from the Alter Empire after the Emperor Lilam lost interest in the ship in the twilight of the Samothracian War. 1 (Battleship) Satsuma class Space Battleship Satsuma (tech 5, +1 Forcefield drive, +1 Armor, +1 Expanded Fighter Bays) + Complete in November 1005 (25pp ship) 2 x (Battleship) Ise class Space Battleship Ise and Hyuga The Ise program was laid down in 1003 NE during the frantic naval build up that was spurred by the realization of the raising Domaince of Olympus backed Magnitorsk on Sahlin, and the renewed fears of another Xenofront invasion attempt. (Tech 5;+ Forcefield Drive, -1 shields) 3 x (Battleship) Fuso class Space Battleship Fuso, Yamashiro, Tsugunai (Complete) The Fuso program started in 1003 NE alongside the Ise class, sacrificing agility for a faster completion time. (Tech 5; +1 Forcefield Drive, -1 agility) 3 x (Battleship) Kawachi class Space Battleship Kawachi, Settsu, Tokuyama (Complete) The Kawachi program was started ahead of the Fuso and Ise program. The ships of this program are better armoured then those smaller battleships, and are intended for use in the battleline. (Tech five; +1 Forcefield Drive, +1 Armor) 20pp per 4 x (Battleship) Mikasa class Space Battleship Mikasa, Asashi, Hatsuse (Complete in July 1005) Shikishima (Complete in September 1005) The Mikasa are ships intended for use in fast squadrons. (Tech five; +1 EAM Drives, +1 Shields, +1 Missiles) 1 x (Fleet Carrier) Akagi Fleet Carrier The Akagi is Kozun’s second fleet carrier- and is intended not to meet the same fate of the first one. Able to carry a large number of aircraft or mobile suits the Akagi, and any new ships of it’s class, will form the center of carrier task groups. (Tech Five; +1 Forcefield drive, -1 Armour, -1 Weapons) 04 (Escort Carrier) Ryujo light carrier (tech 5, +1 Forcefield drive, -1 armor, -1 weapons and shields) 28 (Escort Carrier) Musai light carriers A cheap carrier, but not as cheap as the Ryujo class. (tech 5, +1 Forcefield drive, -1 shields) 4 (Escort Carrier) Musai-B A refitted Musai class, the “-B” carry’s more aircraft or mobile suits then the regular mark. (+1 Forcefields, +1 carrying capacity, -1 shields) 06 + 6 (Cruiser) Furutaka class Heavy Cruiser This is a more advanced heavy cruiser to complement the extremely fragile Naka class. It is intended to pound the enemy at long range with missiles, and then use its armour and guns to survive in close range duels. It can operate in space with its EAM drive and atmosphere with its Anti-Grav forcefield systems. (tech 5, +1 EAM drive, +1 Forcefields drive, +1 Armor, +1 Beam cannon, +1 Missiles) (3/Aug-06; 3/Sept-06) 0 + 6 (Cruiser) Furutaka class Heavy Cruiser (+1 AG Drive, +1 EAM drive, +1 Armor, +1 Beam cannon, +1 Missiles)(3 in 23 months, 3 in 53 months) Furutaka: Fp: 19, Pt: 20, Db: 13, Mob: 12, Com: 11, Ste:8 04 (Cruiser) Naka class Star Cruisers An refit bringing the formerly almost blind Naka class to less of a handicap in detection. The addition of fighter bays to allow this class to serve as picket or patrol vessels promise to add a new lease to these ships. (tech 5; +1 Forcefields, +1 shields, +1 hanger, -1 armor) 06 (Cruiser) Teiren Standard Cruisers A cheap cruiser class to complement the heavier ships of the fleet. (tech 5, +1 EAM drive, -1 shields) 6 + 4 (Cruiser) Ikzazuchi Standard cruiser (4/March 1005) 15 (Small Warship) Minekazi Destroyer A very cheap and very simple destroyer designed for mass service and quick production and service around Kozun, until newer more capable designs can be produced. (tech 5, +1 EAM drive, -1 armor, -1 range) 5 (Small Warship) Kempeitai Kei Customs Frigate 1 (Patrol Warship) Picket Ship (+1 EAM Drive, +2 Sensors, -2 Short range, -1 armor) 1 (Patrol Warship) Type 1C Jensun (I-5) (+1 EAM Drive, +1 Missiles, +2 Cloak, -1 industry, -1 shields, -1 armor) 60 (Patrol Warship) Hatsuharu class Torpedo boat Short range torpedo boats intended for system defence. (+1 Forcefield drive, +1 Missiles, -2 Range)(6/month COMPLETE) Imperial Merchant Marine 0 + 10 (Freighter) Fukushu Assault Dropship (16 months)(+1 AG drive, +1 assault shuttles) 05 (Freighter) Type 1 Army Combat Transport (tech 5, +1 EAM drive, +1 AG drive, +1 armor, +1 point defense) 20 (Freighter) Kamazuki Type 6 (tech 5, +1 AG drive) 0 + 10 (Freighter) Type 18 Freighter (+1 Inertialess)(14 months) 3 (Freighter) Type 19 Freighter (+1 Inertialess) 1 (Freighter) Kozun Type 19 Blockage Runner (+1 AG, +2 cloak, -1 IUU, -1 EU)(complete) 08 (Super-Freighter) Kamazuki Type 15 (tech 5, +1 AG drive, +1 assault shuttles) Navy Airforce (44.1/45.1/44.1) 040 (Close Attack Aircraft) Aichi D3A1 "Val" The Aichi Val will fill a need in the Imperial Navy for a tactical bomber, with a greater payload and more specialized design than the Zero. Again, the design is “clean” of modifications to save cost and time. (tech 5) 012 (Inter. Attack Aircraft) Nakajima B5N “Kate” Carrier-Bomber The B5N is the Navy’s carrier based attack bomber. (+1 Missiles, +1 Long range targeting, +1 sensors, -1 rails)(2/month for 23 months w/15 extra last month) 856 Mitsubishi A15M1 Zero-Sen Air Superiority Fighter The A15M1 Zero fighter has served in the Empire’s skies fighting it’s enemies since 1000 NE and it has become the standard superiority fighter. Built by Mitsubishi hundreds have been built and will see service for many years to come. (tech 5)(634/Kozun; 222/Sahlin) 169 Mitsubishi A15M3 Zero-Sen An improved model of the well serving Zero fighter, the M3 has improved agility for better dogfight performance. (tech 5; +1 agility) (169/Sahlin) 021 Mitsubishi A15M4 Reisen or Zero-sen Space Superiority Fighter (tech 5 +1 Boosters, +1 missiles, +1 agility) (21/Sahlin) The Navy Special Landing Forces (1.4/2.4/1.4) 1,120 (Elite Infantry) Kura Rikusentai The Rikusentai are the Imperial Navies landing force soldiers. They fill a role that other powers dub of “marines” or other such. The need for such special soldiers arose with the reluctence to depend on the Army for security troops or to continue to borrow the Emperor's personal troops. (tech 5; +2 Power Armor, +1 Mobility, +1 ZeeGee training) (+80/month for 12 months) (1 / 2 / 1) 45 (Battlesuits) Kura Rikusentai “Kage” Type 1 Battlesuit (tech 5; +1 mobility, +1 armor, +1 weapons) (5/month for 8 months) (0.4 / 0.4 / 0.4) Ministry of Home Affairs The Ministry of Home Affairs is the all encompassing organ from which the Empire regulates and watches over the civil population and the state; it involves such things local, provincial and Imperial police. Secret Policemen: 166,000 Imperial Operatives: 662 Special Personal: 1 76,000 (Secret Police) Kempeitai Security Division(s) (tech 5; kozun) (6,000/month for 2 months; 3,000/month for 4) 70,000 (Secret Police) Kempeitai Security Division(s) (tech 5; sahlin) 10,000 (Secret Police) Kempeitai Andoroido (Kozun) 10,000 (Secret Police) Sayan Guard (tech 2; Sahlin) 600 (Agent) Spies (300 Kozun, 300 Sahlin) 062 (Agent) Kempeitai Agent “Shinobi” (tech 5 +1 infiltration, +1 assassin, +1 assassination equipment, +1 stealth gear)(5/month for 28 months) 001(Skilled Infantry) Nijuushin Avatar Oni 1,200,000 x Nambu-94 Rifles (Tech 5 skilled infantry rifle external) 1 x (Patrol Warship) Meteor type planetary insertion craft 1 x(Patrol Warship) Cara I (+1 EAM Drive, +1 Inertialess, +1 Weapons) (June 1004) 1360 x Tech 5 Melee Externals (140/month for 1 month) ~ transferring to Tartars 2 (Strategic Nuke) N-1a Nuclear Device Yield: 3 Deployment: 1 Emissions: 1 Sword of Light Rentai 01 (Super-Freighter) 1 Type 15 to Goryuu Model (tech 5, +1 AG drive, +1 assault shuttles, +1 fighter bays, +1 armor) |
Commune of Free Races
January, 1005 OOB System: Freewind (214) [Red Etherway to Warhead (213)] Planet: Nublar Government: Democracy ADVANTAGES: (-125sp) Space Cadets: -5sp Ancient Relics: -10sp Huge Population: -20sp Magical Wildlife: -25sp Tech Level 5 Population: -50sp Disadvantages: (+25sp) Home Is Where The Heart Is: +25sp Technology: (-250sp) 500 Engineering 500 Chemistry 500 Physics/Mathematics 500 Biology 500 Psychology Empire Population: 200 Million (Class V) (-20sp, Huge Population) Castes (number of races in parentheses): Black Bears, Brown Bears, Panda Bears, Wolverines, and Badgers (5): --40 Million (40/year population upkeep) --These Races were created by their late human masters for the least glamorous of jobs. Heavy laborers, one and all, even today, most find employment in the construction industries, farms, and rescue services, though a number have found their way into the military as heavy weapons specialists. In the early years post-Liberation, their ancestors helped keep the former slaves alive through their knowledges of farming and in construction, keeping the Liberated fed and housed in a post-apocolyptic world. Their cooperation with the more learned races helped to found the new civilization. +1 Senses +2 Strength +2 Toughness Wolves, Maned Wolves, Striped Hyenas, Dholes, Black-Backed Jackals, Domestic Breeds of Dogs, Bobcats, Caracals, Ocelots (9): --48 million (48/year population upkeep) --Mostly canines in origin, these Races were developed primarily for military applications. As slave-soldiers, they served well as standard troops for their former masters, until the day they decided to lay down their arms before the might of a real diety. In the aftermath of the Liberation, they were the group most at-odds with the former "pet" Races, since they had a far more rigid social structure ingrained into them, as well as being more feral species. Despite several early conflicts, most of which were demurred by their rivals' diplomatic graces, their skills in logistics derrived from their military service helped organize the first post-Liberation cities and establish lines of communication between settlements. Now, these species can be found throughout much of the world, though they still have a preference towards military, law-enforcement, and emergency-rescue occupations. +2 Senses +1 Toughness +1 Agility +1 Speed Lions, Tigers, Leopards (including Panthers), Jaguars, Pumas, Cheetahs (6): --20 Million (20/year population upkeep) --Where their smaller bretherin were soldiers along with the more wild of the canine breeds, these Races were bred as shock-troops. They would see use in their masters' conflicts to break enemy lines, assault fortifications, and other casualty-heavy operations. They were never bred in as large a population as smaller races, in part because should they have ever turned on their masters, they stood the largest threat. Indeed, legends tell that it was originally a rebellious Tiger, with typical feline independence, that first approached agents of the Liberator with the proposal to abandon their human masters in exchange for the slave-races being spared. Some stories even tell of that Tiger leading a militant uprising against their masters and using the strength given them to break the human forces so that the Liberator's forces could overrun them. Whether these stories are true has been lost in time, but don't tell that to them. +1 Senses +1 Strength +1 Toughness +1 Agility +1 Speed Snow Leopards, Arctic Foxes, Arctic Wolves, Lynxes, Arctic Domestic Breeds of Dogs (5): --30 million (60/year population upkeep) --A less impressive past, these Races were created from vastly different origins, all of which were naturally suited towards arctic conditions. Lynxes, Snow leopards, and Arctic Wolves were engineered as Arctic soldiers. Arctic Foxes were bred primarily as pets. The Arctic Dog Breeds - Malamutes, Huskies, and Siberian Huskies - were bred as arctic workers. Post-Liberation, they formed small communities the high mountain regions and colder lands towards the poles, where they were most comfortable, joining the larger Commune as it ran across them during its first centuries. Even now, most of these Races' members live in distant communities, segregated from much of the rest of the population. The major exception are the arctic Foxes, who as pets were spread about the world, and so can be found in small numbers anywhere except in the tropical regions near the equator, which they quickly migrated out of. +1 Senses +2 Environmental Adaptation: Arctic (Complex, x2 Population Upkeep: "Give us air conditioning!") +1 Toughness +1 Agility Rabbits, Rats, Chinchillas, Yellow Mongoose, Meercats, Spotted Linsangs, Spotted Genet, Skunks, Raccoon, Red Panda, Quolls, Numbats, Ringtailed Lemurs, Ferrets, Red Foxes, Culpelo Foxes, Gray Foxes (17): --62 Million (62/year population upkeep) --The largest group and most esoteric in origins of the races, these 17 species originated as house servants and pets of their former masters. While possessing a less than "glorious" history during the rule of the Humans, they came into their own in the years after the Liberation. Their indenture within human households gained them a wealth of knowledge that allowed for a structuring of early post-liberation societies, and their former status as household servants and pets gave them a remarkable grasp of diplomatic language necessary for surviving in the homes of beings with delusions of godhood. Even today, thanks to a preservation of civil traditions, offices of politics and diplomacy tend to be dominated by these races. +2 Senses +2 Agility +1 Stealthy Infrastructure: 35 Million Housed (+17 industry, 3 Free Territories) Draft Pool: 20 Million Industry: 60 (+10 Population Bonus) (-60sp) --Expendatures: ----Production: 0 ----IUU: 0 --IUU Stockpile (Previous): 3.6 --IUU Stockpile (Current): 3.6 ----IUU Produced: 0 ----IUU Expended: 0 (0 on Upkeep) Wealth: 60 (-60sp) --Old Treasury: 7.6 --New Treasury: 67.6 ----Wealth Income: 60 ----Wealth Expended: 0 (0 on upkeep) Research: 5 (per year) (-5sp) --Previous Research Pool: 0 --Research Gained (Jan.): 5 ----Research Expended: 0 ----Current Research Pool: 5 Ether Collection: 70 (-70sp) --Last Month's Strategic Reserves: 72.35 (sans Geodes) --Current Strategic Reserves: 141.35 (sans Geodes) ----Extracted This Month: 70 ----Spent This Month: 0 (0 on Military Upkeep) --Geode Stockpile: 2 ----Geodes Last Month: 1 ----Geodes Extracted: 1 ----Geodes Expended: 0 ------Total Ether Ever Possessed: 1050 (Including Geodes) ------Total Ether Ever Spent: 976.65 (Including Geodes) --------(These last two above are for keeping track of how many 100 Ether have been mined for Geode calculation) Territories & Weather (2 free for 20 million housed population): 523 Ind/496 Pop (-25sp) (0) 3 Open (Free) 30/30/1 (Total: 90/90/1) (8) 8 Open Zones 30/30/1 (Total: 240/240/1) (3) 3 Difficult Zone 25/25/2 (75/75/2) (3) Continental Divide 1 (3) Continental Divide 2 (3) 3 Wild Lands 11/11/5 (33/33/5) (2) 1 Orbital Crowded Region [Space Colony Region] 35/13/2 (Total: 35/13/2) (3) 1 Orbital Very Crowded Region [Nublar's Moon, Silverfield] 50/15/3 10 Points Unexploited Space Territories: (6) 3 Orbital Crowded Regions (4) 4 Scattered Regions MILITARY: MILITARY UPKEEP: --Industrial Upkeep: 120.5 --Wealth Upkeep: 124.6 --Ether Upkeep: 156.2 ---Wartime Additions: ----Industrial Upkeep: +1 ----Wealth Upkeep: +2 ----Ether Upkeep: +1 Infantry Types: (7.8/15.6/0) 100,000 Reserves (Unskilled Infantry): 5pp 5 pp/Batch, 100,000 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 0 (1/1/0) TL5.00 39,200 (36,200 with Crusade) Regulars (Skilled Infantry): 19.6pp 5 pp/Batch, 10,000 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 0 (3.9/3.9/0) [.3/.3/0; 3.6/3.6/0] TL5.00 1,930 (1,430 with Crusade) Elites (Elite Infantry): 9.65pp 5 pp/Batch, 1,000 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 0 (1.9/1.9/0) [.5/.5/0; 1.4/1.4/0] TL5.00 50 (50 with Crusade) Spec Forces (Special Forces): 30pp 30 pp/Batch, 50 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 0 (1/1/0) [0/0/0; 1/1/0] TL5.00 +1 Energy Weapons +1 Sensors +1 Armor +1 Mobility +1 ECM Artillery Types: (3/6/3) 200 (200 with Crusade) Punnisher Heavy SPGs (Artillery): 10pp 10 pp/Batch, 200 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 1 (1/1/1) [0/0/0; 1/1/1] TL5.00 +1 Weapons 26 (20 with Crusade) Thunderhammer Anti-Orbital Artillery (Very Heavy Artillery): 10pp 10 pp/Batch, 25 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 1 (1/1/1) [.24/.24/.24; 0.8/0.8/0.8] TL5.00 +1 Range 1 (1 with Crusade) Behemoth Cannon (Super Artillery): 10pp 10 pp/Batch, 1 unit/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 1 (1/1/1) [0/0/0; 1/1/1] TL5.00 +1 Mobility Cavalry/Mobile Types: (18/36/18) 2,000 (1,600 with Crusade) C-101 "Pack Mules" (Logistics Vehicles): 10pp 5 pp/Batch, 1,000 units/Batch, (100 Cargo Points each) Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 1 (2/2/2) [.4/.4/.4; 1.6/1.6/1.6] TL5.00 1,000 (400 with Crusade) S-11 "Swiftwind" Light Recon Vehicals (Reconnaissance Forces): 10pp 10 pp/Batch, 1,000 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 1 (1/1/1) [.6/.6/.6; .4/.4/.4] TL5.00 +1 sensors 1,000 S-14 "Tracker" Forward Recon Vehicals (Light Armor): 10pp 10 pp/Batch, 500 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 1 (1/1/1) [1/1/1; 0/0/0] TL5.00 +1 sensors 1,000 (850 with Crusade) C-122 "Invictor" APCs (Mobile Forces - APCs): 5pp 5 pp/Batch, 500 units/Batch, (20 men or 100 cargo points each) Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 1 (2/2/2) [.15/.15/.15; .85/.85/.85] TL5.00 400 (400 with Crusade) Z-21 "Iron Fang" Main Battle Tanks (Armor): 20pp 5 pp/Batch, 100 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 1 (4/4/4) [0/0/0; 4/4/4] TL5.00 50 Z-26 "Pulverizer" Assault Tanks (Heavy Armor): 5pp 5 pp/Batch, 25 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 1 (1/1/1) [1/1/1; 0/0/0] TL5.00 50 Z-29 "Blood Claw" Heavy Assault Tanks (Heavy Armor): 15pp 15 pp/Batch, 50 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 1 (1/1/1) [1/1/1; 0/0/0] TL5.00 +1 Weapons +1 Armor 10 Z-50 "Demolishers" (Mobile Gun Fortress): 5pp 5 pp/Batch, 10 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 1 (1/1/1) [1/1/1; 0/0/0] TL5.00 5 (1 with Crusade) Z-100 "Anihillator" Superheavy Assault Tanks (Land Dreadnought): 25pp 5 pp/Batch, 1 unit/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 1 (5/5/5) [4/4/4; 1/1/1] TL5.00 Tactical Air Types: (25.46/50.12/27.26) 43 (43 with Crusade) S-104 "Mayflys" (Aerial Scout): 2.15pp 5 pp/Batch, 100 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 1 (0.4/0.4/0.4) [0/0/0; .4/.4/.4] TL5.00 33 (18 with Crusade) F/A-31 "Banshees" (Fighters): 13.2pp 10 pp/Batch, 25 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 1 (1.2/1.2/1.2) [.6/.6/.6; .72/.72/.72] TL5.00 +1 Ordinance 274 (272 with Crusade) F-35 "Star-Raiders" (Fighters): 54.8pp 5 pp/Batch, 25 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 1 (10.96/10.96/10.96) [.08/.08/.08; 10.88/10.88/10.88] TL5.00 +1 Energy Weapons -1 Space-Only 5 I-13 "Vivisectors" (Interceptors): 4pp 20 pp/Batch, 25 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 2 (.2/.2/.4) [.2/.2/.4; 0/0/0] TL5.00 +1 EAM Boosters +1 Weapons +1 Shields 24 (18 with Crusade) I-12 "Valiants" (Interceptors): 4.8pp 5 pp/Batch, 25 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 1 (1/1/1) [0.24/0.24/0.24; 0.72/0.72/0.72] TL5.00 70 (53 with Crusade) A-3 "Raptors" (Close Attack Aircraft): 14pp 5 pp/Batch, 25 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 1 (2.8/2.8/2.8) [0.68/0.68/0.68; 2.12/2.12/2.12] TL5.00 21 (15 with Crusade) F/B-34 "Intruders" (Interdiction Attack Aircraft): 4.2pp 5 pp/Batch, 25 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 1 (0.9/0.9/0.9) [0.24/0.24/0.24; 0.6/0.6/0.6] TL5.00 4 (1 Heavily Damaged) (4 with Crusade) SF-1 "Arwings" (Super Fighter): 24pp 30 pp/Batch, 5 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 0.5, Ether Upkeep: 3 (.8/.4/2.4) [0/0/0; .8/.4/2.4] TL5.00 +1 Forcefield Boosters +1 EAM Boosters +1 Energy Weapons +1 AI Support +1 Shields Strategic Air Types: (2.1/4.2/4.2) 8 (8 with Crusade) B-5 "Skyhammers" (Heavy Strategic Bomber): 8pp 10 pp/Batch, 10 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 2 (.8/.8/1.6) TL5.00 +1 EAM Boosters 3 (3 with Crusade) B-7 "Assaulters" (Fast Strategic Bomber): 3pp 10 pp/Batch, 10 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 2 (.3/.3/.6) TL5.00 +1 EAM Boosters 1 (4 with Crusade) B-10 "Incinerator" (Super Strategic Bomber): 10pp 10 pp/Batch, 1 unit/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 2 (1/1/2) TL5.00 +1 EAM Boosters Airlift Types (4/8/4) 50 C-201s (Light Airlift Transports): 5pp 5 pp/Batch, 50 units/Batch, (125 cargo each) Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 1 (1/1/1) TL5.00 25 C-213 (Medium Airlift Transports): 5pp 5 pp/Batch, 25 units/Batch, (250 cargo each) Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 1 (1/1/1) TL5.00 10 C-216 (Heavy Airlift Transports): 5pp 5 pp/Batch, 10 units/Batch, (500 cargo each) Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 1 (1/1/1) TL5.00 1 C-222 (Super Airlift Transports): 5pp 5 pp/Batch, 1 units/Batch, (5000 cargo each) Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 1 (1/1/1) TL5.00 Army Aviation Types: (5/10/7) 100 (50 with Crusade) S-110 "Sparrows" (Aviation Scout): 20pp 20 pp/Batch, 100 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 2 (1/1/2) [.5/.5/1; .5/.5/1] TL5.00 +1 Forcefield Drive +1 Sensors +1 Stealth 25 (25 with Crusade) A-7 "Deathstrikes" (Gunship): 25pp 25 pp/Batch, 25 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 2 (1/1/2) TL5.00 +1 Weapons +1 Armor +1 Shields +1 ECM 50 C-306 "Sky Hoppers" (Light Aviation Transport): 5pp 5 pp/Batch, 50 units/Batch, (50 cargo capacity each) Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 1 (1/1/1) TL5.00 25 C-309 "Navigators" (Medium Aviation Transport): 5pp 5 pp/Batch, 25 units/Batch, (100 cargo capacity each) Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 1 (1/1/1) TL5.00 10 C-315 "Aerostars" (Heavy Aviation Transport): 5pp 5 pp/Batch, 10 units/Batch, (250 cargo capacity each) Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 1 (1/1/1) TL5.00 Naval Unit Types: (53.1/105.7/91.7) 9 (9 with Crusade) SC-77 "Star Haulers" (Freighters): 9pp 10 pp/Batch, 10 units/Batch, (25,000 cargo capacity each) Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 1 (.9/.9/.9) TL5.00 +1 Inertialess Drive 2 (2 with Crusade) SC-88 "Void Masters" (Super Freighter): 10pp 10 pp/Batch, 2 units/Batch, (250,000 cargo capacity each) Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 1 (1/1/1) TL5.00 +1 Inertialess Drive 6 (4 (Damaged) with Crusade) "Striker" Fast Attack Ships (Fast Warship): 6pp 10 pp/Batch, 10 units/Batch Industrial Upkeep: 2, Wealth Upkeep: 1, Ether Upkeep: 2 (1.2/.6/1.2) [.4/.2/.4; .8/.4/.8] TL5.00 +1 Inertialess Drive +1 Fast -1 Increased Industrial Upkeep 25 (22 with Crusade) Kaidian Fast Attack Ships (Fast Warship): 12.5pp 5 pp/Batch, 10 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 2 (5/2.5/5) [.6/.3/.6; 4.4/2.2/4.4] TL5.00 +1 Inertialess Drive +1 Energy Weapons +1 Fast -2 Short Range -1 Increased Industrial Upkeep 5 (1 Disabled) (4 with Crusade) "Stalker" Class Stealth Patrol Ships (Patrol Warship): 10pp 20 pp/Batch, 10 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 2 (.5/.5/1) [.1/.1/.2; .4/.4/.8] TL5.00 +1 Inertialess Drive +2 Cloaking 6 (6 with Crusade) "Ranger" Class ECW Patrol Ships (Patrol Warship): 9pp 15 pp/Batch, 10 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 1 (.6/.6/.6) TL5.00 +1 Inertialess Drive +1 ECW 40 (33 with Crusade) "Adventure" Class Destroyers (Small Warship): 80pp 10 pp/Batch, 5 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 1 (8/8/8) [1.4/1.4/1.4; 6.6/6.6/6.6] TL5.00 +1 Inertialess Drive 10 (10 with Crusade) "Star Hunter" Class Cruisers (Cruisers): 50pp 10 pp/Batch, 2 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 1 (5/5/5) TL5.00 +1 Inertialess Drive 1 "Eviscerator" Class Battleship (Capital Ship): 15pp 15 pp/Batch, 1 unit/Batch Industrial Upkeep: 2, Wealth Upkeep: 2, Ether Upkeep: 4 (2/2/4) TL5.00 +1 Inertialess Drive 1 (1 with Crusade) "Den Mother" Class Carrier (Carrier): 15pp 15 pp/Batch, 1 unit/Batch, (100 Deck Space) Industrial Upkeep: 2, Wealth Upkeep: 2, Ether Upkeep: 4 (2/2/4) TL5.00 +1 Inertialess Drive 1 "Shere Khan" Class Super-Battleship (Super Capital Ship): 30pp 30 pp/Batch, 1 unit/Batch Industrial Upkeep: 5, Wealth Upkeep: 5, Ether Upkeep: 10 (5/5/10) TL5.00 +1 Inertialess Drive 1 (1 with Crusade) "Iridescent Guardian of Eternal Liberty" Mega Capital Ship (Mega Capital Ship): 155pp 155 pp/Batch, 1 unit/Batch Industrial Upkeep: 25, Wealth Upkeep: 25, Ether Upkeep: 51 (25/25/51) TL5.00 +1 Inertialess Drive +1 Energy Weapons +1 Shields +1 Armor +1 ECW x1 Ether Sails Security Forces: (1/6/0) 100,000 Informants (Informers): 5pp 5 pp/Batch, 100,000 unit/Batch Industrial Upkeep: 0, Wealth Upkeep: 1, Ether Upkeep: 0 (0/1/0) TL5.00 10,000 Security Forces (Secret Police): 5pp 5 pp/Batch, 10,000 unit/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 0 (1/1/0) TL5.00 100 Spies (Spies): 5pp 5 pp/Batch, 100 unit/Batch Industrial Upkeep: 0, Wealth Upkeep: 1, Ether Upkeep: 0 (0/1/0) TL5.00 Weapons of Mass Destruction: Gas: 50 Basic Gas (Basic Gas): 5pp 5 pp/Batch, 50 units/Batch Upkeep: N/A (3 Lethality, 1 Cure, 1 Persistance) TL5.00 5 Advanced Gas (Advanced Gas): 5pp 5 pp/Batch, 50 units/Batch Upkeep: N/A (3 Lethality, 1 Cure, 1 Persistance) TL5.00 Bioweapons: 25 Basic Bioweapons (Basic Bioweapons): 5pp 5 pp/Batch, 25 units/Batch Upkeep: N/A (3 Lethality, 1 Cure, 1 Transmission) TL5.00 5 Advanced Bioweapons (Advanced Bioweapons): 5pp 5 pp/Batch, 5 units/Batch Upkeep: N/A (2 Lethality, 1 Cure, 2 Transmission) TL5.00 Nukes: 17 (17 with Crusade) Tactical Geode Implosion Devices (Tactical Nukes): 8.5pp 5 pp & 5 Geodes/Batch, 10 units/Batch Upkeep: N/A (4 Yield, 0 Deployment, 1 Emissions) TL5.00 2 (2 with Crusade) Strategic Geode Implosion Devices (Strategic Nukes): 10pp 5 pp & 5 Geodes/Batch, 1 unit/Batch Upkeep: N/A (5 Yield, 0 Deployment, 0 Emissions) TL5.00 Launch Vehicles: (1/2/1) 25 ICBMs (Inter Continental Ballistic Missiles): 5pp 5 pp/Batch, 25 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 1 (1/1/1) TL5.00 Land Fortifications: 1,000,000 (all with Crusade) Anti-Tank Mines (Landmines): 10pp 10 pp/Batch, 1,000,000 units/Batch Industrial Upkeep: N/A, Wealth Upkeep: N/A, Ether Upkeep: N/A (0/0/0) TL5.00 +1 Anti-Tank 1,000 Pillboxes (Pillboxes): 5pp 5 pp/Batch, 1,000 units/Batch Industrial Upkeep: 0.5, Wealth Upkeep: 0.5, Ether Upkeep: 0.5 (0.5/0.5/0.5) [WARTIME ONLY] TL5.00 100 Bunkers (Bunkers): 5pp 5 pp/Batch, 100 units/Batch Industrial Upkeep: 0.5, Wealth Upkeep: 0.5, Ether Upkeep: 0.5 (0.5/0.5/0.5) [WARTIME ONLY] TL5.00 Space Fortifications: 1,000 (1,000 at Monty terminus, Franco) Heavy Cloaking Mines (Space Mines): 20pp 20 pp/Batch, 1,000 units/Batch Industrial Upkeep: 0, Wealth Upkeep: 0, Ether Upkeep: 0 (0/0/0) TL5.00 +2 Cloaking +1 Yield RESEARCH: Naval: +1 Ether Sails External (Ships) +1 Weapons External (Ships) +1 Sensors (Ships) +2 Cloaking (Ships) +1 Point Defenses (Ships) +2 ECM (Ships) +2 Shields (Ships) +2 Armor (Ships) +2 Weapons (Ships) +1 Fast (Ships) +1 ZPE Tap (Ships) +2 Mega-Cannon (Ships) Tactical Aircraft: Plane-Unit: Booster Pack +1 Forcefield Boosters +1 EAM Boosters +2 Weapons +1 Anti-Ship Weapons +1 AI Support +2 Shields +1 Ordinance +1 Sensors +1 Speed: 2 Months +1 Maneuverability: 2 Months From +1 to +2 AI: 3 Months Strategic Aircraft: +1 EAM Boosters +1 Anti-Ship Weapons Airlift Aircraft: N/A Aviation Aircraft: +1 Forcefield Drive +1 Sensors +1 Stealth +1 Weapons +1 Armor +1 Shields +1 ECM Artillery: +1 Mobility +1 Weapons +1 Weapons Range Cap Standard Vehicals: +1 Weapons +2 Armor +1 Shields +1 Sensors Super Vehicals: +1 Weapons +1 Armor +1 Mobility +1 Shields +1 ECM Mecha Vehicals: +1 Armor EXTERNAL (HAA): 2 Months +1 Melee Weapons EXTERNAL (HAA): 2 Months +1 Energy Weapons EXTERNAL (HAA): 2 Months Infantry: +1 Weapons +1 Armor +1 Sensors +1 Mobility +1 ECM +1 AI Support +2 AI: 2 Months +1 Heavy Weapons: 2 Months Security Forces: +1 Infiltration: 2 Months +1 Assassination Skills: 2 Months +1 Anti-Spying: 2 Months +1 Internal Survellience: 2 Months +1 Loyalty: 2 Months Ground Fortifications: +1 Anti-Tank +1 Silos Space Fortifications: +2 Cloaking +1 Yield Genetics: +1 Hightened Senses (Supreme Gen-Cap) +1 Regeneration (Supreme Gen-Cap) +1 Strength (Supreme Gen-Cap) +2 Shapeshifting (Supreme Gen-Cap): 2 months Undelivered Stockpile: Interceptors: --8 "Star Reaver" Interceptors (-1 Export (TL449), +1 Fusion Boosters, +1 Weapons, +1 Shields): 12pp/Batch Units Under Construction: -EXPORT: --PART-BATCHED [8 Batches] 128 "Star Reaver" Interceptors (-1 Export (TL449), +1 Fusion Boosters, +1 Weapons, +1 Shields): 1-1+3 = 3pp x TL4 = 12pp/Batch (15 months; 8/month, w/16 in last month Part-Batched) --PART-BATCHED [5 Batches] 10 Franco Export Destroyers (+1 Forcefield Drives, -1 Export): 1-1+1 = 1pp x TL4 = 4pp/Batch (60pp total), (10 in February) --PART-BATCHED [15 Batches] 30 Franco Export Fast Attack Ships (+1 Forcefield Drives, -1 Export): 1-1+1 = 1pp x TL4 = 4pp Batch Cost, (30 in February) -DOMESTIC: --PART-BATCHED [1 Batch] 20 "Vivisector" Interceptors (+1 EAM Boosters, +1 Weapons, +1 Shields): 20pp/Batch (30 months; 5 every 8 months) --PART-BATCHED [2 Batches] 10 "Striker" Class Attack Ships [Fast Attack Ships] (+1 Inertialess Drive): 10pp/Batch (10 months; 2 every two months) --PART-BATCHED [2 Batches] 24 Thunderhammer Anti-Orbital VH-Artillery (+1 Ground-to-Orbit): 10pp/Batch (9 months; 2/month, 4/4th month) --PART-BATCHED [1 Batch] 5 "River Soul" Class Destroyer (+1 Inertialess Drive, +1 Energy Weapons, +1 Shields, +1 Armor, +1 ECW): 30pp/Batch (50 months; 1 every 12 months) --PART-BATCHED [1 Batch] 2 "Vanquisher" Class Cruiser (+1 Inertialess Drive, +1 Energy Weapons, +1 Shields, +1 Armor, +1 ECW): 30pp/Batch (50 months; 1 every 30 months) --[PART-BATCHED] 10 Nevvilbach Heavy Patrol Ships (+1 Inertialess Drive, +1 Energy Weapons, +1 Shields, +1 Armor, +1 ECW): 1+5=6xTL5=30pp (55 months, 1 every 6 months) --[PART-BATCHED] [11 Batches] 55 Kaidian Fast Attack Ships (+1 Inertialess Drive, +1 Energy Weapons, -2 Short Range): 1+2-1=1xTL5=5pp/batch; 55pp total (5 months, 11/month) --[PART-BATCHED] [34 batches of 25] 510 Star-Raider Fightercraft (+1 Energy Weapons, -1 Space-Only): 1+1-1=1xTL5=5pp x34 batches = 170pp (68 in February, 102 in March, 68 in April, 102 in May, 68 in June, 102 in July) --PART-BATCHED [2 Batches] 12 "Ranger" Class ECW Patrol Ships (+1 Inertialess Drive, +1 ECW): 15pp/Batch (19 months, 2 every 3 months) --[6 Batches] 6 "Eviscerator" Class Battleship (+1 Inertialess Drive): 15pp/Batch (3 Months) --[2 Batches] 2 "Den Mother" Class Carrier (+1 Inertialess Drive): 15pp/Batch (18 months) --[1 Batch] 1 "Liberation" Class Capship (+1 Inertialess Drive, +1 Energy Weapons, +1 Shields, +1 Armor, +1 ECW): 35pp/Batch (61 months) --PART-BATCHED [2 Batches] 15 F/A-31 "Banshee" Fighters (+1 Air to Ground Missiles): 10pp/Batch (8 months, 5 every 2 months) --PART-BATCHED [4 Batches] 2,000 Elite Infantry: 5pp/batch (5 months, 400/month) --1 Z-101 "Verhydan" Land-Dreadnought (+1 Weapons, +1 Armor, +1 Mobility, +1 Shields, +1 ECM): 1+5=6xTL5=30pp (56 months) |
Name: The Thersonian Reich
Power Type: Nation Date: Janurary 1005 Total Starting Points: ? Head of State: Koing Edward William von Therson IV, King of Claxton, Ruler of the Thersonian Empire National Flag: http://www.allstates-flag.com/fotw/images/d/de-na92.gif Population: 61.2 million (+30 industry bonus) Advantages: Martial Society- Therson has an old and strong military tradition. Much of the populace is trained in the ways of war, weapons are plentiful and stored in local armories and great armies can be quickly mobilized in times of trouble. In practice this allows a Power to form Unskilled Infantry and Skilled Infantry at a much increased rate, taking only the Production Point Cost in months to complete each Batch. (-30 SP) Fanatical Population (25 SP): Your People are incredibly devoted and can be urged on to great lengths for the state. Civil Order payments are twice as effective, the people will resist occupation harder and longer, and the Population Bonus also can be mobilized like Industrial Production in times of crisis. This Advantage costs 25 SP for most Nations, but 50 SP for a Nation with any of the Large or Huge Population Advantages, as Fanatical Population can make nations with large population bases very difficult to invade and conquer. Disadvantages: Magic Numb (+20 SP): For whatever reason the people of your Nation have no ability whatsoever to cast Magic, be it deep-rooted personal prejudice, or a physical inability to grasp the mystic forces, or what have you. You may still take Magical Advancement Categories, and your Nation may use any magical devices you find, and even fuse Magic and Technology to create and use Technomagic, but you may never produce or own Mages. Fourth Law (+10 SP): Your Nation fears the rise of intelligent machines. This includes both the intelligent computers produced by Technological Powers and the self-aware golems produced by Magical Powers. Your Nation may never use automation, or full AI, and will treat any Robot Civilisations as Pariah. This disadvantage does not prevent a Biotech Power from building intelligent biotech creations or using sentient creatures as their vehicles. Cult of Victory (+20 Starting Points): Your Nation does not like losing. Unless quickly followed by a victory, the effects on the Population’s morale from defeat in battle are magnified, and losing a war almost invariably leads to a revolution or rebellion. Technology: Engineering: 400 Chemistry: 400 Physics/Mathematics: 450 Biology: 300 Psychology: 300 Magic: Destruction: 0 Creation: 0 Movement: 0 Mental: 0 Transmorgification: 0 Production: Industry: 64/per month (+30 bonus from population) Wealth: 76/ per month Research: 25/ per year Ether Collection: 94/ per month Terrain: Prussia: +Open- Hampshire Militarized Zone: pop: 10 million, ind: 16, wealth: 15, research:10, ether:20 +Open- Bavaria: pop: 10 million, ind: 10, wealth: 10, research:0, ether: 20 +Open- Konigsberg: pop: 14 million, ind: 20, wealth: 30, research: 10, ether: 25 +Difficult- Kassel; 6.4 million, ind: 8, wealth: 7, research: 0, ether: 0 ++The Black Forest (Major Feature) [1 SP] +Very Difficult- The von Moltke Mountain Range (1SP): Pop: .2 million, 0 ind, 0 wealth, 0 ether ++The Old King (Major Feature) [2 SP] Intervening terrain: Blaues Meer (2SP) Saxony: +Open- West Saxony: pop: 10 million, ind: 5, wealth: 7, research: 5, ether: 20 +Difficult- South Saxony: 10 million, ind: 5, wealth: 7, research: 0, ether: 9 Weather: Winter: 1 SP Precipitation (Routine heavy snow storms). Space Terrain: Orbital Space: 1 Crowded (The moon Victoria) [1SP], 2 Open Mid System: 2 Crowded (The von Austerland Belt) [2SP], 8 Open Out System: 20 Open Trade Agreements: The Rum Route Rum: 25 TU every month, return of 50 WU Military Trades: 30 MS-6+ Aries Mobile Suits to Belmar Foreign Relation: Thetis: Co-member of the Concordiat of Free Nations Atesia: Co-member of the Concordiat pf Free Nations Belmar: Ally Royal Archangel Republic: New Soviet Star Union: Enemy for life, stinking robot worshipping brainwashed reds. Red Dawn Slave Unit 995 and Tartarus: Enemy for life, stinking robot and their poor brainwashed slaves. Kozun Imperial Frankish Dominion Rum The Schliraum Sternreich Ohmshire Republic Armaments Rma The Deldanian Republic: To be punished… Naughty, naughty Germans. The Zanzibar Alliance Telsa Kamazuki Shipping Vichy Aquitania The Panthetic Bloc Rehresburg Free State The Belmarian Fleet in Rebellion: To be punished or reconciled. Sevnaiya Soviet: Enemy for life. Koratozov |
The Order of Battle of the Thersonian Wehrmacht (Part II)
The Thersonian Wehrmacht
The Heer: Headquaters: 1 Heeresgruppen, 5 ArmeeKorps Major Formations: 4 Panzergrenadier Divisions, 1 Sturm Division, 2 Infantry Divisions, 4 Ind. Schwere Panzer Brigade, 2 Ind. AD Brigade Special Operations: 1 Special forces Battalion Skilled Infantry: 67,600 Thersonian Grenadiers, 8,000 Königlicher Sturmpanzergreanadier Elite Infantry: 6,000 Pionier Special Forces Infantry: 200 Jagers Main Battle Tanks: 1,700 Luftpanzer VIII, 120 E-350 Schwere-Sturmpanzer Light Tanks: 1,249 Pz Kpfw M-5 Ausf. R Infantry Fighting Vehicles: 3,240 Sd Kfz IX, 500+1000 Sd Kfz IX Ausf. B Bewegliche Angriff Einheit: 150 MS-5 Leo, 0+30 MS-6 Aries, 30 MS-6+ SP Artillery: 1,270 M-12 Kanone MRL: 500 M-15 Schweres Neblwerfer SP SAM: 600 M-14 Flak SP Flak Guns: 600 M-19 Flak Towed SAM: 800+800 M-16 Flak Logistics Vehicles: 5,260 M-3, 20,000+20,000 M-1 Anti-Orbital Kanone: 0+400 M-18 Anti-Orbital Neblwefer: 0+400 M-25 300,000+700,000 Reserve Orc Truppen (Unskilled Infantry) 30,000+120,000 Orc Truppen (Skilled Infantry) ORDER OF BATTLE- 1st Panzer Grenadier Division (deployed on Belmar) +8,600 Thersonian Infantry +1,000 Sd Kfz IX +352 Pzluft VII MBT +200 Pz Kpfw V Ausf. R +100 M-15 Schweres Neblwerfer +200 M-12 Kanone +100 M-14 Flak +1,000 M-3 Logistic Vehicles 2nd Strum Division (deployed on Belmar) +8,000 Königlicher Sturmpanzergreanadier +1000 Sd Kfz IX +448 Pzluft VIII MBT +200 Pz Kpfw V Ausf. R +100 M-15 Schweres Neblwerfer +200 M-12 Kanone +100 M-14 Flak +1000 M-3 Logistic Vehicles 3rd Panzer Grenadier Division +10,000 Thersonian Grenadier +1,000 Pioneer Truppen +1,000 Sd Kfz IX +300 Pzluft VIII MBT +250 Pz Kpfw V Ausf. R +100 M-15 Schweres Neblwerfer +200 M-12 Kanone +100 M-14 Flak +1,000 M-3 Logistic Vehicles 4th Panzer Grenadier Division +10,000 Thersonian Grenadier +1,000 Pioneer Truppen +500 Sd Kfz IX Ausf. B +500 Sd Kfz IX +300 Pzluft VIII MBT +250 Pz Kpfw V Ausf. R +100 M-15 Schweres Neblwerfer +200 M-12 Kanone +100 M-14 Flak +1,000 M-3 Logistic Vehicles 6th Panzer Grenadier Division +10,000 Thersonian Grenadier +1,000 Pioneer Truppen +300 Pzluft VIII MBT +250 Pz Kpfw V Ausf. R +50 Schweres Neblwerfer +200 M-12 Kanone +50 M-14 Flak +1,000 M-3 Logistic Vehicles 7th Infantry Division (still forming) +10,000 Thersonian Grenadier +1,000 Pioneer Truppen +200 M-12 Kanone +50 M-15 Schweres Neblwerfer +50 M-14 Flak 8th Infantry Division (still forming) +10,000 Thersonian Infantry +1,000 Pioneer Truppen Mobile Assault Battalion +60 MS-5 “Leo” Bewegliche Angriff Einheit +30 MS-6+ “Aries” Bewegliche Angriff Einheit Mobile Provisional Assault Battalion +90 MS-5 “Leo” Bewegliche Angriff Einheit First Jager Battalion +200 Commandos First Ind. Schwere Panzer Brigade +30 E-350 Schwere-Sturmpanzer Second Ind. Schwere Panzer Brigade +30 E-350 Schwere-Sturmpanzer Third Ind. Schwere Panzer Brigade +30 E-350 Schwere-Sturmpanzer Fourth Ind. Schwere Panzer Brigade +30 E-350 Schwere-Sturmpanzer First Ind. AD Brigade +300 M-19 Flak Second Ind. AD Brigade +300 M-19 Flak Unassigned/Independent Units 260 M-3 Logistic vehicles 90 Pz Kpfw V Ausf. R 100 M-14 Flak 600 M-19 Flak 240 M-9 Sd Kfz IX OPERATIONAL COMMANDS- Thersonian Expeditionary Force to Belmar +I ArmeeKorps ++1st PanzerGrenadier Division ++2nd StrumGrenadier Division ++ First Jager Platoon, 1st Jager Battalion Armeegroup Claxton +III ArmeeKorps ++3rd Panzer Grenadier Division ++4th Panzer Grenadier Division ++1st Mobile Assault Battalion +IV ArmeeKorps ++6th Panzer Grenadier Division ++2nd Mobile Assault Battalion +V ArmeeKorps ++7th Infantry Division ++8th Infantry Division The Sternmarine: Super Battleships:1+3 D-15, 0+2 X-2 [Being built by Formori] Battleships: 2 D-12 Battleship, 0+8 D-12B Battleship, 0+5 Schenhorst Fleet Carriers: 4+1 D-4, 0+2 D-11 Missile Cruisers: 0+16 Cyclone-E [Being built by Thetis] Cruisers: 24 D-2A, 4+4 D-2A+, 0+2 Storm Cruiser [Being built by Republic Armaments] Recon Cruisers: 4 D-3 Missile Destroyers: 15 K-5M, 5 K-5M+, 0+20 K-5M* Destroyers: 20 K-5 Etheric Countermeasures Destroyer: 5 K-5E+, 13 K-5E Sensors Destroyers: 0+20 K-5R Anti-Aerospace Destroyer: 0+40 K-5K Patrol: 50 K-3 Corvettes Subs: 4 K-7 Sternmarine Areospace: Fighter/Fighter-Bomber: 75 FW-12 Superiority Fighters (0+50 FW-12 to FW-12B upgrade), 72+50 FW-13 Multi-Role Fighters, 100 TAAF-11 Sprite, 0+25 Fk-18 Strike Craft: 225 JU-13 Strike Fighter (0+75 JU-13 to JU-13B upgrade) AWACS: 20 E-4 AWACS Marines: 1000 Royal Thersonian Marines OPERATIONAL COMMANDS- The Home Fleet: +1 D-15-class Super Battleship +2 D-12 Battleships +4 D-4 Carrier ++75 FW-12 Superiority Fighters ++72 FW-13 Multi-Role Fighters ++225 JU-13 Strike Fighter ++20 E-4 AWACS +50 K-3 Corvettes +24 D-2A-class Cruisers +4 D-3 Recon Cruisers +4 D-2A+ Cruisers +15 K-5M Missile Destroyer +5 K-5M+ Improved Missile Destroyer +13 K-5E Electronics Warfare Destroyer +5 K-5E+ Electronic Warfare Destroyer +20 K-5 Destroyers +4 K-7 Attack Sub-ether ships Merchant Marine 69 H-1-class Freighter (Freighter) 20 H-7-class Army Combat Transport (Freighter) 10 H-2-class Super Freighter (Super Freighter) 6 H-3-class Tanker (Super Freighter) The Thersonian Intelligence Corp 199+200 Spies (Spies) 200 Destabilization Agents (Spies) 100 Adjustments Agents (Spies) Wealth: 5 DEPLOYMENT- 30 Spies deployed on Schilera 24 Spies deployed on Atesia 25 Spies deployed on Rum 10 Adjustment Agents deployed on Rum |
Unit Stats (Part III)
ARMY UNITS
COMBAT TROOPS, INFANTRY Name: Thersonian Grenadiers (Skilled Infantry: +1 weapons, +1 body armor) [12pp/10000, 1IUU, 1WU, 0EU] Name: Königlicher Strumpanzergrenadier (Skilled Infantry: +1 weapons, +1 body armor, +1 loyality training) [16pp/10,000; 1 IUU, 1 WU, 0 EU] Name: Schwere-Waffen Truppen (Skilled Infantry: +3 weapons, +1 body armor) [20pp/10000, 1IUU, 1WU, 2EU] Name: Pioneers (Elite Infantry: +1 weapons, +1 engineering equipment, +1 demolitions, +1 body armor) [20pp/1000, 2 IUU, 1 WU, 0EU] Name: Jagers (Special Forces: +1 weapons, +1 demolitions, +1 stealth, +1 Infiltration) [20pp/50, 2 IUU, 1 WU, 0 EU] COMBAT TROOPS, MOBILE TROOPS Name: Luftpanzer VIII (Armor: +1 weapons, +1 armor, +1 hover) [16pp/100, 1IUU, 1WU, 1EU] Name: Sd Kfz IX (Transport Forces: +1 weapons) [8pp/500, 1IUU, 1WU, 1EU] Name: Sd Kfz IX Ausf. B (Transport Forces: +1 weapons, +1 armor, +1 mobility) [16pp/500, 1IUU, 1WU, 1EU] Name: E-350 Schwere-Strum Panzer (Mobile Gun Fortress: +1 armor) [8pp/10, 1IUU, 1WU, 1EU] Name: Pz Kpfw V Ausf. R (Light Armor: +1 weapons, +1 sensors) [12pp/200, 1IUU, 1WU, 1EU] Name: MS-5 “Leo” Bewegliche Angriff Einheit (Hyper Advance Armor: +1 weapons) [8pp/10, 1IUU, 1WU, 1EU] Name: MS-6 “Aries” Bewegliche Angriff Einheit (Hyper Advance Armor: +1 flight, +1 booster) [12pp/10, 1IUU, 1WU, 2EU] Name: MS-6+ “Aries” Bewegliche Angriff einheit (Hyper Advance Armor: +1 flight, +1 booster, +1 missile pods) [16pp/10, 1IUU, 1WU, 2EU] COMBAT TROOPS, ARTILLERY M-14 Flak (Artillery: +1 SAM, +1 hover) [12pp/200; 1IUU,1WU,1EU] M-12 Feld Kanone (Artillery) [4pp/200; 1IUU,1WU,1EU] M-16 Flak (Towed Artillery: +1 SAM) [8pp/400; 1IUU,1WU,1EU] M-18 Anti-Orbital Kanone (Artillery: +1 sensors, +1 range) [12pp/200; 1IUU,1WU,1EU] M-19 Flak (Artillery: +1 anti-air, +1 anti-tank, +1 firepower, +1 sensors) [20pp/200; 3IUU,1WU,1EU] M-15 Schweres Nebelwefer (Artillery: +2 advance missiles) [12pp/200; 2IUU,1WU,1EU] M-25 Anti-Orbital Nebelwefer (Artillery: +2 missiles, +2 range, -2 immobile) [12pp/200; 2IUU,1WU,1EU] SUPPLY TROOPS M-3 Logistic Vehicles (Logistic Vehicles: +1 hover) [8pp/1,000; 1IUU/1WU/1EU] M-1 Trucks (Logistics Vehicles) [4pp/1,000; 1IUU/1WU/1EU] NAVAL UNITS Capitol Ships Name: D-15: Super Battleship (Super Battleship +1AG drives, +1 weapons, +2 armor) [36pp/1; 5 IUU, 5 WU, 10 EU] Name: X-2 Super Battleship (Super Battleship +1 Inter-less drive, +2 armor, +1 secondary weapons, +1 weapons) [50pp/1; 5 IUU, 5 WU, 6 EU Name: D-12A Battleships (Battleship +1 AG drives, +2 weapons) [20pp/1; 3 IUU, 2 WU, 2 EU] Name: D-12B Battleship (Battleship +1 AG drives, +2 weapons, +1 shields) [24pp/1; 3 IUU, 2 WU, 2EU] Name: Schenhorst-class Battleships (Battleship +1 AG drives, +1 armor, +1 shields) [20pp/1; 2 IUU, 2 WU, 2EU] Carriers Name: D-4 Fleet Carrier (Carrier +1 AG drives, +1 ECM) [16pp/1; 2 IUU, 2 WU, 4WU] Cruisers Name: D-2A class Cruiser (Cruiser +1 AG drive) [8pp/2; 1 IUU, 1 WU, 1EU] Name: D-2A+ class Cruiser (Cruiser +1 AG drive, +1 weapons) [12pp/2; 1 IUU, 1 WU, 1 EU] Name: Cyclone-E class Missile Cruiser (Cruiser +1 AG drives, +1 missiles, +1 range) [16pp/2; 2 IUU, 1 WU, 1 EU] Name: Storm Cruiser (Cruiser… Need to get stats from WS) [60pp/2; ?IUU, ?WU, ?EU] Destroyer Name: K-5 class Destroyer (Small Warships +1 AG drives) [8pp/5; 1 IUU, 1 WU, 1EU] Name: K-5E class Destroyer (Small Warships +1 AG drives, +1 ECM) [12pp/5; 1 IUU, 1WU, 1 EU] Name: K-5E+ class Destroyer (Small Warship +1 AG drives, +1 ECM, +1 sensors) [16pp/5; 1 IUU, 1 WU, 2 EU] Name: K-5M class Destroyer (Small Warship +1 AG drives, +1 missile) [8pp/5; 1 IUU, 1 WU, 1 EU Name: K-5M+ class Destroyer (Small Warships +1 AG drives, +2 missiles) [12pp/5; 2 IUU, 1 WU, 1 EU] Name: K-5K class Destroyer (Small Warship +1 AG drives, +1 AAA) Name: K-5R class Destroyer (Small Warship +1 AG drive, +2 sensors, +1 ECM) [20pp/5; 1 IUU, 1 WU, 3 EU] Partol Ships Name: K-3 Corvette (Patrol Warship +1 AG drives) [8pp/10; 1 IUU, 1 WU, 1EU] Subäther-Boots Name: S-7-class Subäther-Boot (Small Warship +1 AG drives, +1 sensors, +2 cloaking device) [20pp/5; 1 IUU, 1 WU, 2 EU] Areospace Forces Name: Focke-Wulf FW-12 Superiority Fighter (Fighter +1 Internal boosters) [8pp/25; 1 IUU, 1 WU, 2 EU] Name: Focke-Wulf FW-12 Ausf. B Superiority Fighter (Fighter +1 Internal boosters, +1 shields) [12pp/25; 1 IUU, 1 WU, 2 EU] Name: Junkers JU-13 Strike Fighter (CAA +1 Internal boosters) [8pp/25; 1 IUU, 1 WU, 2 EU] Name: Junkers JU-13 Ausf. B Strike Fighter (CAA +1 internal booster, +1 ordnance) [12pp/25; 1 IUU, 1 WU, 2 EU]) Names: TAAF-11 Sprite Stratofighters (Fighters +1 missiles, +1 shields, +1 maneuverability, +1 fusion booster) [20pp/25; 1 IUU, 1 WU, 2 EU] Name: Focke-Wulf FW-13 Multi-Role Fighter (Fighter +1 Ordnance, +1 internal boosters) [12pp/25; 1 IUU, 1 WU, 2 EU] Name: Arado E-4 AWACS (Light Transport +1 internal booster, +1 ECM) [12pp/10; 1industry, 1wealth, 2ether] Troop Transports Name: H-7-class Army Combat Transport (Freighter +1 AG drives, +1 shields) [12pp/10; 1 IUU, 1 WU, 1 EU] Marines Name: Royal Thersonian Marines (Elite Infantry +1 close combat weapons, +1 armored spacesuits) [12pp/1000; 1 IUU, 1 WU, 0EU] Freighters Name: H-1-class Freighter (Freighter+1 AG drives) [8pp/10; 1 IUU, 1 WU, 1 EU] Name: H-2-class Super Freighter (Super Freighter +1 AG drives) [8pp/2; 1 IUU, 1 WU, 1 EU] Name: H-3-class Tanker (Super Freighter +1 AG drives, +1 tanker) [12PP/2; 1 IUU, 1 WU, 1 EU] INTELLIGENCE UNITS Name: Spies (Spies +1 Infiltration) [8pp/100; 0 IUU, 1 WU, 0 EU] Name: Destabilization Agents (Spies +2 Infiltration, +1 Exfiltration) [16/100; 0 IUU, 1 WU, 0 EU] Name: Adjustment Agents (Spies +2 Infiltration, +2 Exfiltration) [20pp/100; 1 IUU, 1 WU, 0 EU] |
Name of Power: Fourth Paradisium Republic
Orleans, Franco Domini System Level of Power: Empire (910.3703 SP) Empire Population: 105,070,300+??? (+21 industry bonus, 42 units of housing available, 105.0703 SP) Production: 240 SP Industry: 121 production points/month Wealth: 60 monetary units/month Ether Collection: 50 Ether/month Research: 9 research points/year Territories/Terrain: 14 SP Franco Domini Pop: 105,070,300; Ind:121; Wel: 60; Eth: 50, Res: 35 -1 Super Region w/ Major Feature (7 TP) - 78 IndDev/LivSpa 43.04 million people, 67 industry, 22 wealth, 12 ether, 6 research -1 Open Region (1 TP) - 26 IndDev/LivSpa 25 million people, 19 industry, 18 wealth, 8 ether, 1 research -1 Very Difficult Region (1 TP) - 13 IndDev/LivSpa 5.03 million people, 2 industry, 3 wealth, 7 ether, 0 research -1 Very Difficult Region (1 TP) - 13 IndDev/LivSpa 4 million people, 2 industry, 2 wealth, 3 ether, 0 research -1 Very Difficult Region (1 TP) - 13 IndDev/LivSpa 2.05 million people, 1 industry, 1 wealth, 1 ether, 0 research -2 Intervening Terrain Regions (2 TP) - 0 IndDev/LivSpa -1 Open Region (1 TP) 26 IndDev/LivSpa 14.0002 million people, 18 industry, 6 wealth, 15 ether, 1 research -1 Open Region (1 TP) 26 IndDev/LivSpa 13.0001 million people, 11 industry, 8 wealth, 4 ether, 1 research Weather: 2 SP Climate: Cold Summer Precipitation: +1 heavy rains Overcast: +1 heavy clouds Advancement: 220 SP Technology: 220 SP Engineering: 450 Chemistry: 450 Physics/Mathematics: 450 Biology: 400 Psychology: 450 Magic: 0 SP Destruction: 000 Creation: 000 Movement: 000 Mental: 000 Material: 000 Advantages: 100 SP Martial Society Fanatical Population Huge Population Disadvantages: 25 SP Cult of Victory Lord of All Military: 2543pp (254.3 SP) Army: 440.8pp Air Force: 294.2pp Navy: 1008pp (plus roughly 800pp) Security: 0pp Magic: 0pp |
Primary City/aka the One Who Wants 706sp
Engineering 50 Chemistry 50 Psychology 50 Physics 50 Biology: 40 Wealth: 25 Industry: 114 (15 of this is from captured formers) Ether: 108 (18 of this is from captured formers) R+D: 30 Terrain: Primary City 9SP 5SP 1 Super Open Terrain: Primary City Core 54 Industry/48 Ether/5 Wealth 1Open Terrain: Primary City North District 15/15 Ether/5 Wealth 1 Open Terrain: Primary City South District 15/15 Ether/5 Wealth 1 Open Terrain Primary City East District 15/15 Ether/5 Wealth 1 Open Terrain Primary City West District 15/15 Ether/5 Wealth 1 monument south of Primary City: Crystal Forest of The One Who Wants Space Terrain: 2SP 1 Very Crowded Region: Astroid belt Advantage -5 Space Cadets -40 Machine civilization Disadvantage +10 Pariah insane robot nation +5 Patent office +10 Disaster! (Random severe weather changes from tornados to earthquakes) +5 Lord of All (The One Who Wants) +5 Factious World +25 Home is were the Heart Is Total Military 193SP Primary City Military: 905pp 1 Leviathan Airship +2 AI +1 Shields +1 Guns 25pp for 1 2 Super Airship +2 AI +1 Shields +1 Guns 25PP for 1 50pp 0 Super Airship (SV) +2 AI +1 Lifting Gas 20PP for 1 0pp 60 Transports (Medium Air Transport) +2 AI 10PP for 25 60pp 28 Heavy Bombers +2 AI +2 Missile Capability 25PP for 10 75pp 29 Tactical +2 AI +2 Stealth 25PP for 20 50pp 50 Reaper Gunships +2 AI +1 Anti-tank gun 20PP for 25 40pp 84 Type-33 Fighters +2 AI+2 Stealth 25PP for 25 100pp Primary City Army 37,000 Skilled Infantry +2 AI +1 Agility +1 Armor 25PP for 10,000 100pp 600 Artillery +2 AI +1 Weapon Range 20PP for 200 60pp 5000 Logistics +2 AI 15PP for 1000 75pp 200 Advance Tanks Advance Tanks +2 AI +1 Sensors 20PP for 50 80pp 20 Mobile Gun Fortress (AA) +2 AI +2 Anti-Air systems 25PP for 10 50pp 0 Mobile Gun Fortress +2 AI 15PP for 10 0pp 1 Land Dreadnought (The One Who Wants) +2 AI +1 Guns +1 Sensors25PP for 1 50 Hyper Advance Armor 1 for 10 +2 AI +1 Beams + 1 maneuverability 25PP for 10 125pp 50 Advance Tanks Advance Tanks +2 AI +1 Sensors 20PP for 50 20pp 0 Super Airship (SV) +2 AI +1 Lifting Gas 20PP for 1 0pp In production: 1025pp 2 Super Airships +2 AI +1 Shields +1 Guns 25PP for 1 50pp 1200 Armor (July of 05) Amour +2 AI +2 Guns 25PP 100 300pp 2 Land Dreadnoughts (July 05) +2 AI +1 Guns +1 Sensors 25pp for 1 50pp 20,000 Death Bots (October 05) +2 AI +2 Radiation Guns 25pp for 10,000 50pp 40 Hyper Advance Amour (January 06) 1 for 10 +2 AI+6 +1 Beams +1 maneuverability 25PP for 10 100pp 1 Leviathan Gary (November 05) +2 AI +1 Shields +1 Guns 25pp for 1 25pp 1 Leviathan Gregory (December 05) +2 AI +1 Shields +1 Guns 25pp for 1 25pp 2 Super Airship Transports (June 05) +2 AI 15pp for 1 30pp 100 Amour (April 06) +2 AI +2 Guns 25PP 100 25pp 25 Reaper Gun ships (November 05) +2 AI +1 Anti-tank gun 20PP for 25 100 Advance Tanks (May 06) +2 AI +2 Guns 25PP 100 25pp 50 Fighters (May 06) +2 AI +2 Stealth 25PP for 25 50pp 10,000 Skilled Infantry (June 05) +2 AI +1 Agility +1 Armor 25PP for 10,000 25pp Leviathan Gina (May 06) +2 AI +1 Shields +1 Guns 25pp for 1 25pp Leviathan Gloria (May 06) +2 AI +1 Shields +1 Guns 25pp for 1 25pp 20,000 skilled infantry (August 06) +2 AI +1 Agility +1 Armor 25PP for 10,000 50pp 40 Tactical Bombers (September 06) +2 AI +2 Stealth 25PP for 20 50pp 2 Land Dreadnoughts (October 05) +2 AI +1 Guns +1 Sensors 25pp for 1 50pp 20 Mobile Gun Forts AA (January 07) +2 AI +2 Anti-Air systems 25PP for 10 50 |
Minor updates done due to the discovery of some limited extra troop production in 04.
Thetis Federation Date: February 1005 Overview The Thetis Federation is a several hundred year old nation originally founded by the inhabitants of a zeegee O'Neil island (the origin of the name O'Neil is lost in the mists of history) which inhabit the world known as Thetis. The origins of the Federation stretch much further back, however, to the tail end of the Godwar. The founding habitat Tranquility fled the warfare engulfing the system of Tau Ceti by using an experimental Ether Ultradrive, which boosted the entire twenty kilometer long habitat across uncharted space. Unfortunately, Tranquility was caught up in an Ether storm, sticking them in temporal stasis for almost eight centuries. Upon their arrival in Zeta Reticuli, they were dismaye to find that they had reached Zeta Reticuli in 3685 AE, not the target date of 2985 AE. Despite the mildly inconvenient setback of arriving eight centuries late, little had changed, and the colonists prepared to settle into their new home, the planet they dubbed Thetis. Level of Power: Nation (1117.233 starting points) Empire Population: 34.775 million (+17 industry bonus) Infrastructure Industry: 133 production points/month Wealth: 125 monetary units/month Research: 20 research/year Ether Collection: 100 Ether/month Advancement Technology: Engineering: 500 Chemistry: 500 Physics: 500 Biology: 500 Psychology 500 Magic: Destruction: 35 Creation: 0 Movement: 113 Mental: 34 Transmogrification: 69 Terrains 26 total (6 free) 1x Thunderbolt Plains (NW) - Open - Pop: 4,900,000; Ind:10; Wel:15; Eth:10 1x Thunderbolt Plains (SW) - Open - Pop: 6,300,000; Ind:10; Wel:15; Eth:10 1x Southern Uplands - Difficult - Pop: 10,175,000; Ind:10; Wel:15; Eth:10 1x Western Uplands Capital District - Difficult - Pop: 9,500,000; Ind:17; Wel:15; Eth:10 1x Caves District - Difficult w/ Major Feature (Time Caves) - Pop: 2,200,000; Ind:10; Wel:10; Res:35; Eth:20 1x Circle Sea Swamps - Very Difficult w/ Major Feature (The Crumble) w/ border - Pop: 3,100,000; Wel:10; Res:15; Eth:10 Light year-round precipitation Total: 165 Ind, 150 Pop Orbital: 12 1x Crowded Orbital (High Thetis Halo) - Pop: 5,400,000; Ind:16; Wel:15; Res:5 1x Very Crowded Midsystem w/ Major Feature (The Graveyard) - Pop: 700,000; Ind:10; Wel:10 1x Crowded Outsystem (Achilles Station) - Pop: 1,800,000; Ind:10; Wel:5; Eth:10 Moderate year-round meteor shower (middle system) Total: 170 Ind, 41 Pop Orbital-Unused: 1x Crowded Orbital (Moon) 2x Very Crowded Midsystem (Graveyard) 1x Crowded Outsystem Capella (free) 1x Scattered Outsystem (Gas Giant) - Pop: 100,000; Ind:10; Wel:10; Eth:10 Total: 30 Ind, 11 Pop Sata Corvi (free) 1x Scattered Orbital (Moon) - Pop: 50,000; Ind:10; Wel:10; Eth:10 Total: 30 Ind, 11 Pop Advantages Space Cadets (-5): You have a foothold in space, with permanent bases, residences and a level of industry. Ancient World (25 SP): There was once a vast and advanced civilization on your world that is now long gone, but the relics of its civilization are everywhere. New cities built on the ruins of the old, strange monuments in isolated locations, and weird and often unknowable items sometimes found in the strangest places. As with Ancient Relics, Archaeologists are a good idea to get full benefit from this Advantage Elite Armed Forces (-75): Your armed forces are the crème de la crème. The biggest badasses in your region of the galaxy. Morale is high, professionalism the rule, and leadership excellent if not inspired. Unlike its opposite number - Incompetent Armed Forces - this advantage is a bit easier to lose. Mass casualties and long wars can drain away the vital skill pool. Enhanced Population (-50): Thetans are Class-V enhanced. They have the following enhancements: +1 Senses +1 Longitevity +3 Living Processor Disadvantages Factious World (+5 Starting Points): As a Nation, while you are the greatest power on your world you are not the only one. Other nations exist which have no loyalty to you. They do not pose an immediate threat, but you cannot easily conquer or control them. The other nations start with 500 Starting Points between them (before Disadvantages and the 25 SP adjustment per starting year). Stockpiles 57.6 Units Adamantium 19.4 Units Crycium 16.1 Units Aethyrium 6.6B TL4 Heavy Armor +1 Armor 2 TL4 Capital Ship +1 Shields 2 TL5 Capital Ship +1 Shields In production 0.6B MA-372 hoverscout (1005-3) 1B HAD-72 'Hydra' HoverADA (1005-3) 4B TAAF-12 Snark (1005-3) 6B Etherweb Sats (1005-3) 4B HRL-21A VHA (1005-4) 1B Type B freighters (1005-4) 2 Thetis-A carriers (1005-5) 1B Blockade Runners upgraded to TL5 (1005-5) 5B TAAF-12 Snark (1005-7) 2B Firelance frigates (1005-7) 3B Type-C Super Freighters (1005-7) 0.5B FORCE Commandos (1005-8) 8B Cyclone-E missile cruisers (1005-8) 4B TAAF-12 Snark (1005-9) 1B RT-37 Heavy Railhowitzers (1005-9) 2B AD-34 'Phalanx-S' SAM Units (1005-9) 10B Area Defense Boats (1005-10) 2B Stealth Sensor platforms (1005-10) 0.5B Blockade Runners (1005-10) 0.5B ECM Drones (1005-11) 3 Onyx heavy benders (1005-12) 4 Enigma class battleships (1006-1) 1B MA-801 'Wolverine' Combat Suit (1006-1) 2B HIT Marks (1006-1) 1 Serenity Superfort (1006-2) 4B TAAF-12 Snark (1006-3) 2 Skylord asteroid forts (1006-5) 4B TAAF-12 Snark (1006-10) 1 Angel carrier (1006-10) 3B TAAF-12 Snark (1006-11) 1 Thetis carrier (1006-11) 3B TAAF-12 Snark (1006-12) 1 Thetis carrier (1007-1) 0.4B FORCE STRIFE Commandos (1008-2) 5 Scharnhorst Battleships (1007-9) 1B Type-A Freighters (1007-9) 0.5B FORCE STRIFE Commandos (1008-7) 0.5B FORCE STRIFE Commandos (1008-9) 3 Indomitable class battleships (1008-6) On order from The Fomori 5 MA-250 'Mjolnir' mobile artillery units (1005-6) 1 Angel carrier (1006-11) 2 Thetis-A carriers (1007-9) Archeology: 100 Archeologists (TL5) +2 extra scientific gear 1000 Archeologists (TL5) Working at Thetis Technology Exchanges: TBA Trade Agreements: Capella Run: TU allocated yearly: 4 TU (20k CP) Interval: 1 trip yearly; February Conversion: 5 Wealth/TU Gross: 20 Wealth/Year Units allocated: 1 Class-B freighters (25k CP) Path: Thetis - Capella - Return Transit time: ~4 weeks round trip (plus unloading time) Offloading location: Landing Claxton Run: TU allocated yearly: 60 TU (300k CP) Interval: 1 trip yearly; July Conversion: 3 Wealth/TU Gross: 180 Wealth/Year Units allocated: 1 superfreighter (300k CP) Path: Thetis - Xannis Sevenya - Narhavon - Rum - Claxton - Return Transit time: ~12 weeks round trip (plus unloading time) Offloading location: Bradenburg Atesian Run: TU allocated yearly: 14 TU (70k CP) Interval: 1 trip yearly; September Conversion: 5 Wealth/TU Gross: 70 Wealth/Year Units allocated: 3 Class-B freighters (75k CP) Path: Thetis - Capella - Rma - Alfhame - Scythus - Return Transit time: ~18 weeks round trip (plus unloading time) Offloading location: Antev Archangel Run: TU allocated yearly: 120 TU (600k CP) Interval: Yearly, October Conversion: 4 Wealth/TU Gross: 480 Wealth/Year Units allocated: 2 Superfreighters (600k CP) Path: Thetis - Archangel via Gamma Orionis Transit time: ~15 weeks round trip (plus unloading time) Offloading location: FZC Run: TU allocated yearly: 120 TU (600k CP) Interval: Yearly, October Conversion: 5 Wealth/TU Gross: 600 Wealth/Year Units allocated: 2 Superfreighters (600k CP) Path: Thetis - Itriasca Transit time: ~14 weeks round trip (plus unloading time) Offloading location: Miscellaneous: Etherweb system: Connected systems: Thetis Cappella Rma Alfhame Scythus Formor Sata Corvi Gael Cygni Cassa Nova Phoenix Nord Narhavon Rum Claxton Iyanden Kozun 54 sats currently in service The Etherweb is a multiplex communications system, boosting traditional communications through multiple repeater stations, one placed every Great League. Bandwidth is extremely high, comparable to the best CAL-4 network backbones, however, the constraints of long distance Etheric transmissions means that as transmission time decreases linearly, the bandwidth decreases exponentially. Thus, close to realtime transmissions over interstellar distances are extremely intensive of Etherweb bandwidth, and high-speed 'face to face' conversations are priced accordingly. The Etherweb is not inherently encrypted, being standard digital data, encrypting is left to the sender and reciever. The same goes for compression, generally a good move to reduce bandwidth consumption. Individual costs are minimal, available both in by the gigabyte or flat monthly rate. The service is open to all, although corporations and governments can buy dedicated bands for their own exclusive use. These have high bandwidth and can only be accessed by authorised users and terminals. Additionally, several channels (such as Thetan news and other public access bands) are free to access, these include discussion forums on multitudes of topics as well as up-to-date economic information. Accessing the Etherweb is simple, as long as one has an uplink to an Etherweb node. This is generally sub-Etheric transmissions, but radio or laser comms are also supported. Note that generally, transmissions to and from the Etherweb are generally routed through local providers. Military Patrols 3 Escort Groups established. Each contains: 2 Orion Attack Frigates 1 Aegis Escort Frigates 1 Io Sensor Frigates 1 Drake Attack Cruisers 1 Cyclone missile Cruisers 8 GP Drones 4 ECM Drones 1 Stealth Drones locations: Thetis-Capella Thetis-Fomor Sata Corvi-Fomor Total upkeep: 6E/M 3 squadrons (16 aircraft each) TAAF-11 Sprite on system patrol Thetis Capella Sata Corvi Total upkeep: 4E/M FORCE:Ground 40,000 FORCE Riflemen (Skilled Infantry) 12 pp/Batch, 10,000 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 0 TL4.99 +1 Infantry Weapons +1 Body Armor 38,000 FORCE Riflemen (PA) (Skilled Infantry) 16 pp/Batch, 10,000 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 1 TL4.99 +1 Infantry Weapons +2 Power Armor 10,000 FORCE Jumptroopers (Skilled Infantry) 16 pp/Batch, 10,000 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 1 TL4.99 +1 Infantry Weapons +1 Body Armor +1 Jump Packs 950 FORCE Jump Marines (Elite Infantry) 16 pp/Batch, 1000 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 1 TL4.99 +1 Infantry Weapons +1 Body Armor +1 Jump Packs 1000 Advanced Synthetics (Elite Infantry) 16 pp/Batch, 1000 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 0, Ether Upkeep: 0 TL4.99 +2 AI +1 digital cognition maskers 30 + 50 'Wolverine' Combat Suit (Battlesuits) 20 pp/Batch, 100 units/Batch Industrial Upkeep: 2, Wealth Upkeep: 1, Ether Upkeep: 1 TL4.99 +2 Infantry Weapons +1 Infantry Mobility +1 Armor 20 FORCE Shocktroops (Battlesuits) 30 pp/Batch, 100 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 0.5, Ether Upkeep: 1 TL5 +1 Weapons +1 Fast Tracking +1 Armor +1 Shields +1 AI Support 90 'Skullboys' Combat Suit (Battlesuits) 12 pp/Batch, 100 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 1 TL4.99 +1 weapons +1 armor 21 'Black Scarab' Combat Suit (Battlesuits) 12 pp/Batch, 100 units/Batch Industrial Upkeep: 2, Wealth Upkeep: 1, Ether Upkeep: 1 TL4.99 +1 Anti-Armor Weapons +1 wall crawling +1 thermoptic cam -1 armor 13 + 25 FORCE Commandos (Special Forces) 20 pp/Batch, 50 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 0 TL4.99 +1 Infantry Weapons +1 Body Armor +1 Personal Shields +1 Personal Stealth 10 FORCE Cyberommandos (Special Forces) 30+5 pp/Batch, 50 units/Batch Industrial Upkeep: 1+1, Wealth Upkeep: 0, Ether Upkeep: 0 TL5 +1 Infantry Weapons +1 Body Armor +1 Personal Shields +1 Personal Stealth +1(2) AI Support x1 Infantry Weapons (equipped) 12 + 58 FORCE STRIFE Cyberommandos (Special Forces) 30 pp/Batch, 50 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 0, Ether Upkeep: 0 TL5, Crycium, Adamantium, Aethyrium +2 Infantry SPARweapons +1 Fast Tracking +1 Stealth +1 Shields +1 Alpha Proof Armor +1 Aethyrium Projection Circuitry +1(2) AI 95 E-1 Synthetics (Special Forces) 16 pp/Batch, 50 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 0, Ether Upkeep: 0 TL4.99 +2 AI +1 training (covert ops) 23 + 26 Kane-model HIT Marks (Special Forces) 30 pp/Batch, 50 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 0, Ether Upkeep: 0 TL5 +1 Infantry Weapons +2 AI +1 training (covert ops) +1 Armor 23 + 24 Smith-model HIT Marks (Special Forces) 30 pp/Batch, 50 units/Batch TL5 +1 Infantry Weapons +2 AI +1 training (covert ops) +1 Armor 5 Cassia-model HIT Marks (Special Forces) 30 pp/Batch, 50 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 0, Ether Upkeep: 0 TL5 +1 Weapons +2 AI +1 Senses +1 Training (covert ops) 425 HRL-79 Valkyrie Recon Skimmers (Recon Forces) 16 pp/Batch, 1000 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 1 TL4.99 +1 AG mobility +1 Sensors +1 Stealth 2240 HPC-72 Siren HoverIFVs (Infantry Carriers) 16 pp/Batch, 500 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 1 TL4.99 +1 Railgun +1 Vehicular point defense +1 AG mobility Holds 15 Men 0 + 500 HAD-72 Hydra HoverADA (Light Armor) 20 pp/Batch, 500 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 0.5, Ether Upkeep: 1 TL4.99 +1 AAA weapons +1 Sensors +1 AI Support +1 AG Mobility 160 + 300 HEV-72 Cyclops HoverScouts (Light Armor) 20 pp/Batch, 500 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 2 TL4.99 +1 Vehicular Point Defense +1 Sensors +1 ECM +1 AG Mobility 100 HPC-87A Snow Tiger HIFVs (Heavy Armor) 16 pp/Batch, 50 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 1 TL4.99 +1 Infantry Complement +1 Armor +1 AG Mobility 0 + 430 HT-48 'Salamander' Hovertanks (Heavy Armor) 30+5 pp/Batch, 50 units/Batch Industrial Upkeep: 1+1, Wealth Upkeep: 0.5, Ether Upkeep: 1 TL5, Crycium, Adamantium +2 Heavy Sparcannon +1 Fast Tracking Weapons +1 Vehicular Point Defense +1 Adamantium Alpha Proof Armor +1 AG Mobility +1 AI Support x1 Thunderbolt ERA xx1 Stealth Applique A new, heavily-armed and armored hovertank, the HT-48 'Salamander' is a massive leap in ability over older Thetis Federation designs. The result of development into Godswar-era technology from the Tranquility as well as use of sophisticated pseudomagitech, it has many innovative systems unseen in previous designs. With a central turret, power pack to rear and two-man crew to fore, the HT-48 is of conventional layout and shares many basic features with other Thetan designs. The turret is fully unmanned, again following Thetan norms, and mounts a single 140mm spar cannon and a ten-cell compact VLS system. Multiple combat electronic systems for both offensive and defensive purposes are also mounted in and on the turret, as well as 16 dual-tube grenade launchers and a pair of decoy launchers, each fed from a ten-round magazine. The main turret is capped with a cupola turret housing a lightweight particle beam cannon; this weapon is primarily tasked with point defense. Finally four lightweight beam emitters for supplementary defense against infantry and weapons fire round out the Salamander's arsenal. The entire turret is heavily armored with Alpha Proof matrix alloy armor and proof against all but the heaviest weapons. The hull is likewise heavily armored in the same matrix alloy, having a high frontal slope providing excellent ballistic protection. Between the glacis plate and the two crew positions are the defensive shield generators, arranged to provide additional physical protection in the unlikely event the glacis is penetrated. 1 Tartarus Kosomolet Salvation Army (Land Dreadnought) 20 pp/each Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 2 TL4.99 +1 Gauss Cannons +2 Armor +1 Legs +0 red star An ancient, humanform war machine, clad in rusty but still extremely thick armor, armed with backpack missiles and arm cannons. Can and once did crush krawls underfoot. The Ambrium lens of the head laser is, unfortunately, cracked and totally useless except if cut into fancy jewelry. The guiding AI is now long gone and the control systems are shot to hell but otherwise the machine is in surprisingly good condition, especially for something found on Murklim. 1 Archangel Hydra-series Megakrawl Full Refund (Land Dreadnought) 20 pp/each Industrial Upkeep: 2, Wealth Upkeep: 1, Ether Upkeep: 2 TL4.99 +2 VERY Heavy Cannons +2 Armor +0 red star An equally ancient war machine, this immense rolling fortress is armed with enormous projectile cannons and armored with good Soviet battlesteel. A testament to the powers of the workers, the Megakrawl enbodies the virtues of the proletariat; Strength, Determination, Resiliance. Found on Murklim, now being renovated by the Imperialistic Capitalist Thetans. Those dogs. 0 + 10 HS-1 Strategic Campaign Unit (Land Dreadnought) 12 pp/Each Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 1 TL4.99 +1 Massdriver Artillery +1 AG Mobility 75 HRT-34 Firestorm Hoverartillery (Artillery) 20 pp/Batch, 200 units/Batch Industrial Upkeep: 2, Wealth Upkeep: 1, Ether Upkeep: 1 TL4.99 +1 Advanced Munitions +1 Extended Range +1 Vehicular point defense +1 AG Mobility 400 + 400 TSG-13 Blast Howitzer (Artillery) 10 pp/Batch, 200 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 1 Eng:500, Chem:400, Phys/Des:1000 +1 JUNO Cannon -1 Towed 0 + 400 AD-34S Phalanx-S SAM Vehicle (Artillery) 10 pp/Batch, 200 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 1 TL5 +1 Surface to Air Missiles 50 HRL-21 'Ragnarok' Heavy HoverMLRS (Very Heavy Artillery) 16 pp/Batch, 25 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 1 TL4.99 +1 Advanced Munitions (Firepower) +1 Extended Range +1 AG Mobility 0 + 100 HRL-21A 'Ragnarok' Heavy HoverMLRS (Very Heavy Artillery) 20 pp/Batch, 25 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 0.5, Ether Upkeep: 1 TL4.99 +1 Advanced Munitions (Firepower) +1 Extended Range +1 AG Mobility +1 AI Support 25 + 25 RT-37 Heavy Railhowitzer (Very Heavy Artillery) 10 pp/Batch, 25 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 1 TL5 +1 Air/Ground Multifunction 0 + 5 MRT-50 'Mjolnir' Mobile Artillery Unit (Super Artillery) 20 pp/Each Industrial Upkeep: 2, Wealth Upkeep: 1, Ether Upkeep: 1 TL4.99 +2 Firepower +1 Armor +1 AG Mobility 1 Freeman Empire M-884 Heavy Battleplatform (Land) (Mobile Gun Fortress) 132 pp/Batch, 10 units/Batch Industrial Upkeep: 0, Wealth Upkeep: 0, Ether Upkeep: 5 Eng:600, Chem/Transmog:1100, Phys:600, Psych:600 +2 AI +2 Heavy Kraftcannons +2 Primium Armor +2 Multi Spectral Shields +1 AG (inertialless) +1 Sensors (multi spectral) +1 Autorepair/Internal Manufactury 0 + 1 Freeman Empire M-1022 Worldsiege Campaign Unit (land) WS-762V4 (Land Dreadnought) 55 pp/Each Industrial Upkeep: 0, Wealth Upkeep: 0, Ether Upkeep: 2 Eng:600, Chem/Transmog:1100, Phys:600, Psych:600 +2 AI +2 Primium Armor 1400 HLC-1 Hovertrucks (Logistics Vehicles) 8 pp/Batch, 1000 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 1 TL4.99 Carries 75 CP +1 AG Mobility 0 + 100 Hunter Synthetics (Hunters) 20 pp/Batch, 100 units/Batch TL5 +2 AI +1 Sensors 400 Agents (Spies) 12 pp/Batch, 100 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 1 TL4.99 +1 Combat Ability +1 Extra Surveillance Gear 100 Security Spies (Spies) 8 pp/Batch, 100 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 1 TL4.99 +1 Counterespionage Training 500 Basic spies (Spies) 4 pp/Batch, 100 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 1 TL4.99 75 FACADE operatives (Spies) 20 pp/Batch, 100 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 1 TL5 +1 Combat Ability +1 Infiltration Training +1 Extra Surveillance Gear 100 Archeologists (Spies) 15 pp/Batch, 100 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 1 TL5 +2 extra scientific gear Archeologists 1000 + 300 Archeologists (Spies) 5 pp/Batch, 100 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 1 TL5 Archeologists 20,000 Internal Security Forces (Secret Police ) 12 pp/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 1 Eng:450, Chem:450, Phys:450 +1 combat ability +1 extra surveillance gear |
Air Force:
50 Scout Drones (GP) (Aerial Scouts) 16 pp/Batch, 100 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 0, Ether Upkeep: 2 TL4.99 +2 Sensors +2 AI -1 Space Only 10 Scout Drones (Comms) (Aerial Scouts) 16 pp/Batch, 100 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 0, Ether Upkeep: 2 TL4.99 +2 Comms +2 AI -1 Space Only 30 Scout Drones (ECM) (Aerial Scouts) 16 pp/Batch, 100 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 0, Ether Upkeep: 2 TL4.99 +2 ECM +1 AI -1 Space Only 0 + 50 DME-11 ECM Drones (Aerial Scouts) 20 pp/Batch, 100 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 0, Ether Upkeep: 2 TL5 +2 ECM +2 AI -1 Limited Autonomy 10 Scout Drones (Cloak) (Aerial Scouts) 16 pp/Batch, 100 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 0, Ether Upkeep: 1 TL4.99 +1 Stealth +1 Sensors +2 AI -1 Space Only 22 Air drones (Aerial Scouts) 2 pp/Batch, 100 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 1 TL4.99 +1 sensors +1 stealth -1 range -1 speed -1 remote controlled 250 EADF-8 Zombie Swarmer (Fighters) 5 pp/Batch, 25 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 0, Ether Upkeep: 1 TL5 +1 Pulse Guns +1 Maneuver +2 AI -1 Armor -1 Limited Autonomy -1 Space Only -1 No External Rails 74 TAAF-11 Sprite Stratofighters (Fighters) 20 pp/Batch, 25 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 2 TL4.99 +1 Seeker Missiles +1 Shields +1 Maneuverability +1 Fusion booster http://www.aquasystem.co.jp/www/xbox.../FAIRY/FA1.jpg Standard stratofighter design, armed with modular weapon systems, highly maneuverable and equipped with a PPB system. 40 + 135 TAAF-12 Snark Multirole Stratofighters (Superfighters) 20 pp/Batch, 5 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 2 TL5 +1 Seeker Missiles +1 Shields +1 EAM booster http://www.3dap.com/hlp/staff/shrike/snark.gif FORCE's leading multirole stratofighter, the TAAF-12 Snark was conceived as a counter to COMINSTEL fightercraft, particularly Tartaran advanced MiGGs who's performance specifications had been delivered to the Concordiat in the defection of the Seraphim. The eventual result of this developmental project was the fast and powerful TAAF-12 stratofighter. Simulated trials proved promising and the project was given the green-light for mass production with the intent of replacing all of the older and less-capable TAAF-11 Sprite stratofighters in front line squadrons, the TAAF-11s then being moved to support and second line squadrons. A large twin-engine aircraft like its sibling the TAAF-13 Syreen dominance stratofighter, the TAAF-12 shares a high parts commonality even though they have significantly different external appearance. Most important of these are the two powerful variable-geometry EAM turboscramjets which allow both fighters to reach orbit without a bulky external booster pack. The original model TAAF-12 lacks much of the superlative maneuverability of the TAAF-13, however the A model upgrade adds additional maneuver systems to bring it to a median between the original production model and the TAAF-13. However in absolute terms even the basic TAAF-12 has excellent maneuverability and makes a dangerous opponent. To perform effectively as a multirole fighter the TAAF-12 carries a heavy warload capable of engaging all targets. Ten internal bays in the aircraft's underbody house high-maneuverability seeker missiles for air-to-air and air-to-ground engagements. Two additional bays are placed on the undersides of the engines, each of which can hold eight high-maneuverability micromissiles, eight air-to-ground seeker missiles or a single heavy missile. The TAAF-12 also features eight external hardpoints; two under each wing, two behind the internal bays between the engines and one on the outside of each engine. In normal operations only the engine hardpoints are used, the outer hardpoints each carrying a conventional droptank and the inner two carrying a single linked conformal fuel tank. For dogfight situations the TAAF-12 is armed with a 30mm four-barrel gatling railgun firing guided shells with 1560 rounds in the ammunition drum as well as a tail-mounted laser for defensive purposes. 32 TAAF-13 Syreen Dominance Stratofighters (Superfighters) 30 pp/Batch, 5 units/Batch Industrial Upkeep: 1+1, Wealth Upkeep: 1, Ether Upkeep: 2 TL5 +1 Pulse Guns +3 Maneuverability +1 EAM booster http://www.hlj.com/images/plz/plzx-2.jpg 20 TAAS-3 Argus Stratostrikers (Interdiction Aircraft) 20 pp/Batch, 25 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 2 TL4.99 +1 Weapons +1 Armor +1 Shields +1 Fusion Booster 20 TAMB-6 Bandersnatch Bombers (Fast Bomber) 30 pp/Batch, 10 units/Batch Industrial Upkeep: 2, Wealth Upkeep: 1, Ether Upkeep: 1 TL5 +2 Ordnance +1 Defensive Turrets +1 Armor +1 Shields 0 + 18 TAXB-9 Peacemaker Battlewings (Super Bomber) 12 pp/Each Industrial Upkeep: 1, Wealth Upkeep: 0.5, Ether Upkeep: 1 TL4.99 +1 Beam Cannons +1 AI Support 39 AV-37 Thresher Gunships (Aviation Gunships) 20 pp/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 1 TL4.99 +1 Missiles +1 Armor +1 Speed +1 Maneuverable 15 A/UV-12 Transport (Medium Aviation Transports) 20 pp/Batch, 25 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 2 TL4.99 +1 Missiles +1 Armor +1 Shields +1 Fo/Fi System 17 U/AD-22 Crag Dropships (Light Transports) 20 pp/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 1 TL4.99 Carries 150 CP +1 weapons +1 VTOL +1 heavy lift +1 Fusion Booster Heavy lift dropships, for assault landings and support. Can carry one heavy tank or other armored vehicle, several squads of men, or up to 150 tons of supplies. 10 UD-24 heavy dropships (Heavy Airlift Transports) 16 pp/Batch, 10 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 2 TL4.99 +1 Armor +1 Heavy Lift +1 Fo/Fi system Carries 600 CP Navy 0 + 100 Area Defense Boats (Patrol warships) 10 pp/Batch, 10 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 1 TL5 Speed: 300 km/h +1 Sensors +1 AA Weapons +1 EAM Drive -2 Short Range 10 Mine Warfare Ships (Patrol warships) 16 pp/Batch Industrial Upkeep: 1, Wealth Upkeep: 0.5, Ether Upkeep: 1 TL4.99 Speed: 200 km/h +1 mineclearing equipment +1 fusion drive +1 automated 36 + 5 Orion Attack Frigates (Small Warship) FA 52 Orion FA 53 Swiftsure FA 54 Audacious FA 55 Galatea FA 56 Hatchet FA 57 Furious FA 58 Battleaxe FA 59 Broadsword FA 60 Mauler FA 61 Warhammer FA 57 Furious FA 58 Battleaxe FA 59 Broadsword FA 60 Mauler FA 61 Warhammer + 20 additional 20 pp/Batch, 5 units/Batch Industrial Upkeep: 2, Wealth Upkeep: 0.5, Ether Upkeep: 1 TL4.99 Speed: 200 km/h +1 Pulse Cannons +1 Railguns +1 Fusion Drive +1 Automated 7 + 3 Firelance-class Ion Frigates (Small Warship) 20 pp/Batch, 5 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 0.5, Ether Upkeep: 2 TL4.99 Speed: 200 km/h +2 Anticapital Beam Cannon +1 Fusion Drive +1 Automated 10 Aegis-class Escort Frigates (Small Warship) FE 26 Aegis FE 27 Crossbow FE 28 Ballista FE 29 Onager FE 30 Catapult FE 31 Pilum FE 32 Spearhead FE 33 Trebuchet FE 34 Longbow FE 35 Arrow 20 pp/Batch, 5 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 0.5, Ether Upkeep: 1 TL4.99 Speed: 200 km/h +1 AA Weapons +1 Sensors +1 Fusion Drive +1 Automated 10 Invisible Benders (Small Warship) SA 1 Unseen SA 2 Stalker SA 3 Invisible SA 4 Shadow SA 5 Darkness +5 Additional 16 pp/Batch, 5 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 0.5, Ether Upkeep: 2 TL4.99 Speed: 200 km/h +2 cloak +1 fusion drive +1 automated -1 no shields 10 Io Sensor Frigates (Small Warship) FS 7 Io FS 8 Europa FS 9 Ganymede FS 10 Calisto FS 11 Titan FS 12 Ceres FS 13 Triton FS 14 Mimas FS 15 Oberon FS 16 Amalthea 16 pp/Batch, 5 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 0.5, Ether Upkeep: 1 TL4.99 Speed: 200 km/h +1 Sensors +1 Range +1 Fusion Drive +1 automated -1 Firepower 5 White Ridge class C3 Command ships (Small Warship) FC 1 White Ridge +4 Additional 20 pp/Batch, 5 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 0.5, Ether Upkeep: 2 Eng:499, Chem:455, Phys:475, Psych:499 Speed: 200 km/h +2 C3 +1 Fusion Drive +1 Automated 1 Death's Head Strike Frigate (Small Warship) 12 pp/Batch, 5 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 1 TL4.99 Speed: 200 km/h +1 Extended Range +1 fusion drive 1 Unbound (Small Warship) 110 pp/Batch, 5 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 0.5, Ether Upkeep: 5 (geodes) Eng:500, Chem/Trans:1000, Phys/Move:1000, Psych:500 Speed: 1350 km/h, 8100 km/h flank +1 Sensors +1 Railguns +1 Biphase Smartarmor +1 Automated +1 Geode Powerplant +5 Linkdrive 1200km/h, flank of 7,200. Ability to teleport and shift to other dimensions (with massive extra power expenditure). Condition is that it comes with a spacial anomoly and space time sensor and anything it picks up gets sent (immediately) back to SETI. Yup. +4 Ether/Batch, and the teleport function runs you 3 Ether. Dimension shifting is not recommended without an experienced inter-spacial navigator and costs 5 Ether - that's per ship, not per batch. Oh the teleport is line of sight. There is a gate function, but it will return you only to the SETI portal. 10 Drake Attack Cruisers (Medium Warship) CA 21 Drake CA 22 Demon CA 23 Phoenix CA 24 Elemental CA 25 Dragon CA 26 Medusa CA 27 Syphika CA 28 Grendel CA 29 Scylla CA 30 Kraken 20 pp/Batch, 2 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 0.5, Ether Upkeep: 1 TL4.99 Speed: 200 km/h +1 Beams +1 Shields +1 Fusion Drive +1 Automated 10 + 4 Cyclone Missile Cruisers (Medium Warship) CG 18 Cyclone CG 19 Firestorm CG 20 Whirlwind CG 21 Hurricane CG 22 Tornado CG 23 Aurora CG 24 Sirocco CG 25 Typhoon CG 26 Blizzard CG 27 Tempest CG 28 Corona CG 29 Lightning CG 30 Thunderchild CG 31 Stormrider 20 pp/Batch, 2 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 0.5, Ether Upkeep: 1 TL4.99 Speed: 200 km/h +1 Long Range Weapons +1 Extended Range +1 Fusion Drive +1 Automated One of the new cruiser designs to recently enter FORCE service, the Cyclone design got its baptism of fire in the fierce fleet engagement in Murklim, where they proved their worth. Featuring no less than sixty octuple rotary launchers for the extended-range Long Lance antiship missile and a pair of twin beam turrets, the Cyclones have a cost/sheer bloodyminded destruction ratio appealing to FORCE:Command. Their main strength comes in the missile armament, the high speed Long Lance antiship missiles fly fast and hit hard, and because of the design of the Cyclones, can be launched en-masse to saturate an enemy target's defenses. Externally, the ships are long, slightly flattened octagonal shapes, with various bulges housing the missile launchers, point defense turrets and drone bays. They share the same drive and engineering section as the Drake class cruisers, and have the same defensive armament, although lacking most of the heavy turrets on the attack cruiser, those weapons are arranged with somewhat better fields of fire. 2 Ephemeral class Benders (Medium Warship) 25 pp/Batch, 2 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 0.5, Ether Upkeep: 3 TL5 Speed: 300 km/h +3 Cloak +1 EAM Drive +1 Automated -1 Shields Cloaking warships, heavier than the Invisible class benders. 3 Vindicator Battleships (Battleship) BB 1 Vindicator BB 2 Vanquisher BB 3 Vanguard 20 pp/Each Industrial Upkeep: 2, Wealth Upkeep: 2, Ether Upkeep: 5 TL4.99 Speed: 250 km/h +1 Missiles +1 Fusion Drive +1 Antigravity Drive 0 + 4 Enigma Battleships (Battleship) BB 5 Warlock BB 6 Necromancer BB 7 Enchantress BB 8 Sorceress 24 pp/Each Industrial Upkeep: 2, Wealth Upkeep: 1, Ether Upkeep: 4 TL4.99 Speed: 200 km/h +1 Vector Beam Cannons +1 Armor +1 Fusion Drive +1 Automated 1 Enigma-M Battleship (Battleship) BB 4 Enigma 35 pp/Each Industrial Upkeep: 2, Wealth Upkeep: 0, Ether Upkeep: 4 TL5 Speed: 3 GL/W +1 Beam Cannons +1 Remote Controller +1 Shields +1 EAM Drive +1(2) AI 0 + 5 Scharnhorst Battleships (Battleship) 16 pp/Each Industrial Upkeep: 2, Wealth Upkeep: 2, Ether Upkeep: 4 TL4.5 Speed: 200 km/h +1 Armor +1 Shields +1 Gravdrive -1 Export 0 + 3 Shade Stealth Battleships (Battleship) 25 pp/Each Industrial Upkeep: 2, Wealth Upkeep: 1, Ether Upkeep: 5 TL5 Speed: 300 km/h +1 Missiles +2 Cloak +1 Adamantium +1 EAM Drive +1 Automated -2 No Shields 0 + 6 Thetis Carrier (Fleet Carrier) CV 2 Thetis CV 3 Halcyon CV 4 Orinoco CV 5 Cloud Sea CV 6 Trinity CV 7 Harmonia 35 pp/Each Industrial Upkeep: 2, Wealth Upkeep: 1, Ether Upkeep: 4 TL5 Speed: 300 km/h +1 Rapid Launch +2 Extra Capacity +1 EAM Drive +1 Automated Has 200 CP 0 + 2 Angel Bender Carrier (Fleet Carrier) 25 pp/Each Industrial Upkeep: 2, Wealth Upkeep: 1, Ether Upkeep: 5 TL5 Speed: 300 km/h +1 Extra Capacity +2 Cloak +1 EAM Drive +1 Automated -2 No Shields Carries 112 DP 1 Dreadnought Heavy Battleship (Super Battleship) XA 1 Dreadnought 36 pp/Each Industrial Upkeep: 5, Wealth Upkeep: 2.5, Ether Upkeep: 10 TL4.99 Speed: 200 km/h +2 Armor +1 Fusion Drive +1 Automated 0 + 3 Indomitable Heavy Battleship (Super Battleship) XA 2 Indomitable XA 3 Dauntless XA 3 Invincible 36 pp/Each Industrial Upkeep: 5, Wealth Upkeep: 2.5, Ether Upkeep: 10 TL4.99 Speed: 200 km/h +1 Armor +1 Shields +1 Fusion Drive +1 Automated 1 BRIMSTONE mass driver (Superbattleship) 16 pp/each Industrial Upkeep: 7, Wealth Upkeep: 2.5, Ether Upkeep: 10 TL4.99 Speed: 100 km/h +2 BRIMSTONE Cannon +1 Fusion Drive +1 Automated -1 light armor -1 light shields -1 limited EW -1 no heavy turrets -1 Speed Auxillary Fleet 10 Blockade Runners (Freighters) 16 pp/Batch, 10 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 0.5, Ether Upkeep: 2 TL4.99 Speed: 200 km/h +2 cloak +1 antigravity +1 automated -1 flimsy Carries 15,000 CP each 0 + 5 Blockade Runners (Freighters) 20 pp/Batch, 10 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 0.5, Ether Upkeep: 2 TL5 Speed: 300 km/h +2 cloak +1 Inertialess drive +1 automated -1 flimsy Carries 25,000 CP each 5 Spartan light Assault Ships (Freighters) 20 pp/Batch Industrial Upkeep: 1, Wealth Upkeep: 0.5, Ether Upkeep: 1 TL4.99 Speed: 200 km/h +1 Weapons +1 Armor +1 AG Drive +1 automated Carries 15,000 CP each Fixed Assets 20 Ortillery/defense sats (Picket Forts) 4 pp/Batch, 10 units/Batch Industrial Upkeep: 0.5, Wealth Upkeep: 0, Ether Upkeep: 0.5 TL4.99 +1 Extended Range +2 AI -1 Reduced Tracking -1 no shields -1 Limited Autonomy 20 Sensor sats (Picket Forts) 5 pp/Batch, 10 units/Batch Industrial Upkeep: 0.5, Wealth Upkeep: 0, Ether Upkeep: 0.5 TL5 Speed: N/A +1 Sensors +2 AI -1 No weapons -1 No shields -1 Limited Autonomy 0 + 20 Stealth Sensor sats (Picket Forts) 10 pp/Batch, 10 units/Batch Industrial Upkeep: 0.5, Wealth Upkeep: 0, Ether Upkeep: 0.5 TL5 Speed: N/A +1 Sensors +1 Stealth +2 AI -1 no weapons -1 no shields -1 Limited Autonomy 0 + 1 Tranquility-series superfort (Superfort) 50 pp/ea Industrial Upkeep: 2.5, Wealth Upkeep: 1.25, Ether Upkeep: 2.5 TL5 +1 Weapons +1 ECM +1 Shields +1 Armor +1 Automated 0 + 2 Skylord Superfort (Asteroid Superfort) 25 pp/ea Industrial Upkeep: 2.5, Wealth Upkeep: 1.25, Ether Upkeep: 2.5 TL5 +1 Weapons +1 ECM +1 Shields +1 Armor +1 Automated +0 asteroid Immobile deep-sky defensive forts, built out of an asteroid. Merchant Marine 13 Freighters (Freighters) 16 pp/Batch Industrial Upkeep: 1, Wealth Upkeep: 0.5, Ether Upkeep: 2 TL4.99 Speed: 2.5GL/W +1 extra cargo capacity +1 antigravity +1 fusion drive +1 automated -1 no shields Carries 22,500 CP each 0 + 10 Type-A Freighters (Freighters) 20 pp/Batch, 10/Batch Industrial Upkeep: 1, Wealth Upkeep: 0, Ether Upkeep: 1 TL5 Speed: 300 km/h +1 Extra Cargo Capacity +1 Inertialess Drive +2 AI -1 Limited AI Carries 37,500 CP each 10 + 10 Freighters type B (Freighters) 10 pp/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 1 TL5 Speed: 100 km/h +1 ether sails Carries 25,000 CP each 2 Super Freighters (Super Freighters) 16 pp/Batch Industrial Upkeep: 1, Wealth Upkeep: 0.5, Ether Upkeep: 1 TL4.99 Speed: 200 km/h +2 extra cargo capacity +1 fusion drive +1 automated -1 no shields Carries 300,000 CP each 0 + 6 Type B Super Freighters (Super Freighters) 15 pp/Batch Industrial Upkeep: 1, Wealth Upkeep: 0, Ether Upkeep: 1 TL5 Speed: 300 km/h Heavy unarmed transport ship. +1 Inertialess Drive +2 AI -1 cheap programming Carries 250,000 CP each 4 Sub-Ether Super Freighters (Super Freighters) 16 pp/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 2 TL4.99 Speed: 2 GL/W +2 cloak +1 Extra Cargo Capacity +1 Inertialess Drive -1 no shields Carries 168,750 CP each Communications Assets 5 Etherweb sats (Picket Forts) 4 pp/Batch, 10 units/Batch Industrial Upkeep: 0.5, Wealth Upkeep: 0.25, Ether Upkeep: 0.5 Phys:450, Psych:500 Speed: N/A +1 comm range +1 automated -1 unshielded -1 unarmed 50 Etherweb sats (Patrol Warships) 5 pp/Batch, 10 units/Batch Industrial Upkeep: 0.5, Wealth Upkeep: 0, Ether Upkeep: 0.5 Eng:500, Chem:530, Phys:535, Psych:500 +1 Comms +2 AI -1 Unshielded -1 Unarmed -1 Limited Autonomy Etherweb commsats, providing multiplex communications across the Star Ways. Normally placed one satellite per great league. Strategic Arms 30 W-7 Tactical nuclear weapons (Tactical Nukes) 4 pp + 4 Geode/Batch, 10 units/Batch Upkeep: None Phys:499 Yield: 2 Deployment: 1 Emissions: 1 1 W-6 Thermonuclear Device (Strategic Nuke) 3 pp + 3 Geode/each Upkeep: None Phys:399 Yield: 3 Deployment: 0 Emissions: 0 1 W-8 Thermonuclear Device (Strategic Nuke) 5 pp + 5 Geode/each Upkeep: None Phys:500 Yield: 4 Deployment: 1 Emissions: 0 5 SSP-1 White Dawn IPM (Interplanetary missile) 4 pp/Batch, 5 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 1 TL4.99 FORCE:Sorcery 125 (Mn) Deterrent Section Leaders (Postulants) 1 RP/Batch; 250 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 1 Mental:100 125 (Mv) Deterrent Section Leaders (Postulants) 1 RP/Batch; 250 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 1 Movement:100 125 (C) Deterrent Section Leaders (Postulants) 1 RP/Batch; 250 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 1 Creation:100 125 (T) Deterrent Section Leaders (Postulants) 1 RP/Batch; 250 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 1 Transmog:100 100 (Mv/Mn) Deterrent Lieutenants (Disciples) 2 RP/Batch; 100 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 1 Movement:200, Mental:200 100 (Cre/Trans) Deterrent Lieutenants (Disciples) 2 RP/Batch; 100 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 1 Creation:200, Transmog:200 20 (Mv/Mn) Deterrent Majors (Adepts) 3 RP/Batch; 10 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 1 Movement:300, Mental:300 10 (Cre/Trans) Deterrent Majors (Adepts) 3 RP/Batch; 10 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 1 Creation:300, Transmog:300 10 (Move) Deterrent Majors (adv Specialists) 4 RP/Batch; 10 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 1 Move: 400 10 (Trans) Deterrent Majors (adv Specialists) 4 RP/Batch; 10 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 1 Trans: 400 15 (Move) Deterrent Colonels (Expert Specialists) 5 RP/Batch; 15 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 1 Move:500 15 (Trans) Deterrent Colonels (Expert Specialists) 5 RP/Batch; 15 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 1 Trans:500 25 Deterrent Colonels (Masters) 4 RP/Batch; 5 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 1 Trans:400, Move:400 1 Deterrent Captain (Archmages) 5 RP/Batch; 2 units/Batch Industrial Upkeep: 1, Wealth Upkeep: 1, Ether Upkeep: 1 Trans:500, Move:500 |
Free Republic of Pendleton Overview and OoB
Free Republic of Pendleton Overview and OoB
January 1005 State Name: Free Republic of Pendleton Planet Name: Erde (but generally referred to as Pendleton by outsiders) Star Number: 178 Population: 115 million Housed Population: Free 17 million; Slave 6 million Free/Slave Ratio: Free 85 million; Slave 30 million Demographics (Fluff): 15% Pendleton Anglo-Saxon; 20% Avonlea Anglo-Saxon; 25% Noveau Aquitainian; 10% Helvetian; 30% Great Plains Spanish. Fluff note: The proportion of slaves is actually more like 35 million, but the upper 5 million being skilled artisans, pampered pets, artists, mages and so forth, and are thus indistinguishable from regular house population. Production: Industry: 46 (35 + 11 bonus for population) Wealth: 30 Research: 30 Ether: 100 Technology: Engineering: 300 Chemistry: 300 Physics/Mathematics: 300 Biology: 0 Psychology: 300 Magic: Destruction: 500 Creation: 400 Movement: 500 Mental: 400 Material: 400 Advantages: Larger Population (-10) Elite Security Network (-25) Disadvantages: Resource Poor World (+20) Cult of Victory (+20) Home is Where the Heart is (+25) Terrain: Pendleton (Difficult) - Free Pop: 11M, Ind: 15, Wealth: 10, Research: 8, Ether: 10 Noveau Aquitaine (Open) - 1 SP Pop: 26M, Ind: 6, Wealth: 3, Research: 8, Ether: 20 Helvetia (Difficult) - 1 SP Pop: 11M, Ind: 4, Wealth: 5, Research: 4, Ether: 30 Western Grand Grand Plains (Open) - 1 SP Pop: 15M, Ind: 5, Wealth: 3, Research: 3, Ether: 10 Eastern Grand Plains (Open) - 1 SP Pop: 21M, Ind: 3, Wealth: 5, Research: 3, Ether: 5 Southern Islands (Difficult) - 1 SP Pop: 11M, Ind: 2, Wealth: 2, Research: 2, Ether: 5 Avonlea (Open with Intervening Terrain) - 2SP Pop: 20M, Ind: 0, Wealth: 2, Research: 2, Ether: 20 ORDER OF BATTLE: Air Force: 25 BOSS Airships (Small Airships) (9PP/Batch 25 units/batch) +1 Sensors +1 Stealth (Eng:3, Chem:3) Upkeep: 1 Industry, 1 Wealth; 1 Ether 10 Aerial Cruisers (Large Airships) (12PP/Batch 10 units/batch) (Eng:3, Chem:3) +2 Anti-Air Artillery +1 Sensors Upkeep: 2 Industry, 1 Wealth; 1 Ether 20 Skylifters (Large Airships) (6PP/Batch 10 units/batch 2000CP/Each) (Eng:3, Chem:3) +1 Etheric Lifting Gas Upkeep: 2 Industry, 2 Wealth; 2 Ether Army 22 500 Riflemen (Skilled Infantry) (6PP/Batch 10 000 units/batch) (Eng:3, Chem:3) +1 Weapons (Increased presence of support weaponry) Upkeep: 2 Industry, 2 Wealth 10 000 Marines (Skilled Infantry) (9PP/Batch 10 000 units/batch) (Eng:3, Chem:3) +1 Weapons (Increased presence of support weaponry) +1 Amphibious Assault Training Upkeep: 1 Industry, 1 Wealth 1 000 Paratroopers (Elite Infantry) (9PP/Batch 1 000 units/batch) (Eng:3, Chem:3) +1 Weapons (Increased presence of support weaponry) +1 Airborne Assault Training Upkeep: 1 Industry, 1 Wealth 1 000 Gendarmes (Elite Infantry) (9PP/Batch 1 000 units/batch) (Eng:3, Chem:3) +1 Weapons (Increased presence of support weaponry) +1 Urban Combat Training Upkeep: 1 Industry, 1 Wealth 51 BOSS Mage Hunters (Special Forces) (12PP/Batch 50 units/batch) (Eng: 3, Chem: 3) +1 Weapons +1 Assassination and Black Ops +1 Stealth Upkeep: 1 Industry, 1 Wealth 800 6 inch Towed Howitzer (Simple Artillery) (3PP/Batch 200 units/batch) (Eng: 3, Chem: 3) Upkeep: 2 Industry, 2 Wealth 400 3.75 inch Anti-Air Artillery (Simple Artillery) (6PP/Batch 200 units/batch) (Eng: 3, Chem: 3) +1 Anti-Air +1 Anti-Tank -1 Increased Industrial Upkeep Upkeep: 3 Industry, 1 Wealth 400 Horse Artillery (Simple Artillery) (3PP/Batch 200 units/batch) (Eng: 3, Chem: 3) +1 Mobility -1 Firepower Upkeep: 1 Industry, 1 Wealth 25 Anti-Orbital 16" Artillery (Very Heavy Artillery) (6PP/Batch 25 units/batch) (Eng: 3, Chem: 3) +1 Orbital Range Upkeep: 1 Industry, 1 Wealth, 1 Ether 1 000 Steam Wagons (Logistics Vehicles) (6PP/Batch 1 000 units/batch) (Eng: 3, Chem: 3) +1 Mobility Upkeep: 1 Industry, 1 Wealth, 1 Ether 2 000 Light Cavalry (Simple Reconnaissance Forces) (9PP/Batch 2 000 units/batch) (Eng: 3, Chem: 3) +2 Weapons (Rifles and Machineguns) Upkeep: 2 Industry, 1 Wealth 1 000 Cuirassiers & Lancers (Simple Light Armour) (9PP/Batch 1 000 units/batch) (Eng: 3, Chem: 3) +1 Armour (Heavy Cuirass) +1 Ranged Weapons Upkeep: 1 Industry, 1 Wealth Deep Sky Fleet 20 Republic Class Battleships (Battleship) (15PP/Batch 1 unit/batch) (Eng: 3, Chem: 3) +1 Armour +1 Weapons (Heavy guns) +1 Steam Rocket Upkeep: 40 Industry, 40 Wealth, 40 Ether 10 Armoured Cruiser (Cruiser) (12PP/Batch 2 units/batch) (Eng: 3, Chem: 3) +1 Armour +1 Weapons (Heavy guns) +1 Steam Rocket Upkeep: 5 Industry, 5 Wealth, 5 Ether 12 Protected Cruiser (Cruiser) (6PP/Batch 2 units/batch) (Eng: 3, Chem: 3) +1 Steam Rocket Upkeep: 6 Industry, 6 Wealth, 6 Ether 5 Explorer Class (Small Warship) (20PP/Batch 5 units/batch) (Move:4, Eng: 3, Chem: 3) +1 Sensors +1 Weapons (Cannon and Rockets) +1 Sildron Engine +1 Shields Upkeep: 1 Industry, 1 Wealth, 1 Ether Security Forces 800 000 Informers (Elite Informers) (3PP/Batch 100 000 units/batch) (Psy: 3) Upkeep: 8 Wealth 66 000 Gendarmes (Elite Secret Police) (3PP/Batch 10 000 units/batch) (Psy: 3) Upkeep: 6 Industry, 6 Wealth 100 Gendarme Special Investigators (Elite Spies) (3PP/Batch 100 units/batch) (Psy: 3) Upkeep: 1 Industry, 1 Wealth 10 000 BOSS Regular Agents (Elite Secret Police) (3PP/Batch 10 000 units/batch) (Psy: 3) Upkeep: 4 Industry, 4 Wealth 216 BOSS Special Agents (Elite Spies) (3PP/Batch 100 units/batch) (Psy: 3) Upkeep: 2 Industry, 2 Wealth 100 BOSS Counter Intelligence Agents (Elite Spies) (12PP/Batch 100 units/batch) (Psy: 3) +3 Spy Catcher Upkeep: 1 Industry, 1 Wealth 100 BOSS Espionage Agents (Elite Spies) (12PP/Batch 100 units/batch) (Psy: 3) +2 Infiltration +1 Exfiltration Upkeep: 1 Industry, 1 Wealth Mages High Worshipful Mistress (Oracle/Mage Hunter) (75PP/Batch 1 unit/batch) (Magic: 5) +1 Battlemage +2 Warrior Skills +1 Counter-Mage +1 Mage Sight +1 Seer +1 Ghosts and Shadows +1 Puppetmaster +1 The All Seeing Eye +1 Covert Skills Upkeep: 5 Industry, 5 Wealth, 5 Ether 4 Archmages (Archmage) (5PP/Batch 1 unit/batch) (Magic: 5) Upkeep: 4 Industry, 4 Wealth, 4 Ether 1 Tempestani Archmage (Archmage: 15PP/Batch) (15PP/Batch 1 unit/batch) (Magic: 5) +2 Stormborn Upkeep: 1 Industry, 1 Wealth, 1 Ether 1 Spymaster Archmage (Archmage: 25PP/Batch) (20PP/Batch 1 unit/batch) (Magic: 5) +1 Ghosts and Shadows +1 Mage Sight +1 Seer +1 Covert Skills Upkeep: 1 Industry, 1 Wealth, 1 Ether 1 War Archmage (Archmage: 15PP/Batch) (15PP/Batch 1 unit/batch) (Magic: 5) +1 Battlemage +1 Seer Upkeep: 1 Industry, 1 Wealth, 1 Ether 45 Master Mages (Master) (4PP/Batch 5 unit/batch) (Magic: 4) Upkeep: 9 Industry, 9 Wealth, 9 Ether 20 Master Warmages (Master) (8PP/Batch 5 unit/batch) (Magic: 4) +1 Battlemage Upkeep: 4 Industry, 4 Wealth, 4 Ether 5 Espionage Master Mages (Master) (16PP/Batch 5 unit/batch) (Magic: 4) +1 Ghosts and Shadows +1 Mage Sight +1 Covert Skills Upkeep: 1 Industry, 1 Wealth, 1 Ether 60 Adepts (Adept) (3PP/Batch 10 unit/batch) (Magic: 3) Upkeep: 6 Industry, 6 Wealth, 6 Ether 20 War Adepts (Adept (6PP/Batch 10 unit/batch) (Magic: 3) +1 Battlemage Upkeep: 2 Industry, 2 Wealth, 2 Ether 10 Espionage Adepts (Adept) (12PP/Batch 10 unit/batch) (Magic: 3) +1 Ghosts and Shadows +1 Mage Sight +1 Covert Skills Upkeep: 1 Industry, 1 Wealth, 1 Ether 450 Disciples (Disciples) (2PP/Batch 50 unit/batch) (Magic: 2) Upkeep: 9 Industry, 9 Wealth, 9 Ether 1 000 Postulants (Postulant) (1PP/Batch 250 unit/batch) (Magic: 1) Upkeep: 4 Industry, 4 Wealth, 4 Ether --------------------------------------- Ideal Pendleton Infantry Division: 1st Pendleton Infantry used as an example: --1st Division Artillery ----1st Field Artillery Brigade [12 x 6 inch Towed Howitzer] ----2nd Field Artillery Brigade [12 x 6 inch Towed Howitzer] ----3rd Field Artillery Brigade [12 x 6 inch Towed Howitzer] ----1st Anti-Airship Artillery Battery [12 x 3.75 inch Anti-Air Artillery] --1st Infantry Regiment ----1st Infantry Battalion [900 Riflemen] ----2nd Infantry Battalion [900 Riflemen] ----3rd Infantry Battalion [900 Riflemen] ----4th Infantry Battalion [900 Riflemen] --2nd Infantry Regiment ----5th Infantry Battalion [900 Riflemen] ----6th Infantry Battalion [900 Riflemen] ----7th Infantry Battalion [900 Riflemen] ----8th Infantry Battalion [900 Riflemen] --3rd Infantry Regiment ----9th Infantry Battalion [900 Riflemen] ----10th Infantry Battalion [900 Riflemen] ----11th Infantry Battalion [900 Riflemen] ----12th Infantry Battalion [900 Riflemen] --1st Attached Cuirassier Battalion [650 Cuirassiers & Lancers] ----1st Attached Horse Artillery Battery [12 x Horse Artillery] --1st Attached Light Cavalry Regiment ----1st Light Horse Battalion [650 Light Cavalry] ----2nd Light Horse Battalion [650 Light Cavalry] ----3rd Light Horse Battalion [650 Light Cavalry] ----2nd Attached Horse Artillery Battery [12 x Horse Artillery] --1st Divisional Train ----1st Logistics Company [20 Steam Wagons] ----2nd Logistics Company [20 Steam Wagons] ----3rd Logistics Company [20 Steam Wagons] ----4th Logistics Company [20 Steam Wagons] ----5th Logistics Company [20 Steam Wagons] Total Numbers: Riflemen: 10 800 Cuirassiers & Lancers: 650 Light Cavalry: 1 950 6 Inch Towed Howitzers: 36 3.75 inch Anti-Air Artillery: 12 Horse Artillery: 24 Steam Wagons: 100 |
Alright, here we go again the units are the same with minor differences in infrastructure. I heard I had some upkeep problems, I think I fixed them (knock on wood), but if you notice anything horribly wrong that everyone else has missed so far, feel free to brandish it in my face.[img]forumimg/smilies//wink.gif[/img]
Brothers of mind 625 Planet Firion (299) Pop 10 million Engineering 500 Chemistry 500 Biology 400 Physics 500 Psych 500 NoMagic Industry 85 per month Yearly Industry: 1020 Industrial upkeep: 87 Wealth : 30 per month Yearly Wealth: 360 Wealth required for upkeep: 40 Research 5 per year Ether 130 per month Yearly ether: 1080 Ether required for upkeep: 134 Advantages Ancient World 25 Having once been the home of a glorious, planet-spanning nation the planet Firion still holds many technological treasures that escaped total destruction during the great Guild Wars. Robot Nation 30 As firm believers in the advantages of mental fusion between man and machine the Brothers have developed a method for a single man to fulfill the job of hundreds with minimal risk to life and limb. Disadvantages Factious World 5 Unfortunately the planet of Firion is still plagued by the bio-monstrosities of the Brothers of Flesh. Although not organized above the herd level, these monstrosities hold sway in most non urban areas of the planet, one of the few exceptions being the Forlorn Peninsula. Magic Numb 20 In days long past it was the job of the council to provide magical assistance to the guilds. Since it's disappearance, Firion has seen no true mage, and only a handful of hedge wizards. However, magical abilities are not entirely absent in the people of Firion, and once every few generations one will manifest magical ailities, but in nearly all recorded instances the unfortunate individuals were either destroyed or placed into voluntary suspended animation. Lords of All 5 From the Citadel the High Lords control the actions of the Guild. Although they someday hope to have their apparatus affixed to a mighty starship, they are for now content to manage the defense of the Forlorn Peninsula from their Citadel. Poor Schools 20 Unfortunately for the guild the majority of their future advancement lies in the realm of magic. Although not much of a prolem for most civilizations, this is troublesome as the Brothers themselves have little ability for magic. Natural Disaster: Vatter incursion 10 As stated before, the planet Firion (with the exception of the Forlorn Peninsula) is overrun with the creations of the Brothers of Flesh. Although not normally aggressive, all it takes is a command bug to change that. All command bugs have a deep seated hatred of the Brothers of Mind, and will do their best to at least weaken the Guild's position in the Spires in the hopes of an eventual breakthrough. Command bugs are many and varied, going from a "Synapse" for small herds, to the mighty "Brain Bug" to lead legions against the Spires. It is the fleets duty to spot these creatures, for once a "Brain Bug" is found the only way to avoid heavy casualties is to bombard it's position from orbit. In the event that the fleet is unable to destroy these creatures before it is too late, the best that can be hoped for is that it's soon enough for additional forces to be directed towards the expected target. Commanders who fail to find these monstrosities are often summarily discharged due to the severe damages that follow such failure. Nuke Free Zone 30 During the Guild War the Brothers of Mind faced devestation from nano viruses and all manner of biological weapons used against them by the Elder Guilds. In fact the Brothers of Fusion, the Mentals' father guild was wiped out when their cavern strongload was the victim of a bio-weapon attack. The Guild now proudly proclaims that they did not sink to the level of their brothers and refuse to ever do so. Barren World 25 During the Guild War the Elder guilds employed horrific weapons the likes of which were not seen on Firion before or since. These weapons scarred the land so that the planet still feels the effects to this day. Terrain 1 Flat lands: free 3 very difficult with impressive terrain: 9 points Summer Weather Sunshine 2 (note: The vatters are fully capable of surviving this condition with little to no ill effects) Winter weather rain 1 The planet of Firion enjoyed a prosperous existence in the centuries leading up to the God’s war. For millennia the planet had been ruled by three guilds; the brothers of steel (artificers), the brothers of flesh (bio-engineers), and the Council (mages and peace-makers). It was the job of the council to combine the mystical arts with the more mundane playthings of the other two guilds, as well as governing them and settling disputes. However, half a millennia before the God’s war a new guild was formed, one that fused flesh with steel. Things were good so long as the council guided the people, but when the God war came the Council lead volunteers to the defense of humanity. They never returned. For those five hundred years, the three guilds existed in harmony, but shortly before the Council departed, an old sect of the brothers of fusion gave rise to a new guild. This new guild combined steel with humans in a new way, rather than melding flesh with steel, they would meld the minds of machine and man to bring about a single entity, with the ferocity of a human, and the calm rationality of the computer. However, with this new break through came arrogance. The Brotherhood of the mind began to preach the superiority of fusion, and the original two guilds were not pleased with this. The two fusion guilds became closer as they drifted away from the artificers and bio-engineers. With increased hostility came confidence on the part of the brothers of mind, the bolt-men and tank-wipes were afraid, and that reaffirmed the power of the new guild. Few know who fired the first shot, all sides naturally claimed that it was their enemies, but the end result was Civil war, the purists fought the hybrids. In the ensuing war the guilds fought each other to their own destruction, and the destruction of their world. When the dust settled two guilds remained, the Brothers of Mind, and the Brothers of Flesh. In a final bid for victory the two guilds built prodigious weapons. They clashed, but the tried and true bio monstrosities were not enough to crush the new innovations brought forth by the young upstarts. However, the brothers of Mind didn’t have the resources to dash the elder guild from the face of the planet. In the year 378, at the end of the guild war, the Brothers of Flesh utilized their resources to flee the planet. In a fleet battle turned suicide pact, the Bio-engineers escaped, their survivors heading to the stars, leaving their fleet behind to stop the Mental’s fleet from following them. Although the Brothers of Mind were victorious, it was a hollow victory. Their prize was the blasted landscape of their home. To make matters worse the extensive resources of the two elder guilds had proven to be too much for innovation. The young guild found that they didn’t have the assets to protect their people from the bio-monstrosities that still roamed the landscape; with the cities of three guilds ravaged by warfare and the Brotherhood of Steel’s guardians still holding their silent vigil over the guild’s cities, the Mentals retreated back to the most defensible point on the planet, the Forlorn Peninsula. Being isolated by the great mountain range known as the Spires, it had not been heavily settled, and as such the land itself had been left relatively untouched by war, even though the occupants had been hunted down by herds of smaller bio-constructs. Over the next few centuries, the people labored to rebuild and reach the glory that had once been theirs. Nearly a century ago, the people finally completed one of their greatest achievements, the great Citadel. Having been an ongoing salvage job for several centuries this occasion was marked as a great festival and honored as a holiday. With a truly defensible position built, the people began to extend their reach back towards the lands that had been so long abandoned. The archaeologists and seekers ventured forth into the wilds and over the century made amazing discoveries, within the first ten years they had been able to learn enough to crudely fuse mind and machine once more. Though nowhere near what it had once been, the return of ancient technology was interpreted as a great sign. So, the missions continued culminating five years ago with the discovery of an ancient starship bearing the designation MLRN. Now serving as flagship, MLRN will lead the Brothers of Mind back into the galaxy. Units and Production (all things are maxed with Engineering, Chemistry, Physics, and Psychology, therefore all things are Tech Level 5) ARMY Spire Patrol (super infantry) 200 1 Automation 1 Jump jets 1 Com network (neural link) 1 Weapon 1 Sensor Upkeep I: 1; W:0.5; E: 2 30pp for a batch 60 total Regulars (skilled infantry) 40,000 1Weapons 1Body armor Upkeep I/W/E: 6 15 pp for a batch 90 total Bunker 200 2 Armor 1 Automation 1 shields 1 sensors Upkeep I: 2; W: 1; E: 4 30 pp for a batch 60 total Pillboxes 2,000 1 armor 1 Automation Upkeep I/E: 2 W: 1 15pp for a batch 30 total Seekers (special forces) 200 2 Weapons 1 Sensors 1 AI Support 1 Stealth Upkeep I: 4; W: 2; E: 8 30 pp for a batch 120 total APC 400 2 capacity Upkeep I/W: 0.8; E: 1.6 15 pp for a batch 12 total Logistics 2,000 2 capacity upkeep Upkeep I/W: 2 E: 4 15 PP per batch 30 total Mobile Forces 1,000 1Weapon 1Automation Upkeep I/E: 3; W: 1.5 15 PP per batch 45 total Very Heavy Armor 250 1 Humanoid 1 shields 1 sensors 1 weapon 1 Automation Upkeep I/E: 2; W: 1 30 PP per batch 150 PP total Very Heavy Artillery 50 1 Range 2Weapons -1 immobile Upkeep I/W: 2; E: 4 15 PP per batch 30 total AIR Aerial Scouts 100 1 sensors 1 shields 1 Automation Upkeep I/E: 0.2; W: 0.1 20 PP per batch 4 total Light Transport (150 tactical, 50 strategic) 1 Automation 1 armor Upkeep I/E: 4; W: 2 15 PP per batch 60 total NAVY Cruiser 8 1 EAM 1 Automation 1 Shields 2Weapons Upkeep I: 4; E: 8; W: 2 30PP per batch 120 total Roost (fleet carrier) 2 1 Eam upkeep 1 Automation 1 Command 1 Shields 1 Capacity Upkeep I: 4; E: 8; W: 2 35 PP per batch 70 total Stowed in carriers (50/50 or thereabouts) Falcons (Fighters) 200 1Automation 2FO/FI 1 Weapons 1 Shields Upkeep I/: 8; E: 24; W: 4 30 PP per batch 240 total Hawks (Close Attack) craft 25 1 Automation 1 shields Ether: 3.75 2 FO/FI 1 Anti-Fighter defenses Upkeep I: 1.25; E: 3.75; W: 0.625 30 PP per batch 37.5 total Eagles (Interdiction bombers) 25 1 Automation 1 Shields 2FO/FI 1anti-fighter defenses Upkeep I: 1.25; E: 3.75; W: 0.625 30 PP per batch 37.5 total Destroyers 15 2AI 2Anti Cap guns 1 EAM Upkeep I:3; E: 9; W: 0 30 PP per batch 90 total Eyes (Corvette) 10 1Automation 2Sensors 1EAM 1Shields Upkeep I: 1; E: 2; 0.5 30PP per batch 30 total Jammers (corvettes) 5 1 Automation 2ECM 1EAM 1Shields Upkeep I: 0.5; E: 1; W:0.25 30 PP per batch 15 total Freighter 30 1Automation 2Capacity 1EMA 1Shield Upkeep I: 3; E: 6; W: 1.5 30PP per batch 90 total Orbital Cruiser 8 1Automation 1Shields 2Orbital Bombardment 1Armor Upkeep I: 4; E: 8; W: 2 30 PP per batch 120 total BIG THINGS MLRA (super battleship) 1EAM 2AI 1Weapons 1Shield Upkeep I: 5; E: 11; W: 0 5 PP per batch 5 total Citadel (The lord of All until further notice.) 2AI 1Shield 1Armor 1Command Upkeep I: 20; E: 22; W:0 75PP per 1 75 total SPECIAL THINGS Spies 100 2Stealth Upkeep I/W: 1; E: 2 15 PP per batch 15 total Archaeologists 600 Upkeep I/W/E: 6 5 PP per batch 30 total In Production 1 Roost (capital Carrier) initial(dt=doubletime) 10 Swatters initial(dt) 100 Falcons(fighters) initial(dt) 10 Hawks (Close attack) initial(dt) 2 Nests (escort carrier) Jan 10005 (dt) Tech level 5 1 automation 1 capacity 1 shields 10 Hawks Jan 1005 (dt) |
The New and Improved 2.0 Keeper Orbat :D
Name: Keepers of the Sands
Planet: Aluminus, 26 Date: 1005NE History: In the deserts of Aluminus one of many nations rose to power. Using the knowledge passed down by elders of the race, they perfected Desert Survival. Utilizing captured technology they advanced quickly. In 900NE, the nation realized the threat that the outsiders were and moved deeper into the desert. Over the past hundred or so years nothing had been heard of the Keepers of the Sands. Rumors have been spread that the deep desert is home of an empire of fanatics that kills any outsiders for defiling the sacred sands of Aluminus. Population: 25 million Industry: 60 + 12 = 72/month Wealth: 77/month Ether: 75/month Research: 30/year Technology Engineering: 500 Chemistry: 500 Physics: 400 Biology: 500 Psychology: 400 Magic Destruction: 0 Creation: 0 Movement: 0 Mental: 0 Transmogrification: 0 Advantages Elite Armed Forces: -75sp Martial Society: -30sp Fanatical Population: -25sp Disadvantages Barren World: +20sp Undiplomatic: +40sp Hostile World: +25sp Magical Intolerance: +50sp Poor Schools: +25sp Home is where the heart is: +25sp Illegal Aliens: +10sp Cult of Victory: +20sp Land Terrain: 5 Main Regions Weather: Extreme Sunlight –3sp & Endless Sandstorms –3sp both seasons Region 1: Very Difficult Terrain, Creation’s Birth Creation’s Birth is the central homeland of Keeper Territory. While it is quite inhospitable, the Keepers have come to like it. Region Modifiers: Intervening Terrain –1sp Region 2: Very Difficult Terrain, Farout Farout is the furthest distance south the Keepers have dared to go on Aluminus. Its condition is identical to that of Creation’s Birth. Region Modifiers: Intervening Terrain –1sp Region 3: Very Difficult Terrain, Heathen’s Test –1sp Heathen’s Test is one of the regions that come close to bordering the other civilizations that call Aluminus home. Its condition is identical to the other regions under Keeper control. Region Modifiers: Intervening Terrain –1sp Region 4: Very Difficult Terrain, Gateway –1sp Gateway is the other region that comes close to the borders of the other empires. Its conditions are identical to that of the other regions. Region Modifiers: Intervening Terrain –1sp Region 5: Open Terrain, Paradise Lost –1sp Paradise Lost is just that, a lost paradise in the middle of the desert. Don’t misunderstand though, Paradise Lost is still desert, but for some reason it is able to sustain life easily. Oases are prevalent and there is even a river or two that run through it. Region Modifiers: Intervening Terrain –1sp Total spent:20sp To survive in the harsh climate of the Keeper homeland, they saw fit to modify themselves through artificial means so that they may better cope with the hardships of their chosen realm. Population Enhancements: EL5 +2 Environmental Adaptation: Your people are adapted for their environment. The harsh desert of Aluminus has adapted them to live in it. +1 Stealthy: Your people are naturally light-footed. +1 Agility: Your people are nimbler than normal, and thus better able to dodge incoming and evade danger. +1 Speed: Your people move faster than normal, perhaps due to being accomplished sprinters, or perhaps due to some inborn physical advantage. Total Spent: 50sp Military Silent Stalker – Skilled Infantry: 1 point per 10,000 - +1 Fission Blades - +1 Reflexes - +2 Stealth (4+1)5= 25pp per batch Upkeep: 0,25,25 TL5- Reduced Tech 471,000 units strong Night Walker – Elite Infantry: 1 point per 1,000 - +1 Fission Blades - +1 Reflexes - +2 Stealth (4+1)5= 25pp per batch Upkeep: 0,10,10 TL5- Reduced Tech 19,150 units strong Unseen One – Special Forces: 1 point per 50 - +1 Fission Blades - +1 Reflexes - +2 Stealth - +1 Melee Masters (5+1)5= 30pp per batch Upkeep: 2,2,2 69 units strong Stiff Back – Logistics: 1 point per 1,000 (1+0)5= 5pp per batch Upkeep: 5,5,5 4,000 units strong Torrent – Fighter: 1 point per 25 - +1 Ground Attack Weapons (1+1)5= 10pp per batch Upkeep: 10,10,10 121 units strong Windstorm – Artillery: 1 point per 200 - +1 Sensor Package - +1 Stealth (2+1)5= 15pp per batch Upkeep: 6,6,12 1101 units strong Sand Stalker – Very Heavy Armour: 1 point per 50 - +1 Stealth (1+1)5= 10pp per batch Upkeep: 12,12,12 493 units strong Large Bunkers: 1 point per 10 - +2 Cloak - +1 Weapons - +1 Armor - +1 Weather Manipulators (5+1)5= 15pp per batch Upkeep: 3,3,6 Natural Formation 30 Locations Fortress: 1 point per 1 +2 Underground +1 Weapons +1 Armor +1 Command Center (5+1)5= 15pp Upkeep: 3,3,3 Natural Formation 3 Fortifications Citadel: 10 points per 1 - +2 Underground - +1 Weapons - +1 Shields - +1 Weather Manipulators (5+10)5= 75pp per batch Upkeep: 10,10,10 1 Location Illusionist – Point Generator: 1 point per 1 - +2 Dust Blower Fields - +2 Mobile - +1 Increased area - -2 no shield effect (3+1)5= 20pp per batch Upkeep: 6,6,24 6 units strong Cleansing - Small Warship: 1 point per 5 - +1 EAM - +1 Boarding Clamps (1+2)5= 15pp Upkeep: 1,1,1 20 units strong Eternal Fire - Cruiser: 1 point per 2 - +1 EAM - +1 Weapons (1+2)5= 15pp Upkeep: 1,1,1 3 units strong Sand Devil - Super Fighter: 1 point per 5 - +1 Weapons - +1 Fo/Fi - +1 EAM (1+3)5= 20pp Upkeep: 1,1,1 0 units strong Chosen - Battlesuits: 1 point per 100 - +2 Stealth - +2 Fission Blades - +1 Anti- Tank (1+5)5= 30pp Upkeep: 1, 1, 3 40 units strong Inferno - Very Heavy Artillery: 1 point per 25 - +1 Range - +2 Sensors - +1 Weapons (1+5)5= 30pp Upkeep: 1,1,2 4 units strong Stormers – Self-Propelled Artillery: 1 point per 200 - +1 Anti-Aircraft - +2 Sensors - +1 Fast Tracking - +1 Stealth (1+5)5= 30pp Upkeep: 1,1,2 12 units strong Lasguns – Skilled Infantry External: 1 point per 10,000 - +1 Weapons (1+1)5= 10pp 72,000 units Devoted Ones – Skilled Infantry: 1 point per 10,000 (1+0)5= 5pp 180,000 units strong |
As of Jan
Power World Number:82 World name: Tyran Homeworld(Vy'nez) Name: Tyrusian Astrum Imperia Power: 1069 People: 21(21sp) million Population Enchancement EL5: 50sp Abilities: + 1 Agility + 2 advanced Toughness + 2 Reflexes Production Bonus:+10 Homeworld: Tyran/Tyrusia Colonies: Gilead Advancement Science and Technology Engineering: 550(55sp) Chemistry: 550(55sp) Physics/Mathematics: 550(55sp) Biology: 550(55sp) Psychology: 550(55sp) ((total=291) Magic Destruction: 0 Creation: 0 Movement: 0 Mental: 0 Transmogrification: 0 Technomgical Fusion 1 Super Region(5sp): 90 industry, 22.5 population units -Tyrusian Capital MegaCityl: 90 Industry, 20 population units 6 Very Diffcult Regions (5sp) : 90 industry, 22.5 population units -Capital Suburbs and wastelands: 28 industry, 2 population units Weather: 3 sp Cloud Cover; A permenant layer of cloud shrouds the surface in dullness and darkness. Production Industry: 128 Wealth: 30 Research:0 Ether: 90 Advantages Ancient World (-25) Martial Society (-30) Disadvantages +5 Factious World Nuke Free Zone(+30) Barren World(+20sp) Poor Schools (+20sp) Poor finances (+25) Magic Numb (+20 Starting Points) No Population Growth (+10 Starting Points) Military(4620PP) Fortifications(231): Citadel Tyr ((Ancient Fortified location;+1 shields +1 weapons +3 armor))((75pp)) Citadel Basition ((Ancient Fortified location;+1 shields +1 weapons +3 armor))((75pp)) City Shield Generator ((Shield System)) ((25PP)) TL10 City Shield Generator ((Shield System) ((56PP)) January OOB: 4389 Army(3189PP): 200 Battle suits ((Xyrius Class Mobile Armour; +1 weapons +1 anti-tank +1 shields +1 boosters )) ((30PP) ((60 PP Total)) (1 IUU, 1 Wealth, 2 ether) 250 Very Heavy Armour ((Tigerus Class Armour; +2 weapons +1 shields +1 leg +1 mobility )) (30PP) ((150PP)) (5 IUU, 5 Wealth, 10 ether) 50 Very Heavy Armour ((FR-VA Class Armour; +1 Anti-tank +1 weapons +1 shields +1 legs +1 armour )) (30PP) (1 IUU, 1 wealth, 1 ether)) 50 Very Heavy Armour ((ECM-VA Class Armour; +3 ECM +1 legs +1 boosters )) (30PP) (1 IUU, 1 wealth, 4 ether)) 3 Land Dreadnought ((LXN-VA Class Land Train; +1 shields +1 carry capacity +2 armor +1 weapons)) ((90PP)) (3 IUU, 3 wealth, 3 ether) 2300 Basic armour ((115PP)) (23IUU, 23WU, 23 ether) 560,000 Skilled Infantry ((Power armoured troops; +2 powerarmor +1 shields +1 weapons +1 mobility)) ((30PP)) ((1680 PP)) (53 IUU, 53 wealth, 53 ether) 100,000 Skilled Infantry ((Power armoured troops; +2 powerarmor +1 shields +1 weapons +1 mobility +1 mobility(booster) external)) ((300PP)) ((6 IUU, 6WU, 12 Ether)) 5000 Elite Infantry ((Engineers; +1 engineering)) (5,5,5) (50 PP)) (2 IUU, 2 WU, 2 Ether) 350 Spec ops ((-1 ether +1 Weapons +1 stealth)) (6,6,6) (10PP batch)) (60PP)) 800 Arcologists ((Basic)) ((42.5)) 310 Spies ((Normal)) ((5PP/Batch)) (1 IUU, 1 wealth) 18,000 Security Units ((Secret police +1 loyalty)) ((10PP a Batch/18PP Total)) 400 Artillery (ZT-VA Self-Propelled Artillery, with extended range and a more accurate cannon, as well as point defence turrets; +1 range, +1 point defense, +1 antigrav +2 AI.) (30 PP/Batch) ((60PP overall)) (0 Wealth upkeep, 2 industry upkeep, 2 Ether upkeep) 4000 Artillery (Basic) (20IUU, 20 Ether, 20 WU)) ((5PP/Batch)) (100PP Total)) (12IUU, 12WU, 12 Ether) 1500 APCs (XZ-VA multi-role transports, capable of delivering troops and supporting them on the battlefield[[they look like the transports in Final Fantasy:TSW]]; +1 weapons, +2 boosters + 2 Armor - Eng:599, Chem:590, Phys:599.) (30 PP/Batch)(90PP) (3 Wealth upkeep, 3 industry upkeep, 6 Ether upkeep) 3000 APCs(5pp batch) (5 IUU, 5 ether, 5 WU) ((30PP)) 10350 Ferratus APCs(5PP batch) (11.5IUU, 11.5 ether, 11.5 WU) ((103.5)) 4000 Logistics Vehicles (Logistical vehicles, used for carrying materials, ammo and supplies; +1 antigrav- carries 200 CP each) (10 PP/Batch) (40PP total) (4 Wealth upkeep, 4 industry upkeep, 4 Ether upkeep) 1,000,000 mines (5PP a batch) ((50PP)) TOTAL UPKEEP: 164 Ether, 144.5 ((500PP Air)) 50 Light Transports ('Zentyr'VX-9T Dropships, heavy lift VTOL system;+1 Fo/fi, +1 carrying capacity, +1 shields +1 armor - , carries 125 CP each) (25 PP/Batch) (2 industry upkeep, 4 ether upkeep, 2 wealth upkeep) 3 Super Transport Aircraft(VX-10T MegaDropships, used for landing armor;+1 Fi/fo +1 Cargo space +2 armor) (25 PP/Batch) (3 batches) (3 industry upkeep, 3 ether upkeep, 3 wealth upkeep) 5 Aerial Fighter (Advanced Scout drones; +1 electronics upgrades, +2 AI) (20 PP/Batch) (1 industry upkeep, 1 ether upkeep) 75 Fighters (Spacefighters; +1 weapons, +1 EAM Boosters, +1 maneuverable, +2 AI)(30 PP/Batch) (3 industry upkeep, 3 ether upkeep) 25 Strike Fighters (CAS; +2AI +1 weapons) (20 PP/Batch) (2 IUU, 2 Ether) 10 Heavy Strat Bombers (VX-B9; +2 AI +1 weapons) (20PP/Batch) (1 IUU, 1 Ether) 150 Medium Transports (VX-10T Dropships;+2 armor +1 shields - , carries 250 CP each) (15 PP/Batch) (6 industry upkeep, 6 ether upkeep, 6 wealth upkeep) 1000 Fighters (2.5 PP batch -1 atmopshere only -1 no externals +1 weapons) (40IUU, 40 ether, 40WU) ( 100PP total) 300 Fighters (5PP batch -1 atmosphere only -1 no externals +1 weapons +1 EAM boosters) (12IUU, 12WU, 12 Ether) (60PP) Total upkeep: 70 ether, 70 industry ((390)) 6 Capital warship (Thor Class battleship, designed as a powerful assault ship, armed with multiple energy weapons and state of the art equipment; +1 weapons, +1 shields, +1 inertia-less drive, +1 automated +1 armor) (35 PP/Batch)(210pp overall) (6 wealth, 6 industry upkeep, 24 Ether upkeep) 12 Medium warships (Ragnorak-class Cruisers, designed for heavy combat roles, armed with heavy beams; +2 weapons, +1 inertia-less drive, +1 armor +1 automated) (30 PP/Batch)((180pp total)) (2 wealth, 6 industry upkeep, 12 Ether upkeep) Upkeep: 12 industry, 36 ether 310 2 Capital warship (Ventyr-class Carrier, designed as a main fleet carrier, armed with a defensive armament of beams and energy pulse turrets;+1 rapid launch, +1 inertia-less drive +1 automated - ) (25 PP/Batch) (2 industry upkeep, 2 Ether upkeep, 0.5 wealth upkeep) 16 Small warship( +2 PD +1 reactionless +1 sensors -1 armor) (1 industry upkeep, 1 Ether upkeep) ((40PP)) 5 Small warships (Miyon-class Attack Frigates, designed for close support roles, armed with stronger than usual weapons for a ship of its size; +1 weapons, +1 inertia-less drive, +1 automated ) (25 PP/Batch) (1 industry upkeep, 1 Ether upkeep, 0.5 wealth upkeep) 5 Small warships (Zyrak-class Escort Frigates, designed to destroy fighters , armed with a variety of anti-fighter weapons; +2 point defence, +1 inertia-less drive, +1 automated, -1 short weapon range - Eng:599, Chem:590, Phys:599, Psych:570) (25 PP/Batch) (1 industry upkeep, 1 Ether upkeep, 0.5 wealth upkeep) 2 Medium warships (Levyon-class Attack Cruisers, designed for heavy combat roles, armed with energy and weapons and equipped with powerful defensive fields; +1 weapons, +1 shields, +1 EAM drive, +1 automated +1 armor - ) (30 PP/Batch) (1 industry upkeep, 1 Ether upkeep, 0.5 wealth upkeep) 2 Superfreighters (Fleet Support Vessels, Designed to support the fleet during any combat situation, with its extended fleet systems; +2 fleet support systems, +1 inertia-less drive, +2 automated - Eng:599, Chem:590, Phys:599, Psych:570, carries 250,000 CP each) (25 PP/Batch) (1 industry upkeep, 1 Ether upkeep) 40 Superfreighters( +1 inernia-less drives -1 heavy maintence) (2 ind, 1 ether, 5PP batch/20 batches) 10 Freighters (Standard unarmed transport ship, equipped with antigravity lifters;+1 inertia-less drive, +1 AI +1 armor, carries 25,000 CP each) (20 PP/Batch) ( 0.5 wealth, 1 industry upkeep, 1 Ether upkeep) 2 Super Freighters (Heavy unarmed transport ships; +1 inertia-less drive, +2 automated, -1 no shields, carries 250,000 CP each) (20 PP/Batch) (1 industry upkeep, 1 Ether upkeep) Upkeep: 65 ether, 61 Industry |
Kingdom of Koratozov
Pronunciation (KOR-AH-TOW-ZOV) Leader: King Malenkov Government: Monarchy Population: 265,000,000 Capital: Winter Palace, Vladivostok (Northern Mountians) Land: 5 Dry Lake Beds (open) 6 Hills (difficult) 15 Mountains (very difficult) Technology Engineering: 500 Chemistry: 500 Physics: 500 Biology: 400 Psychology: 450 Magic None Industry: Base 75 Bonus 50 Total= 125 Wealth: 50 Treasury: 296 Ether: 60 Ether Stockpile: 840 Research: 0 Advantages Larger Population -10 Martial Society: -25 Space Cadets -5 Disadvantages Magical numbness +20 Cult of victory +20 Illegal aliens +10 Poor schools +20 Internal security 300,000 Informers TL 4 4PP/100,000 = 12PP 3W 50,000 Secret police TL 4 4PP/10,000 = 20PP 300 Spies TL 4 4PP/100 = 12PP Army 110,000 Royal Infantry TL 4 12PP/10,000 = 132PP +1 Weapon +1 Body armor (Sealed) 8,000 Storm Infantry TL 4 16PP/10,000 = +2 powered armor +1 weapons +1 mobility 10,000 Royal Airborne Infantry TL 4 16PP/1,000 = 160PP +1 weapon +1 armor (sealed) +1 Airborne equipment 10,000 Royal Alpine Marines TL 4 12PP/1,000 = 120PP +1 body armor (sealed) +1 mobility 100 Royal Assault Infantry (SI) TL 4 12PP/100 = 12PP +1 weapons +1 armor 250 Royal Special Forces TL 4 16PP/50 = 80PP +1 body armor (sealed) +1 range +1 weapons Artillery 400 Mobile SAM Batteries (A) TL 4 12PP/200 = 30PP +1 advanced sensors +1 SAM Mk1 SAM Site (A) TL 4 2PP/200 = -2 fixed +1 SAM Mk 2 SAM Site (A) TL 4 8PP/200 = -2 fixed +1 SAM +1 Advanced Sensors +1 Automated 2,000 Medium Howitzers (A) TL 4 4PP/200 = 36PP +1 weapon -1 mobility 146 Heavy Howitzers (VHA) TL 4 8PP/25 = 32PP +2 weapon -1 mobility Hammerhead Howitzers (VHA) TL 4 8PP/25 +2 range +1 weapon -1 mobility -1 high Visibility Armor 5,500 Logistics vehicles TL 4 4PP/1,000 = 20PP 3,000 Reconnaissance Speeders TL 4 4PP/1,000 = 12PP 2,028 Armadillo APCs (MF) TL 4 12PP/500 = 48PP +1 armor +1 weapon 1,000 Wolverine Medium Tanks (A) TL 4 12PP/100 = 120PP +1 armor +1 weapon 250 Rhino Main Battle Tanks (VHA) TL 4 12PP/25 = 120PP +1 weapon +1 armor 50 Grizzly Mobile Battle command centers (VHA) TL 4 16PP/25 = 32PP -1 Limited Tracking +2 Armor +1 Communications 120 Nova Heavy Mobile Suits (HAA) TL 4 20PP/10 = 160PP +1 boosters +1 mobility +1 weapons +1 armor 1 Titan (LD) TL 4 20PP/1 = 20PP +1 sensors +1 communications +1 armor +1 ECM 1 Avalanche (LD) TL 4 20PP/1 = 20PP +2 weapons +1 armor +1 shields Air Force 100 Arial Scouts TL 4 4PP/100 = 4PP 3 Ferret Assault Drone (AS) TL 4 12PP/100 +1 automation +1 weapons 520 Eagle Fighters TL 4 4PP/25 = 80PP 4 Eagle II Fighter TL 4 8PP/25 +1 weapon +1 fi/fo -1 rails 187 Cheetah Interdiction Bombers (IAA) 4PP/25 = 20PP 18 Stallion Interdiction Bomber (IAA) 8PP/25 +1 weapons (bombs) +1 Stealth -1 rails 185 Bison Bomber (CAS) TL 4 16PP/25 = 80PP +1 armor +1 weapon +1 shield 10 Razorback Bomber (CAS) TL 4 12PP/25 +2 weapons +1 fi/fo -1 rails 98 Raven Bombers (FAB) TL 4 16PP/10 = 80PP +2 cloak +1 armor 200 Sparrow Airlift transport (LAT) TL 4 4PP/50 = 16PP 100 Goose Airlift Transport (MAT) TL 4 4PP/25 = 16PP 60 Pelican Airlift Transport (HAT) TL 4 4PP/15 = 16PP 5 Swan Airlift Transports (SAT) TL 4 4PP/5 = 4PP 200 Humming Bird Light Aviation Transport TL 4 4PP/50 = 16PP 30 Dragonfly Light Aviation Transport TL 4 12PP/50 +1 weapon +1 armor +1 ECM -1 Rails 10 Albatross Light Aviation Transport AWACS TL 4 12PP/10 = 12PP +1 sensors +1 communications 50 Falcon Gunship TL 4 16PP/25 = 32PP +1 weapon +1 shields +1 armor 6 Kodiak Gunship TL 4 16PP/25 +1 Stealth +1 Weapons +1 Fi/Fo +1 armor -1 no rails 166 Vulture Gunship TL 4 4PP/25 = 16PP Land fortifications 1,000,000 Land Mines TL 4 4PP/1 mil = 4PP 3,000 Pill Box TL 4 4PP/1,000 = 12PP 300 Regular Bunkers TL 4 8PP/100 = 24PP +1 weapon Hidden Bunker Mk 1 TL 4 16PP/100 +2 Weapon (Anti infantry and regular artillery) +1 Hidden Hidden Bunker Mk 2 TL 4 16PP/100 +2 weapon (SAM and regular artillery) +1 Hidden Hidden Bunker Mk 3 TL 4 16PP/100 +1 Weapon +1 Hidden +1 ECM Space Naval Forces 10 Orca Warships (SW) TL 4 12PP/5 = 24PP +1 Gravity Drive +1 orbital bombs 6 Manta ray Cruisers TL 4 12PP/2 = 36PP +1 Orbital bombs +1 Gravity Drive Externals Arial Rocket Pods TL 4 4PP/batch (+1 Anti-armor) Arial Shield Generator TL 4 4PP/batch (+1 shields) Beam Saber TL 4 4PP/batch (+1 beam saber) Duranium Shield TL 4 4PP/batch (+1 metal shield) Compressed Particle Beam TL 4 4PP/batch (+1 beam) |
The Order of Nasht
The Order of Nasht originated in the attempt of a race of space monsters to boost itself with magical power. To this end, their swarm descended upon a small magical kingdom, slaughtering the population and infecting the magic users. The plan backfired when the transfigured mages proved to be uncontrollable and created their own hivemind that rebelled against the original one. In the confusion that followed, the former humans managed to enchant part of the kingdom's wet navy fleet for space-travel, and proceeded to evacuate as many survivors as they could. Escorted by the rebel part of the swarm, this rag-tag fleet took off into the Deep Sky just as the last defenses of the kingdom fell. They spent the journey in a trance-like state while the hivemind, who now called itself Nasht-Regius, guided the ships through space. It finally decided to settle on the outer rim of a few star systems it picked for its own enigmatic reasons. Having established some basic structures for its sentient children, it roused them from their slumber and left further operations to their care, concentrating its own efforts on modifying and improving the different species under its control. Name: The Order of Nasht Level of Power: Transstellar 625 SP Traits: Landholder Low Profile Treasure Hunter Terrains(Outer System all) Wild Space: 3 Scattered Space 1 Scattered Space 1 Crowded Space: 2 (10 points from Space Dwellers left for customizing unused space terrains) Total Terrain: 7 x 2 = 14 SP Offices: 7 6 SP Advantages: 125 SP Strong Magical Allies 75 SP Mercenaries 25 SP Industrious Members 10 SP Mystical Members 10 SP Space Dwellers 5 SP Disadvantages: Tech Dumb [I] -25 [I] Members (mystical): 340,000 34 SP Indentured Members(Industrious): 500,000 25 SP Infrastructure: 130 SP Industry 5 +25 Bonus 10 SP Wealth 60 60 SP Ether 18 +17 Bonus 36 SP Research 20 20 SP Treasury: Ether: 70 (0.7 Geodes) Wealth: 300 Advancement: 240 SP Technology: None Magic: Creation 400 40 SP Destruction 500 50 SP Matter 500 50 SP Mental 500 50 SP Move 500 50 SP Military: 80 SP Order of Nasht military: Note: As there are no critter rules yet I just made up some caps which will be adjusted when the creature rules come out. Mages: 1x Oracle (Nasht-Regius) +2 Mage in the Shell +1 Battlemage +1 Puppetmaster +2 Multicaster +1 The Great Hand 60 PP Upkeep: 5W 5I 5E 3x Archmage (Swarm Princesses) (10PP/batch) +1 Battlemage 30 PP Upkeep: 3W 3I 3E 1x Archmage (High Priest of Nasht) +1 Necromancer 10 PP Upkeep: 1W 1I 1E 1x Archmage ( Governor ) +1 Counter Mage 10 PP Upkeep: 1W 1I 1E 30x Adept (Zaldotins) mage caps: +1 Warrior skills +1 Battlemage +1 Engine of Destruction template stacked with Class V Elite Infantry +1 Regenerating +1 Telepathy +1 Space Lifeform +2 Flight Combat Caps +1 Armor +1 Shields 36 PP+3,15 PP Upkeep: Depends on critter upkeep, 3W 3I 3E for mages 5x Master (Zaldotin Leaders) +2 Warrior Skills +1 Battlemage +1 Invincible! template stacked with Class V Special Forces Abilities +1 Regenerating +1 Telepathy +1 Space Lifeform +2 Flight Combat Caps: +1 command +1 Armor +1 shields +1 Melee Weapons 20 + 9 PP Upkeep: Depends on critter upkeep, 1W 1I 1E for mages 10x Expert Specialist ( Expert Crafters) (5PP/batch) 10 PP Upkeep 2W 2I 2E 10x Advanced Specialist ( Hive Controllers) +1 Puppetmaster 8 PP Upkeep: 1W 1I 1E 20x Adept ( Sentries ) (9PP/batch) +1 Mage Sight +1 The All Seeing Eye 18 PP Upkeep: 2W 2I 2E 150x Disciples (Zaldotin Trainees ) (6PP/Batch) +1 Warrior Skills +1 Battlemage template stacked with class V Elite infantry Abilities: +1 Telepathy +1 Regenerating +1 Space Lifeform +2 Flight 18 + 3,75 PP Upkeep: Depends on critter upkeep, 3W 3I 3E for mages 1000x Postulants ( Apprentices) (2pp/batch) +1 Battlemage 8 PP Upkeep: 4W 4I 4E Infantry 10,000x Skilled Infantry Class IV ( Nasht Guardians ) Abilities: +1 Space Lifeform +1 Weapons (magical energy attack) +2 Flight Caps (ML5): +1 Weapons +1 Armor 30 PP Upkeep: 1W 1I 1E 50x Special Forces Class V (Royal Guard) Abilities: +3 Teleport +1 Weapons (magical energy attack) +1 Space Lifeform Caps (ML5): +1 Armor +1 Melee 40 PP Upkeep: 1W 1I 2E 20,000x Security forces (Class II) +Space Lifeform +Police Training 12 PP (6PP/batch) Upkeep: 1W Vehicles: 10x Hyper Advanced Armour Class V (Grattbeast) Abilities: +1 Regenerating +1 Armour +1 Weapons Caps(ML5) +1 Armor +1 Casting Chamber 30 PP Upkeep: 1W 1I 1E Air Forces: 100x Jet Scout ( Watcher Crystals) (ML5) +2 Sensors +2 ECM +1 Command -1 No Externals 25 PP 1 W 1I 4E 100x Fighters (Voidthorns ) (ML5) +1 Fo/Fi +1 Weapons -1 No Externals -1 Space Only 20 PP 1 W 1I 1E 50x CAS (Voidstones) (ML5) +1 Anti Capital Ship Weapons +1 Weapons +1 Anti-fighter Weapons -1 No Externals -1 Space Only 20 PP Upkeep: 1W 2I 1E 10x Superfighter ( Galispines) (ML5) 10 PP Upkeep: 1W 1I 1E 1x Superbomber (Class V) (Zelaswing) Abilities: +2 Compact +1 Speed +1 Regenerating Caps(ML5) +1 Anti Capital-Ship Weapons +1 Shields +1 Weapons 35 PP Upkeep: 1W 1I 2E Navy: 2x Battleship Class III (Tortonet-Class) +1 Regenerating +1 Armor +1 Speed Caps(ML5) +1 Drive +1 Weapons +2 Armor 80PP (40PP/Batch) Upkeep: 4W 4I 8E 1x Battleship Class V (Chrysia) Abilities +3 Shapechanging +1 Regenerating Caps(ML5) +2 Drive +1 Long Range +1 Weapons 50 PP Upkeep: 2W 2I 7E 1x Battleship ( Fendelshef ) (ML5) +2 Casting Chambers +1 Drive +1 Armor +1 Shields +1 Drive Upkeep: 2W 2E 5E 5x Destroyer ( Overseers) (ML5) +3 Sensors +1 Command +1 Drive 30 PP Upkeep: 1W 1I 3E 5x Destroyer (Darkmists) (ML5) +4 ECM +1 Drive 30 PP Upkeep: 1 W 1I 4E 10x Fast Attack Ship ( Srats) (ML5) +2 Cloak +1 Anti-Capital Ship Weapons +1 Weapons +1 Drive 30 PP Upkeep: 1 W 2I 3E 20x Freighters (ML5) +1 Ether Sails +1 Armed 30 PP (15PP/batch) 1x Carrier (ML5) +1 Drive 15 PP Upkeep: 2W 2I 4E Agents: 100x Spies (ML4) 4 PP Upkeep: 1W 100x Hunters (ML4) +1 Sensors 8 PP Upkeep: 1W 100x Prospectors (ML4) 4 PP Upkeep: 1W Half-Build Queue: 145 PP 2x Cruiser (Done March 1006) (ML5) +1Anti-Aircraft Weapons +1 Point Defense +1 Shields +1 Armor +1 Drive 30 PP 10x Fast Attack Ship (Done in March 1006) (ML5) +2 Cloak +1 Anti-Capital Ship Weapons +1 Weapons +1 Drive 30 PP 25x Gunship (Done March 1006) +1 weapons +1 anti-vehicle +1 armor +1 carry capacity +1 Fo/Fi 30 PP 5x Aviation Scout, Sensor Variant (Done January 1006) (ML5) +2 Sensors +1 ECM +1 Stealth 25 PP 200x Artillery (Done October 1005) (ML5) +1 Anti-Aircraft +1 Anti-Infantry +1 Weapons 20 PP 2x Cruiser (Done May 1005) (ML5) +1 Drive 10 PP |
List of Order of Nasht Offices; Terrains and military distribution:
Hidden Main Base: Fin (107) Terrain: Wild Space (Outer System) Industrial Development: 10+10 Living Space: 1 + 9 Infrastructure: Shadow Members: 80,000 Shadow Indentured Members: 260,000 Shadow Wealth: 17 Shadow Industry: 0 + 13 Bonus Shadow Ether: 4 + 4 Bonus Shadow Research: 5 Local Military: 1x Nasht-Regius ( Oracle) 1x Zaldotin Leader ( Master Mage) 6x Zaldotins (Adept) 1x Expert Specialist 2x Hive Controller (Advanced Specialist) 5x Sentries (Adept) 30x Zaldotin Trainees (Disciples) 148x Apprentice (Postulants) 1000x Nasht Guardians (Skilled Infantry) 15x Royal Guard (Special Forces) 10,000x Security Forces 6x Grattbeast (Hyper Advanced Armor) 25x Watcher Crystals (Jet Scouts) 25x Voidthorns (Fighters) 25x Voidstones ( CAS ) 5x Galispines (Superfighters) 1x Zelaswing (Superbomber) 1x Tortonet Class Battleship 3x Darkmists (Destroyer) 2x Overseers (Destroyer) 4x Srats ( Fast Attack Ships) 4x Freighters 1x Carrier 100x hunters 20x Prospectors 10x Spies Hidden Base: Sata Corvi (179) Infrastructure: Shadow Members: 40,000 Shadow Indentured Members: 80,000 Shadow Wealth: 8 Shadow Industry: 0 + 4 Bonus Shadow Ether: 2 +2 Bonus Shadow Research: 3 Terrain: Scattered Space (Outer System) Industrial Development: 10+10 Living Space: 1+9 Local Military: 1x Swarm Princess (Archmage) 4x Zaldotins (Adept) 1x Expert Specialist 1x Hive Controller (Advanced Specialist) 2x Sentries (Adept) 20x Zaldotin Trainees (Disciples) 142x Apprentice (Postulants) 1000x Nasht Guardians (Skilled Infantry) 10x Royal Guard (Special Forces) 3000x Security Forces 10x Watcher Crystals (Jet Scouts) 25x Voidthorns (Fighters) 25x Voidstones (CAS) 20x Prospectors 10x Spies Hidden Base: Feth Fiada (98) Infrastructure: Shadow Members: 60,000 Shadow Indentured Members: 100,000 Shadow Wealth: 6 Shadow Industry: 0 + 5 Bonus Shadow Ether: 2 + 3 Bonus Shadow Research: 3 Terrain: Scattered Space (Outer System) Industrial Development: 10+10 Living Space: 1+9 Local Military: 1 x Swarm Princess (Archmage) 4x Zaldotins (Adept) 1x Expert Specialist 2x Hive Controller (Advanced Specialist) 5x Sentries (Adept) 20x Zaldotin Trainees (Disciples) 142x Apprentice (Postulants) 1000x Nasht Guardians (Skilled Infantry) 10x Royal Guard (Special Forces) 4000x Security Forces 10x Watcher Crystals (Jet Scouts) 25x Voidthorns (Fighters) 1x Overseer (Destroyer) 3x Srats (Fast Attack Ships) 2x Freighters 20x Prospectors 10x Spies Hidden Base: Alfhame (203) Infrastructure: Shadow Members: 40,000 Shadow Indentured Members: 60,000 Shadow Wealth: 6 Shadow Industry: 0 +3 Bonus Shadow Ether: 2 + 2 Bonus Shadow Research: 3 Terrain: Crowded Space (Outer System) Industrial Development: 15+10 Living Space: 3+9 Local Military: 1x Governor (Archmage) 1x Zaldotin Leader ( Master Mage) 4x Zaldotins (Adept) 1x Expert Specialist 1x Hive Controller (Advanced Specialist) 2x Sentries (Adept) 20x Zaldotin Trainees (Disciples) 142x Apprentice (Postulants) 1000x Nasht Guardians (Skilled Infantry) 3000x Security Forces 10x Watcher Crystals (Jet Scouts) 25x Voidthorns (Fighters) 2x Freighters 20x Prospectors 10x Spies Official Headquarters: Thetis (181) Infrastructure: Members: 40,000 Industry: Ether: 3 + 2 Wealth: 10 Research: 2 Local Military: 1x High Priest of Nasht (Archmage) 4x Zaldotins (Adept) 2x Expert Specialist 1x Hive Controller (Advanced Specialist) 2x Sentries (Adept) 20x Zaldotin Trainees (Disciples) 142x Apprentice (Postulants) 2000x Nasht Guardians (Skilled Infantry) 5x Royal Guard (Special Forces) 25x Watcher Crystals (Jet Scouts) 1x Chrysia Battleship 2x Srats 4x Freighters 10x Prospectors 20x Spies Office: Deneb(24) Infrastructure: Members: 40,000 Industry: Ether: 3 + 2 Wealth: 5 Research: 4 Local Military: 1x Swarm Princess (Archmage) 1x Zaldotin Leader ( Master Mage) 4x Zaldotins (Adept) 2x Expert Specialist 2x Hive Controller (Advanced Specialist) 2x Sentries (Adept) 20x Zaldotin Trainees (Disciples) 142x Apprentice (Postulants) 2000x Nasht Guardians (Skilled Infantry) 10x Royal Guard (Special Forces) 10x Watcher Crystals (Jet Scouts) 5x Galispines (Superfighter) 1x Tortonet Class Battleship 1x Fendelschef Battleship 2x Darkmists (Destroyer) 2x Overseers (Destroyer) 1x Srat ( Fast Attack Ship) 4x Freighters 10x Prospectors 20x Spies Office: Gael Cygni(99) Infrastructure: Members: 40,000 Industry: Ether: 2 + 2 Wealth: 8 Research: 0 Local Military: 2x Zaldotin Leaders (Master Mage) 4x Zaldotins (Adept) 2x Expert Specialist 1x Hive Controller (Advanced Specialist) 2x Sentries (Adept) 20x Zaldotin Trainees (Disciples) 142x Apprentice (Postulants) 2000x Nasht Guardians (Skilled Infantry) 4x Grattbeast (Hyper Advanced Armor) 10x Watcher Crystals (Jet Scouts) 4x Freighters 20x Spies |
Now in one easy to read post!
The Belmarian Empire
Population Total Population:36 Million Elite Population:7 Million Common Citizens:29 Million - With Belmar's slow spiral into further ruin after the war with the rebellious Deldan, most of the Empire's greatly reduced population have found themselves impovrished and trapped within the decaying cities that had once been their homes with little being done by the goverment to deal with the problems they faced. The Nobility and more wealthy of the Empire's citizenry, remain nearly as well off as they were in the nation's days of glory and for the most part did not until recently pay any notice to the problems plaguing their countrymen. Territorial Holdings Carthinia Province Type: Mega-Region/Intervening Terrain Population: 16 Million Capital: Aldan -Carthinia is heart of the surviving elements of the old Belmarian Empire, and has held the position of Capital away from the ancient city of Maldan for some three decades now. Separated from the most of the fighting of the Great War by wide oceans and its own unimportance, it became a haven for refugees and government officials seeking protection from the bombs and guns of Deldan. Carthinia is not a small continent, but its native terrain and weather make it less than perfect for human habitation. Most of the population is crammed into massive cities along the coastline and low hills outside the jungles and mountains that dominate the interior. Oblemark Province Type: Open Region Population: 6 Million Capital: Koln -Of all the lands still flying the Royal Flag today, Oblemark has seen more blood and war than any other. Once known for its low wooded hills and pleasant field, it is now little more than a blasted waste of dusty flats and ruined towns. Koln, the once prized city at the heart of the Province, faired no better than the surrounding lands. It lies half-ruined with broken towers looming over the surrounding plains that can be seen from miles away. Still, it's location on the border of Deldan makes it important for the same reason it was destroyed. If any battle is fought between the King and the Traitors, it will be here. Karthon Province Type: Difficult Region/Intervening Terrain Population: 3.5 Million Capital: Verhem -The snowy and rocky Karthon Islands, while not the most valuable of lands, remain much as they have for centuries. Cold and mostly uninhabited, though a few Houses of Belmarian Nobility have made their homes in the city of Verhem. Most noted of these being the Great House Cerfas, one of the founding houses of the Empire. The remoteness of their holdings perhaps best suits their often Zestva Province Type: Open Region Population: 4 Million Capitol: Zestva(Formerly Keranburg) -Zestva is the southernmost of the Empire's lands on Belmar's primary landmass. It is a place of rock-marked grasslands and ruins, having suffered nearly as much as its northern neighbor Oblemark. In the summer of 1004 of the NE, it was here that the pilots of the Kozunese Sword of Light Regiment fought to the last man against overwhelming odds for a nation they had only recently arrived in. Sytiar Province Type:Open Region Population: 6.5 Million Capitol: Maldan -While not nearly as large or as heavily populated as Aldan, the city of Maldan and the Sytiar Provience hold the history and origin of Belmar within their borders. Maldan is the first city of Belmar, and the first capitol of the Empire. Its architecture speaks more of ancient Tyrol than the newer works of the Belmarians, and its towers have stood for a thousand years under the King's flag. With the trechery of Deldan, the capital eventually moved to the relative safety of distant Carthinia, though the ancient towers and halls of Sytiar and Maldan remain more a symbol of what Belmar was than the slums and run-down towers of Aldan. Technology and Magic Engineering: 500 Chemistry: 500 Physics/Math: 500 Biology: 400 Psychology: 400 -Belmarian Science remains to this day somewhat less than what it was prior to the Great War, particularly in the fields of biology and psychology. More intact amounts of the Old Empire’s knowledge has been preserved in the city of Reheresburg, though that remains beyond the Crown’s control even to this day. Mental:100 -Magic is both new and old to the people of Belmar. It once stood on an equal level to the sciences of lost Tyrol and Austmar, all those centuries ago. But in the years of their fall, it faded from the knowledge of the new Belmarians. . .but perhaps the opening of the ways will see to change that. Infrastructure Industry: 32 Wealth: 50 Research: 10 Ether:47 -As is to be expected after the long years of decay and an the chaos of the Second Deldan War, (More commonly known abroad as the War of Belmarian Succession.) the Empire’s industrial base and assorted other matters of infrastructure are in a poor state of repair. Military (Something like +1400pp after all those stupid transport planes I cut. . .And going back up with the Tyran Ships at the end of the mon. . I’ll calc this. . .later. . .) -The Belmarian Military is currently divided over the issue of the Royal Throne, with the Empire’s army still standing loyal under William III. More recently, the King has managed to at last begin to assemble a strong Loyalist Fleet with his allies, should it come to open war between the Empire and its old Navy. Advantages Elite Armed Forces -The modern Belmarian Military has been forged out of one of the most horrific wars that the Belmar System has seen since the closing of the ways. The Great War of two decades ago broke the spine of the Empire and left much of the world in ruins. The surviving generals have had long to devlop their tactics from its lessons, and more than a few tough veterans of the war’s final years still serve under the King’s banner. Together it amounts for a formidable force, which the Deldan learned of sorely in the summer campaign of 1004. Large Population -While Belmar’s population is not truly large when compared to that of other nations, it has in more recent years been crammed into packed dwellings amidst the ruined towers and streets of the Empire’s remaining cities. Given the poor state of repair, few live in conditions one would expect from a nation that once was almost a utopia to those their parents and Grandparents just a few decades before. Disadvantages Lord of All -Increasingly through the war years and into recent times, Belmar has become bound to the fate of its King. Another death such as that of Fredrick II would likely cause another period of chaos and disorder far greater than the first. The Mobs are on the Move!!!!!! -Belmar’s population has grown restless in recent years, be it the average city dweller angry with the general state of things or nobles unhappy with the current leadership. While the Empire’s remaining loyalist population has lowered its demands to something of a whisper and come together to a surprising degree behind the war effort, the potential for further problems remains. My neighbors want to kill me -Yeah. . .If you haven’t heard this one already. Resource Poor Barren World Slow Pop Growth -The Great War left its bloody mark upon the world of Belmar, and its people. Resources that once were easily accessible are lost, and the fields of the world left barren. . .to say nothing of the damage wrought upon its people. Royal Belmarian Military, Equipment Stats and Inventory. Infantry Kit/Personnel Line Infantry(Skilled) 31,100 Royal Heavy Infantry Tech:500 (Skilled Infantry) +2 Power Armor +1 Weapons -The Mark II Power Suit has proven itself to be an invaluable piece of the Royal inventory, able to successfully take damage from Deldan and other weaponry encountered by the Empire with a considerably greater degree of success than standard armor. Only the cost has yet prevented it being issued as a standard piece of kit outside the Heavy Infantry Regiments. 54,940 Royal Regular Infantry Tech:500 (Skilled Infantry) +1 Armor +1 Weapons -The standard Royal Infantryman would not look out of place compared to his predecessors of the Great War and the earlier Ash Wars. The standard helmet, grey or camouflage coat, and trademark lasgun have become a common face to the Empire’s army, and proven their capacity on the fields of Koln just a few months ago. 20,000 Royal Regular Infantry (Deldan Wargear) Tech:400 (Skilled Infantry) +1 Armor +1 Weapons -Weapons have proven themselves to be in somewhat short supply at times during the war, and given that Deldan’s wargear is rightfully that of the Empire’s anyway. . . . The only major difference from the standard Regualar apart from inferior electronics is the use of a Deldan-style autogun over the Royal lasgun. 10,800 Royal Light Infantry Tech:500 (Skilled Infantry) +1 Armor -Light Troops fielded due to a brief shortage of heavy weapons during the early days of the war, while regular-issue armor was remained in greater numbers. Light Infantry units have seen heavy action on the Northern Front. 61,000 Reserve Infantry Tech: 500 (Skilled Infantry) -A mixture of hardened veterans and recently discharged troops called back up in the present crisis. While not equipped to the standard of the line Regulars, they have proven themselves capable enough on the Southern Front’s bloody fields, despite having fought a loosing battle against overwhelming odds. Second-Line Infantry (Unskilled) 103,800 Home Guard Infantry Tech:500, (Unskilled Infantry) +1 Armor +1 Weapons -The Home Guard is the oldest military organization on Belmar, founded as a tool of defense by a band of small towns along the coastline of the then untamed Central Continent. Even today, a large number of the Empire’s citizens have donned the brown greatcoat and taken up the rifle in defense of their homes and country. Many have died fighting for it. . . 40,000 Home Guard Light Infantry Tech:500, (Unskilled Infantry) +1 Armor -Much like with the Regular Army, the Home Guard found itself facing a weapons shortage in the months prior to the Summer Campaign. New recruits were issued standard armor, but weapons of some degree less power or capacity than that of the Regular Guardsmen. 100,000 Home Guard Light Infantry (Deldan Wargear) Tech:400, (Unskilled Infantry) +1 Armor -The Deldan really shouldn’t have left all those guns lying around. . . . 140,000 Volunteers Tech: 500, (Unskilled Infantry) -Several makeshift divisions of loyalist citizens formed up after the fighting in Spring, and exploded in numbers after the victory in Summer. These units are typically found filling reserve work in rear areas, freeing up Guard units for work on the lines. Elite Infantry Units Note: Special Forces not accounted for due to misplaced reccords, will be added later. 1,000 Aldan Guards Tech:500, (Elite Infantry) +2 Power Armor +1 Weapons -The city of Aldan was somewhat surprised to find itself having become the capitol of the Empire almost overnight, and in celebration of their new status formed a regiment of elite troops to safeguard the King during his time there and abroad. 100 Royal Storm Troopers Tech:500, (Elite Infantry) +2 Weapons +1 Armor -The Storm Troopers of the Belmarian Army are a somewhat new type of soldier, armed and trained in a fashion somewhat similar to the Rangers of Fin’s Coalition, who proved themselves to be deadly fighters in their conflict against the Empire. Only few have finished their additional training so far, but two regiments are planned. 32 Ordinators Tech:500, (Elite Infantry) +2 Shields +2 Weapons +1 Armor -While not technically a part of the Royal Armies, the Ordinators are some of the most lavishly equipped troops in the Royal Army, and the sudden restoration of this ancient guild of soldiers seems to be connected directly to King William himself. Rumors still float about the capitol on this matter. . . Armored Fighting Vehicles/Mecha Tanks 42 T-135 “Centurion” Main Battle Tanks Tech:500, (Armor) +2 Main Gun +1 Armor +1 Mobility -One of the best tank designs to roll of the lines of Belmarian Factories in recent memory, the Centurion mounts an improved heavy gun upon the same basic chassis as the Improved Mobility Crusader. It is capable of destroying a Panzer XII with far less trouble than the older models mounting less powerful guns. 22 T-125M “Crusader” Main Battle Tanks Tech:500, (Armor) +1 Gun +1 Armor +1 Mobility -The 125M was something of a halfway point between the planned 135 and the already fielded 125. It is a capable design in itself, and the Army’s tank commanders would like to see the mainline 125s upgraded to this standard in the future. 580 T-125 “Crusader” Main Battle Tanks Tech:500, (Armor) +1 Gun +1 Armor -The best of the more common Belmarian tanks, the Crusader is slightly more powerful than its Deldan opponent, the Panzer XII. The 125 was first introduced nearly a decade ago as a replacement for the Empire’s then aging fleet of T-115s and 105s, though it never was built in numbers to truly replace the older models. 150 T-123 “White Knight” Main Battle Tanks Tech:400, (Armor) +1 Gun +1 Armor -The T-123 designation was applied to a number of Panzer XIIs captured in August and then sent into use with the Empire’s own army. It is roughly similar to the 125 in capacity, and better used than by somewhat less trained Deldan crews. 536 T-115 “Cavalier” Main Battle Tanks Tech:500, (Armor) +1 Gun -1 Slow -The 115 was a stop-gap post Great War model, featuring a new turret and gun on the plentiful T-105 chassis. It did, however, suffer from a loss of speed due to the additional weight. 984 T-105 Medium Tanks Tech:500, (Armor) - The 105 was the backbone of the Royal Tank Corps during the Great War, and this cheap and tested design was put back into production at the dawn of the Second War with Deldan. Hundreds are now in use with every branch of the Royal Army. 300 Authority Tanks Tech:400, (Armor) -Cheap and quick to manufacture, these vehicles were built in a fair number by Sodomarra Authority before that organization’s defeat by the OverSodom Corporations. Land Battleships 7 Konig LandPanzers Tech:400, (Land Dreadnought) +1 Armor +1 Weapons -1 Slow -1 Fuel Guzzler -1 High Maintenance -You wouldn’t laugh at them if twenty were rolling across YOUR border. Battlemechs 200 "Màdog" Medium Battlemechs Tech:400, (Very Heavy Armor) +1 Armor +1 Mech-Legs -A relic of the old Impiraght, many of these war-machines fell into the hands of the criminal Authority of Sodomarra in the years after that Empire’s fall. While solid machines in their day, they proved to be somewhat lacking when going into action in the poor state of repair they were in at the dawn of the Corporate War. Many were captured, and with some talk a few fell into the hands of Belmarian Agents. Mobile Suits 16 Ausf-A "Jenice" Mobile Suits Tech:490, (Hyper Advanced Armor) -A handful of these Mobile Suits were obtained from the Sternriech. Royal Engineers are still baffled by its eerie similarity to the Kozunese Zaku. 81 MS-06 "Borjarnon" Mobile Suits Tech:450, (Hyper Advanced Armor) -An export model of the Zaku-I used by the Kozunese Military. Strangely similar in appearance and function to the Sternreich’s Jenice. 191 GM-E Mobile Suits Tech:450, (Hyper Advanced Armor) -Everyone’s favorite Olympus Product! With any luck, they will serve Belmar better than they did Gosford and Blacklake. Light Armored Vehicles 550 TK-70 Tank Hunters Tech:500, (Light Armor) +1 Anti-Tank Missiles +1 Weapons -1 Armor -A cheap anti-tank vehicle, and the first variant of the APC-70 to see common use. Other planned modifications fell short of expectations, and were killed on the drawing board. 170 A-15 Armored Combat Cars Tech:500, (Light Armor) +1 Armor -A light armored car built to support the Empire’s recon-units. 400 A-13 Scout Cars Tech:500, (Light Armor) -After heavy losses among the Empire’s recon battalions at Fin, the A-13 was put into production to provide a heavier element to these units. 7,094 APC-70s Tech:500, (Infantry Carrier) -The APC-70 came out of the same train of thought as the T-105 Medium Tank. It’s cheap, and fairly capable of performing its tasks. Plans for an improved version are currently on hold. 500 APC-41 “Nalder” Tech:500, (Infantry Carrier) -A captured Deldan APC, similar to the APC-70 but a fair bit more cramped. 600 Authority Armored Carriers Tech:400, (Infantry Carriers) -Whether you’re a hopped up ganger or a shambling zombie-dealer, these things get you around in style and protection. Crome Treads and loud Rap music not included. Artillery and Anti-Aircraft Artillery Artillery 679 SPG-80 Self-Propelled Guns Tech: 500, (Artillery) +1 Firepower +1 Range -The best self-propelled gun in the Empire’s inventory, with fair range and a powerful standard shell. 660 SPG-65 Self-Propelled Guns Tech:500, (Artillery) -Another addition to the T-105/APC-70 Family of cheap but useable weaponry. 200 Light Self-Propelled Guns Tech:400, (Artillery) -Ye Olde Authority Artillery. 10,000 FG-107 Field Guns Tech:400, (Simple Artillery) +1 Range -After the Royal victory in August, the massive number of artillery pieces used by the Deldan army were left abandoned on the field. Needless to say, the Belmarians were quick to take them for their own. 810 SPG-65LM Tech:500, (Artillery) -1 Slow "What do you mean you bought the budget engine?" 25 Heavy Siege Cannon Tech:500, (Very Heavy Artillery) -1 Mobility -A number of heavy gun emplacements that have been set up along the perimeter of Koln. 1 Elm Gun Tech:400, (Super-Artillery) -1 High Maintenance -Oversized artillery piece constructed in Keranburg for use in shelling Deldan rear-areas and factories. Anti-Air Artillery 370 SAM-190s Tech:500, (Artillery) +1 Anti-Air +1 Sensors -Standard SAM Carrier of the Royal Army, similar to other vehicles of the same purpose in countless armies. 120 SAM-23 Tech:500, (Artillery) +1 Anti-Air -1 Mobility -A less capable SAM Launcher built due to materials shortages 100 ADG-44 Tech:500, (Artillery) +1 Anti-Air +1 Sensors -2 Immobile -Standard Fixed Air Defense Site. 160 FAA-5 Tech:500, (Artillery) +1 Anti-Air -1 Immobile -Cheapskate’s Standard Air Defense Site. Misc. Light Vehicles 1,900 "Dragoon" MLVs Tech:500, (Recon Forces) +1 Weapons -Every army needs a all-purpose jeep equivalent. The Dragoon fills that role for the Royal Army, and can be found practically everywhere. 3,700 Multi-Purpose Trucks(MPTs) Tech:500, (Logistics Vehicles) -Standard truck of doom, intelligence reports Rehresburg still uses the MPT for its own army. 700 Trucks Tech:400, (Logistics Vehicles) -Captured Deldan trucks. Aircraft Fighters 1 New Phoenician “Jèen-Dar” Superfighter Tech:500, (Super-Fighter) +1 EAM Boosters +1 Speed +1 Agile +1 Shields +1 Weapons -A bungled New Phoenician reconnaissance mission over Gamma Eridon resulted in the loss of several of these top notch aircraft, though not without inflecting heavy losses on the less capable aircraft of the Aquitanian Air Force. One downed plane came into the hands of the local Belmarian mission. 34 F-95 “Lancer” Fighters Tech:500, (Fighter) +1 EAM Boosters +1 Speed +1 Shields +1 Weapons -Fast and well armed, the Lancer is a capable aircraft that was planned to phase out the older Corsairs over the next decade. Unfortunately, the Deldan War has put these plans on hold, at least on the surface. Rumor has it that the carriers of the Rebel Armada are loaded with full wings of the F-95 or some variant of it. 8 F-90 “Brigand” Fighters Tech:500, (Fighters) +1 EAM Boosters +1 Shields +1 Agile -A small and agile aircraft, the F-90 is an attempt to bridge the high performance of the Lancer with a cost that is more reasonable during such trying times. It lacks the 95’s heavy weapons, but is more maneuverable. 8 F-80I “Corsair” Fighters Tech:500, (Fighters) +1 EAM Booster -The F-80 Improved is an attempt to repair the flaws of the standard F-80, at least partly bringing that aircraft up to standard for military operations. 165 F-80 “Corsair” Fighters Tech:500, (Fighters) +1 EAM Boosters -1 Armor -The F-80 was fielded in some numbers after the Great War as a patrol and police aircraft, phasing out the myriad expensive and outdated aircraft of the old Royal Air Corps. Unfortunately for the Empire’s Air Generals, it has proven to be less than effective as a front-line combat aircraft, but remains in service in large numbers because there simply isn’t anything to replace it with. Fighter-Bombers 50 FB-200 “Thunderbolt” Fighter-Bombers Tech:500, (Close Attack Aircraft) +1 EAM Boosters +1 Bombs -A fairly average attack aircraft that has seen action over the skies of Fin and the Central Front. Transport Aircraft/Misc 150 D-40 “Pelican” Dropships Tech:500, (Light Airlift) +1 EAM Boosters -A light orbital transport aircraft. 25 D-50 “Atlas” Dropships Tech:500, (Medium Airlift) +1 EAM Boosters -Slightly bigger orbital transport aircraft. 100 T-3 “Seabird” Shuttles Tech:500, (Jet Scout) +1 EAM Boosters -1 Armor -A fairly average light ferry-aircraft, used more for moving random people around than any overt military purpose 5 S-100 “Hawk-Eye” Sensor Aircraft Tech:500, (AWACs Medium Airlift?) +1 EAM Boosters +1 Sensors -1 Armor -A fairly decent sensor plane, but someone forgot to put any protection on it. Spacecraft, Civillian and Military Battleships 1 Dictator Class Super-Battleship Tech/Magic:1000, (Battleship) +3 Weapons +2 Armor +2 Shields +1 Point Defense +1 Gravity Drive -This top of the line warship was acquired from Republic Armaments in the closing days of the Com/Con War and was thought to be a fair match even for the dreaded Soviet Union Battleships that destroyed the Iron Hammer Battlefleet over Rum. Despite being only a battleship hull, the Belmarian Navy has designated it a Super-Battleship due to it’s overwhelming superiority to any similar ship in the Royal Navy, both loyal and rebel. *Dictator 1 Monarch Class Battleship Tech:500, (Battleship) +1 Armor +1 Weapons +1 Reaction Drive -1 High Maintenance -The Monarch is the only capital ship of the Belmarian Navy to have survived the battle of Rum, being trapped on the surface of the planet under repair during the attack. For the same reason, it remained on Therson during the fleet’s mutiny and remains in loyalist hands. *Monarch 5 Bellerophon Class Battleships Tech:550, (Battleship) +1 Armor +1 Weapons +1 Reaction Drive -An improved version of the Monarch Class built under order by Tyran Arms and completed in mid-January of 1005. Features less maintenance intensive systems and slightly better systems all around. *Bellerophon, Superb, Temeraine, Audacious, Vanguard 2 Coastal Defense Battleships Tech:330, (Battleship) -1 Range -Two small warships captured after the failed Fin attack on the Belmarian Fleet, due for either refit or return to their former owners sometime in 1005. Carriers 1 Ark Royal Class Carrier Tech:550, (Carrier) +1 Armor +1 Weapons +1 Reaction Drive -An odd design, ordered from Tyran before the Royal Navy’s planners truly thought out how ineffective the additional light guns aboard the ship would be. *Ark Royal Cruisers 1 Mars Class Light Cruiser Tech: 500, (Cruiser) +1 Armor +1 Reaction Drive -A light cruiser that happened to be on out-system patrol during the fleet mutiny, and was retained by the Loyalists. *Victorious(Former Herdan) Small Warships 2 Trident Class Destroyers Tech:500, (Small Warship) +1 Armor +1 Reaction Drive -A light destroyer, the usual escort and patrol type. 1 Cyclops Class Corvette Tech:500, (Patrol Warship) +1 Field Drive -A fairly small and lightly armed ship used for patrol work and minor diplomatic courier missions in the local area. Other 3 Magellan Class Science Frigates Tech 500, (Small Warship) +2 Science Equipment +1 Sensors +1 Field Drive -1 Weapons -The Magellan Class was first proposed some years ago as a platform from which to explore the closer clouds of the Nebula that Belmar guards the edge of. The opening of the ways sped up development, and the successes of the Magellan Class Explorers already have easily proven themselves to be worth more than the cost of building them. 1 Atesian Freighter Tech:500 (Can't recall the caps, got to find Ral's old OOB. . .) -This small cargo ship was purchased from Atesia to ferry a number of Belmarian Diplomats and staff up the Blue Line. Security Forces 250 MI Agents Tech:500, (Spies) -The usual spy. Possibly equipped with trenchcoat and dark sunglasses. 20,000 MIS Agents Tech:500, (Secret Police) +1 Spy Catchers +1 Surveillance Gear -The backbone of the Empire’s Internal Security Ministry, MIS Agents are charged with the protection of the nation from foreign agents, and more recently from its own people. . . 2,700 MIS Security Police Tech:500, (Secret Police) +1 Armor +1 Riot Gear -The Ministry of Internal Security’s regular agents, while capable, are not optimally equipped for crowd control duty. The Security Police are typically called upon as the first line in such work, and at times almost serve as a private army to the MIS. (Much to the Regular Army’s displeasure, of course.) 18,000 MIS Reserve Tech:500, (Secret Police) -Everything from local police to office workers from the MIS HQ itself are often called upon the fill the ranks in times of crisis. 100,000 Informers Tech:500, (Informants) Anti-Orbital Systems The Harold Gun Tech:500, (Grand Cannon) +1 Firepower +1 Range -This absurdly large artillery piece is the pride and joy of Belmar's somewhat understrengh Planetary Defense Command. 25 "Defender" Anti-Orbital Cannon Tech:500, (Very Heavy Artillery) +1 Firepower +1 Range +1 Sensors -1 Immobile -A somewhat smaller gun than the Harold, but still packing a fair punch to it. Fortresses 300 Standard Bunkers Tech:500, (Bunkers) 1 Aldan Fortress Tech:500, (Castle) 3 Koln Towers Tech:500, (Castle) -1 Shields 1 Shield Generator Tech:500, (City Shield) Other 9 AMS-100 "Judgement" Tactical Nuclear Weapons Tech:500, (Tac Nukes) 180 Archeologists Tech:500, (Agents) |
The Wild Geese
Nomad Transtellar Traits Nomads Warlords Guiding Hand Advancement Biology: 400 Chemistry: 400 Engineering: 400 Physics/Mathematics: 400 Psychology: 400 Influence: 0 Members: 90,000 Production: Industry: 0 Wealth: 0 Ether: 0 Research: 0 Advantages The Boss (Cade Flanagan) (50SP) Mercenaries (25SP) Disadvantages Magic Numb (+25 SP) Fourth Law (+10 SP) Poor Schools (+20 SP) Poor Finances (+25 SP) Military 1,604 PP Army 5,000 x Bai Derg (TL4 Elite Infantry 2,000 x Granesmen (TL4 Elite Infantry) 2,000 x Boggarts (TL5 Elite Infantry) 1,000 x Ghost Dogs (TL5 Elite Infantry) 5,000 x Hackchaws (TL3 Elite Infantry) 200 x Shipjacks (TL5 SPF) 100 x Foostlings (TL5 SPF) 500 Banjax (TL5 Battlesuits) 50 Gimmes (TL4 HAA) 20 Gotchas (TL5 HAA) 100 Authority Tanks (TL4 Armour) 1,000 Sword IFVs (TL5 Infantry Carriers) 10 Ertamons (TL5 MGF) 1,000 Mech Recce (TL4 Recce Forces) 300 Authority Mech Armour (TL4 Armour) 200 Ceilidh Mech Armour (TL5 Armour) 20 Clan Mech Mobile Gun Fort (TL4 MGF) Air Force 150 A-Gees (TL5 Gunships) 50 Clan Gunships (TL4 Gunships) 100 B-Gees (TL5 Light Aviation Transport) 10 Surv-Gees (Tl5 Light Aviation Surveillance) 25 Clan Stratofighters (TL4 Interceptors) 25 Clan Aerofighters (TL4 Interceptors) Navy 10 Ceilidh Drop Ships (TL5 Freighter) 20 ST-03 Lander (TL5 Freighter) 4 Titan Transports (TL5 Super Freighter) 1 Callall (TL4 Mega Freighter) 10 Exarcis Destroyers (TL5 Small Warship) 5 OCTAGON Destroyers (TL5 Small Warship) 20 Pirate Destroyers (TL4 Small Warship) 20 Authority patrol boats (TL3 Patrol Warship) 20 “War Ender” Authority destroyers (TL3 Small Warship) 6 Authority missile cruisers (TL4 Cruiser) 6 Pirate Cruisers (TL4 Cruiser) 2 “Elite” Pirate Cruisers (TL4 Cruiser) 2 Ceilidh Strike Cruiser (TL5 Cruiser) 1 Fekner Command Carrier (TL5 Super Carrier) |
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Alter Empire, April NE 1005
Genre: Dark Magitech Dictatorship Population: Lost Ground: --7,260,000 Alters (630,000 draft) --500,000 Atlanteans --400,000 Ikarians --10,000,000 Joy Prisoners (slaves; incoming) Keyway: --20,000 Gorghannians --35,000 Pureblood Yuan-Ti (enslaved) --10,000 Lolianthe (enslaved) Deals --All techs treaty to Joy with Joy paying all costs. Joy sends 10 million slaves. (1 massive gate paid for to expediate delivery!) --Gorghs gifted 3 wealth, 1 industry. Terrain Lost Ground Deathevn (Island; Very Difficult; Population: 260000 Alter; Wealth: 1, Industry: 0, Ether: 1, Research: 4) --Intervening Ocean Shangrila (Open; Population: 420000 Alter, 400000 Ikarian; Wealth: 2 (1 damaged), Industry: 0, Ether: 5, Research: 0) --Intervening Ocean Land’s End (Open; Population: 1060000; Wealth: 6, Industry: 6, Ether: 4, Research: 5) Northeast Plains (Open; Population: 35000; Wealth: 0, Industry: 0, Ether: 1, Research: 0) Northeast Highlands (Highlands; Difficult; Population: 5000; Wealth: 0, Industry: 0, Ether: 1, Research: 0) Vector (Super; Population: 3800000; Wealth: 24 (6 damaged), Industry: 30 (11 damaged), Ether: 25 (6 damaged), Research: 125 (5 damaged)) Midgar (Wastelands; Difficult; Population: 920000; Wealth: 4, Industry: 5, Ether: 6, Research: 0) Adonis (Forest; Difficult; Population: 50000 Alter, 500000 Atlantean; Wealth: 6, Industry: 0, Ether: 6, Research: 10) Bianna (Island; Very Difficult; Population: 300000 Alter; Wealth: 1, Industry: 0, Ether: 1, Research: 0) Vesper (Mountains; Very Difficult; Population: 410000 Alter; Wealth: 1, Industry: 0, Ether: 1, Research: 0) Keyway Hylia (Island; Very Difficult; Population: 20,000 Gorghannians, 35,000 Pureblood Yuan-Ti (enslaved), 10,000 Liolanthe (enslaved); Wealth: 8, Industry: 10, Ether: 5, Research: 15) Weather Warm; Overcast (+2; Summer and Winter) Advantages Ancient World Magical Wildlife (Exalim Phone) Disadvantages Barren World Resource Poor World Angry Population Disaster Zone (Environmental Convulsions, Freak Storms, Flooding, Resurgent Chemical Pollution, Atlantean Nanoplague) Lord of All (Lilim) No Population Growth Pariah Undiplomatic Advancements Technology Engineering: 500 Chemistry: 0 Physics/Mathematics: 0 Biology: 0 Psychology: 0 Magic Destruction: 500 Creation: 300 Movement: 500 Mental: 500 Material: 500 Magitech Engineering/Material: 500/500 Engineering/Movement: 200/200 Infrastructure Wealth: 50 (45 Lost Ground; 5 Hylia) Industry: 50 (41 Lost Ground (5 owned by Church of Nyrethen); 9 Hylia) Ether: 51 (46 Lost Ground; 5 Hylia) Research: 159 (144 Lost Ground; 15 Hylia) Under Arms: 576,000+ Natural Magical Materials: 36 Marshroot Weapons of Mass Destruction: none (note: research nanoplague) Merchant Marine: 6,000,000 units (40 Freighters, 20 Super Freighters) Military Magic-Users Lilim (Oracle; +2 Warrior Skills, +1 Battlemage, +1 Invincible!, +1 Fastcast, +1 Mage in the Shell) (55pp; 5/5/5) (Special Forces; +2 Intelligence (Mage), +2 Orihalcon Armour, +1 Agility, +1 Crima Claws, +3 Regeneration) (1.0pp; 0/0/0) Tan Ji (Archmage; +1 Warrior Skills, +1 Puppet Master, +2 Multicast, +1 Shapeshifter) (30pp; 1/1/1) Cuselis (Exalim-Master) (0.8pp; 0.2/0.2/0.2) Melana (Adept) (0.3pp; 0.1/0.1/0.1) Rhianoor (Archmage; +1 All-Seeing Eye, +1 Seer, +1 Mage Sight, +1 Fear and Wonder, +1 Counterspells) (30pp; 1/1/1) --10 x Atlantean Master (+1 Counterspells, +1 Fear and Wonder, +1 Illusions, +1 Mage Sight) (40pp; 2/2/2) --20 x Atlantean Adept (+1 Counterspells, +1 Fear and Wonder, +1 Illusions) (24pp; 2/2/2) Alucard (Archmage; +1 Seer, +1 Illusions) (15pp; 1/1/1) Namulith (Archmage; +1 Seer, +1 Necromancer) (15pp; 1/1/1) Tenhou (Archmage; +2 Storm Born) (15pp; 1/1/1) --1 x Archmage (+1 Dreamwalker) (10pp; 1/1/1) --2 x Archmage (+1 Seer) (20pp; 2/2/2) --1 x Archmage (5pp; 1/1/1) Asilis, Seshil, Neriah, Deigon (Master; +2 Warrior Skills, +1 Battlemage, +1 Mage in the Shell) (16pp; 0.8/0.8/0.8) (Special Forces; +2 Intelligence (Mage), +2 Orihalcon Armour, +1 Boosters (Sildron), +2 Agility, +2 Crima Claws, +1 Regeneration) (4.4pp; 0/0/0.08) --180 x MAGI Mage (Adept; +1 Battlemage) (108pp; 18/18/18) --1000 x MAGI NCM Sr (Disciple; +1 Warrior Skills, +1 Battlemage) (120pp; 20/20/20) --1500 x MAGI NCM Jr (Postulant; +1 Warrior Skills) (12pp; 6/6/6) Elite Troops General Kushana (Special Forces; +3 Orihalcon Armour, +1 Barrier Shields (Andalium), +1 Boosters (Sildron), +1 Agility, +2 Crima Claws, +1 Comms (Mindex), +1 Scouter (Mindex)) (1.1pp; 0.01/0/0.05) --100 x MAKO Elite (Special Forces; +3 Orihalcon Armour, +1 Crima Claws) (300pp; 1/0/1) --500 x MAKO Elite (Special Forces; +2 Orihalcon Armour, +1 Crima Claws) (300pp; 6/0/0) --238 x Saber Marionette (Special Forces; +2 Intelligence, +2 Orihalcon Armour, +1 Boosters (Sildron), +2 Agility, +2 Crima Claws, +1 Regeneration) (246.4pp; 0/0/4.48) --150 x Zombie Hoplites (TM10 Special Forces; ???) (??pp; ?/?/?) --30 x Diamid Shards (Special Forces; +1 Whispers, +3 Splinter Armour, +3 Aeris Shields, +3 Core Flame, +1 Regeneration) (79.2pp; 0.3/0/4.2) --625 x Opal Shards (Battlesuits; +1 Whispers, +2 Opal Shard Armour, +2 Aeris Shields, +2 Wings, +1 Agility, +2 Core Flame, +1 Regenerating) (825pp; 3.125/0/43.75) Army --320000 x Battlepikes (TL4 Skilled Infantry; +1 Armour, +1 Melee, -1 Heavy Weapons) (256pp; 32/32/0) --160000 x Construct Infantry (ML4 Skilled Infantry; +2 Mind (Synaptite), +1 Armour (Adamantium), +1 Fire Blades (Pyrite), -1 Visible, -1 Slow, -1 Dumb) (64pp; 0/0/0) --100000 x Heavy Infantry (Skilled Infantry; +2 Orihalcon Armour, +1 Crima Claws) ---IN REFIT --140000 x Light Infantry (Skilled Infantry; +1 Orihalcon Armour, +1 Crima Claws) (360pp; 0/0/0) ---120000 IN REFIT Critters --583 x Tama (Gunship; Class II; +1 Legs, +1 Toughness) (69.96pp; 11.66/0/0) --4000 x Sunamu (Armour; Class II; +1 Strength, +1 Toughness) (120pp; 20/0/0) Armour Laine, Lutena (Land Dreadnought; +2 Intelligence (Mage), +2 Arcane Focus, +1 Liquid Metal Form, +1 Crima Claws, +2 Orihalcon Armour, +1 Regeneration, +1 Energist Core) (110pp; 0/0/0) (Archmage; +1 Mage in the Shell) (20pp; 2/2/0) --2 x Alter Weapon - Unpowered (Land Dreadnought; +2 Arcane Core, +1 Liquid Metal Form, +1 Crima Claws, +2 Orihalcon Armour, +1 Regeneration) (80pp; 1/0/2) --6 x Yukihime (Hyperadvanced Armour; +1 Oversoul System (Synaptite), +1 Immersion Plug, +2 Orihalcon Armour, +2 Shields (Andalium), +1 Agility, +1 Regeneration, +2 Crima Claws) (10pp) ---IN REFIT Ellil (Hyperadvanced Armour; +1 Whispers, +2 Bit Aethyr Fields, +3 Agility, +2 Bit Azirite Weapons, +2 Bits, +1 Extra Arms, *2 Azirite Blades, ^1 Dragon Heart) Lahamu (Hyperadvanced Armour; +1 Whispers, +3 Armour, +1 Aethyr Fields, +3 Liquid Korite Cannons, +3 Regeneration, *2 Fire Claws, ^1 Dragon Heart) Kingu (Hyperadvanced Armour; +1 Whispers, +2 Shapeshifting, +6 Gerra Gun, +1 Osiri Sensors, +1 Aeris Gate, *2 Osiri Disks, ^1 Dragon Heart) Ishtar (Hyperadvanced Armour; +1 Whispers, +2 Armour, +2 Aeris Shields, +2 Agility, +1 Regeneration, +1 Comms, +2 ECM, *2 Korite Weapons) (15.4pp) -Ishtar – Wings (Superfighter Booster; +2 Aethyr Booster, -1 Type Specific - Ishtar) (4.4pp) --4 x Ishtar – Bit (Gunship; +2 Mind, +1 Shifting Form, +2 Armour, +2 Aeris Shields, +2 Agility, +1 Fast-Tracking, +1 Compact, -2 Slaved, *3 Korite Cannon) (22.88pp) --4 x Ishtar – Bit Booster (Booster; +3 Aethyr Boosters, -1 Type Specific – Ishtar - Bit) (5.28pp) Kushana’s Armour (TM12 Hyperadvanced Armour; +1 Oversoul System (Synaptite), +1 Immersion Plug, +2 Armour, +1 Shields (Andalium), +1 Wing Boosters (Sildron), +2 Agility, +2 Weapons, +1 Regeneration, +1 Comms (Mindex), +2 Multifusion, *1 Beam Saber, *1 Shield) (20.4pp; 0.05/0/0.8) --20 x Argent Armour (TM10 Hyperadvanced Armour; +1 Armour, +1 Weapons, +1 Multifusion) (80pp; 2/2/2) --20 x Emerald Armour (Hyperadvanced Armour; +1 Orihalcon Armour, +1 Boosters (Sildron), +1 Agility, +1 Crima Claws) (50pp; 1/0/1) --12 x HAA Boosters (ML5; +1 Wings (Sildron), -1 Atmosphere Only) --20 x Murianfish (ML5 Super Airlift; +1 Amphibious (Sildron), -1 Atmosphere Only, -1 No Externals) Navy Zi-Ukkina (Battleship; +3 Intelligence, +1 Aeris Shields, +1 Aethyr Drive, +2 Korite Weapons +3 Regeneration, +1 Scale Space, +1 Comms) (154pp; 0/0/7) Asaru (Battleship; +2 Intelligence, +1 Armour, +1 Aeris Shields, +1 Aethyr Fields, +3 Korite Weapons, +3 Regeneration) (143pp; 0/0/8) Namtila (Battleship; +3 Intelligence, +1 Aeris Shields, +1 Aethyr Drive, +2 Korite Weapons +3 Regeneration, +1 Scale Space) (143pp; 0/0/7) Aranuna (Battleship; +3 Intelligence, +1 Aeris Shields, +1 Aethyr Drive, +2 Korite Weapons +3 Regeneration, +1 Scale Space) (143pp; 0/0/7) Neberu (Battleship; +3 Intelligence, +1 Aeris Shields, +1 Aethyr Drive, +2 Korite Weapons +3 Regeneration, +1 Scale Space) (143pp; 0/0/7) --1 x Metherlence (Battleship; +2 Arcane Focus, +1 Liquid Metal Weapons, +1 Orihalcon Armour, +1 Regeneration, +1 Pressure Core (Sildron)) (70pp; 2/0/3) --12 x Garfish (Cruiser; +1 Liquid Metal Weapons, +1 Pressure Core (Sildron)) (90pp; 3/0/3) Agents --100 x ANBU-Shie (Spy/Adept; +1 Covert Skills/+2 Infiltration, +1 Exfiltration) (Mental 3, Movement 2, Creation 1) (60pp; 10/10/10) --1000 x ANBU Counterintelligence (Spy/Postulant; +1 Covert Skills/+1 Counterintelligence) (Mental 1) (8pp; 4/4/4) --60000 x ANBU Forces (Secret Police; +1 Counterintelligence (Mindex), +1 Loyal) (90pp; 6/0/0) --100000 x Informers (Informers) (5pp; 1/0/0) --1300 x Archaelogists (Archaeologists) (65pp; 13/0/0) Wealth: 265 Ether: 164 Ether Geodes: 8 Research: 69 IUU: 27 Infrastructure 100WU (10 Wealth; Argenium) 100WU (10 Industry; Argenium) 100WU (10 Ether; Argenium) 150WU (10,000,000 Slave Housing; Lost Ground) 40WU (4 Ether; Lost Ground) 140WU (14 Research; Lost Ground) 100WU (10 Research; Hylia) 32WU (4 x Civil Upkeep) -50WU (Investment; Church of Nyrethen) Mages 0.1RP – Adept (Melana) (training) 2.6RP – Asilis (training) 2.6RP – Seshil (training) 2.6RP – Neriah (training) 3.4RP – Deigon (training) 100RP - 1000 x Disciple (+1 Warrior Skills, +1 Battlemage) (training) 12RP – 1000 x Postulant (+1 Warrior Skills) (training) 6RP – 500 x Postulant (+1 Warrior Skills) (training) 50RP – 5 x Archmage (+1 Mage in the Shell) Under Construction 14 x Saber Marionette (6/05-8/05) 2 x Alter Weapon (7/05) 12 x Saber Marionettes (9/05) 1 x Lilim (upgrade) (2/06) 10 x Saber Marionettes (10/05) 8 x Saber Marionettes (11/05) 6 x Saber Marionettes (12/05) 4 x Saber Marionettes (1/06-7/07) 2 x Saber Marionettes (8/07) 2000 x Light Infantry (6/05) 2000 x Light Infantry (6/05-6/05) 2000 x Light Infantry (6/05-7/05) 2000 x Light Infantry (6/05-8/05) 2000 x Light Infantry (6/05-9/05) 2000 x Light Infantry (6/05-10/05) 2000 x Light Infantry (6/05-12/05) 2000 x Light Infantry (6/05-1/06) 2000 x Light Infantry (6/05-3/06) (2 more batches after May) 100000 x Heavy Infantry (10/05) 40 x Mako Corps (7/05-11/05) 1 x Sapphire Armour (7/05-11/05) 5 x Archmage (+1 MitS) (3/06) |
Note: *prays that this will be the last update*
Trans-Stellar: Leth Qhayish I’ghyran Population: 4,000,000 (+1 Senses, +1 Agility, +1 Toughness) Traits: Small Nation, Hyper-tech, Landholders Technology: Engineering: 000 Chemistry: 500 Physics/Math: 510 Biology: 550 Psychology: 550 Magic: Destruction: 000 Creation: 510 Mental: 000 Movement: 000 Material: 000 Fusions: Biology 5 and Creation 5 Advantages: Biotechnology (-50), Enhanced Population (-20), Mystical Members (-10) Disadvantages: Magic Numb (+25), Undiplomatic (+50), Not Invented Here (+20) Infrastructure: Industry Production: 30 Wealth Income: 50 Research Production: 5 Ether Collection: 20+20 Military: 18 Starwolves (540 pp) 40 Skyhounds (160 pp) 2 Sunscarabs (40 pp) 10 Assamites (16 pp) 20 Cloudchasers (80 pp) 5,000 Dopplegangers (150 pp) 50,000 Shifters (150 pp) NOTE to IXJac: I do have a full list for military units of what shape-shifting caps they are set at but am leaving it down to not take up space. Draft Used: 55,300 of 1,000,000 Upkeep: Per Month: 0 IUU, 0 EU Per Year: 28.8 IUU, 6.9 WU, 88.2 EU Other: 1 Zero-point Ether Transmission Tower (10 pp) 320 Arachnid Death-bugs (4 pp) I HAD 10 doses of Flayer Flu, but I gave them to Eddie (6 sp) Influence: (4 sp, terrain 8 sp) Capella – HQ (205) open terrain plus intervening terrain (mountains) 1,400,000 People, 7 Industry, 11 Wealth, 10 Ether 1,000 Dopplegangers, 12,000 Shifters Thetis (181) open terrain 1,200,000 People, 7 Industry, 13 Wealth, 6 Ether 1,000 Dopplegangers, 12,000 Shifters Iyanden (206) 800,000 People, 6 Industry, 8 Wealth, 0 Ether 1,000 Dopplegangers, 8,000 Shifters Rma (204) open terrain 1,000,000 People, 5 Industry, 9 Wealth, 4 Ether 1,000 Dopplegangers, 10,000 Shifters Cassa Nova (100) 600,000 People, 5 Industry, 9 Wealth, 0 Ether 1,000 Dopplegangers, 8,000 Shifters Production: 5 pp for 1x Starwolf Shapeshifting Externals (complete May 05) 90 pp for 18x Starwolf ZPE Receiver Externals (complete May 05) 20 pp for 5x Cloudchasers (complete Oct 05) 10 pp for 10x Skyhound Shapeshifting Externals (complete May 05) January 100 wu for 10 industry on Capella (complete Jan 06) 30 pp for 3000x Arachnid Death-bugs (complete June 05) February 100 wu for 10 industry on Thetis (complete Jan 06) 30 pp for 3000x Arachnid Death-bugs (complete July 05) March 100 wu for 10 industry on Rma (complete Jan 06) 30 pp for 3000x Arachnid Death-bugs (complete Aug 05) April 50 wu for 5 wealth on Thetis (complete Jan 06) 50 wu for 5 wealth on Iyanden (complete Jan 06) 30 pp for 3000x Arachnid Death-bugs (complete Sep 05) May 50 wu for 5 wealth on Rma (complete Jan 06) 30 pp for 3000x Arachnid Death-bugs (complete Oct 05) June 40 wu for 4 housing units (complete Jan 06) 30 pp for 5,000 Shifters (complete Feb 06) July 30 pp for 5,000 Shifters (complete Mar 06) August 30 pp for 5,000 Shifters (complete April 06) September 30 pp for 5,000 Shifters (complete May 06) October 30 pp for 6x Starwolf Shapeshifting Externals (complete Aug 06) November 30 pp for 6x Starwolf Shapeshifting Externals (complete Sep 06) December 30 pp for 6x Starwolf Shapeshifting Externals (complete Oct 06) Stats: Skyhounds (Patrol Warships) (Bio 5/Cre 5, Psy 5, Phy 5, Che 5) +2 brain +1 engine +1 shapeshifting Cost: 40PP / 10 Time to Build: 4 months / 1 Upkeep: 1 industry, 2 ether Starwolves (Cruisers) (Bio 5/Cre 5, Psy 5, Phy 5, Che 5) +2 brain +1 engine +3 shapeshifting Cost: 60PP / 2 Time to Build: 30 months / 1 Upkeep: 1 industry, 4 ether Sunscarab (Super Freighter) (Bio 5/Cre 5, Psy 5, Phy 5, Che 5) +2 brain +1 engine +1 shapeshifting Cost: 40PP / 2 Time to Build: 20 months / 1 Upkeep: 1 industry, 2 ether Dopplegangers (Elite Infantry) (Bio 5/Cre 5, Psy 5, Phy 5, Che 5) +2 shapeshifting +1 symbiote (automation) Cost: 30PP / 1,000 Time to Build: 3 month / 100 Upkeep: 0.5 wealth, 1 industry, 3 ether Shifters (Skilled Infantry) (Bio 5/Cre 5, Psy 5, Phy 5, Che 5) +2 shapeshifting +1 symbiote (automation) Cost: 30PP / 10,000 Time to Build: 3 months / 1,000 Upkeep: 0.5 wealth, 1 industry, 3 ether Cloudchasers (Hyper Advanced Armor) (Bio 5/Cre 5, Psy 5, Phy 5, Che 5) +2 brain +2 shapeshifting Cost: 40PP / 10 Time to Build: 4 months / 1 Upkeep: 1 industry, 3 ether Assamites (Special Forces) (Bio 5/Cre 5, Psy 5, Phy 5, Che 5) +7 shapeshifting +1 symbiote (automation) Cost: 80PP / 50 Time to Build: 2 months / 1 Upkeep: 0.5 wealth, 1 industry, 8 ether Arachnid Death-bugs (Light Armor) (simple) (Bio 5, Psy 5, Phy 4, Che 4) +1 brain -1 export Cost: 2.5PP / 1000 Time to Build: 1 month / 200 Upkeep: 0.5 wealth Externals (Bio 5/Cre 5, Psy 5, Phy 5, Che 4) Skyhound Shapeshifting Starwolf Shapeshifting Starwolf ZPE Receiver Cost: 10 pp / batch Time to Build: 10 months / batch Illithid Mortitis or “The Flayer Flu” Advanced Bioweapon (Bio 5/Cre 5, Psy 5, Phy 5, Che 5) Lethality: 4 Cure: 3 Transmission: 3 +2 only harms mind flayers 30 pp / 5 doses Time to Build: 6 months / 1 Fusion Traits: (not yet cleared) Primary: Reduced Build Time (4 pts) Primary: Shape-shifting (4 pts) Secondary: Self-Sustaining (1 pt) |
Republic Armaments 2.0
Name: Republic Armaments Type: Transteller Point Value: 660sp Bio: The Republic Armaments corporation is an oddity on the galactic market, having seeming appeared overnight over 20 years ago on Thetis and eventually spreading to three additional worlds. Despite the best efforts of many the story behind its founding remains as elusive as that of her founder, Johnathon Walker. Little more than rumor exists about his past, some claim he was a vagrant searching for fame and fortune when only the brave or food-hardy dared to tempt the enraged starways. Others state he's a man from the time of the godwar who was frozen through accident or design until recently. The actual tales vary widely, but there unifying aspect is the sheer lack of concrete proof to support their often wild claims. Matching the founders mysterious past, the RAs actions have often fuel many a rumor and conspiracy theory. Rumor has it they have at times rejected a lucrative contracts which could have easily doubled their profits while giving others reduced prices, flying completely in the face of good business sense. Some even whisper of secret alliances and risks taken that are completely unreasonable for an arms merchant. Most scoff at such things, confident the RA is nothing more that a dealer of technomagic death, out only to make a profit on the blood of others. In this time of unrest and upheaval however, nothing is exactly as it seems. Traits: Hypertech Corporation Landholder Influence: 4 worlds Thetis: HQ Employee's: 25,000 Production Wealth: 14 Industry: 15 Ether: 26 Research: 10 Stationed Unit: Marauder Droids (200,000 unskilled) Eagle Fighters (10) Dragon Troops (250 elite) Brimestone (50 Sp-Arty) SUV-D (250 logistics) Storm Crusiers (2) Scythus Employee's: 25,000 Production Wealth: 10 Industry: 15 Ether: 6 Stationed Unit Eagle Fighters (5) Dragon Troops (250 elite) Brimestone (50 Sp_Arty) SUV-D (250 logistics) Gail Cyngi Employee's: 25,000 Production Wealth: 10 Industry: 15 Ether: 6 Stationed Unit Eagle Fighters (5) Dragon Troops (250 elite) Brimestone (50 Sp_Arty) SUV-D (250 logistics) Claxton Employee's: 25,000 Production Wealth: 10 Industry: 15 Ether: 6 Stationed Unit Eagle Fighters (5) Dragon Troops (250 elite) Brimestone (50 Sp_Arty) SUV-D (250 logistics) Members: 100,000 Employee’s (25,000 Draft pool) Advancement: Tech: (200sp) 0 Biology 5 Chemistry 5 Engineering 5 Physics/Mathematics 5 Psychology Technomagical fusions: 10 Phys/Dest Magic: (50sp) 0 Creation 5 Destruction 0 Material 0 Mental 0 Movement Infrastructure: 44 Wealth 60 Industry 50 Ether 10 Research Stockpile 876 - Wealth 290 - Ether 03 - Geode 10 - IUU Military Units: Army Marauder Droid (200,000 unskilled) Unskilled Infantry +2 AI +1 Weapons +1 Armor -1 Slow -1 Sensors (1+2)x10= 30pp 30pp x2= 60pp 1 Ether 1 IUU These combat droids are the first to make use of the newly developed saint (Sentient Artificially Intelligent Neural neTwork) array produced after years of research and perfection by company scientists. However the units are little more than prototypes constructed using old factory robotics grafted with armor, weapons and a saint array. While interesting from an innovation standpoint, their military performance is sub par with poor sensors and sluggish actuators more suited to a production shops floors than a battlefield. Having served their purpose no plans for further production exist, instead they are to be replaced by the purpose built Summoner type droid in the near future. Dragon Elite Infantry (1,000) +2 Power Armor +1 Weapons +2 Shields (1+5) x10 = 60pp 1 Wealth 3 Ether 1 IUU Specter Commandos Special Forces +2 Power Armor +1 Black Ops +1 Firepower +1 L.D.S. +2 Geode Reactor +1 Self Maintaining (1+8) x10 = 90pp 1 Wealth 4 Geodes Brimestone (200) Self-Propelled Artillery +1 firepower +1 Weapons Range (1+2)x10=30pp 1 Wealth 1 Ether 1 IUU SUV-D (1,000) (Standard Utility Vehicle-Dual axle) Logistics Vehicles +2 Cargo (1+2)x5=15pp 1 Wealth 1 Ether 1 IUU Air force Eagle Fighter (25) +2 Agility (Was gravity drive/Fo-Fi maneuver) +3 Weapons (1+5) x10 = 60pp 1 Wealth 2 Ether 2 IUU Navy Storm Cruiser (2) +1 Gravity Drive [inertia-less] +3 Weapons +1 Point Defense (1+5) x10 = 60pp RA Storm RA Thunderbolt 1 Wealth 2 Ether 2 IUU Athena Class Chem/Trans 1,000 Phys/Dest 1,000 Eng 500 Super Battleship +3 Cloak +2 Firepower +1 Sensors +1 Gravity Drive +1 Fast Tracking Weapons +1 Point Defense +1 Antev Armor Plate +1 External Missile pack (5+10) x10 = 150pp 150 +10 PP for external = 160pp 5 Wealth 16 Ether 6 IUU Other Gael Cyngi Mountain complex +1 Weapons +1 Point Defense [(1+2) x10 = 30pp (30pp/2) = 15pp 1 Wealth 1 Ether 1 IUU Total upkeep 12 Wealth 24 Ether 15 IUU Terrain: Open Terrain Open Terrain Open Terrain Open Terrain Advantages: None Disadvantages: Restrictive Hiring Practices: For reasons unknown to even the board, President Walker has set in place extremely strict guidelines for hiring of additional employee's. All applicants must pass a battery of tests, with only the best of the best being hired. While this makes for a strong and capable workforce, it also makes it very costly to ever expand the labor pool. Magic Numb: While being very good at producing devices of both technological and technomagical destruction, a single mage trained in the art has yet to appear. Some claim they lack the necessary focus needed to learn the art of magic, others that magery is a practice frowned upon by the higher ups. No matter the reason is is impossible for the company to ever produce mages or even use those loaned from other nations. They have no problem working with them however, yet another puzzle for the ages. |
Star System: Novae Roma (86)
Name: Senatus Populesque Romanus Power Type: Nation Date: This the 32nd Day of the Ides, In the Year of the Consuls Titus Galenus Aratus and Lucius Antonius Tiberinus, 4757 Ab Urbe Condita A.U.C.(February 1,1005) Head of State: Primus Princeps (First Citizen) Casca Rufius Longinus National Flag: http://www.stgfc.com/pnp/Roman_Futuristic_Flag.gif LEGEND OF THE ORIGIN OF NOVAE ROMA: In the Legends of Novae Roma, that are lost in the misty haze of time, it is said that Iuppiter and Mars had forseen the time when Roma Mater would be overcome by the barbarians. Iuppiter despaired of ever seeing his children out among the stars. So he along with Mars began to weave the ether and created Novae Roma, an exact replica of Sol, and deposited there Romans whom he deemed worthy to carry on the name Roman. These humans had to display all the virtues of a true Roman and these virtues were: Officium (Duty), Aequitas (Respect), Gravitas (Dignity), Nobilitas (Nobility), Concordia (Harmony), Humanitas (Culture), Pietas (piety), Virtus (Courage), Firmitas (Tenacity), Industria (Hard Work). These Romans had more in common with Seneca and Cicero than with Commodous and Nero. As Iuppiter had forseen only true Romans would prosper and eventually make it to the stars. But what is a Roman without conflict? So Mars placed on Novae Roma, humans from other cultures that he deemed worthy to fight the Imperium for the fate of the new world Iuppiter and he had created. If these Romans were not worthy, then none would be. It would be an interesting fight either way. In the Year 4657 A.U.C. Ab Urbe Condita, the Romans had shown they were worthy of Iuppiter and Mars. For they had finally conquered the Orbis Sericum (Chinese Sphere) and united Novae Roma under the Pax Romana. Population: 300 million (+30 industry bonus)( Draft Pool 30 Million) (60SP) Advantages: (+130SP) Elite Armed Forces (75 SP): Space Cadets (5 SP): Larger Population (10 SP): To the Stars! (10 SP): Martial Society (30SP): Disadvantages: (-180SP) Magical Intolerance (+40 SP): Fourth Law (+10 SP): True Blood (+10 SP): Cult of Victory (+20 Starting Points): Undiplomatic (+40 Starting Points): Nuke Free Zone (+30 SP): Patent Office (+5 Starting Points): Not Invented Here (+25 Starting Points): Technology: (185SP) Engineering: 500 (50SP) Chemistry: 350 (35SP) Physics/Mathematics: 400 (40SP) Biology: 300 (30SP) Psychology: 300 (30SP) Magic: Destruction: 0 Creation: 0 Movement: 0 Mental: 0 Transmorgification: 0 Infrastructure: (180SP) Production: Industry: 40/per month (40SP)+(+30 bonus from population) Wealth: 50/ per month (50SP) 250 In storage Research: 15/ per year (15SP) Ether Collection: 75/ per month (75SP) 375 in storage Terrain: 6 Free+(18TP) Principatus Europa: +Difficult,- Provincae Italia: pop: 22 million, ind: 10, wealth: 20, research:0, ether:10 +Open- Provincae Gallia: pop: 22 million, ind: 5, wealth: 5, research:0, ether: 5 +difficult- Provincae Hispania: pop: 22 million, ind: 0, wealth: 15, research: 0, ether: 20 +Intervening- Mare Germanicus (1SP) +Open- Provincae Brittania: pop: 20 million, ind: 5, wealth: 5, research: 0, ether:0 +Very Difficult- Provincae Scandia: pop: 10 million, 0 ind, 0 wealth, research: 0, ether: 0 +Open- Provincae Germania: pop: 22 million, ind: 5, wealth: 0, research: 0, ether, 0 +Open- Provincae Gothica: pop 21 million, ind: 0, wealth: 0, research: 0, ether: 0 +Open- Provincae Illyricum: pop 20 million, ind: 0, wealth: 0, research: 0, ether: 0 +Difficult- Provincae Moesia: 20 million, ind 0, wealth, 0, research: 0, ether, 0 Intervening Terrain: Mare Nostrum (1SP) Principatus Africa: +Open- Provincae Africa Proconsularis: pop: 10 million, ind: 0, wealth: 0, research: 0, ether: 10 +Open- Provincae Aegyptus: pop: 10 million, ind: 0, wealth: 0, research: 10, ether: 10 Principatus Asia: +Open- Provincae Asia: pop 10 million, ind: 0, wealth: 0, research: 0, ether: 0 Intervening Terrain: Central Asia (1SP) Principatus Serica: +Open- Provincae Hanii: pop 20 million, ind: 5, wealth: 5, research: 5, ether: 5 +Difficult- Provincae Koreanius: pop 5 million, ind: 0, wealth: 0, research: 0, ether: 0 +Intervening Terrain: Mare Sericum (1SP) +Open - Provincae Nihonii: pop: 15 million, ind: 0, wealth: 0 research: 0 ether: 0 Intervening Terrain: Oceanus Pacificum (1SP) Principatus Mericus Septentrionalis +Open- Provincae Mediatlantica: pop 10 million, ind: 0, wealth: 0, research: 0, ether: 0 +Open- Provincae Austrorientalis: pop 10 million, ind: 0, wealth: 0, research: 0, ether: 0 +Open- Provincae Austroccidentalis: pop 10 million, ind: 0, wealth: 0, research: 0, ether: 0 Principatus Nova Hispania +Open- Provincae Mexicus: pop: 10 million, ind: 0, wealth: 0, research: 0 ether: 15 Space Terrain: 3 Free+(10STP) Orbital Space 4 Open +Crowded- (Moon) Principatus Luna: Provincae Primus Princeps: pop: 4million, ind: 5, wealth: 0, research: 0, ether: 0 Mid System 9 Open Sister World: (Mars) Principatus Mars +Open- Provincae Nova Italia: pop 7 million, ind: 0, wealth: 0, research: 0, ether: 0 Out System: 20 Open Trade Agreements: Military Trades: Foreign Relation: |
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