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    MIlitary Units

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    Cthulhuvong
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    MIlitary Units

    Post by Cthulhuvong on Fri Nov 04, 2011 1:18 am

    Ship Design:
    All ships are assumed to have the same generic attributes and the player's main responsibility in customizing his fleet is in the fine details. To design a ship, a player has to select a hull size, select the weapons modules, and then select any mission modules he or she may wish the ship to have. Mission Modules are listed as either Large or Small modules. Two small modules can fit in the same space as one large module. A large module CANNOT fit in two small modules. Furthermore, any ship class that has Cruiser in the name is made in the Cruiser slipway, anything smaller in the Escort slipway, and anything bigger in the Capital Slipway.

    Escort Slipway: 5 points, 150cr, 1 Year
    Cruiser Slipway: 10 points, 300cr, 2 Years
    Capital Slipway: 20 points, 600cr, 3 Years

    Sloop Hull – 20,000 to 25,000 Tons
    Cost: 15 credits
    Construction Time: 6 months
    Armament: 1 Energy Weapon or Particle Cannon Battery (0 Free Slots
    Mission Modules: 1 Small Slot
    General Rundown: Very lightly armed and armored. Extremely fast. Has one light module to customize for mission. Can land on planets.

    Corvette Hull – 30,000-45,000 Tons
    Cost: 25 credits
    Construction Time: 9 Months
    Armament: 2 Free Slots
    Modules: 2 Small Slot
    General Rundown: The smallest ship suitable for long-range patrol duties. Has double the mission capability of the scout, but at the same time is less expendable. Can land on planets.

    Frigate Hull – 50,000-75,000Ton
    Cost: 40 credits
    Construction Time: 1 Year
    Armament: 3 Free Slots
    Mission Modules: 1 Large Slot
    General Rundown: The smallest ship normally intended for ship to ship combat. Its large module gives it more flexibility than the corvette, and it is generally more heavily armed and armored. It is somewhat slower than the corvette, but realistically is superior in all respects to the lighter craft. Can land on planets.

    Destroyer Hull – 75,000-100,000 Tons
    Cost: 60 credits
    Construction Time: 15 months
    Armament: 5 Free Slots
    Mission Modules: 1 Large and 2 Small Slots
    General Rundown: A versatile hull design with a good mix of attributes. Often one of the workhorse masses in most interstellar fleets this vessel type is capable of filling a variety of roles. Can land on planets.

    Light Cruiser Hull – 100,000-135,000 Tons
    Cost: 100 credits
    Construction Time: 18 months
    Armament: 7 Free Slots
    Mission Modules: 2 Large Slots
    General Rundown: The smallest cruiser range vessel; Light Cruisers are employed as an independent patrol ship or as a picket ship for heavier vessels. A very flexible type, they are larger than destroyers, packing more systems into one package enabling to resolve more complex missions. Light Cruisers are also, generally, the largest ship that can land safely on a planetary surface.

    Heavy Cruiser Hull – 135,000-180,000 Tons
    Cost: 150 credits
    Construction Time: 2 Years
    Armament: 10 Free Slots
    Mission Modules: 2 Large and 2 Small Slots
    General Rundown: The backbone of many fleets, the heavy cruiser is the largest warship one will normally encounter on the frontier. Favoring weapons and armor over speed when compared to the light cruiser, the CA is nonetheless a capable ship in all fields. Often used as the basis for a carrier design.

    Battlecruiser Hull – 180,000-225,000 Tons
    Cost: 250 credits
    Construction Time: 30 months
    Armament: 14 Free Slots
    Mission Modules: 3 Large and 1 Small Slot
    General Rundown: The heavy cruiser's track fiend bigger brother, the BC marries the firepower and protection of the CA on a hull capable of accelerating like a destroyer. Somewhat more verstile in mission role than its smaller cousin, it is not as well protected for a ship of its size, which is comparable to a battleship.

    Battleship Hull – 225,000-260,000 Tons
    Cost: 300 credits
    Construction Time: 3 Years
    Armament: 16 Free Slots
    Mission Modules: 3 Large and 3 Small Slots
    General Rundown: The smallest capital ship, battleships form the backbone of a race's capital ship fleets. Emphasizing firepower and protection over speed, battleships tend to be slow and lumbering, but can generally outmaneuver dreadnoughts and monitors.

    Dreadnought Hull – 260,000-300,000 Tons
    Cost: 500 credits
    Construction Time: 40 Months
    Armament: 20 Free Slots
    Mission Modules: 4 Large and 2 Small Slots
    General Rundown: The monster of space, the dreadnought is the battleship's bigger brother. Dreadnoughts have enough firepower to glass a planet's surface in a long weekend and are well protected enough to survive the fires of a full fleet engagement. They're also somewhat vulnerable to fighter attack, are extremely expensive, and take a long time to replace, so be smart about using them. One does not deploy dreadnoughts casually...

    Monitor Hull – 300,000-350,000 Tons
    Cost: 1000 credits
    Construction Time: 4 Years
    Armament: 24 Free Slots
    Mission Modules: 6 Large Slots
    General Rundown: Are you seriously going to build something that eats a large chunk of your starting military in one go? Sure, it's a planet killer and a ruiner of afternoons, but it can only be in one place at a time. Slower than a snail in the desert, the Monitor should not be left unprotected lest someone's astrotech droid find a weakness to exploit...

    Armaments:
    All Vessels:
    Energy Weapon Battery - (1 Slot) - An array of laser emitters able to engage targets with moderate powered beams at basic ranges.
    Particle Cannon Battery - (1 Slot) - Banks of rail guns and mass accelerators able to engage light to medium targets at basic ranges.
    Light Missile Battery - (1 Slot) - A series of missile tubes able to fire light missiles.
    Heavy Energy Weapon Battery- (2 Slots) - An array of heavy laser emitters able to engage targets with powerful beams at extended ranges.

    Destroyers and above:
    Heavy Particle Cannon Battery- (2 Slots) -Banks of rail guns and mass accelerators able to engage medium to heavy targets at extended ranges.
    Heavy Missile Battery- (2 Slots) - A series of missile tubes able to fire heavy missiles.

    Battle Cruisers and above:
    Capital Energy Weapon Battery - (3 Slots) - An array of laser emitters with one super heavy emitter able to engage targets with devastating firepower at extended ranges.
    Capital Particle Cannon Battery- (3 Slots) - Banks of heavy rail guns and mass accelerators with one super heavy weapon able to engage targets with devastation firepower at extended ranges.
    Capital Missile Battery - (3 Slots) - A series of missile tubes able to fire extremely powerful capital missiles.



    Mission Modules List:
    Small Modules:
    Additional Engine Capacity: Allows your ship to go faster. More effective on smaller ships than on larger ones.

    Sensor Suite: Additional sensor systems allow this ship to act as a scout, with advanced sensors that are able to burn through some enemy countermeasures.

    Stealth System Suite: Energy sinks, low emission systems and other features allow this vessel a reduced sensor signature.

    Passive Protection (1): Reinforced Armor plates and extra screen generators afford this ship extra protection

    Point Defense Array (1): Protects the ship and its consorts against enemy fighters, gunboats, and ordnance.

    Additional Targeting Systems: More systems designed to allow one weapon battery on the vessel to be employed more effective.

    ECM (1): Electronic Counter Measures, Suite provides jamming against enemy systems such as targeting computers and missiles seekers.

    Support (1): Allows the ship to provide repair, replenishment, and resupply operations to an attending squadron or fleet.

    Disaster Recovery Section: Allows the Vessel to response to planetary disasters, enabling it to provide medical care and other necessary elements.

    Large Modules
    Planetary Assault Weaponry: Specialized railguns and submunition launchers, with the additional sensor equipment that makes pinpoint orbital bombardment possible.

    Marine Landing Force: The ability to emplace marines and their support on a planet's surface under combat conditions.

    Fighter Hanger: A hanger facility for a wing of fighters and bombers and the equipment needed to sustain them. (Also takes two Weapons Slots)

    ECM (2): Electronic Counter Measures, Suite provides jamming against enemy systems such as targeting computers and missiles seekers.

    Advanced Targeting Matrix: Allows all of a Vessel’s weapons system to be employed and targeted more effectively.

    Gunboat Rack: A facility for a squadron of gunboats and the equipment needed to sustain them. (Also takes a Weapons Slot)

    Point Defense Array (2): Protects the ship and its consorts against enemy fighters, gunboats, and ordnance.

    Support (2): Allows the ship to provide, repair, replenishment, and resupply operations to an attending squadron or fleet

    Passive Protection (2): Reinforced Armor Plates and extra shield generators afford this ship even more protection.

    C3 Equipment: Equipment that allows for the coordination of fleet engagements with greater accuracy.


    Last edited by Cthulhuvong on Sat Nov 05, 2011 1:57 am; edited 1 time in total
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    Cthulhuvong
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    Re: MIlitary Units

    Post by Cthulhuvong on Fri Nov 04, 2011 1:24 am

    Pre-Made Ships:

    Hotspur Class Sloop
    22,000 Tons
    Cost: 18 credits
    Construction Time: 6 months
    Armament: 1 Particle Cannon Battery
    Mission Modules: Sensor Suite
    Description: A roughed fleet scout, the Hotspur class sloops is very nearly ubiquitous across navies.

    Militia Corvette
    32,000 Tons
    Cost: 25 credits
    Construction Time: 9 Months
    Armament: Heavey Energy Weapon Battery (2)
    Modules: Additional Engine Capacity (1), Point Defense Array (1)
    General Rundown: Designed to bridge the gap between a sloop and a frigate, the Militia Corevette was designed to be a cheap and effective planetary defense force. Corevettes usually act as a quick reaction force that capitalizes on its superior speed to out maneuver larger vessels while firing its heavy energy weapon battery. Police forces rely more on the point defense array to subdue pirates.

    Indefatigable Class Frigate
    75,000 Tons
    Cost: 52 credits
    Construction Time: 1 Year
    Armament: Heavy Energy Weapons Battery, Light Missile Battery
    Mission Modules: Point Defense Array (2)
    Description: Fast and versatile the Indefatigable Class are a small cost efficient light warship and general purpose vessel.

    Independence Class Frigate
    51,000 Tons
    Cost: 48 credits
    Construction Time: 1 Year
    Armament: 2 Light Particle Cannon Battery, Light Missile Battery
    Mission Modules: Additional Engine Capacity, Stealth System Suite
    Description: The Independence Class are fast raiders and stealthy scouts.

    Troubadour Class Destroyer
    97,000 Tons
    Cost: 72 credits
    Construction Time: 15 months
    Armament: Heavy Missile Battery, Heavy Particle Cannon Battery, Light Energy Weapon Battery
    Mission Modules: Passive Protection (1), Point Defense Array (1), ECM (2)
    Description: Large and well armed the Troubadour Class is a staple in small flotillas and system picket forces.

    Halcyon Class Light Carrier
    130,000 Tons
    Cost: 125 credits
    Construction Time: 18 months
    Armament: 2 Missile Batteries, 1 Particle Cannon Battery
    Mission Modules: Fighter Hanger, Fighter hanger
    Description: Built on a light cruiser hull, the Halcyon Class Light Carrier, can deploy two squadrons of strike craft, but little-else.

    Trojan Light Cruiser
    130,000 Tons
    Cost: 100 credits
    Construction Time: 18 months
    Armament: Two Heavy Particle Cannon Batteries (4), Heavy Missile Battery (2), Energy Weapon Battery (1)
    Mission Modules: Marine Landing Force (1), Planetary Assault Weaponry (1)
    General Rundown: Light Cruisers have all but been phased out of modern militaries in favor of either destroyers or heavier armed cruisers. However, a light cruiser has recently saw a new push in modern militaries for the simple fact that they are the largest vessels that can land troops on a planet. Thus, the Trojan Light Cruiser was developed. Yes, other marine landing forces have the ability to emplace forces on the surface, but not with the firepower of a light cruiser.

    Brandenburg Class Heavy Cruiser
    165,000 Tons
    Cost: 210 credits
    Construction Time: 2 Years
    Armament: 3 Heavy Particle Cannon Batteries, 2 Heavy Missile Batteries
    Mission Modules: ECM (2), Point Defense (2), Passive Protection (1), Additional Targeting System
    Description: The Brandenburg Class CA is workhorse of dozens of navies across human space. Well armed and suited for space to space command it is able to engage any pirate or reaver with ease. The Class remains a valid and powerful vessel for standard fleet engagements.

    Mongol Battlecruiser
    180,000 Tons
    Cost: 250 credits
    Construction Time: 30 months
    Armament: 2 Capital Missile Batteries (6), 2 Capital Energ Weapons Batteries (6), Fighters (2)
    Mission Modules: ECM (2) (1 Large Slot), Point Defense Array (2) (1 Large Slot), Fighter Hanger (1 Large Slot), and Additional Engine Capacity (1 Small Slot)
    General Rundown: Battlecruisers were all but phased out in the past. But some have tried to revitalize the idea of a fast, hard hitting ship of this magnitude to work as the core vessel of the raid. The faster-than-other-capital ships-speed of the Battlecruiser allows it to take advantage of its stealth suite to arrive undetected, scramble enemy systems with their ECMs (shredding those that might get through with its point defense array), unload a devastating volley, and disappear in to the darkness of space before anyone knew what happened.

    Pennsylvania Class Battleship
    254,000 Tons
    Cost: 420 credits
    Construction Time: 3 Years
    Armament: 3 Capital Particle Cannon Battery, Capital Missile Battery, 2 Heavy Particle Cannon Battery
    Mission Modules: Passive Protection (2), C3 Equipment, Advanced Targeting Matrix, 2 Point Defense Array (1), Sensor Suite
    Description: A classical design, that while being updated regularly, remains largely unchanged since its inception. The Pennsylvania Class are both large and powerful, equipped to both dish out and survive punishment.

    HMS Dreadnought
    280,000 Tons
    Cost: 500 credits
    Construction Time: 40 Months
    Armament: Two Capital Missile Batteries (6), Four Capital Particle Cannon Batteries (12), Fighter Hanger (2)
    Mission Modules: Fighter Hanger (1 Large Slot), ECM (2) (1 Large Slot), Point Defense Arracy (2) (1 Large Slot), C3 Equipment (1 Large Slot), and Sensor Suite (1), Passive Protection 2 (1)
    General Rundown: Named in honor of the the original Dreadnought, this titan features an unparalleled armament. Multiple Capital ship sized batteries are displayed prominently among the much smaller point defense weapons of the HMS Dreadnaught. Fighters and bombers project the power of the dreadnaught through coordinated strikes while the enemy's systems are being scrambled. This ship can truly act independently of a fleet and be a considerable force to be reckoned with.

    Deadalus Monitor
    320,000 Tons
    Cost: 1000 credits
    Construction Time: 4 Years
    Armament: Fighter/Gunboats (6), Three Capital Missile Batteries (9), Two Capital Particle Batteries (6), Capital Energy Battery (3)
    Mission Modules: Gunboat Rack (1), 2 Fighter Hangers (2), C3 Equipment (1), Advanced Targeting Matrix (1), Point Defense Array 2 (1)
    General Rundown: This dreadnaught was designed to operate as a fleet itself. Number fighters and bombers harass the enemy while the Deadalus and its gunboats deliver unforgiving and synchronized punishment to enemy forces. Any fleet engaged with the Deadalus will have a very bad day.
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    Re: MIlitary Units

    Post by Cthulhuvong on Sat Nov 05, 2011 1:57 am

    Planetary Units:

    Brigade Combat Team (BCT)
    Cost: 1 credit
    Construction Time: 6 months
    Mission Modules: 4 (1 Permanent)
    General Rundown: A brigade combat team consists of one combat arms branch maneuver brigade, and its attached support and fire units. This means that the brigade combat team carries with it support units necessary to sustain its operations and organic artillery support.

    Modules:
    Armored Battalion - Heavy armored units; tanks, self-propelled artillery, tank destroyers, and so on.
    Brigade Support Battalion - Supply portion of the Brigade and essential for the unit to be able to sustain itself. All BCTs will have one BSB and does not count against your 4 mission modules (The 1 Permanent slot).
    Cavalry Battalion - Air transports, attack helicopters, and recon.
    Heavy Infantry Battalion - An infantry battalion that utilizes heavy weapons and armor. This includes APCs and IFVs.
    Light Infantry Battalion - Units lacking heavy weapons, armor and/or a reduced vehicle footprint. Light infantry units lack the lethality, tactical mobility and survivability of heavy units, but possess greater operational mobility and the ability to execute missions under restrictive terrain/weather that may otherwise impair a heavy unit's mobility. Airborne, Air Assault, and Orbital drop.
    Marine Battalion - Infantry units specializing in close quarters, ship to ship combat.
    Special Troops Battalion - These are troops with specialized focus. Combat engineers, electronic warfare, and so on. Not to be confused with Special Forces.

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    Re: MIlitary Units

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