Difference between revisions of "Units"

From ARMCO
Jump to navigation Jump to search
Line 149: Line 149:
=== '''Orbitals''' ===
=== '''Orbitals''' ===
----
----
At this point I'm banishing them to their own page, Orbital Mechanics are going to be completely different, so for now all orbital references I'm just going to send to <noWiki> [[Orbitals]] </noWiki> -- [[User:Knightmare|Knightmare]] ([[User talk:Knightmare|talk]])
At this point orbitals are being banished to their own page, Orbital Mechanics are going to be completely different, so for now all orbital references will be sent to <noWiki> [[Orbitals]] </noWiki>





Revision as of 02:27, 23 November 2024

This article is a stub. You can help by expanding it.

Aerospace - Fixed Wing


There are three fixed-wing aircraft currently available, Bombers for air-to-ground damage, Fighters for air-to-air engagements, and Heavy Air Transports for logistical transportation. All fixed wing aircraft must land at designated Airfields. Additionally, all Aerospace assets have access to Orbital Movement.

Bomber

FS 6, Speed 4 , Range 0 (Must Fly Over Target) d6 Cluster Ordnance

  • Access to Air Strike Unique Order Type. Allows bombers to do a direct damage attack against a specified target.
  • MUST LAND AND REARM AFTER ANY ATTACK. Requiring landing and use of 1 Supply.
  • Landing is limited to Proper Airfields only

Fighter

FS 6, Speed 6, Range 1, d6 against Air Units

  • Hold Position or Advance - Will Intercept and engage enemy air units on contact as priority. Will fly “CAS” Close Air Support, offering +2 bonus against a single enemy ground unit when friendly infantry are rolling for damage if no air units are in the area to intercept. (Note that aerospace orders will be reworked shortly, and will probably have designated order types for CAS, CAP, etc.)
  • MUST LAND AND REARM AFTER ANY ATTACK. Use of 1 Supply.
  • Must land at Proper Airfields.

Heavy Air Transport

FS 3, Speed 5, No Weapon

  • Paradrop Infantry and light vehicles, infantry / light vehicles can exit in flight.
  • Must not be under Maneuver Order Type for troops / Light Vehicles to para-exit.
  • Can Carry 5 Infantry, 2 Vehicles, and 5 Supply
  • Must land at Proper Airfields only, unless fitted with upgrade allowing landings at Makeshift Airfields. - WIP upgrade discussed by Shack

Aerospace - VTOLs


VTOL craft are currently all Aerospace units with access to orbital movement (Possible that the Little Bird will be an exception). The defining feature of VTOL craft is the ability to preform Vertical Takeoff and Landing, allowing all VTOLs to land in any open space, without need for an Airfield.

Heavy VTOL

FS 6, Speed 3, Armour 1, No Weapons

  • Carry 1 MBT, functional or disabled, or smaller vehicle unit.
  • Can’t carry infantry units. Can’t carry a vehicle holding an infantry unit, such as a IFV or a Logi Truck.
  • Can lift Supply packaged by engineer players. Up to 3 Supply. Uses up a full engineer's speed to package a supply box. Teamwork!

Little Bird

WIP unit, possibly atmo limited

VTOL

FS 4, Speed 3, Armor 1, Range 1, D2 Nose Gun

  • Carry 1 infantry unit or 1 Supply
  • Can join nearby unit's engagements with the D2 Nose Gun, ground or air

Ground - Vehicles


Ground Vehicles all share several properties. First is the Hit system, with any amount of damage dealing 1 Hit, this, often combined with high armour values, makes it so Vehicles can take more damage than any other unit. The second shared property is the Subsystem system, whereupon being dealt damage from a D6 source that rolled a 5 or a 6, part of the vehicle will become nonfunctional, on a 5 it is the source of locomotion (wheels, legs, tracks), on a 6 it is the primary weapons system. Third, vehicles can be abandoned by their crew, leaving the player with a 3 FS non-combatant Ground Crew unit that can repair subsystems, or ditch the vehicle to escape and potentially take control of another. Fourth, as all ground vehicles use hits, they can be repaired by engineers at a cost of 1 Supply per hit repaired. Fifth, destroyed vehicles that were abandoned by their crew can be salvaged at cost of 1 Supply by engineers to bring them back at 1 Hit.

Infantry Fighting Vehicle

Armour 2, 3 Hits, Speed 2, d4 Snub Cannon, Range 1, AP 1

  • Can carry 1 unit of infantry, and is the heart of a mechanized infantry company
  • Like all transports, infantry inside are killed upon unit death

Light Mech

2 Hits, Armour 1, Speed 4, Range 1, d4 - Light Laser Cannon

  • Can move through enemy ground formations
  • Access to Skirmish Specialized Order Type
  • Not slowed by elevation increases
  • Can be abandoned by a pilot. EJECT!

Light Vehicle

2 Hit, Speed 4, Range 2, d4 Heavy Machine Gun

  • Not slowed by elevation increases
  • Can be para-dropped from Heavy Air Transport (HAT)
  • Access to Skirmish Unique Order Type
  • 2 Light vehicles working together can carry 1 infantry squad or 1 Supply

Logistical Truck

1 Hit, Speed 3, No Weapon

  • Can carry 2 units of infantry or 2 Supply and Tow 1 unit of either artillery or disabled friendly ground vehicle
  • Gains +1 Speed on roads
  • 1 Hit and no armour means that any damage will kill you instantly. Don’t get hit. Have someone between you and the enemy

Main Battle Tank

Armour 3, 3 Hits, Speed 2, d6 Canon, Range 2 AP 3

  • Targets Enemy Armour as priority.
  • Best Armour Penetration
  • Can be carried by HAT, Heavy VTOL


Ground - NonCombatant


Engineer

Force Strength 4, Non-Combat Unit. 2 Supply Carry Capacity.

  • Can construct and repair what's needed on the battlefield.
  • Spending 1 supply the engineer can take the repair action and repair one hit or full FS on a mechanical unit
  • Can dig Trench lines, lay razor wire, setup tank traps at the length of 1 grid length per round. Mark locations on map. These can be zig-zagged. Remember: facing matters
  • See Player Built Structures for structure details

Ground Crew

Force Strength 3, Non-Combat Unit.

  • The Ground Crew unit only comes from abandoning Ground Vehicles, and are not meant to be played as a long term unit
  • Has access to the subsystem repair special order, takes no supply

Medic

Force Strength 4, Non-Combat Unit

  • Works as a support unit healing friendly forces. Heals up to 2 other infantry units in close proximity by 1 at end of combat.
  • Does not stack with other medics
  • Can support local populations with Aid
  • Can attempt to treat illness from natural or bio-chemical warfare effects
  • Key to recovering infantry force strength in the field
  • Can set up a MASH center doubling the effect. Takes 1 full round and aid of an engineer unit as well as 5 supplies


Ground - Other


Artillery

FS 3 Range 4, Speed 1

  • Deploying or Packing up takes .5 speed
  • Joining in on an Assault starts a creeping barrage hammering the enemy during the attack. Adding a Damage bonus to attacking ground force’s of +1 (See Specialized Order Types)
  • Must be reloaded using supplies after firing.
  • Once deployed can stockpile Supplies delivered by Logi Units and share those supplies with other units.
  • Engineers can Dig Artillery in, increasing Defense Stat. +1 per Defense. Sandbags, Barrackades.
  • Can be abandoned by crew.
  • Can be salvaged by Engineers if the crew survives. Cost 1 Supply
  • Artillery can directly target and attack a Bridge - Attack D6
    • 1 - Miss: No Damage
    • 2-4 Minor damage - Each hit lowers the types of units that can cross.
    • 1 Hit - No Tanks
    • 2 Hits - No vehicles Only Infantry
    • 3 Hits - Destroyed
    • 5-6 Destroyed

Infantry


Currently, there are only stats for base infantry, sidegades that switch the base mechanics of the unit (PAI, SF, etc.) will go here, upgrades that swap FS for functionality (Stinger, HMG, AT4, etc.) will be found under Upgrades

Force Strength 6, Range 1, Speed 1, D6 Attack

  • Can enter structures for a defence bonus.
  • Damage Max goes down as Force Strength takes damage.
  • Can shield friendly Medics, Engineers and Logi from enemy ground force damage if in front of those units. Positioning and facing matters!
  • Can load into Logi Trucks, VTOL’s, IFV’s, HATS.
  • Can paradrop from HAT’s down into open spaces, attempts to paradrop into forests or urban areas will cause your unit damage (d6 roll). All other flying transports must be landed for units to disembark
  • Has access to Dig In, a Specialized Order Type
  • Can Block Enemy forces from moving through their position, with the exception of Mech Walkers and flying units.
  • Has a Facing. Can be Flanked. (Flanked units gain a -3 to defence)
  • Can’t cross rivers.
  • Gains defence bonus from being above enemy forces and manning fortifications

Orbitals


At this point orbitals are being banished to their own page, Orbital Mechanics are going to be completely different, so for now all orbital references will be sent to [[Orbitals]]


WIP class