Current Technology, For the Easy Reference
Hulls
A hull is the container that everything else is poured into. It determines how many of each type of module can be mounted and can give bonuses or maluses to them depending on rolls and player goals set forth when Designed.
Converted Freighter (1E, 3O) (3M): The typical hull of a pre-Fall merchantman. The copious amounts of open space are a boon to designing new ships but the hull is not built with the rigors of combat in mind.
[Bulk Hauler Hull: While there would be no small number of lawsuits and threats about where the Calavan shipwrights got their blueprints once the Subsector reconnected with the rest of the Sector the ability to make large civilian shipping for the moving of people and goods was too important to pass up for making the future slightly easier. (1W/P, 1E, 5O)(15M).]
[Sabre-class Corvette Hull: Designed at the beginning of the Hegemon's Crusade, this was the first warship created by Calavar alone and still holds a place of honor in the System Defense Fleet even in the face of more capable hulls that have been developed since. Two Weapons, One Defense, One Engine (Two Acceleration Maximum), Two Utility. (5M)]
-The resulting ships of the Resolute-class and variants have come out to 1.5 kilometers in length but are less massive than a Sword or Claymore class IN vessel.
[Spatha-class Hull: A variant developed from the Sabre hull once the amount of combat the Crusade forces were going to see became known, reinforcing the keel and allocating more space and power for defensive modules. (2W,2D,1E(+.5A),1U)(5M)]
[War Hawk-class Heavy Frigate: With the success of the Resolutes their limitations became known, and so a heavier warship was developed to increase durability and capability for open fleet battles. This early pattern was not favored by it's commanders and crew due to limited power shared between systems and an inefficient internal layout. (3W,2D,1E(-.5A,M),1U. 9M)]
-The resulting ships of the Indomitable-class are just under two kilometers in length and are fairly thick in order to hold the extra gunnery.
[War Hawk Hull MkII: With the lessons learned from the combat deployment of the Indomitable, the Crusade swiftly went to work updating their heaviest available combat asset. The Mark II of the Heavy Frigate hull featured none of the compromises made in its first incarnation and streamlined production slightly. (3W,2D,1E,1U. 8M)]
[Martinet-class Light Cruiser Hull: While Calavar cut corners in development by using aspects of the recovered Bulk Hauler in their docks at the time the Martinet hull was an eminently serviceable base for future ship classes with a respectable mix of firepower and solid defenses. With this ship Calavar joined the ranks of developed shipbuilders. (1PW, 1BW, 3D(1A/1S), 1O, 1E)(16M).]
[Small Shipyard: Measuring a mere three kilometers across the Calavan Crusade-Pattern shipyard was a wartime measure to increase the manufacturing capacity during the Hegemon's Crusade to restore the Lativa Subsector to its rightful state. Takes the shape of a central column surrounded by a ring. Provides 30M when completed. (1W, 2D)(160M)]
Weapons
Put simply, these are the things that make enemies die. Here they come in three flavors: Energy, Kinetic, and Ordnance. Energy weapons do not require ammunition but are more expensive to build and maintain, Kinetic weapons require ammunition but can be built to fire multiple kinds, and Ordnance are strike craft and torpedoes and thus heavily reliant on supply to continue operating.
Self Defense Battery (Short Range, Damage 1) (1M): A thick battery of merchant grade cannon firing solid shot.
[Standard Macrocannon Battery MkI: The refined version of the previous defense guns, these weapons were an iterative development for improved power. In recognition of the manufacturing bottlenecks of the time this model makes limited use of advanced systems and instead relies on direct human supervision for troubleshooting and maintenance. Damage 2, Short Ranged. (2M)]
-[Thermo-Cavitation Shells: Specialist ammunition for macrocannons was a common sight in professional military forces, from Adamantium tipped armor piercing to more exotic bomb-pumped laser and Life-Eater shells. The Crusade's Thermo-Cavitation shells were the first step away from solid penetrators. (Damage 2, Short Range, 1M,1A or 5M,.5A. Reduces effective target Armor by 1 for the purpose of measuring damage done. Ammunition Add-on.)]
[Standard Macrocannon Battery MkII: With the lessons from Uniary in hand the demand for increased military firepower formed the foundation of the Mark II. A reduced number of barrels and more advanced components distinguish it from its predecessor though it retains much of the support architecture. Damage 3, Short Range. (4M,1A 0r 5M)]
[Macrocannons Mk.III: A revolutionary upgrade of the Mk.II, the Mk.III is rebuilt so as to throw shells further and harder. (Battery 4S/2M)(8M,1A)]
[(Weapon) Fusion Breaker Bombardment Cannon: As WAAAGH!! Gunbreaka busied itself fortifying it's murdered worlds the world of Calavar pushed itself to find an answer for such things. The result was a Bombardment Cannon that, while using primitive atomics for it's payload, was nonetheless effective in it's role. (Damage 4, Very Short Range) (4M) (If mounted on an Escort it is a Spinal weapon)
Atomic Warheads (Very Short Range, Damage 1.5) (2M): Broadside mounted tubes launching volleys of fusion warheads on short burn missile bodies.
[Duet Torpedo Tubes: The result of a decade of work, the Duet was the first foray into Torpedo weaponry by Calavar during the Hegemon's Crusade. Fires two weapons per salvo from an internal magazine and carries six torpedos in total. (2M)
-"Indignant"-model Torpedo: Mimicking the standard Imperial Navy plasma torpedo, the Indignant takes the idea of a "jet" coring through armor further and nearly eschews damage to the outer hull entirely in order to attempt to kill its likely targets rather than merely softening them for the gunnery duel to come. Possesses a measure of integral point defense for protection during it's trip towards the enemy. (Torpedo 3, if exceeding enemy armor rating gain extra damage, Accel 4, Maneuver 2) (1M per Torpedo)]
-[Intolerant-model Torpedo: A sister munition to the earlier Indignant, the Intolerant furthered the ideas pioneered by the earlier model. Utilizing a pulsed plasma engine derived from advancements after the Indignant had been created to get extra thrust the Intolerant used that extra impulse to increase it's armor and carry extra fuel that served to further amplify the slightly larger warhead the weapon carried. (Torpedo 5, -1 for every range bracket, if exceeding enemy armor rating gain extra damage, Accel 6, Maneuver 3)(3M/Torpedo)]
[Thunderclap Lance: The first step taken towards Lance weaponry by the Crusade. Development was plagued by a lack of damage and the overall consensus was that this was merely a step on the road to greater things. (Lance 2 (Very Short Range)-1 (Short Range). 4M,1A)]
[Farstrike Lance: The result of continued perseverance in the face of adversity the Farstrike Lance was the first particle cannon weapon produced by the Crusade, a path traveled out of concerns of domestic lasers not scaling to the necessary degree. The twin circular accelerator system pioneered by this would later form the basis for more daring designs. (Lance 3, Long Range, 4M,1A)]
-Laser Containment Array: A set of low lowered lasers that push some of the particles back into the main mass. Increased range to Long and cost by 1M.
[Cove-pattern Hanger: A military style hangar capable of being mounted onto proper warships and defense platforms, the Cove uses a "recirculation" style of management for it's complement that moves them and not the volatiles for a safer, smaller hangar. (4M)]
- [Savior S-1 Multirole: As pressure mounted on the Crusade it became imperative that more resources were brought to bear on the problems facing the developing military force centered on Calavar. This resulted in the rare practice of civilian contracting being revived, and the Savior was the result. Compared to Imperial forces it underperformed but the design was met by approval on all sides for its relatively high performance and the cheapness of it's construction. (Fighter 2/Bomber 2, Medium Range. Atmospheric and Void capable. 1M)]
- [S-2 Interloper: A derivative of the previous and ubiquitous Savior, the Interloper was criticized for cost overruns despite fulfilling the bare requirements for which it was designed: a long range bomber escort during void battles. (Fighter 3, Bomber 2, Long Range) (6M)]
Defenses
Stuff to stave off your ship being turned into a half molten hulk. 'Nuff said. Armor provides damage reduction while Shields absorb punishment until they break. Point Defense target Ordnance and can technically do damage to a hostile ship in a pinch.
Navigational Shields (Shield 1) (1M): A single layer of weak Void Shielding meant to protect against mundane hazards and light weapon fire.
[Haptrix-Pattern Rapid Shields: Named for the fallen homeworld of the refugee team that aided in their design, the Rapid Shields were another case of early Calavar taking something that already existed and modifying it to suit their purposes. Using numerous overlapping shield emitters taken from midscale planetary defenses the Haptrix had a small weakness to significant force from a single source, such as a powerful Lance, but made up for it by getting back fallen sections in a fraction of the time as standard naval bubble shields. Shield 2, .5 Armor. (4M)]
[Haptrix-Alpha Rapid Shields: A development out of the previous generation of Haptrix shielding, the Alpha Pattern consolidated the shields to try and keep costs low and not stud the flanks of a warship so equipped with valuable shield generators, as would happen if the previous generation were simply doubled to form multiple layers. These larger generators diminished the effect of the Rapid shields slightly, yet it was still impressively fast to reset. Enough to continue to make a difference throughout the rest of the volley from an enemy ship. (Shield 3, Armor .5)(6M)]
-When installed on a Cruiser scale hull, Haptrix-Pattern shields take an additional cost doubling and gains Unreliable due to it's specific makeup.
[Bubble-type Rapid Shield: A distinctly Calavan take on standard shields. The use of bubble shields allowed for the resistance of high impact weapons such as Lances while retaining the many weak but quickly cycling sections of Rapid Shielding. Shield 3, Armor 1. (6M)]
Hull Armor (Armor .5+.5) (1M): Structural material forged into plates and welded onto the sides of your ships in useful locations.
[Scaffold Armor: A system of tiered armor introduced by Calavar in order to address concerns about the effectiveness of the Haptrix Rapid Shields. It made use of multiple layers of primitive armor with hardened plasteel facing to reduce the impact of incoming weapon fire before it reached the hull. (Armor 1.5+.5) (2M)]
[Corona-Pattern PD Array: The first threat to the long established dominion of Crusade aerospace frames, this early laser based ship defense system was capable of screening the carrying ship from enemy Ordnance. (PD 2, Self)(2M).]
Engines
The ship's Engines are an integral part of how they perform their duties as warfare is motion. They provide Acceleration (straight line speed) and Maneuverability (how fast they can change course).
Merchant Thrusters (1A, 1M, Fuel Efficient) (1M): Standard thrusters for small civilian shipping, built for economy over all other concerns.
Tuned Merchant Thrusters (2A, 1M, Fragile) (1M): Standard engines overhauled for additional speed, based off of "field refits" by criminal and civilian shipping.
[Militarized Engine: The march of progress continued and so the sights of Calavar finally fell on the propulsion for their ships. Performance was on par with that of the blockade runner engines that the world had studied, with additional maneuvering ability stemming from the extra engine bells on the stern and their increased distance from the centerline. (Acceleration 2, Maneuver 2, Fuel Efficient) (3M)]
[Pulsed Plasma Array Drive: Continuing with the Calavan tendency to use more and smaller devices to do the job of a single large example, the Array Drive used small streams of plasma pressurized higher than that of conventional drives to get improved results. A main bank of engines provided the straight line impulse but were limited to alternating which ones were under load due to material limits of the time. A fact which a desperate or canny captain could use to their advantage or a foolish or unlucky one could leave their ship vulnerable until the vents cooled. (Accel 1.5, Maneuver 3, Fuel Efficient)(4M)]
[Pulsed Flare Drive: A reengineered Plasma Array that throws out most of its benefits for improved power in order to match the usual Ork drive. (Accel 3, Maneuver 1.5. Fuel Inefficient)(7M,1A)]
Utility
Anything that is not directly military falls under this category, be it high gain sensor mounts, cargo holds beyond what is necessary for a ship that size, or an onboard manufactorum for minor repairs in the field.
Cargo Hold (0M): An open compartment with the necessary equipment for moving loads.
[Underway Replenishment Storage: Tanks and holds to supply military vessels away from friendly systems with fuel, munitions, and food that isn't tasteless gruel made from the crew's biological waste. Is not capable of enacting repairs other than supplying a measure of premade parts. (3M)]
[Cargo Bay Hangar: A cavernous hold containing a small complement of small craft or void craft. Provides the Repair rule to its complement. Civilian hulls only. (1M)]
- [Calavar-Pattern Arvus Combat Lighter: As Calavar possessed little to no aerospace development before the Hegemon's Crusade the response to the threat of strike craft was answered in typical form. This variant of the Arvus Lighter carries fixed lascannon of local make, autocannon for self defense, and external hardpoints for mission packages. PD 1. (1M)]
- [Harbinger Heavy Transport: A hybrid of gunship and transport, the Harbinger was so named for the fact that it's arrival meant that a significant ground force was in the process of being deployed. Individually capable of carrying a company worth of Armor or two of Infantry in a double layered hold and bristling with a number of turrets for self defense and supporting the ground forces it bears. (PD2, Military Transport) (3M)]
Repair Deck (2M): A minor production line for repairing common damage and restoring basic functionality to engines.
Troop Deck (2M): The necessary housing and life support systems for an Army Group worth of extra bodies, as well as some landers to unload them under noncombat conditions.
Essential Components
Critical infrastructure every ship needs one of: Bridge, Sensors, Life Support, Housing, and Warp Drive.
Bridge
The seat of power of a starship, where orders are given and the command crew dwells. Includes cogitator support for bridge personnel among other leadership type buffs or modifiers.
Merchant (1M): Basic command and control elements with limited redundancy.
[Groupsight Combat Bridge: Created from the hard won knowledge of early battles, Calavar created the partially automated "Groupsight" bridge layout to increase effectiveness in their line warships once it became clear that the design doctrine for existing command facilities simply were incapable of keeping up with the demands of battle. (Improves accuracy of equipped weapons) (4M)]
Sensors
Every ship needs a way to see what happens beyond, or even inside, it's hull. Also can be made to include Electronic Warfare duties.
Merchant (1M): Simple and rugged systems meant to last in the face of the harshness of the void, with a dual stage passive and active sensor package with limited resolution.
[T-100 Auspex: Additional and slightly improved sensor clusters allow for more than the simple recognition of a potential enemy presence. The new mark of sensorium allows crews to record and potentially analyze enemy auspex signals, do more detailed battle damage analysis on other hulls, and track targets with greater precision. Passive 1, Active 1.5, Medium Range. (2M)]
[Distributed Array Auspex: An evolution of the T-100, the T-150 increased resolution by adding more broadcast and receiver nodes and then tied them together into local networks with dedicated cogitators. (Active 2, Passive 2.5, Long Range) (4M)]
Warp Drive
While not every ship will be given the means to leave the system of it's birth, it is a vital asset for any warship.
Merchant (4M): A truly massive piece of arcane engineering that allows for the carrying ship to be carried through the Warp at minimal passive risk to itself and it's crew, at a slow pace.
None (0M): Termed either monitors or SDF ships, ships that do not possess Warp capability are locked into the same system they were built in. Doing so provides an extra Omni slot to the ship class.
Life Support
Equipment meant to preserve the atmosphere of the ship goes under this category, such as automated fire fighting equipment, secondary shutters to prevent bleeding pressure into the void, and so on.
Essential (2M): Unlike the venerable ships that develop entire cities in their bellies, this provides for exactly the range of life forms that make up the average crew.
[Redoubt Life Support: The supporting design to the Bastion arrangement for crews, the Redoubt takes the idea of crew survivability in the other direction by protecting lives against the dangers of the void rather than angry barbarians. (Reduces crew/XP losses from ship damage)(3M)]
Housing
Crews need somewhere to live for the possibly decades they spend away from friendly ports. As well, this category accepts to the living space such as the addition of minor onboard garrisons.
Barracks (1M): Minimal amounts of space and mass go into maintaining the morale of the ratings and deckhands, with high density housing made the norm.
[Bastion Pattern Housing: A more defensible ship interior for a more fraught era. As the enemies that surrounded them stepped up to the plate with more and worse forces Calavar did the same with integrated strongpoints and integral ship garrisons to punish any that disturbed the sanctity of their vessels as well as the ability to use onboard troops to support some level of offensive action. (Increases ship defenses, allows limited offensive boarding, reduces crew casualties) (3M)]
[Servitor Defense Stations: With the slant towards the Human form the Adepts of Calavar had before the Crusade the request for combat servitors came as an unwelcome shock. These primitive versions are ferocious melee berserkers but have limited ability to tell friend from foe when sent into combat. Soldiers typically used this model as controlled-explosive equivalents, "firing" them into the enemy and engaging from afar as the cyborgs frenzied among the enemy. An Escort mounting this module carries two hundred combat servitors. (Can not replenish casualties, equipped with chain weaponry) (1M,1A, Housing Add-on)] (Role: Morale immune berserkers)
[Exoskeleton Support Bays: With Crusade ships under ever increasing pressure and the Shelter Exoskeletons having proved their worth over Uniary, they were pushed forward as a replacement for the more difficult to produce Servitors. (2M, Housing Add-on)] (Role: Fire support and close combat brawlers)
=====
Fixed Defenses
Ships move and patrol, and so may not always be on call when the enemy arrives. Fixed defenses will be there to buy time for their return.
Terrestrial Battery: A set of reinforced casements to mount naval weaponry in to discourage enemy warships from approaching the location they are built on, forcing enemy ground forces to land a distance away and fight their way to it. (1 Weapon, Base Cost 4M)
Trench-class Small Defense Platform: A vaguely mushroom shaped defensive installation meant to hang over a friendly planet and use it's bulk to shield the more vulnerable hangar spire from enemy fire while it's dome resists enemy attacks from the void. (3M)
-Three Weapons (One Hangar-only)
-Two Defense
-One Utility
*Platforms do not gain any benefit from not having a Warp Drive, as they were not built to have one. Other Essentials apply.
=====
Ground Forces
[Preserver/Shelter Armor: With the growing desire to end the losses of material and possible technology of the Space Hulks as well as the prospect of digging through Uniary's fallow Hives for longer than necessary a new Infantry program was born. The Crusade added functionality to typical Void Suits used on merchant vessels, replacing bulky radiation and thermal shielding with only slightly less bulky laminated flak armor and multiple self sealing layers to protect soldiers wounded in the course of a long operation. The sister program, the Shelter armor, was a crude attempt at powered armor the likes of which the Sisters of Battle bore. (Void Armies increased in cost by 2M. Powered Exoskeleton Attachments available for 2M. Void Infantry Attachments available for 1M. Ship marines upgraded because of their marginal numbers.)]
[Levy Medium Walker: The fruit of the collaboration that broke the stranglehold of the Conservative faction on the Outpost of Lexicalum. While less capable in every way than the slightly taller Armiger Pattern Knight chassis due to using plasteel and ceramite instead of Adamantium for armor and inferior weapon systems derived rather than designed, the Levy nonetheless proved a successful test of the concept as a flexible trooper design.
A small plasma reactor was placed just above the hips with the pilot seated above that in a reinforced capsule and armored derivative of the Preserver infantry armor. The small "head" of the unit mounted the primary sensor clusters with backups mounted on the chest and back while supplementary seismic and auditory receivers lined the feet. Armor plating ranged in thickness equivalent to a Leman Russ on the torso down to a Chimera on the limbs. (Medium Walker Attachment costs 2M,1A)]
[Cataphract SuperHeavy Vehicle Line: A domestically produced family of SuperHeavy vehicles created in response to Orkish walkers of the same weight class. The primary variant mounts advanced targeting and sensor systems in order to properly counter the enemy alongside heavy armor and semi-redundant tracks, while secondary variants provide powerful aids in a number of fields. Costs 6M as an Attachment, plays off of other Attachments.]
Cruiser Rules
Due to sheer size even a Light Cruiser is modeled differently than even a large Escort. All Cruisers come with one Prow and one Broadside Weapon mount. Sensors, Bridge, Life Support, and Housing have their costs multiplied by four. Warp drives have half again added to their cost.
All Cruiser Weapon costs are multiplied by three in order to represent their larger size. Broadside slots get a further doubling in exchange for being able to shoot in both directions at once. Weapon slots can be downgraded to Escort scale for gains elsewhere.
Defense slot costs are also multiplied by three (except in specific cases as specified by the GM) and have their effectiveness doubled.
Engine slots get reduced effectiveness due to the scale of the ship. Engine stats are multiplied by 3/4 for Light Cruisers, 1/2 for Cruisers and Battlecruisers, and 1/4 for Battleships.
A potential Light Cruiser with a Prow Duet Launcher and Broadside flight decks would pay 6 (3*2) and 24 (4*3*2) for the mounts. Strike craft, unlike weapons, can be mixed inside a Cruiser scale module to carry two squadrons of Fighters and four of Bombers. Or any other variation thereof.
Ground Warfare
Unlike the great warships that ply the great void between worlds, ground forces are much more numerous and simple. This manifests in greater and easier customization in order to match any threat they can be expected to face. Where voidfaring warships require rare and valuable mind power to get results the mere waving of government money can get contractors lining up to offer their products for consideration.
Cores
The Core type of the Army describes what the bulk of the soldiers in it's OOB are trained and equipped as. Foot Infantry has the majority of it's number as cheaply equipped with rifles and squad support weapons, whereas Mechanized Infantry are overwhelmingly mounted in much more expensive APCs to carry them from fight to fight and support them when contact is made.
Current Army Cores:
Foot Infantry (2M): Guard standard infantry backed by field guns. The category most affected by world of origin.
Armored (8M): Guard armored fighting vehicles with a minority of mechanized infantry and self propelled guns.
Motorized Infantry (4M): Infantry that are carried between fronts in trucks or other soft skinned vehicles that are cheaper than fully armored and armed APCs. Artillery has organic motor transports and the amount of available vehicles makes for easier support of the infantry.
Mechanized Infantry (6M): Infantry are carried between as well as supported during battles by armored and armed transports. SPGs and tank destroyers are common sights to keep up with the sometimes fluid nature of the front line.
Void Infantry (8M): Infantry with sealed pressure suits and self contained breathing systems good for potentially days of intense combat. Lack artillery entirely and carry personal antitank munitions for breaching and strongpoint reduction. Viable Attachment variety limited. (Upgraded with Preserver Void Armor)
Aerial (8M): An Armies worth of fighters, bombers, and/or troop transports. Viable Attachment variety may be limited.
-Fighter Army (5M): An Army worth of Savior Multirole Fighters.
-Bomber Army (8M): Air breathing bombers.
-Transport Army (12M): An Army worth of Harbinger gunships.
Aerial Infantry (10M): Air mobile infantry with organic gunship support. Viable Attachment variety limited.
Attachments
Where an Army Core is a self contained combat unit Attachments modify the Core it is attached to, either by changing the composition or adding new elements into the OOB. Up to three can be put onto each Core, duplicates are allowed (for now).
Current Attachments:
Heavy Artillery: Upgrades an Army with an increased Artillery presence. Can range from heavy mortars at the platoon level to mobile siege guns for breaking fortresses.
Elite Infantry: Infantry equipped and trained a notch above that of their fellows, from Guard standard troops to carapace armored shocktroopers.
Motor/Mech Infantry (1M): Increases or adds the presence of the described unit type in an Army (IE a Foot Army would gain a number of Motorized or Mechanized corps, Armored Armies would get more organic mobile infantry support, etc).
Armor (1M): Organic Armored columns are added to the Army.
Foot Infantry: Adds additional bodies to the Army. Useful for holding ground when deployed alone.
Military Police: Anti-infiltration and peacekeeping echelons integrated into the Army (may lead to occasional hilarity when attached to Superheavy or Titan Cores).
Cavalry: Biological mounts used for reconnaissance, skirmishing, and light shock duties at minimal logistical cost. (Very few vehicles in the galaxy have mastered the art of self replication)
Mechanized Cavalry (1M): Light vehicles such as Sentinels and armored cars for reconnaissance and skirmishing.
Engineers: Expertise and supplies needed for combat deployment of infrastructure, and the destruction of the same.
Sappers: Engineers who only destroy things but are a lot better at it. (Notable synergy: Strategic Command)
Strategic Command (2M): Security troops and the deployment systems for strategic ordnance. Be very careful who you give access to weapons that can cripple a a theater... (SR- to ICBMs, combination with Sappers leads to planetary surface rearrangement, combination with Artillery can lead to antiorbital missile defenses)
Air Support (1M): Organic air assets, ranging between fighters, bombers, and transports.
Air Defense (1M): MANPADs, SPAAGs, and SAMs, in case for some reason you want a no-fly zone.
Combat Exoskeletons (2M): Shelter Powered Exoskeletons are like Sentinels but more flexible, bringing crew served weapons and flaring power swords to close combat. Compared to powered armor it is a very crude and primitive platform. Intended for boarding or counter boarding.
Void Infantry (1M): It is not always that a full Army of Void Infantry is needed. Sometimes a few corps is enough.
Medium Walkers (2M,1A): Levy Medium Walkers are a trooper design that in role is a mix of light tank and superheavy infantry. Capable of bringing vehicle main guns to bear while performing as massive labor platforms.
Use of Attachments is intentionally flexible. A Foot Infantry Core with Elite Infantry, Engineers, and Artillery Attachments could be a Krieg lookalike with elaborate defensive positions from which heavy weapons bombard the enemy until shock infantry surges forward to overwhelm the enemy for the regular troops to exploit.
Potential future Attachments:
Superheavy: The addition of Superheavy armor elements allows for unparalleled force concentration.
Knight: An Imperial Knight is attached to the Army.
Xenotech: This army utilizes weapons of nonhuman origin.
A hull is the container that everything else is poured into. It determines how many of each type of module can be mounted and can give bonuses or maluses to them depending on rolls and player goals set forth when Designed.
Converted Freighter (1E, 3O) (3M): The typical hull of a pre-Fall merchantman. The copious amounts of open space are a boon to designing new ships but the hull is not built with the rigors of combat in mind.
[Bulk Hauler Hull: While there would be no small number of lawsuits and threats about where the Calavan shipwrights got their blueprints once the Subsector reconnected with the rest of the Sector the ability to make large civilian shipping for the moving of people and goods was too important to pass up for making the future slightly easier. (1W/P, 1E, 5O)(15M).]
[Sabre-class Corvette Hull: Designed at the beginning of the Hegemon's Crusade, this was the first warship created by Calavar alone and still holds a place of honor in the System Defense Fleet even in the face of more capable hulls that have been developed since. Two Weapons, One Defense, One Engine (Two Acceleration Maximum), Two Utility. (5M)]
-The resulting ships of the Resolute-class and variants have come out to 1.5 kilometers in length but are less massive than a Sword or Claymore class IN vessel.
[Spatha-class Hull: A variant developed from the Sabre hull once the amount of combat the Crusade forces were going to see became known, reinforcing the keel and allocating more space and power for defensive modules. (2W,2D,1E(+.5A),1U)(5M)]
-The resulting ships of the Indomitable-class are just under two kilometers in length and are fairly thick in order to hold the extra gunnery.
[War Hawk Hull MkII: With the lessons learned from the combat deployment of the Indomitable, the Crusade swiftly went to work updating their heaviest available combat asset. The Mark II of the Heavy Frigate hull featured none of the compromises made in its first incarnation and streamlined production slightly. (3W,2D,1E,1U. 8M)]
[Martinet-class Light Cruiser Hull: While Calavar cut corners in development by using aspects of the recovered Bulk Hauler in their docks at the time the Martinet hull was an eminently serviceable base for future ship classes with a respectable mix of firepower and solid defenses. With this ship Calavar joined the ranks of developed shipbuilders. (1PW, 1BW, 3D(1A/1S), 1O, 1E)(16M).]
[Small Shipyard: Measuring a mere three kilometers across the Calavan Crusade-Pattern shipyard was a wartime measure to increase the manufacturing capacity during the Hegemon's Crusade to restore the Lativa Subsector to its rightful state. Takes the shape of a central column surrounded by a ring. Provides 30M when completed. (1W, 2D)(160M)]
Weapons
Put simply, these are the things that make enemies die. Here they come in three flavors: Energy, Kinetic, and Ordnance. Energy weapons do not require ammunition but are more expensive to build and maintain, Kinetic weapons require ammunition but can be built to fire multiple kinds, and Ordnance are strike craft and torpedoes and thus heavily reliant on supply to continue operating.
Self Defense Battery (Short Range, Damage 1) (1M): A thick battery of merchant grade cannon firing solid shot.
[Standard Macrocannon Battery MkI: The refined version of the previous defense guns, these weapons were an iterative development for improved power. In recognition of the manufacturing bottlenecks of the time this model makes limited use of advanced systems and instead relies on direct human supervision for troubleshooting and maintenance. Damage 2, Short Ranged. (2M)]
-[Thermo-Cavitation Shells: Specialist ammunition for macrocannons was a common sight in professional military forces, from Adamantium tipped armor piercing to more exotic bomb-pumped laser and Life-Eater shells. The Crusade's Thermo-Cavitation shells were the first step away from solid penetrators. (Damage 2, Short Range, 1M,1A or 5M,.5A. Reduces effective target Armor by 1 for the purpose of measuring damage done. Ammunition Add-on.)]
[Standard Macrocannon Battery MkII: With the lessons from Uniary in hand the demand for increased military firepower formed the foundation of the Mark II. A reduced number of barrels and more advanced components distinguish it from its predecessor though it retains much of the support architecture. Damage 3, Short Range. (4M,1A 0r 5M)]
[Macrocannons Mk.III: A revolutionary upgrade of the Mk.II, the Mk.III is rebuilt so as to throw shells further and harder. (Battery 4S/2M)(8M,1A)]
[(Weapon) Fusion Breaker Bombardment Cannon: As WAAAGH!! Gunbreaka busied itself fortifying it's murdered worlds the world of Calavar pushed itself to find an answer for such things. The result was a Bombardment Cannon that, while using primitive atomics for it's payload, was nonetheless effective in it's role. (Damage 4, Very Short Range) (4M) (If mounted on an Escort it is a Spinal weapon)
Atomic Warheads (Very Short Range, Damage 1.5) (2M): Broadside mounted tubes launching volleys of fusion warheads on short burn missile bodies.
[Duet Torpedo Tubes: The result of a decade of work, the Duet was the first foray into Torpedo weaponry by Calavar during the Hegemon's Crusade. Fires two weapons per salvo from an internal magazine and carries six torpedos in total. (2M)
-"Indignant"-model Torpedo: Mimicking the standard Imperial Navy plasma torpedo, the Indignant takes the idea of a "jet" coring through armor further and nearly eschews damage to the outer hull entirely in order to attempt to kill its likely targets rather than merely softening them for the gunnery duel to come. Possesses a measure of integral point defense for protection during it's trip towards the enemy. (Torpedo 3, if exceeding enemy armor rating gain extra damage, Accel 4, Maneuver 2) (1M per Torpedo)]
-[Intolerant-model Torpedo: A sister munition to the earlier Indignant, the Intolerant furthered the ideas pioneered by the earlier model. Utilizing a pulsed plasma engine derived from advancements after the Indignant had been created to get extra thrust the Intolerant used that extra impulse to increase it's armor and carry extra fuel that served to further amplify the slightly larger warhead the weapon carried. (Torpedo 5, -1 for every range bracket, if exceeding enemy armor rating gain extra damage, Accel 6, Maneuver 3)(3M/Torpedo)]
[Farstrike Lance: The result of continued perseverance in the face of adversity the Farstrike Lance was the first particle cannon weapon produced by the Crusade, a path traveled out of concerns of domestic lasers not scaling to the necessary degree. The twin circular accelerator system pioneered by this would later form the basis for more daring designs. (Lance 3, Long Range, 4M,1A)]
-Laser Containment Array: A set of low lowered lasers that push some of the particles back into the main mass. Increased range to Long and cost by 1M.
[Cove-pattern Hanger: A military style hangar capable of being mounted onto proper warships and defense platforms, the Cove uses a "recirculation" style of management for it's complement that moves them and not the volatiles for a safer, smaller hangar. (4M)]
- [Savior S-1 Multirole: As pressure mounted on the Crusade it became imperative that more resources were brought to bear on the problems facing the developing military force centered on Calavar. This resulted in the rare practice of civilian contracting being revived, and the Savior was the result. Compared to Imperial forces it underperformed but the design was met by approval on all sides for its relatively high performance and the cheapness of it's construction. (Fighter 2/Bomber 2, Medium Range. Atmospheric and Void capable. 1M)]
- [S-2 Interloper: A derivative of the previous and ubiquitous Savior, the Interloper was criticized for cost overruns despite fulfilling the bare requirements for which it was designed: a long range bomber escort during void battles. (Fighter 3, Bomber 2, Long Range) (6M)]
Defenses
Stuff to stave off your ship being turned into a half molten hulk. 'Nuff said. Armor provides damage reduction while Shields absorb punishment until they break. Point Defense target Ordnance and can technically do damage to a hostile ship in a pinch.
Navigational Shields (Shield 1) (1M): A single layer of weak Void Shielding meant to protect against mundane hazards and light weapon fire.
[Haptrix-Pattern Rapid Shields: Named for the fallen homeworld of the refugee team that aided in their design, the Rapid Shields were another case of early Calavar taking something that already existed and modifying it to suit their purposes. Using numerous overlapping shield emitters taken from midscale planetary defenses the Haptrix had a small weakness to significant force from a single source, such as a powerful Lance, but made up for it by getting back fallen sections in a fraction of the time as standard naval bubble shields. Shield 2, .5 Armor. (4M)]
[Haptrix-Alpha Rapid Shields: A development out of the previous generation of Haptrix shielding, the Alpha Pattern consolidated the shields to try and keep costs low and not stud the flanks of a warship so equipped with valuable shield generators, as would happen if the previous generation were simply doubled to form multiple layers. These larger generators diminished the effect of the Rapid shields slightly, yet it was still impressively fast to reset. Enough to continue to make a difference throughout the rest of the volley from an enemy ship. (Shield 3, Armor .5)(6M)]
-When installed on a Cruiser scale hull, Haptrix-Pattern shields take an additional cost doubling and gains Unreliable due to it's specific makeup.
[Bubble-type Rapid Shield: A distinctly Calavan take on standard shields. The use of bubble shields allowed for the resistance of high impact weapons such as Lances while retaining the many weak but quickly cycling sections of Rapid Shielding. Shield 3, Armor 1. (6M)]
Hull Armor (Armor .5+.5) (1M): Structural material forged into plates and welded onto the sides of your ships in useful locations.
[Scaffold Armor: A system of tiered armor introduced by Calavar in order to address concerns about the effectiveness of the Haptrix Rapid Shields. It made use of multiple layers of primitive armor with hardened plasteel facing to reduce the impact of incoming weapon fire before it reached the hull. (Armor 1.5+.5) (2M)]
[Corona-Pattern PD Array: The first threat to the long established dominion of Crusade aerospace frames, this early laser based ship defense system was capable of screening the carrying ship from enemy Ordnance. (PD 2, Self)(2M).]
Engines
The ship's Engines are an integral part of how they perform their duties as warfare is motion. They provide Acceleration (straight line speed) and Maneuverability (how fast they can change course).
Merchant Thrusters (1A, 1M, Fuel Efficient) (1M): Standard thrusters for small civilian shipping, built for economy over all other concerns.
Tuned Merchant Thrusters (2A, 1M, Fragile) (1M): Standard engines overhauled for additional speed, based off of "field refits" by criminal and civilian shipping.
[Militarized Engine: The march of progress continued and so the sights of Calavar finally fell on the propulsion for their ships. Performance was on par with that of the blockade runner engines that the world had studied, with additional maneuvering ability stemming from the extra engine bells on the stern and their increased distance from the centerline. (Acceleration 2, Maneuver 2, Fuel Efficient) (3M)]
[Pulsed Plasma Array Drive: Continuing with the Calavan tendency to use more and smaller devices to do the job of a single large example, the Array Drive used small streams of plasma pressurized higher than that of conventional drives to get improved results. A main bank of engines provided the straight line impulse but were limited to alternating which ones were under load due to material limits of the time. A fact which a desperate or canny captain could use to their advantage or a foolish or unlucky one could leave their ship vulnerable until the vents cooled. (Accel 1.5, Maneuver 3, Fuel Efficient)(4M)]
[Pulsed Flare Drive: A reengineered Plasma Array that throws out most of its benefits for improved power in order to match the usual Ork drive. (Accel 3, Maneuver 1.5. Fuel Inefficient)(7M,1A)]
Utility
Anything that is not directly military falls under this category, be it high gain sensor mounts, cargo holds beyond what is necessary for a ship that size, or an onboard manufactorum for minor repairs in the field.
Cargo Hold (0M): An open compartment with the necessary equipment for moving loads.
[Underway Replenishment Storage: Tanks and holds to supply military vessels away from friendly systems with fuel, munitions, and food that isn't tasteless gruel made from the crew's biological waste. Is not capable of enacting repairs other than supplying a measure of premade parts. (3M)]
[Cargo Bay Hangar: A cavernous hold containing a small complement of small craft or void craft. Provides the Repair rule to its complement. Civilian hulls only. (1M)]
- [Calavar-Pattern Arvus Combat Lighter: As Calavar possessed little to no aerospace development before the Hegemon's Crusade the response to the threat of strike craft was answered in typical form. This variant of the Arvus Lighter carries fixed lascannon of local make, autocannon for self defense, and external hardpoints for mission packages. PD 1. (1M)]
- [Harbinger Heavy Transport: A hybrid of gunship and transport, the Harbinger was so named for the fact that it's arrival meant that a significant ground force was in the process of being deployed. Individually capable of carrying a company worth of Armor or two of Infantry in a double layered hold and bristling with a number of turrets for self defense and supporting the ground forces it bears. (PD2, Military Transport) (3M)]
Repair Deck (2M): A minor production line for repairing common damage and restoring basic functionality to engines.
Troop Deck (2M): The necessary housing and life support systems for an Army Group worth of extra bodies, as well as some landers to unload them under noncombat conditions.
Essential Components
Critical infrastructure every ship needs one of: Bridge, Sensors, Life Support, Housing, and Warp Drive.
Bridge
The seat of power of a starship, where orders are given and the command crew dwells. Includes cogitator support for bridge personnel among other leadership type buffs or modifiers.
Merchant (1M): Basic command and control elements with limited redundancy.
[Groupsight Combat Bridge: Created from the hard won knowledge of early battles, Calavar created the partially automated "Groupsight" bridge layout to increase effectiveness in their line warships once it became clear that the design doctrine for existing command facilities simply were incapable of keeping up with the demands of battle. (Improves accuracy of equipped weapons) (4M)]
Sensors
Every ship needs a way to see what happens beyond, or even inside, it's hull. Also can be made to include Electronic Warfare duties.
Merchant (1M): Simple and rugged systems meant to last in the face of the harshness of the void, with a dual stage passive and active sensor package with limited resolution.
[T-100 Auspex: Additional and slightly improved sensor clusters allow for more than the simple recognition of a potential enemy presence. The new mark of sensorium allows crews to record and potentially analyze enemy auspex signals, do more detailed battle damage analysis on other hulls, and track targets with greater precision. Passive 1, Active 1.5, Medium Range. (2M)]
[Distributed Array Auspex: An evolution of the T-100, the T-150 increased resolution by adding more broadcast and receiver nodes and then tied them together into local networks with dedicated cogitators. (Active 2, Passive 2.5, Long Range) (4M)]
Warp Drive
While not every ship will be given the means to leave the system of it's birth, it is a vital asset for any warship.
Merchant (4M): A truly massive piece of arcane engineering that allows for the carrying ship to be carried through the Warp at minimal passive risk to itself and it's crew, at a slow pace.
None (0M): Termed either monitors or SDF ships, ships that do not possess Warp capability are locked into the same system they were built in. Doing so provides an extra Omni slot to the ship class.
Life Support
Equipment meant to preserve the atmosphere of the ship goes under this category, such as automated fire fighting equipment, secondary shutters to prevent bleeding pressure into the void, and so on.
Essential (2M): Unlike the venerable ships that develop entire cities in their bellies, this provides for exactly the range of life forms that make up the average crew.
[Redoubt Life Support: The supporting design to the Bastion arrangement for crews, the Redoubt takes the idea of crew survivability in the other direction by protecting lives against the dangers of the void rather than angry barbarians. (Reduces crew/XP losses from ship damage)(3M)]
Housing
Crews need somewhere to live for the possibly decades they spend away from friendly ports. As well, this category accepts to the living space such as the addition of minor onboard garrisons.
Barracks (1M): Minimal amounts of space and mass go into maintaining the morale of the ratings and deckhands, with high density housing made the norm.
[Bastion Pattern Housing: A more defensible ship interior for a more fraught era. As the enemies that surrounded them stepped up to the plate with more and worse forces Calavar did the same with integrated strongpoints and integral ship garrisons to punish any that disturbed the sanctity of their vessels as well as the ability to use onboard troops to support some level of offensive action. (Increases ship defenses, allows limited offensive boarding, reduces crew casualties) (3M)]
[Servitor Defense Stations: With the slant towards the Human form the Adepts of Calavar had before the Crusade the request for combat servitors came as an unwelcome shock. These primitive versions are ferocious melee berserkers but have limited ability to tell friend from foe when sent into combat. Soldiers typically used this model as controlled-explosive equivalents, "firing" them into the enemy and engaging from afar as the cyborgs frenzied among the enemy. An Escort mounting this module carries two hundred combat servitors. (Can not replenish casualties, equipped with chain weaponry) (1M,1A, Housing Add-on)] (Role: Morale immune berserkers)
[Exoskeleton Support Bays: With Crusade ships under ever increasing pressure and the Shelter Exoskeletons having proved their worth over Uniary, they were pushed forward as a replacement for the more difficult to produce Servitors. (2M, Housing Add-on)] (Role: Fire support and close combat brawlers)
=====
Fixed Defenses
Ships move and patrol, and so may not always be on call when the enemy arrives. Fixed defenses will be there to buy time for their return.
Terrestrial Battery: A set of reinforced casements to mount naval weaponry in to discourage enemy warships from approaching the location they are built on, forcing enemy ground forces to land a distance away and fight their way to it. (1 Weapon, Base Cost 4M)
Trench-class Small Defense Platform: A vaguely mushroom shaped defensive installation meant to hang over a friendly planet and use it's bulk to shield the more vulnerable hangar spire from enemy fire while it's dome resists enemy attacks from the void. (3M)
-Three Weapons (One Hangar-only)
-Two Defense
-One Utility
*Platforms do not gain any benefit from not having a Warp Drive, as they were not built to have one. Other Essentials apply.
=====
Ground Forces
[Preserver/Shelter Armor: With the growing desire to end the losses of material and possible technology of the Space Hulks as well as the prospect of digging through Uniary's fallow Hives for longer than necessary a new Infantry program was born. The Crusade added functionality to typical Void Suits used on merchant vessels, replacing bulky radiation and thermal shielding with only slightly less bulky laminated flak armor and multiple self sealing layers to protect soldiers wounded in the course of a long operation. The sister program, the Shelter armor, was a crude attempt at powered armor the likes of which the Sisters of Battle bore. (Void Armies increased in cost by 2M. Powered Exoskeleton Attachments available for 2M. Void Infantry Attachments available for 1M. Ship marines upgraded because of their marginal numbers.)]
[Levy Medium Walker: The fruit of the collaboration that broke the stranglehold of the Conservative faction on the Outpost of Lexicalum. While less capable in every way than the slightly taller Armiger Pattern Knight chassis due to using plasteel and ceramite instead of Adamantium for armor and inferior weapon systems derived rather than designed, the Levy nonetheless proved a successful test of the concept as a flexible trooper design.
A small plasma reactor was placed just above the hips with the pilot seated above that in a reinforced capsule and armored derivative of the Preserver infantry armor. The small "head" of the unit mounted the primary sensor clusters with backups mounted on the chest and back while supplementary seismic and auditory receivers lined the feet. Armor plating ranged in thickness equivalent to a Leman Russ on the torso down to a Chimera on the limbs. (Medium Walker Attachment costs 2M,1A)]
[Cataphract SuperHeavy Vehicle Line: A domestically produced family of SuperHeavy vehicles created in response to Orkish walkers of the same weight class. The primary variant mounts advanced targeting and sensor systems in order to properly counter the enemy alongside heavy armor and semi-redundant tracks, while secondary variants provide powerful aids in a number of fields. Costs 6M as an Attachment, plays off of other Attachments.]
Cruiser Rules
Due to sheer size even a Light Cruiser is modeled differently than even a large Escort. All Cruisers come with one Prow and one Broadside Weapon mount. Sensors, Bridge, Life Support, and Housing have their costs multiplied by four. Warp drives have half again added to their cost.
All Cruiser Weapon costs are multiplied by three in order to represent their larger size. Broadside slots get a further doubling in exchange for being able to shoot in both directions at once. Weapon slots can be downgraded to Escort scale for gains elsewhere.
Defense slot costs are also multiplied by three (except in specific cases as specified by the GM) and have their effectiveness doubled.
Engine slots get reduced effectiveness due to the scale of the ship. Engine stats are multiplied by 3/4 for Light Cruisers, 1/2 for Cruisers and Battlecruisers, and 1/4 for Battleships.
A potential Light Cruiser with a Prow Duet Launcher and Broadside flight decks would pay 6 (3*2) and 24 (4*3*2) for the mounts. Strike craft, unlike weapons, can be mixed inside a Cruiser scale module to carry two squadrons of Fighters and four of Bombers. Or any other variation thereof.
Example-class Light Cruiser (146M,4A)
-Sample-class CL Hull (1PW,1BW,2D,1U,1E) (24M)
-Prow Weapon: Standard Macrocannon MkI (2*3=6M)
-Broadside Weapon: Cove-pattern Hangar (4*3*2=24M)
-Defenses: Scaffold Armor (2*3=6M)(Armor 3), Haptrix-Pattern Rapid Shields (4*3*2=24M)(Shield 4, Armor 1, Unreliable)
-Utility: Cargo Bay (0M)
-Engine: Militarized Engine (2*3=6M)(Acceleration 1.5, Maneuver 1.5)
-Bridge: Groupsight Combat Bridge (4*4=16M)
-Sensors: T-100 Auspex (2*4=8M)
-Warp: Merchant (4*1.5=6M)
-Life Support: Essential (2*4=8M)
-Housing: Barracks+SDS (8M,4A)
-Sample-class CL Hull (1PW,1BW,2D,1U,1E) (24M)
-Prow Weapon: Standard Macrocannon MkI (2*3=6M)
-Broadside Weapon: Cove-pattern Hangar (4*3*2=24M)
-Defenses: Scaffold Armor (2*3=6M)(Armor 3), Haptrix-Pattern Rapid Shields (4*3*2=24M)(Shield 4, Armor 1, Unreliable)
-Utility: Cargo Bay (0M)
-Engine: Militarized Engine (2*3=6M)(Acceleration 1.5, Maneuver 1.5)
-Bridge: Groupsight Combat Bridge (4*4=16M)
-Sensors: T-100 Auspex (2*4=8M)
-Warp: Merchant (4*1.5=6M)
-Life Support: Essential (2*4=8M)
-Housing: Barracks+SDS (8M,4A)
Infantry Army (2M)
-Infantry: Autoguns, T2 Heavy Weapons (rocket launchers, autocannon, heavy stubbers)
-Elite Infantry: Lasguns, T2/3 Heavy Weapons
-Artillery: Light and Medium towed guns
-Armor: Default
Armored Army (6M)
-Armor: Default
-Mechanized Infantry: Autoguns, T2 Heavy Weapons (rocket launchers, autocannon, heavy stubbers)
-Artillery: Light and Medium towed guns
-Infantry: Autoguns, T2 Heavy Weapons (rocket launchers, autocannon, heavy stubbers)
-Elite Infantry: Lasguns, T2/3 Heavy Weapons
-Artillery: Light and Medium towed guns
-Armor: Default
Armored Army (6M)
-Armor: Default
-Mechanized Infantry: Autoguns, T2 Heavy Weapons (rocket launchers, autocannon, heavy stubbers)
-Artillery: Light and Medium towed guns
Ground Warfare
Unlike the great warships that ply the great void between worlds, ground forces are much more numerous and simple. This manifests in greater and easier customization in order to match any threat they can be expected to face. Where voidfaring warships require rare and valuable mind power to get results the mere waving of government money can get contractors lining up to offer their products for consideration.
Cores
The Core type of the Army describes what the bulk of the soldiers in it's OOB are trained and equipped as. Foot Infantry has the majority of it's number as cheaply equipped with rifles and squad support weapons, whereas Mechanized Infantry are overwhelmingly mounted in much more expensive APCs to carry them from fight to fight and support them when contact is made.
Current Army Cores:
Foot Infantry (2M): Guard standard infantry backed by field guns. The category most affected by world of origin.
Armored (8M): Guard armored fighting vehicles with a minority of mechanized infantry and self propelled guns.
Motorized Infantry (4M): Infantry that are carried between fronts in trucks or other soft skinned vehicles that are cheaper than fully armored and armed APCs. Artillery has organic motor transports and the amount of available vehicles makes for easier support of the infantry.
Mechanized Infantry (6M): Infantry are carried between as well as supported during battles by armored and armed transports. SPGs and tank destroyers are common sights to keep up with the sometimes fluid nature of the front line.
Void Infantry (8M): Infantry with sealed pressure suits and self contained breathing systems good for potentially days of intense combat. Lack artillery entirely and carry personal antitank munitions for breaching and strongpoint reduction. Viable Attachment variety limited. (Upgraded with Preserver Void Armor)
Aerial (8M): An Armies worth of fighters, bombers, and/or troop transports. Viable Attachment variety may be limited.
-Fighter Army (5M): An Army worth of Savior Multirole Fighters.
-Bomber Army (8M): Air breathing bombers.
-Transport Army (12M): An Army worth of Harbinger gunships.
Aerial Infantry (10M): Air mobile infantry with organic gunship support. Viable Attachment variety limited.
Attachments
Where an Army Core is a self contained combat unit Attachments modify the Core it is attached to, either by changing the composition or adding new elements into the OOB. Up to three can be put onto each Core, duplicates are allowed (for now).
Current Attachments:
Heavy Artillery: Upgrades an Army with an increased Artillery presence. Can range from heavy mortars at the platoon level to mobile siege guns for breaking fortresses.
Elite Infantry: Infantry equipped and trained a notch above that of their fellows, from Guard standard troops to carapace armored shocktroopers.
Motor/Mech Infantry (1M): Increases or adds the presence of the described unit type in an Army (IE a Foot Army would gain a number of Motorized or Mechanized corps, Armored Armies would get more organic mobile infantry support, etc).
Armor (1M): Organic Armored columns are added to the Army.
Foot Infantry: Adds additional bodies to the Army. Useful for holding ground when deployed alone.
Military Police: Anti-infiltration and peacekeeping echelons integrated into the Army (may lead to occasional hilarity when attached to Superheavy or Titan Cores).
Cavalry: Biological mounts used for reconnaissance, skirmishing, and light shock duties at minimal logistical cost. (Very few vehicles in the galaxy have mastered the art of self replication)
Mechanized Cavalry (1M): Light vehicles such as Sentinels and armored cars for reconnaissance and skirmishing.
Engineers: Expertise and supplies needed for combat deployment of infrastructure, and the destruction of the same.
Sappers: Engineers who only destroy things but are a lot better at it. (Notable synergy: Strategic Command)
Strategic Command (2M): Security troops and the deployment systems for strategic ordnance. Be very careful who you give access to weapons that can cripple a a theater... (SR- to ICBMs, combination with Sappers leads to planetary surface rearrangement, combination with Artillery can lead to antiorbital missile defenses)
Air Support (1M): Organic air assets, ranging between fighters, bombers, and transports.
Air Defense (1M): MANPADs, SPAAGs, and SAMs, in case for some reason you want a no-fly zone.
Combat Exoskeletons (2M): Shelter Powered Exoskeletons are like Sentinels but more flexible, bringing crew served weapons and flaring power swords to close combat. Compared to powered armor it is a very crude and primitive platform. Intended for boarding or counter boarding.
Void Infantry (1M): It is not always that a full Army of Void Infantry is needed. Sometimes a few corps is enough.
Medium Walkers (2M,1A): Levy Medium Walkers are a trooper design that in role is a mix of light tank and superheavy infantry. Capable of bringing vehicle main guns to bear while performing as massive labor platforms.
Use of Attachments is intentionally flexible. A Foot Infantry Core with Elite Infantry, Engineers, and Artillery Attachments could be a Krieg lookalike with elaborate defensive positions from which heavy weapons bombard the enemy until shock infantry surges forward to overwhelm the enemy for the regular troops to exploit.
Potential future Attachments:
Superheavy: The addition of Superheavy armor elements allows for unparalleled force concentration.
Knight: An Imperial Knight is attached to the Army.
Xenotech: This army utilizes weapons of nonhuman origin.
Last edited: