Planetary Units:
Planetary warfare in the world of SS&S is quite a bit different than what an observer from the 21
st century would consider "modern warfare". Thanks to the technologies and Arcanum developed within this new universe and in many cases revived by The Voice uplift modern battlefields consist of vast infantry formations supported by Battle Frames and terrifying Dreadnoughts. With modern shields, armor and mobility tech modern armies are frequently smaller than those of millennia past, gone too are the days of insurgencies and ad hoc freedom fighter formations as nothing short of military grade weapons [or nuclear bombs] would serve to deter a modern army force. Gone too are the days of passive camouflage as the combination of systems required to operate modern equipment, and sensor suites being widespread make such ideas as "colored patterns" to hide soldiers a quant thing of the past.
Planetary armies use the
brigade as their basic building block, while this formation goes by many names over the Known Worlds and beyond it is the smallest formation that is worth deploying [short of Dreadnoughts] on its own. It is worth noting that a brigade is not only representative of the fighting beings of the force but rather the total formation, fighting troops, mechanics and so forth. Naturally depending on the nature of a brigade the ratio of support staff to fighting troops varies fairly greatly.
Tech Modifier:
Tech level modifies both the cost and combat value of ground units. This means that units of more advanced societies tend to also be more expensive while still being more useful.
Tech Level | Combat Value Modifier | Cost Modifier |
1 | 0 | + 0% ISC |
2 | +.5 | + 0% ISC |
3 | +1 | + 20% ISC |
4 | +1.5 | + 30% ISC |
Quality Modifier:
As the name might suggest this modifier represents the overall "quality" of a formation. This can represent quality of training, equipment and other less tangible traits of a formation. Naturally higher quality units tend to require more investment of resources and time.
Quality | Combat Value Modifier | Cost Modifier | Time Modifier |
Low | -1 | -30% | -20% |
Standard | 0 | 0 | 0 |
High | +1 | +30% | +20% |
Standard Brigade Basics:
A standard brigade is made up of infantry, battle frames and aircraft in a combined arms force that is in many ways similar to a 21
st century military force of the same size.
Buildable Brigades:
These are the standard brigades of infantry/frames/aerospace forces that make up modern planetary armies.
Unit Name: Planetary Assault Brigade
Cost: 30 ISC / 3 MI
Combat Value: 2
Build time: 4 quarters
Description: A planetary assault brigade is a combined arms force of infantry, frames and aerospace units designed to attack a planetary surface and secure it.
Unit Name: Planetary Defense Brigade
Cost: 20 ISC /2 MI
Combat Value: 1
Build time: 4 quarters
Description: A planetary
defense brigade as the name suggests is designed for the defense of a planet already owned by a nation or its allies. These units are not capable of being deployed on offensive operations as they lack the training and equipment necessary to do so without incurring massive losses.
Unit Name: Battlesuit Brigade
Cost: 45 ISC /5 MI
Combat Value: 4
Build time: 6 quarters
Description: A battlesuit brigade is similar to a planetary assault brigade but its infantry forces are equipped with far more powerful and advanced suits of armor with more advanced weapons than those of planetary assault or defense brigades.
Required: TL3
Exotic Units:
"Exotic" units are those that aren't meant to take to the front lines in conventional battle but rather act as raiders, special forces or specialist support units.
Unit Name: Commando Brigade
Cost: 50 ISC /5 MI
Combat Value: ~
Build Time: 4 quarters
Description: A commando brigade is a special forces unit designed to carry out specialized missions such as paving the way for follow on invasions; arming and training locals, assassinating or protecting key figures and so forth. While called a "brigade" this does not represent the number of actual commandoes but rather the commandoes and their much larger support organization. These troops can deploy to the field in a wide variety of ways from orbital drop pods, stealth aerospace transports, space dropped submarines or being smuggled in via other transportation methods like merchantmen.
[note when carrying out a special forces assignment you have to state what method of deployment and operation these troops are using]
Unit Name: Psi-Commando Brigade
Cost: 60 ISC /6 MI
Combat Value: ~
Build Time: 4 quarters
Description: A unit of Psi-Commandoes is a truly terrifying foe as they are the pinnacle of special forces troops. Equipped with specialist armor designed to enhance their psionic powers for greater stealth and capabilities these troops are more mobile and stealthy than even conventional commandoes. Armed with a specialist "Psi-rifle" these troopers are also deadly precise in the killing arts making for excellent assassins and sewers of chaos and trouble.
Required: PSI-2
[note when carrying out a special forces assignment you have to state what method of deployment and operation these troops are using]
Unit Name: Combat Mage Brigade
Cost: 40 ISC /4 MI
Combat Value: ~ [variable]
Build Time: 6 quarters
Description: Combat Mage Brigades much like psi-commando brigades are not made up of thousands of mages but rather are a core group of elite mages supported by extensive "tail end" capabilities. A Combat Mage Brigade comes in one of three "foci" that represent what its members are trained to accomplish.
Fire [battle]: A Combat mage Fire Brigade is one where the mages themselves go into battle wielding "fire foci" which can change form from a ranged weapon that channels the mages magical energy into blasts that can rip through shields and armor to a deadly close quarters weapon equally capable of carving through enemies in melee. A fire foci is a strange weapon in that its shape and appearance varies from mage to mage based on a wide number of factors including cultural. Some Fire Foci appear as combi-rifles or poleaxes while others can appear as bows and arrows or old style dueling swords or some even more esoteric objects depending entirely upon the mage. What makes these troops special is their ability to rapidly move "unseen" by more conventional sensors until they have begun their attack. Though they are vulnerable to detection by other mages and psions.[Combat Value 5]
Water [healing]: A Combat mage Water Brigade is one where the mages are not themselves combatants but rather healers and support personnel capable of handling an entire division of other troops on their own using "Water Foci" and channeling their energies towards healing. [has a chance of restoring a defeated unit]
Smoke [illusionary/counter illusion]: A Combat mage Smoke Brigade is one specialized in illusion and counter illusion magics; they can shroud an entire division from sight as it approaches its targets for the attack. Or they can act to alert your own forces to such an attack. These troops can also create confusion in the midst of battle; making enemy units think they're under attack from one quarter while the true attack comes from somewhere else, or even make the enemy fall back or surrender without a fight due to employing the right illusion at the right time. Given the nature of these troops it is perhaps fitting that the "Smoke Foci" is somewhat of a leech, requiring the use of mana in proportion to the level of illusory magic its master wishes to employ. Mechanically this means that the more ambitious your spell the more likely things can go wrong/weird.
Dreadnoughts:
Dreadnoughts are the absolute arbiter of planetary warfare. These towering bipedal mecha are piloted by the ultimate warriors; the Psi-Knights. Beings that have such immense psionic powers they can not only control the mighty war machines they pilot but can also activate and use the arcane psionic weaponry employed by these fearsome beasts of war.
A single Dreadnought deployed at the right time and in the right place can change the fate of worlds; turning enemy brigades to ash with psi-cannons and force projectors.
The clash between two Dreadnoughts is a terrible and awesome sight capable of sometimes determining the fate of a battle on the morale impact of winning or losing the struggle alone even if neither Dreadnought can turn its weapons anywhere else in the field of battle.
The primary drawback of the Dreadnought is that the mental toll it takes on the Knight inside is draining in the extreme and if it weren't for the supernatural stamina of the Knights it would indeed be fatal. This means that while Dreadnoughts are horrifying when they take to the field of battle the amount of time they can actually
be in battle is limited to a matter of hours, often
less if they are having to face down another Dreadnought.
Dreadnought Modifiers:
While dreadnoughts
do benefit from technology levels with a comparable cost increase they also benefit from their pilots; the vaunted and skilled Psi-Knights and elite Psi-Knight Champions.
Tech Level | Combat Modifier | Cost Modifier |
TL 1 | 0 | 0% |
TL 2 | +2 | +10% |
TL 3 | +3 | +20% |
TL 4 | +4 | +30% |
Unit Name: Dreadnought
Cost: 300 ISC /30 MI
Combat Value: 30
Building Time: 8 quarters
Special: Psi shield, Psi-Sword.
Description: Dreadnoughts are towering war machines made of the strongest armor and bearing immensely powerful psi-shields that make them seem like a walking Line Ship. Whilst Dreadnoughts come in at 20 meters in height and 300 tons in mass they are as agile as a Scout Frame albeit their overland speed "only" matches that of a Medium Frame.
It is the combination of their speed, agility durability and astonishing death dealing capacity that makes a Dreadnought so deadly, and with their Psi-Knight operators these machines are virtually immune to Psi or even magical trickery.
[special note: A Dreadnought will only be deployable for 1 round and will need another 1 round off for the knight to recuperate.]
[special note 2: Dreadnoughts are massive and mighty war machines when compared to conventional units. Thus they count as being 25% worth higher combat value if there is not a rival dreadnought to face them.
Unit Name: Dreadnought Carrier
Cost: 100 ISC / 10 MI
Combat Value: ~
Time to Build: 4 quarters
Special: Psi-Shield
Description: The "Dreadnought carrier" is a flying "castle" designed to house a Dreadnought, its knight and their staff of servants, mechanics, medics and so forth. These craft are heavily fortified and defended but are not designed to go on the offensive and will generally attempt to escape any combat should they come under attack.
These craft are capable of limited interstellar travel but prefer to "attach" to a larger ship for longer voyages.
Psi Knights:
Psi Knights are the pilots of the mighty Dreadnought warmachines and are in fact required to properly operate a Dreadnought. Unfortunately the strain of operating a Dreadnought is such that a Knight can only operate it for so long before requiring a rather extensive break lest they burn out their mind.
Mechanically this means that Dreadnoughts only operate for every other combat round on a planet if the Dreadnought only has 1 pilot. It is however possible to recruit additional Psi-Knights to ensure an Undamaged Dreadnought can stay in the fight longer. Note that each dreadnought purchased comes with a "free" psi-knight.
Psi Knights also have an effect on the efficiency of a Dreadnought.
Psi-knight pilots of the various levels have the following modifiers:
Psi-Level | Combat Value |
Psi-1 | 0 |
Psi-2 | +2 |
Psi-3 | +3 |
Psi-Knight
Combat Value: ~
Cost: 20 ISC
Recruitment Time: 2 Quarters
Psi-Knight Champion
Combat Value: +3 modifier to combat value on top of modifiers.
Cost: 20 ISC
Recruitment: 2 quarters [requires promoting a Psi-Knight]
Planetary Defenses:
With the combination of shields and armor heavy fortifications have made a bit of a return in the planetary defense arena.
Planetary Shield
Cost: 1,000 ISC / 100 MI
Time To Build: 4 Quarters
Combat Value: ~
The Planetary shield as the name suggests provides a defensive barrier that englobes a planet [or moon, or asteroid] and protects it from orbital bombardment preventing the orbital ships from providing fire support to landing units or annihilation events on places not protected by the Commandments or from foes who do not abide the commandments.
Planetary Shields cost 3 Black Star Crystals per quarter of operation for preventing orbital fire support of landing troops.
Planetary shields cost 6 Black Star Crystals per quarter of operation if being fully charged to prevent landings or "annihilation events" such as full fleet bombardment. A planetary shield can only maintain this level of operation for 4 quarters.
Planetary Warfare Explained:
Planetary warfare in the SS&S game is abstracted a bit like in many grand strategy games.
For every 5 "Combat Value" in an army that army has 1 "rank" point which is applied in combat.
Let's say that a defending army has 5 Planetary Defense Brigades at TL1 [0] Standard Quality [+0] for a total of 5 Combat Value. They would be rank 1.
Now let us say that an invading army has 5 Planetary Assault Brigades at TL1 [0] Standard Quality [+0] for a total of 10 Combat Value. They would have a rank of 2.
Each "combat turn" the attacker rolls 1dx-1 [where X is the difference in ranks]. For this scenario the attacking army would get a roll 1d2-1.
For a planet to be subjugated the attacking force must achieve a score of 10 which stacks with each roll. Or an event must happen that forces the defending garrison to surrender.
Defenders gain combat value and thus rank based on planetary fortifications present combined with their garrisons.
Attackers can gain combat value from an orbiting fleet providing precision orbital support with their point defense guns. In mechanical terms every starship of an orbiting fleet is a +1 to the attackers rank. Orbital support is capped at +4 to rank for each colonized territory on the planet.