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CSAH Rules and Gameplay

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CSAH Rules and Gameplay

Postby Megaraptor18 » Tue Mar 17, 2015 5:54 pm

Rules and Gameplay

Concerning the GMs

Megaraptor18 controls the Cabal Sector namesake and its games. All matters, concerns, or questions are to be brought to them. They are the ones who say what is canon and what is allowed. Yes I did list myself in the third person.

General Posting Rules.

1. One action post per turn. (See first GM turns on the Game thread to see what we want in a post.) However You can have several plot only posts as long as there is no group actions on them. These none action posts will be more or less reaction posts if you desire to react to an event by another player or by a faction.

2. One turn every week.

3. Turns in the time line are between 1-3 months out of a CC year in story terms.

4. No posting order, but earlier posts get earlier considerations.

5. You can miss posts without any punishment to you if no one attacks you or your business. You will continue to gather revenue however if you are inactive for a whole month than than you are in NPC status until you return luckily you will continue to gather resources so being away for too long is not a death sentence for your nation. One of the things I learned is that if someone is 2 weeks late they feel like they cannot get back into it. You can get back into this very easily.

Budget

You are issued a set number of points each turn. Each point represents billions of dollars worth in local currency. There will be a stable amount of points given to you on each turn. There are also unstable amounts that are given to you as well through raiding, mining, trade deals, conquest, taxes, and overall economic status of your nation.

Budget is divided into different sections depending where you put your points into. The placement of National Points into any of these slots will give you an automatic set amount of points to the said slot. For example putting 10 NPs into Military will give you 1,000 Military Points to customize and equip your armed forces to fit your needs.

Current Point amounts. To better understand this, 1 NP is equal to 100 MPs to use within your military
National Points (NP): 1
Military Points (MP): 100

Starting Amount

Each player will start off with 20,000 National Points to begin with. 500 per mining base. 1,000 per planet.

Trade and International Relations

Trade

You can engage in trade deals with other worlds and gain and spend National Points. Now the details between NPC and Player will be handle by the GM. Player/Player deals are handle between the players without GM approval but the GM must be informed of the details of the deal so the GM can factor in the benefits and costs of the trade deal. Trade routes can be blockaded by rival and/or enemy powers to stop that income from coming to you so you will either have to come to arrangement and/or open that route through force. But regardless it is wise to have enough trade relations with your neighbors so the chances of doing major harm to your economy will be reduced.

International Relations

Lets forget about player interaction for a second since you guys are going to make decisions on how your country operates and can speak to each other without the GM knowing and talk about NPC interaction. Every NPC nation has a set of allies and enemies that you must take into account since some nations have great relationships and others have piss on your grave level of hatred towards each other. Knowing who is friend and foe is important but so is knowing their friends and foes are too since making an enemy with someone who has a dozen close allies might make things harder for you. Like wise for allying with someone who has dangerous friends who likes to invade other worlds. Your alliance with your ally might drag you into a war along side the dangerous invader faction since the invader faction will close for their allies to support them and their allies will call for their allies to support them and you get dragged into a war that you didn't think you would have a part in to begin with. So pick your friends and enemies carefully or expect some trouble. Then again the money is hard to pass up and if you are clever enough you can benefit from two rivals feud and get money from both sides.

Your relations can also be effected by your own behavior in war and peace. Attacking a nation will create a negative effect on your relations to the nation's you attacked allies, if they didn't join the war protect the world you invaded than atleast their view of you will suffer. That can be used against you as they will flex their muscles in other areas to weaken your nation in the long term by trying to get other NPC nations to not agree to trade deals or even allow your civilian ships to past through their space.

How you treat your own people will also effect rather or not you get trade deals much less alliances with NPC factions. Granted if the people you're allying with are major human right abusers themselves and you have a common goal or enemy than you have friends in that regard. But nations that are pretty good when it comes to human rights will try and isolate you from the rest of the galaxy. Of course that is during peace time however if you engage in an act of war and you use WMDs and full scale use of bombardments on civilian areas than the international community will try and blockage you from the rest of the galaxy or in worse case declare war on you. So if you want to use your navy to level cities and/or mass orbital bombardment destroying as much life as possible on said world than you better have strong allies to back you up in both economics and/or warfare.

Deep Space Stations

You can set up deep space stations in Space Lanes and fields. One per Space Lane and it costs 10 NPs to set one up. For Fields it depends on how much you control of said field. Each Field Deep Space Station it is 20 NPs per Space Station.

Mining

Mining is a great way of getting some resources for your nation and uses up your Resource Producers Points. You can mine out your home world, asteroids,and Barren Worlds unable to support life. Off world mining has proven to be the more political acceptable options and the barren worlds are important enough to go to war for. The Barren Worlds on the maps are the high value worlds which if a planet has full control of them the nation that controls it gets massive amounts of resources and cash flow into their economy and will aide them in their rise to power.

Cost
Homeworld Mining: 1 NPs per mining operations
Offworld Mining: 2 NPs per mining operations
Barren World Mining: 4 NPs per mining operations

Homeworld Mining

Homeworld Mining is the safest as it is within your own borders and doesn't require a great deal of security. For each mining base on your homeworld you get 10 to 50 NPs per turn.

Offworld Mining

Offworld Mining is very dangerous for the crews and requires security teams to protect the crew when they mine debris flouting in space. Dangers list from Pirates, Cartels, and unknown threats. There are also massive Space Hulks flouting within the Fields and to break one down will gain you somewhere between 10 to 60 NPs. For normal mining of debris you get between 10 to 40 NPs

Barren World Mining

Barren World Mining is when you set up on a Barren World and mine. You require a security force there and protection for the transport fleets as they ship the resources to your homeworld. There are alot of risks with barren worlds but there are atleast a stable source of resources. You can get between 30 to 150 NPs per turn.

Mine Site Limit

Each world for now will have 10 mining sites on inhabitable worlds and 20 mines on Barren Worlds. When taking another world you will gain access to the mines though it will depend oh how much of the world you control. So if you invade an enemy world or a barren world you would take a set number of the enemy's mines. For example if you invade a planet and took 40% of the planet the 4 out of 10 mines will be yours. Offworld Mining limit is 40 "mines" in debris fields and 25 "mines" in home system.

With Debris Field mining your amount will be decided by how much of the field you control. In order to secure your control you will have to build Space Stations within the field and/or capture Pirate Space Stations. Each Space Station will cost 5 NPs due to the fact its going to be a deep space station so you could design a special type of station for this task.
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Re: CSAH Rules and Gameplay

Postby Megaraptor18 » Tue Mar 17, 2015 8:29 pm

Military Organization and Costs

Free Units

Three Army Groups with default gear and vehicles. Three Free Fleets just come with all ship types which will have to be assigned to a Fleet are given for free.

Hero Division that is made up of your best troops with all of their gear free of charge in the point system. One per Planet (Barren Worlds don't count.)

Hero Task Groups are a group of elite ships that are made up of 5 free Capital Ships and 20 Free Combat Ships and 25 Escort Ships. One per Planet (Barren Worlds don't count.)

Escort Group: Frigates, Destroyers, Stealth Boats
Combat Group: Cruisers, Battlecrusiers, Battleships, Light Carriers, and Carriers
Capital Group: Super Carriers and Dreadnoughts

You can put another ship type in another ship slot for a time. However if the correct ship is assigned that the fleet, task force, and task group that the extra ship is automatically transfered to another fleet.

For example if you don't want a Light Carrier than you can use Cruisers or any Escort ship. Now only two ship types within the Combat Group of ships that cannot replace lets say for Light Carriers or Battlecrusiers if you don't have them but want to use them. The two ships that cannot be used as extras is Carriers and Battleship. Cruisers, Battlecrusiers, and Light Carriers can be used as extras and the same goes with any Escort Ship. Capital Group ships cannot be used as an extra for any reason.

Ground Forces Organization and Costs

Army Group: 1,000,000
-Points: 1,000 NPs

Field Army: 100,000
-Points: 100 NPs
Standard number of default units
-5 Divisions: 20,000
-20 Brigades 5,000
-100 Battalions 1,000

Independent Division: 20,000
-Points: 20 NPs

Independent Brigades: 5,000
-Points: 10 NPs

Independent Battalions: 1,000
Points: 5 NPs

Special Operation Companies: 500
Points 3 NPs

Training Tier

Each unit will have a default training level but you can up their training level to a higher tier. Some unit types are still limited into the tiers they can reach. So no militia can be a tier 1 force.This also allows players to form elite forces within each unit type. All units have a default training tier which is free of cost gameplay wise.

Tier 1: The best troops in your nation. 100 MPs per unit
Tier 2: The elite tier force for your armed forces. 60 MPs per unit
Tier 3: The above average forces for your armed forces. 40 MPs per unit
Tier 4: Standard training for your armed forces. 30 MPs per unit
Tier 5: Law Enforcement level of training. 20 MPs per unit
Tier 6: Barely trained civilians.

Unit Types

Infantry Types

Infantry are the backbone of your armed forces and are key part of any combined arms battle. A well trained and well equipped infantry squad can bring terror to aircrafts and enemy armor. It doesn't matter how badass and tough your tanks and warships are without infantry you can't win.

Militia: Militias are civilians who have taken up arms to fight the evil invader. While having no real training they make up for that with bitter determination and the desire to protect their homes. Militias prefer to fight in irregular combat and lay mines and IEDs to destroy invading vehicles. Once they meet the enemy in pitch battle they will withdraw and fade into the countryside and/or urban areas and blend back into the civilian population.
Cost: Default Unit Type
New Unit Cost: 1 Military Point
Default Training level: Tier 6
Max Training level: Tier 4

Law Enforcement: Basic law and order types that keep the streets clean. However in times of emergency they can be deployed to put down riots and in worse case aide local military forces in the defense of their city if invaded.
Cost: Default Unit Type
New Unit Cost: 1 Military Point
Default Training level: Tier 5
Max Training level: Tier 4

National Guard: National Guard, Territorials, Provincials, State Militias, Red Guard, or whatever your respected nation calls them they are well trained troops that are tasked for the defense of their world. While they can be deployed off planet its normally a bad sign if you have too. While they are capable troops in their own right the public sees their deployments as a sign that things are not going well off world.
Cost: Default Unit Type
New Unit Cost: 1 Military Point
Default Training level: Tier 4
Max Training level: Tier 3

Infantry: These are the basic all purpose infantry that are tasked for most tasks and are viewed as regulars. Any job you want them to do and they'll do them.
Cost: Default Unit Type
New Unit Cost: 2 Military Points
Default Training level: Tier 4
Max Training level: Tier 2

Light Infantry: Light Infantry lack heavy weapons and armor and/or with a reduced vehicle footprint. Light infantry units lack the greater firepower, tactical mobility and protection of mechanized or armored units, but possess greater strategic mobility and the ability to execute missions in severely restrictive terrain and in areas where weather makes vehicular mobility difficult.
Cost: 5 points per Battalion
Default Training level: Tier 3
Max Training level: Tier 2

Power Armored Infantry: These are heavy assault troops issued with Power Armor.
Cost: 20 points per Battalion
Default Training level: Tier 3
Max Training level: Tier 1

Marines: Marines are elite seaborne and spaceborne troops that are tough fighters.
Cost: 10 points per Brigade
Default Training level: Tier 3
Max Training level: Tier 1

Elite Troops: These are elite forces that are the best troops in the armed forces. They can complete any task before them. Elite Troops can also be the elite bodyguard division of your respected nation.
Cost: 25 points per Battalion
Default Training level: Tier 2
Max Training level: Tier 1

Heavy Power Armored Infantry: Heavy Power Armor troops are walking juggernauts and even tanks fear. They have heavy built in armaments with heavy armor and shielding. They have the toughest armor you will see on the battlefield.
Cost: 40 points per Battalion
Default Training level: Tier 3
Max Training level: Tier 1

Special Forces: Special forces, or special operations forces are military units trained to perform unconventional missions. Depending on the country, special forces may perform some of the following specializations: airborne operations, counter-insurgency, "counter-terrorism" , covert ops, direct action, hostage rescue, high-value targets/manhunting, intelligence operations, mobility operations, and unconventional warfare.
Cost: 30 Points per Company
Default Training level: Tier 1
Max Training level: Tier 1

Covert Operatives: Covert Operatives are Assassins, Spies, and other Intelligence agents that will work hard to complete their missions and ensure your nation is safe.
Cost: 15 points per Company
Default Training level: Tier 1
Max Training level: Tier 1

Ground Vehicles

Civilian Vehicles: Sometimes you want to produce a Civilian Vehicle that was designed by the state. These vehicles can also be used for military means if things get out of hand on the homefront.
Cost: Default Unit Type Militia and Law Enforcement
New Unit Cost: 2 Military Points

Light Utility Vehicles: A military light utility vehicle is a small, jeep-like four-wheel drive vehicle designed for military use. They are usually short and relatively light compared to other trucks and cars, are unarmored and have short body overhangs for all-terrain mobility and at least 4 passenger capacity. These are normally the workhorse of the army.
Cost: Default Unit Type
New Unit Cost: 3 Military Points

Military Trucks: You want a supply truck that can carry troops, supplies, and other fun goodies for a cheap mass production cost than these are for you.
Cost: Default Unit Type
New Unit Cost: 2 Military Points

Heavy Equipment Transport Trucks: Heavy Equipment Transport Trucks is a military logistics vehicle used to transport, deploy, and evacuate tanks, armored personnel carriers, self-propelled artillery, armored bulldozers and other heavy vehicles.
Cost: Default Unit Type
New Unit Cost: 3 Military Points

Armored Security Vehicles: These are armored vehicles that are designed to transport infantry and have light combat roles. Its a cross between Light Utility Vehicles and Infantry Fighting Vehicles and are perfect against IED attacks. Many of these are the backbone of the armed forces.
Cost: 5 points per Battalion (100 per Battalion)

Infantry Fighting Vehicles: IFVs are a type of armored fighting vehicle used to carry infantry into battle and provide direct fire support. The Treaty on Conventional Armed Forces in the Cabal Sector defines infantry fighting vehicle as "an armoured combat vehicle which is designed and equipped primarily to transport a combat infantry squad, which is armed with an integral or organic cannon of at least 20 millimeters calibre and sometimes an antitank missile launcher." IFVs are distinct from armoured personnel carrier, which are purely transport vehicles armed only for self-defense and not intended to provide direct fire support. IFVs also often have improved armour and some have ports which allow the infantry to fire personal weapons while on board.
Cost: 10 points per Battalion (40 per Battalion)

Armored Personnel Carriers: APCs are a type of armoured fighting vehicle designed to transport infantry to the battlefield. APCs are colloquially referred to as 'battle taxis' or 'battle buses', among other things. Armoured personnel carriers are distinguished from infantry fighting vehicles by the weaponry they carry. The Treaty on Conventional Armed Forces in the Cabal Sector defines them as "an armoured combat vehicle which is designed and equipped to transport a combat infantry squad and which, as a rule, is armed with an integral or organic weapon of less than 20 millimeters calibre." By convention, they are not intended to take part in direct-fire battle, but are armed for self-defence and armoured to provide protection from shrapnel and small arms fire.
Cost: Default Unit Type (40 per Battalion)
New Unit Cost: 8 Military Points

Amphibious Armored Vehicles: Amphibious Armored Vehicles are designed from amphibious assaults and while their uses have decreased over time they have been view the perfect combat vehicles when orbital support and when Air and Drop Operations are unable to be put into action.
Cost: 10 points per Brigade (5 points if assigned to a Marine Brigade)

Tank Destroyers: Tank Destroyers is a type of armored fighting vehicle armed with a gun or missile launcher, and is designed specifically to engage enemy armored vehicles. Tanks are generally armored fighting vehicles designed for front-line combat which combines operational mobility and tactical offensive and defensive capabilities and perform all primary tasks of the armoured troops on the battlefield; the tank destroyer on the other hand is specifically designed mainly for taking on enemy armor. Many have been based on a tracked tank chassis, while others are wheeled.
Cost: Default Unit Type (40 per Battalion)
New Unit Cost: 10 Military Points

Light Tanks: A light tank is a tank variant initially designed for rapid movement, and now primarily employed in the reconnaissance role, or in support of expeditionary forces where main battle tanks cannot be made available. The Modern Light tank is tasked to Airborne and Drop Operations as well as urban combat.
Cost: Default Unit Type (40 per Battalion)
New Unit Cost: 12 Military Points

Main Battle Tanks: A main battle tank (MBT), also known as a battle tank or universal tank, is a tank that fills the heavy direct fire role of many modern armies. These will be the fists of your armed forces.
Cost: 15 points per Battalion (30 per Battalion)

Heavy Tanks: Heavy tanks have usually been deployed to breakthrough enemy lines, though in practice have been more useful in the defensive role than in the attack. Design goals have included attacking obstacles, creating breakthroughs, and engaging enemy armoured formations. While Heavy Tanks are rare they still have some roles for a clever commander.
Cost: 20 points per Brigade (10 per Brigade)

Super Tanks: These are what many would call OP tanks. They are the most advanced tanks in the universe and are things to be feared if you don't treat it with the respect it desires. Use your wits to take one of these down.
Cost: 30 points per Division (5 per Division)

Light Artillery

Mortars: A mortar is an indirect fire weapon that fires explosive projectiles known as (mortar) bombs at low velocities, short ranges, and high-arcing ballistic trajectories. It is typically muzzle-loading with short barrel. With the addition of MA tech to the barrel the range and effectiveness of mortars have increased.
Cost: Default Weapon Type
New Unit Cost: 10 Military Points

Light Rocket Artillery: Light Rocket Artillery is a system that is light enough to carry and deploy like a mortar. The crew sets up a series of guided rockets and once targeting data comes in they will launch the rockets and hit the targets dead on.
Cost: 10 points per Battalion

Artillery

Gun Artillery: A basic artillery piece while outdated and cheaper it still deliver rounds on target for you and en mass these artillery can level cities if you wanted too. Magnetic Accelerators in the barrel of the gun has increased the range and accuracy of these simple field guns.
Cost: Default Unit Type
New Unit Cost: 8 Military Points

Missile Artillery: Missile Artillery is an upgraded version of artillery that launches rockets and missiles rather than shells. With longer ranges it can launch dumb fire rockets from in greater distances and could launch highly advanced missiles that once launched will hit their targets if its marked correctly.
Cost: Default Unit Type
New Unit Cost: 10 Military Points

Self Propelled Artillery: Self Propelled Artillery is the artillery piece for a modern army. Issued with powerful MA barrels they are able to launch shells on target from miles away and given its a tracked or wheeled vehicle it is able to quickly redeploy after launching a short barrage of shells on target so enemy counter attacks will have a decrease chance of hitting the unit. Some SPAs are also able to hold missiles which can be launched with little issue.
Cost: 15 points per Battalion (30 per Battalion)

Anti-Air Defense: AADs are simple stationary air defense platforms that can have gun, missile, or energy base anti-air weaponry or all three combined. Overall its much cheaper than the SPAD but it still gets the job done.
Cost: Default Unit Type
New Unit Cost: 14 Military Points

Self Propelled Air Defense: Same as the AADs but on a tracked or wheeled vehicle that allows for rapid deployments in doing do decreases the enemy's ability to locate your anti-air defenses.
Cost: 20 points per Battalion (30 per Battalion)

Advanced Vehicles

Light Mech: This is a mech that is designed for urban warfare with lighter arms and lightish armor (when compared to other mechs.) These types are also used by airborne troops.
Cost: 20 points per Battalion (20 per Battalion)

Main Battle Mechs: These are the main assault Mechs for any army as they are well balanced in terms of firepower, armor, and mobility.
Cost: 25 points per Brigade (20 per Brigade)

Heavy Mechs: These Mechs are design for heavy assaults as they carry heavy firepower and heavy armor. These things operate the best when it's in the open field and avoid urban areas.
Cost: 50 points per Field Army (3 per Field Army)

Hybrid Armored Vehicles: Hybrid Armored Vehicles are transformable vehicles that gives these vehicles flexibility in the field.
Cost: 40 points per Brigade (20 per Brigade)

Aircrafts

Transport VTOLs: Standard troop and cargo planetside transports for the Army.
Cost: Default Unit Type
New Unit Cost: 10 Military Points

Scout VTOLs: A light VTOL that is designed for recon and light attacks.
Cost: Default Unit Type
New Unit Cost: 15 Military Points

Attack VTOLs: A heavy attack VTOL is tasked with destroying enemy armor and support ground forces when needed.
Cost: 30 points per Brigade (20 per Brigade)

Close Air Support Aircrafts: These are atmosphere base aircrafts that are used to provide air support for ground forces. These are a cheaper form of air support for your ground forces.
Cost: 50 points per Field Army (20 per Field Army)

Orbital Defense Bases

Ground to Space Defense Battery: These are anti-spacecraft defenses designed to take down enemy warships in high orbit and help deny the enemy from operating with ease.
Cost: Default Unit Type
New Unit Cost: 800 Military Points
Number of Platforms: 10 Light GSDs, 4 Medium GSDs, and 2 Heavy GSDs

Mobile Ground to Space Platform: More mobile orbital defense platforms that allow defenders to relocate to avoid being hit by enemy ships.
Cost: 1,800 points per Unit
Number of Platforms: 10 Mobile Units

Orbital Defense Base: A massive web of defenses designed to protect regions from spaceborne threats.
Cost: 2,500 points per Unit
Number of Platforms: 40 Light GSDs, 20 Medium GSDs, 10 Heavy GSDs, and 2 Epic GSDs

Shield Generator

Base Shield Generator: A massive shield generator that protects a base against an orbital strike.
Cost: 3,000 points per Unit

City Shield Generator: A massive shield generator that protects cities against an orbital strike.
Cost: 4,000 points per Unit

Shield Gate: An orbital shield generator that has a series of gates around a planet that protects a planet and allows for control of traffic in and out of the planet.
Cost: 5,000 points per Unit
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Re: CSAH Rules and Gameplay

Postby Megaraptor18 » Tue Mar 17, 2015 8:29 pm

Small Arms

Blades: Sometimes the old fashion weapons don't go out of style. Bayonets, knives, tomahawks, and swords granted the latter for the most parts are for ceremonial reasons. After all every nation has a proud military tradition and color guard carrying and handling their swords is all for the par. But never the less every soldier should have atleast a combat knife and/or bayonet. If it isn't his last line of defense it can be used in other ways to help aide in the survival of the soldier.
Cost: Default Weapon Type
Replacing Default Cost: 1 Military Point per Division

Ballistics Based: These firearms are non MA small arms that do not use Magnetic Acceleration Barrels to increase the range, speed, and stopping power of the bullet. These small arms still use outdated means of firing the weapon.

-Pistols

--Revolvers: These simple 6-8 shooters are simple but they have stand the test of time. These days they are normally issued to law enforcement or some officers will buy them for themselves as a collectors item.
Cost: Default Weapon Type for militia and law enforcement
Replacing Default Cost: 1 Military Point per "Field Army" (Since these are civilian forces they are not will Field Armies they just 100,000)

--Service Pistols: Service Pistols are the standard issue sidearm in most nations armed forces.
Cost: Default Weapon Type
Replacing Default Cost: 1 Military Point per Field Army

--Machine Pistols: Machine Pistols are rapid fire pistols that are issued to pilots and vehicle crews for self defense which has earn it the other name of Personal Defense Weapon.
Cost: 1 point per Battalion's vehicle crews

Magnetic Acceleration Small Arms: Magnetic Acceleration is standard for all modern nations as they allow for the user to fire his bullets with increased range, velocity, and stopping power. The only non MA weapons are current pistols and machine pistols since their barrels are too small for MA barrels and the added battery for it would make the pistol too heavy for effective combat use.

--Shotguns: Shotguns are close quarter battle weapons that are issued to law enforcement and is used by breachers in the armed forces. Can be turned into a MA weapon.
Cost: Default Weapon Type
Replacing Default Cost: 1 Military Point per Division

--Defense Rifles: Defense Rifles are civilian versions of famed assault rifles which are for the most part semi-automatic MA rifles designed to protect the civilian population from the criminal element and even from their own government if the people believe that their nation is a tyrannical in nature.
Cost: Default Weapon Type for militia and law enforcement
Replacing Default Cost: 1 Military Point per "Division" (20,000 people per meaning)

--Assault Rifles: Assault Rifles are the standard issue firearm for a modern army. Most nations use Magnetic Acceleration Assault Rifles.
Cost: Default Weapon Type for Infantry
Replacing Default Cost: 1 Military Point per Division

--Carbines: Carbines are shorten versions of assault rifles that are used by elite forces and special task forces.
Cost: 2 points per Battalion, 1 point for Light and Marine Battalions

--Sub-Machine Guns: A submachine gun is a magazine-fed, automatic carbine designed to fire pistol cartridges. Designed to be used in close quarters and is ideal onboard ships and other tight areas.
Cost: 2 points per Battalion, 1 point for Special Forces Companies

--Squad Automatic Weapons: Squad Automatic Weapons are a weapon used to give infantry squads or sections a portable source of automatic firepower. Weapons used in this role are selective fire rifles, usually fitted with a bipod and heavier barrel to perform as light machine guns. SAWs usually fire the same cartridge as the assault rifles or battle rifles carried by other members of the unit.
Cost: Default Weapon Type
Replacing Default Cost: 1 Military Point per Division

--Light Machine Guns: Light Machine Guns often fire smaller-caliber cartridges than medium machine guns, and are usually lighter and more compact.
Cost: 1 point per Battalion

--Heavy Machine Guns: Heavy Machine Guns have the most powerful barrels in the army and are used to engage enemy vehicles.
Cost: 2 points per Battalion

--Sniper Rifles: Sniper Rifles carry powerful MA Barrels that are used to take out enemy targets from over a mile away.
Cost: 1 point per Battalion

--Marksman Rifle: Marksman Rifles are infantry support weapons to counter snipers and lay sniper like fire on enemy infantry.
Cost: Default Weapon Type
Replacing Default Cost: 1 Military Point per Division

--Anti-Material Rifles: Like Heavy Machine Guns the Anti-Material Rifle uses the strongest MA barrels out there and is used to disable enemy armored vehicles.
Cost: 1 point per Company

--Special Weaponry: Select weapon types that do not fit into any of the sections above.
Cost: 1 to 5 points per Battalion

-Energy Small Arms Weapons

--Particle Small Arms: These are the most expensive and currently unstable of all of the energy weapons. However they are also the most powerful as they fire a round or pure energy that destroys anything it hits. It can be fired as bolts or a continuous stream of energy.
Cost: 10 points per Battalion

--Hyper-Ionization Small Arms: These are the second most powerful energy weapons out there that unleashes a pure energy round that has an EMP effect on all electronics. If the target's systems are not EMP shielded than it shuts down and never comes back on.
Cost: 6 points per Battalion

--Plasma Small Arms: These are the most common and easily produce energy small arms out there. The Plasma is encased in a specialized shell and once fired from the weapon the shell superheats and activates the plasma as it hits its target. This way is used as without the shell the plasma turns into more of a superheated flame and all accuracy disappear unless you find a way to keep it channeled. Plasma Lance tech from MLK Group fixes that issue though for small arms its in the prototype phase. Also you could go shell-less and have a plasma flame thrower and your kids will love that shit.
Cost: 4 points per Battalion

--Laser Small Arms: The weakest of all energy weapons but can be fired in the bolt format or the continuous stream. While the continuous stream is possible with the laser rifles it is recommended for Laser "LMGs" and "HMGs". Do take into account that the phase LMG and HMG when regarded to laser rifles are terms that are holdovers from the days an army would use Non-MA and MA era firearms.
Cost: 2 points per Battalion

--Special Energy Weapons: Special Energy Weapons are who new and special types of energy weapons that are not listed in the current list.
Cost: 5 to 15 depending on the energy weaponry per Battalion.

Light Anti-Tank/Anti-Air Weapons

Grenade Launchers: Grenade Launchers are shoulder-fired, magazine-fed semi-automatic launcher or revolver based launcher that fire grenades to hit their targets a good distance away.
Cost: Default Weapon Type
Replacing Default Cost: 2 Military Points per Battalion

Underslung Grenade Launchers: Underslung Grenade Launchers are attached to the rifle. Since grenade launchers require relatively low internal pressure and only a short barrel, a lightweight launcher can be mounted under the barrel of a traditional rifle.
Cost: Default Weapon Type
Replacing Default Cost: 2 Military Points per Brigade

Emplaced Grenade Launchers: Emplaced Grenade Launchers fires rounds in quick succession from an ammunition belt or large-capacity magazine. They can be attached to a tripod.
Cost: 3 points per Battalion

Dumb Fire Rockets/Rocket-Propelled Grenades: Dumb Fire Rockets and RPGs are a shoulder-fired, anti-tank weapon system that fires rockets equipped with an explosive warheads. These warheads are affixed to a rocket motor and stabilized in flight with fins. Some types of RPG are reloadable, while others are single-use. RPGs, with the exception of self-contained versions, are loaded from the muzzle.
Cost: Default Weapon Type
Replacing Default Cost: 5 Military Points per Battalion

Guided Rocket Launchers: Guided Rocket Launchers are rockets launchers that have a lock on feature which allows it to home in on its target once locked on. Its great against armored vehicles and some low flying aircrafts.
Cost: 2 points per Battalion

Shoulder Fire Anti-Air Missile Launchers: Shoulder Fire Anti-Air Missile Launchers are the infantry's air defense against airborne assaults. It can lock onto enemy aircrafts but low and high flying crafts with its built in radar and scanner system that detect aircrafts nearly a mile or two away if the soldier is skilled with the weapon.
Cost: 2 points per Battalion

Multi-Purpose Rocket Launchers: Multi-Purpose Rocket Launchers are designed to take out the heaviest of armor (even Mechs) to high flying aircrafts. Its the current king of shoulder fire anti-armor and anti-air weaponry.
Cost: 4 points per Battalion

PA Weaponry

MA Pistols: MA Pistols are large pistols that can only be held by someone wearing Power Armor. These pistols are designed to punch through Power Armor and light armored vehicles. It uses a powerful MA barrel to fire large slugs with great velocity and stopping power.
Cost: 4 points per Battalion

Heavy MA Rifles: Heavy MA Rifles are issued to Power Armor Troops that are able to punch through tanks and light mechs and use powerful MA barrels to fire large slugs with great velocity and stopping power.
Cost: 6 points per Battalion

Grenades and Explosives

Frag Grenades: The basic Fragmentation Grenade that disperse small projectiles or fragments on detonation used by most armies. Most versions have a light indicator-lights that slowly light up when triggered, going from green to red as it comes close to exploding. It is able to kill a man within 2 to 5 meters of the explosion.
Cost: Default Weapon Type
Replacing Default Cost: 1 Military Point per Division

Flashbang Grenades:Flashbang is a non-lethal explosive device used to temporarily disorient an enemy's senses. It is designed to produce a blinding flash of light and intensely loud noise "bang" of greater than 170 decibels without causing permanent injury.
Cost: Default Weapon Type
Replacing Default Cost: 1 Military Point per Division

Demolition Charges: Demolition Charges are designed to stick to surfaces and destroy key structures.
Cost: Default Weapon Type
Replacing Default Cost: 1 Military Point per Division

EMP Grenades: EMP Grenades are designed to shutdown and disable enemy electronics and could shut down power armor, drones, and vehicles.
Cost: 1 point per Brigade

Hyper-Ionization Grenades: Hyper-Ionization Grenades uses Hyper Ion tech to unleash a massive energy blast with an EMP effect on electronics.
Cost: 4 points per Brigade

Plasma Grenades: Plasma Grenades are enclosed plasma shells that once it's activated the grenade will detonate melting everything with a 2 meter range.
Cost: 3 points per Brigade

Sonic Boom Grenades: Sonic Boom Grenades once throw will unleash a powerful shock wave that will kill anything within 2 meters and seriously wounding anything 5 meters out.
Cost: 2 points per Brigade

Robotics

Automatic Turrets/Sentry Guns: Sentry Guns are AI control defense guns that will only target hostile troops.
Cost: Default Unit Type
Replacing Default Cost: 5 Military Point per Division

Ground Attack Bots/Sentry Drones: These are wheeled or tracked drones that will patrol, defend, and engage hostile forces. They can be controlled by AIs or by remote.
Cost: 5 points (60 per Battalion)

Airborne Drones: These are a mix of airborne recon, airborne assault, and airborne patrol.
Cost: 30 points per Battalion (10 per Battalion)

Robotic Vehicles: These are vehicles that are fully automated and are either AI controlled or remote controlled. These vehicles range from Light Utility Vehicles to Mechs.
Cost: 25 points per Battalion (50 per Battalion)

Combat Droids/Drone Infantry: These are robotic infantry that act and behave as normal human infantry. Each one has an AI controlling them.
Cost: 10 points per Battalion (100 per Battalion)

Personal Armor

Body Armor: Basic body armor is a vest strong enough to hold MA rounds with helmet, arm guards and leg guards for some protection. These are the most common personal armor for every army.
Cost: Default Armor Type
Replacing Default Cost: 1 Military Point per Division

Semi-Power Armor/Combat Suit: Combat Suits is an enclosed specialized battle gear designed for all environment warfare. Also has advanced computers in the soldier’s helmet that gives the soldier all of the info he needs and so that reduce chaos and friendly fire. The suit is protects from most bullets and direct energy weapons and the suit’s system is protected from EMP shock waves. The armor is normally low grade titanium, steel, and Kevlar. Some models increases the abilities of the user by double their natural abilities.
Cost: Default Armor Type
Replacing Default Cost: 5 points per Division

Light Power Armor: Light Power Armor is designed to increase the wearer's natural abilities by 4 or even 6 times their normal abilities. They do not carry built in weaponry.
Cost: 10 points per Battalion

General Purpose Power Armor: These are the most commonly used Power Armor for Power Armor troops. These troops are big and bulky but they carry Heavy MA weaponry that can destroy light armored vehicles. Some models do have some built in weaponry however they are light weapons.
Cost: 30 points per Brigade

Heavy Power Armor: Heavy Power Armor is walking juggernauts and even tanks fear. They have heavy built in armaments with heavy armor and shielding. These are the toughest armor you will see on the battlefield.
Cost: 50 points per Brigade
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Re: CSAH Rules and Gameplay

Postby Megaraptor18 » Tue Mar 17, 2015 8:30 pm

Spacecrafts

Fleet: 100 Default Combat Ships and 50 Supply Ships, not counting smaller crafts
--1,000 NPs
--100 Frigates and/or Corvettes, 50 Cargoships
Task Force: 50 Default Combat Ships and 20 Supply Ships, not counting smaller crafts
--50 Frigates or Corvettes, 20 Cargoships
Task Group: 25 Default Combat Ships and 10 Supply Ships, not counting smaller crafts
--25 Frigates and/or Corvettes, 10 Cargoships
Naval Squadron: 10 to 15 Default Combat Ships and 5 Supply Ships, not counting smaller crafts
--15 Frigates and/or Corvettes, 5 Cargoships

Independent Task Force: 500 NPs

Independent Task Group: 250 NPs

Independent Naval Squadron: 100 NPs

Civilian/Military

Shuttles: Shuttles are basic spacecraft that you deploy for quick deployment and fast resupply.
Cost: Default Unit Type
New Unit Cost: 2 Military Points

Cargoships: Cargoships are your main method of resupplying your fleet and off world armies.
Cost: Default Unit Type
New Unit Cost: 5 Military Points

Freighters: Freighters are a much larger version of Cargoships and Shuttles.
Cost: 10 Military points per Naval Squadron (10 per Naval Squadron)

Military

Fighters: Fighters are your main air and space support crafts in your navy. They will clear the way and help defend and strike targets.
Cost: Default Unit Type
New Unit Cost: 5 Military Points

Bombers: Bombers are the orbital strike crafts and are tasked to bomb surface targets and engage enemy warships.
Cost: 15 Military points per (20 per Naval Squadron)

Heavy Fighters: Heavy Fighters are designed and task for dealing with warships and deep space strikes. They are able to travel into deep space without warship assistance.
Cost: 20 Military points per Naval Squadron (10 per Naval Squadron)

Dropships: Dropships are key for invasion forces and resupplying your armies off world. They are launched from high orbit and they will land troops and vehicles to a planet to carry our military operations.
Cost: Default Unit Type
New Unit Cost: 5 Military Points

Stealth Boats: Stealth Boats are designed with the best cloaking and stealth systems of any warships to date.
Cost: 50 Military points per Task Group (10 per Task Group)

Corvettes: Small escort and scouting ship for all navies.
Cost: Default Unit Type
New Unit Cost: 5 Military Points

Frigates: Frigates are the main patrol warship for most navies.
Cost: Default Unit Type
New Unit Cost: 10 Military Points

Destroyers: Destroyers are tasked to protection of the capital ships and tasked to Counter Stealth Boat Operations.
Cost: 55 Military points per Task Group (15 per Task Group)

Cruisers: Cruisers are the backbone for most navies and in some lesser navies they are the largest ship class in their respected nation.
Cost: 60 Military points per Task Group (10 per Task Group)

Battlecruisers: Battlecruisers are the mix of Crusiers and Battleships. They have the speed of Cruisers and the firepower of a battleship. Though they don't have the shield and armor of the battleship.
Cost: 70 Military points per Task Group (4 per Task Group)

Battleships: Battleships are the main capital ship for the Navy. They have heavy armor, shield, and weaponry than most ships.
Cost: 80 Military points per Task Force (4 per Task Force)

Dreadnoughts: Dreadnoughts are more or less super heavy ships in the navy. Most nations can't afford Dreadnoughts due to their size and amount of firepower it carries.
Cost: 100 Military points per Fleet (2 per Fleet)

Light Carriers: Light Carriers are designed for supporting orbital operations and housing air support assets to allow the fleet provide continual air support for ground forces.
Cost: 80 Military points per Task Group (4 per Task Group)

Carriers: Carriers are the flagships of the navy and they house a large amount crafts that can be used for any naval operation.
Cost: 90 Military points per Task Force (2 per Task Force)

Super Carriers: Super Carriers are the king of carriers that are twice the size of carriers and house double the amount of crafts and Dreadnaught level of firepower.
Cost: 150 Military points per Fleet (1 per Fleet)

Invasion Ships: Invasion Ships were created to support orbital invasions of worlds. It houses large amounts of dropships, fighters, and bombers that are used in the invasion. Invasion Ships lack enough anti-ship weaponry when compared to their warship counterparts but they have enough weaponry to defend itself and provide support for the ground forces.
Cost: 100 Military points per Task Group (5 per Task Group)

Satellites: Satellites have several tasks. Communications, Orbital Recon, planetary defense, strike satellites that can be deployed by warships to support invasions.
Cost: Default Unit Type
New Unit Cost: 1 Military Points (126 per planet)

Space Stations: Space Stations are designed for research and defense of a planet.
Cost: Default Unit Type
New Unit Cost: 20 Military Points (16 per planet)

Defense Fortresses: Defense Fortresses are the main pieces in a planet's orbital defense. An enemy fleet cannot gain orbital superiority until the Defense Fortresses are taken out.
Cost: 200 Military points per Planet (4 per Planet)

Mobile Base: A large spaceborne base that is designed to act as an island in space for your navy for gathering, resupply, and command and control.
Cost: 100 MPs per Fleet: 1 per Fleet
It's only funny until someone gets hurt...then it's hilarious!

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Re: CSAH Rules and Gameplay

Postby Megaraptor18 » Tue Mar 17, 2015 9:24 pm

Weaponry, Gear, Vehicles, Ships, and Troop Formats

Templates

These Templates are designed for easier reading for both the GM and PC. If it is poorly written or explained than their combat effectiveness is effected. For example saying they use anything than I could issue them a BB gun and don't get surprised if they get wiped out. Now if you have a special forces unit you can divide up a special operation force into a series of troop types that fit for roles and don't forget you can add more troop types throughout the course of the game so if you don't think of everything than don't worry. Afterall if history is anything it showcases that armies change over time and that every good armed forces in history is known to change and adapted to the new area and styles of warfare. So creating new styles and/or reissuing gear and weaponry to your ground forces is going to be common. Being flexible has its perks though you iron fist types can still do damage.

Firearm Template
(Name here)
-Type: What type of firearm is it
-Round: The size and type of round, for energy weapons how large is the beam.
-Round per magazine: How many rounds does it have in a single magazine.
-Effective Range: The effective range of the firearm.
-Maximum Effective Range: The max range of the firearm.
-Details: Anything you want to mention about the weapon.

Vehicle Template
(Name)
Type: Type of Ground Vehicle
Crew:
Passengers:
Armor:
Shielding: What is the Vehicle's shields (measure it in Megawatts) Note not all Vehicles have shieldings
Primary Armament: The main weapon for your Vehicle
Secondary Armament: secondary armament normally a machine gun and anti-tank missiles.
Speed:
Weight:
Details:

Ship Template
(Name)
Ship Type: Type of Ship
Class: Class name here as well
Length:
Crew:
Fightercraft complement:
Passengers:
Cargohold:
Shielding Type:
Weaponry:
Detail:

Troop Format
(Name)
Type: Troop Type
Issued Weaponry: Main Firearms
Equipment: Grenades, explosives, kits and the like
Protection: Armor and the like
Details:


Doctrine

I noticed certain things in the pre-announcement phase of this game that certain PCs are doing a define style of warfare and doctrine. When thinking on this myself and looking throughout history I found three effective types of styles and doctrines. Now to a special character spoken section to help explain this.

From Cassandra Agona

"From the words of a famous Domhandian Zen Master."

Stone Type

"Stone or if you want to use an other hard material than steel. Stone Type Army is strong and power that is designed around heavy force and overwhelming firepower with the cost to numbers and rapidly deployment throughout the theater of operation. They smash through enemy defenses at key points and breaks the enemies morale. Though in a straight up fight they are hard to fight against they have critical weaknesses. They require more specially trained soldiers and require more advanced gear and tech and not to forget about a stable supply line. This leaves them pray to a Wind Type players and a clever enough Water Type player. As with nature a stone wall cannot stop the wind from going over it and a strong enough wind can knock the stone wall down. The water can leak through the stone wall and if enough pressure and mass hits the stone wall than the wall will fold to it. Though with that said the wind and tides of water cannot deal with a strongest stone wall."

Wind Type

"Wind types are light and can move without resistance. They are everywhere and nowhere. The Stone types have a hard time getting them back after the Wind types strike in the weak spots. Speed and maneuverability is the key for them. The Mightiest of Winds can bring down a Stone Tower and control the waves of the sea. The Wind can focus its might in a key spot and create a path of destruction like a tornado breaking apart of the Stone Walls and Towers and suck the water into its rotating wall cloud of destruction and chaos. Or attack in enough spots to make the Stone Types loose control of the front or even the war. However while the Wind is light enough to escape and outrun their Water and Stone counterparts the Wind Type can be beaten with pure brutal force of the Stone Type player or by the flexibility of the Water Type Player. Sometimes the Stone can be so strong it resists the Wind's attacks no matter how strong it is. As well to the Water Types as the Wind might find out that the water is deeper than what it can handle. To the Wind Types speed is your only ally."

Water Type

"Water Types are a mix of Stone and Wind Types as they can pour through the cracks of a weak wall or be too much for the wind to control. Flexibility in battle is the Water Types bread and butter as they can go with the flow and pour through weak walls and the wind cannot rule it. But a strong enough wall can stop the water in its tracks and the mighty wind can twist water to its will. Though a massive wave of water can destroy all before them."


"Do take into account that the Domhandian Zen Master later screamed the wall is melting and that we should run under the table to shield ourselves. He passes out and awakes 10 minutes later to take off his pants and underwear. He grabbed a chess piece, the Black Queen piece and shoved it in his rectum screaming that he always wanted to get fucked by a Queen. The doctors grabbed him and knocked him out. I knew then why he really wanted to be Black in that game. Sadly that was the last time I played chess with my cousin Jakub. He was admitted when we told him he wasn't born on Domhandian and he wasn't a Zen Master. Or atleast we are suppose to say that because once the Orithyian Authorities learn he is a perfectly health Orithyian man who is acting insane since he got caught by the police after he beat a man to death with a hockey stick. The Tupytsya (Dumbass) forgot to bribe the police in the mouthy bribes. Every Orithyian knows you bribe the police at the beginning of the month so they won't mess with you. So now he is in a loony house shoving Queens up his rectum to pretend to be crazy because he was being a cheap ublyudok (bastard) and didn't bribe the police. Though then again I think he knew I was two moves away from getting Checkmate on him and he did that for the sole reason because he can't stand me beating him in Chess!"
It's only funny until someone gets hurt...then it's hilarious!

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Re: CSAH Rules and Gameplay

Postby Megaraptor18 » Sun Apr 26, 2015 12:56 am

Weapon Damage Outputs

This is for the overall damage output to put to rest debates on possible damage output. As sicking as it may be real science can turn the weakest weapon into a planet ending WMD so for the sake of balance I'll just use size of the rounds as well as velocity.

Solid Weapon Damage

Magnetic Acceleration Cannons: 150 mw per mm. 2x when you take velocity into account.

Hyper Magnetic Acceleration Cannons: 200 mw per mm. 3x when you take velocity into account.

Along the Vessel Heavy Magnetic Acceleration Cannons (AVMAC): 800 mw per mm. 4x when you take velocity into account.

Missiles: Basic Missiles deal 100 mw per mm. 2x per warhead yield.

Anti-Ship Missiles: 400 mw per mm. 4x per warhead yield.

Torpedoes: 800 mw per mm. 6x per warhead yield.

Energy Details and Effects

Laser: It is a beam of thermal and ultraviolet-spectrum energy that can be fired in separate bolts or one continuous stream. It's the most precise and accurate of the three energy weapon types.

Plasma: Is a bolt of super heated matter fired from extreme speeds and once it hits its target creates massive damage in an area of effect.

Hyper-Ion: Is a compressed, focused, high-energy particle-beam weapon that fires very destructive bolts that detonate with extreme force on high density targets and punch through low density targets, with a more limited blast. Very powerful impact and creates an EMP effect on all Electronics.

Sonic: It makes an area field of sound designed to injure, incapacitate, or kill an opponent.

Particle: The most powerful and rarest weapon type in the game. It can be fired in bolts or continuous beam.

Ark: Ark is pure electricity that can cut through shielding and most armor.

Energy Power Output

Laser: 200 MW per mm

Plasma: 400 MW per mm

Ion: 1,000 MW effect on shields per mm

Hyper-Ion: 600 MW per mm, 1,600 MW effect on Shields per mm

Sonic: 300 MW per mm

Particle: 1,000 MW per mm

Ark: 500 MW per mm


Rate of Fire

Laser: 200 MW bolt fire and 200 + 100 MW per second in beam mode

Plasma: Depends on the weapon.

Hyper-Ion: Depend on the weapon.

Sonic: Depends on the weapon.

Particle: 1200mw/s +400mw/s/s


Example: 1200mw=1200mw. 2 seconds of fire would be 1200mw+[1200mw+400mw]=2600mw. 3 seconds would be 1200mw+[1200mw+400mw]+[1200mw+400mw+400mw]=4600mw.


Energy Classes

Heat

Laser

Plasma

Particle

Particle Weaponry

Hyper-Ion

Ion

Common Weapon Ranges

Magnetic Acceleration Cannons: 100 Megameters for light caliber cannons (10mm to 75mm). 500 Megameters for medium caliber cannons (105mm to 203mm). 1 Gigameter for large caliber cannons (250mm+)

Hyper Magnetic Acceleration Cannons: 250,000 Megameters for light caliber cannons (10mm to 75mm). 750 Megameters for medium caliber cannons (105mm to 203mm). 1.5 Gigameter for large caliber cannons (250mm+)

Along the Vessel Heavy Magnetic Acceleration Cannons (AVMAC): 300 Megameters for light caliber cannons (10mm to 75mm). 800 Megameters for medium caliber cannons (105mm to 203mm). 2 Gigameters for large caliber cannons (250mm+)

Missiles: 500 Megameters for non FTL equipped missiles. 2 Gigameters for FTL equipped missiles

Anti-Ship Missiles: 1 Gigameter for non FTL equipped missiles. 4 Gigameters for FTL equipped missiles

Torpedoes: 2 Gigameters for non FTL equipped Torpedoes. 6 Gigameters for FTL equipped Torpedoes

Laser: Defense lasers have a range of 5 Megameter max. Light laser cannons (10mm to 76mm) have a range of 1.5 Gigameter. Medium laser cannons (105mm to 220mm) have a range of 6 Gigameters. Large laser cannons (250mm plus) have a range of 14 Gigameters.

Plasma: Light Plasma cannons (10mm to 76mm) have a range of 500 Megameters. Medium Plasma cannons (105mm to 220mm) have a range of 1 Gigameter. Large Plasma cannons (250mm plus) have a range of 5 Gigameters.

Ion: Light Ion cannons (10mm to 76mm) have a range of 600 Megameters. Medium Ion cannons (105mm to 220mm) have a range of 1.5 Gigameter. Large Ion cannons (250mm plus) have a range of 5.5 Gigameters.

Hyper-Ion: Light Hyper-Ioncannons (10mm to 76mm) have a range of 750 Megameters. Medium Hyper-Ion cannons (105mm to 220mm) have a range of 3 Gigameters. Large Hyper-Ion cannons (250mm plus) have a range of 8 Gigameters.

Sonic: Light Sonic weapon has a range of 100 km. Medium Sonic weapons have a range of 400 km. Large Sonic weapons have a range of 1,000 km.

Particle: Light particle cannons (10mm to 76mm) have a range of 1 Gigameter. Medium particle cannons (105mm to 220mm) have a range of 5 Gigameters. Large particle cannons (250mm plus) have a range of 10 Gigameters.

Ark: Light Ark weapons has a range of 1,000 km. Medium Ark weapons have a range of 100,000 km. Large Ark weapons have a range of 500,000 km.

Ship Sensor Range

Shuttles: 5 lightseconds

Cargoships: 5 lightseconds

Freighters: 8 lightseconds

Fighters: 6 lightseconds

Bombers: 8 lightseconds

Heavy Fighters: 10 lightseconds

Dropships: 5 lightseconds

Stealth Boats: 60 lightseconds

Frigates: 40 lightseconds

Destroyers: 30 lightseconds

Cruisers: 30 lightseconds

Battlecruisers: 50 lightseconds

Battleships: 40 lightseconds

Dreadnoughts: 50 lightseconds

Light Carriers: 50 lightseconds

Carriers: 60 lightseconds

Super Carriers: 80 lightseconds

Invasion Ships: 50 lightseconds

Satellites: 10 lightseconds

Space Stations: 30 lightseconds

Defense Fortresses: 50 lightseconds
It's only funny until someone gets hurt...then it's hilarious!

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Re: CSAH Rules and Gameplay

Postby Megaraptor18 » Tue May 26, 2015 12:33 am

Replacements

Something I over looked that you will loss troops and you need a way to replace those losses well here is the way you do that. NOTE that if an entire battalion is wiped out or higher than you have to pay battalion costs and add in everything that isn't default.

Law Enforcement, Militia, National Guard, and Infantry cost 1 MP per Battalion.

Marines, Light Infantry, Elite Troops, and Power Armored Infantry costs 2 MPs per Battalion.

Heavy Power Armored Infantry, Special Forces, and Covert Operatives cost 3 MPs per Battalion.

Civilian Vehicles, Light Utility Vehicles, Military Trucks, and Heavy Equipment Transport Trucks cost 1 MP per Army Group to replace

Armored Security Vehicles, Infantry Fighting Vehicles, Armored Personnel Carriers, Amphibious Armored Vehicles, and Tank Destroyers cost 2 MPs per Battalion.

Light Tanks and Main Battle Tanks cost 3 MPs per Battalion

Heavy and Super Tank costs cost 5 MPs per Army

Mortars and Light Rocket Artillery cost 1 MP per Battalion

Gun Artillery, Missile Artillery, and Self Propelled Artillery costs 4 MPs per Battalion

Air Defense, Self Propelled Air Defense, and Ground to Space Defense costs 5 MPs per Battalion.

Light Mech costs 4 MPs per Battalion

Main Battle Mechs, Heavy Mechs, and Hybrid Armored Vehicles cost 10 MPs per Army

Transport VTOLs, Scout VTOLs, Attack VTOLs, and and Close Air Support Aircrafts cost 10 MPs per Army Group

Ground Attack Bots/Sentry Drones cost 1 MP per Army Group

Airborne Drones cost 8 MPs per Battalion

Robotic Vehicles cost 5 MPs per Battalion

Combat Droids/Drone Infantry cost to 4 MPs per Battalion

Shuttles, Cargoships, and Freighters 5 MPs per Fleet

Fighters, Bombers, Heavy Fighters, and Dropships cost 5 MPs per Fleet

Stealth Boats: 5 MPs per Task Group

Frigates: 5 MPs per Task Group

Destroyers: 8 MPs per Task Group

Cruisers: 12 MPs per Task Group

Battlecruisers: 15 MPs per Task Group

Battleships: 20 MPs per Task Force

Dreadnoughts: 50 MPs per Fleet

Light Carriers: 20 MPs per Task Group

Carriers: 40 MPs per Task Force

Super Carriers: 75 MPs per Fleet

Invasion Ships: 20 MPs per Task Group

Satellites: 1 MP per unit

Space Stations: 10 MPs per Station

Defense Fortresses: 100 MPs per Fortress
It's only funny until someone gets hurt...then it's hilarious!

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Re: CSAH Rules and Gameplay

Postby Megaraptor18 » Sat Apr 21, 2018 12:13 am

Rules have been officially updated
It's only funny until someone gets hurt...then it's hilarious!

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