The World of The Gunny

The Wasted World of Gunnery Sergeant DeShane
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 Post subject: National Statistics
PostPosted: 16 Dec 2008 12:17 
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Sergeant Major of the USMC
Sergeant Major of the USMC
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Joined: 23 May 2005 16:49
Posts: 5244
Location: Wandering the Wastes
Current National statistics and updates will be posted here.

_________________
Benno the Mad Wrote:
man, you gotta realise that thor and bos fell out of the patriot tree (like the ugly tree, but instills patriotism instead of ugly) and hit every branch on the way down.


"Gone now, dispersed by the brutal destruction of this one day, was the belief that the Darkman and his army of the dead were so superior as to be invincible. By attempting to destroy the morale of the Marines, the Darkman had restored it to full vigor. Dia De La Muerto had failed in its objectives."
The Gunny: Stand of the 300

Si vis pacem, para bellum
If you want peace, prepare for war

Gunny's color #FF2400


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PostPosted: 16 Dec 2008 12:17 
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Sergeant Major of the USMC
Sergeant Major of the USMC
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Joined: 23 May 2005 16:49
Posts: 5244
Location: Wandering the Wastes
Race Creation (space going telepaths)

Homeworld 655556P

Above average worlds(6) - 0sp
Normal Conditions for atmosphere(5) - 0sp
Normal water coverage(5) - 0sp
Normal temp (5) - 0sp
Living planet tectonics(5) - 0sp
60% water (6) - 0sp

Biology/Physiology
Dextro amino acid biology, Standard earthlike DNA - 0sp
Psionic ability
Telepathy (interstellar psyker communication one to one only) - 10sp
Riding the Aether (defense bonus through attenuation with the Dark Energy)
- 10sp
Empathy (bonus to diplomacy) - 5sp
Humanoid (human-like) - 0sp
Omnivore - 0sp
Combat reflexes (-5 SP) grants a slot-free cost-free speed cap to non-mechanized infantry only. Note: This ability can not be purchased multiple times.
Extra Agility - 5sp grants a slot-free cost-free agility cap for infantry and fighters only.
Extra Intelligence (-5 SP) allows +10% RP bonus to RPs spent on R&D, maximum of four levels.
Cultural optimism - 10sp -10% to pop upkeep
Prime directive (+2 SP) cannot have relations with non-space-faring cultures

2sp left over so will spend them on a 4 region survey.



The Empire of Numaria - 950 pts to spend

Space Dweller- 20pts (15 space terrain points)
Large Population – 5pts
Heavy Industry – 5pts
High finance – 5pts
Nuke Free Zone + 30pts
Ancient Dangers +25pts


35 NP pts spent

Technological Mechanological
Biology 760 Organic 000
Chemistry 760 Explosive 000
Engineering 760 Metallic 000
Physics/Math 760 Æthernautics 000
Psychology 760 Psykological 000

590 pts left

Population: 80 million – cost NP 40pts (large pop advantage doublesit.)
Housing(infrastructure): 80 million - cost NP 80pts
Industry Production Bonus: 40% (infrastructure/2) paid through Infrastructure cost.
BE Draft Pool: 8 million (10% of pop.)

Industrial Production(IP): 50 (1 per NP spent) per month
Resource Extraction(RE): 56 (1 per NP spent) per month
Raw Materials(RM):280 (5x base RE stockpiled at start)
Wealth Production(WP): 55 Wealth Units (1 per NP spent)
Wealth Units: 275 WU (5x WP stockpiled at start)
Research Points(RP):45 RP per Month (1 per NP spent)
Stored RP: 225
Fuel Production(FP): 63 FU (1 per NP spent) per month
Fuel Units(FU): 315 FU (5x base FP stockpiled at start)
Farms: 56 food (1 per 0.5 NP spent)
Transport Network:
paved roads: 10 (5 NP)
primitive rail: 36 (18NP)

Energy production: Each EP center produces 7 EN(Engineering lvl is 7)
EP centers: 62 (7 * 62 = 434 consumable energy)
Energy Consumed: 400 (from spread sheet)

Will purchase another air base and two more army bases, rocket manu., 2 ports(size 10 and size 2) for 16 NP

Archaeologists: 100 100 per unit .8 NP total
Pospectors: 200 1.6 NP total
Exploring: 200 1.6 NP total

68 np is converted to 680 PP for pregame units. plus 469 PP from INfra Calculation is 1149 PP

NP left, 1 NP Spend this on 2 TP for a total of 10.



HCR is 7.5.

Government type:
Small Groups: Council (Senate):
replacements are appointed by the Sanei.

Stabilityx2, Bureaucratic Mentality, Nepotism x2, Loyalty for B's



*****

AIR


HQ Air Group: 20 WU, 1 be, and 10 PP
A Group Headquarters may only have attached 4 Squadrons of the same type. Has a slot free +1 Communications.
Final PP Cost = {Total AA + Total GA + Total EW} + {variable PP cost} + {Total Cap Multipliers} x {Overall TL/2} x {Size}

Medium Airlift Transports:
34 WU/ 112PP/ -
AA 0/0 GA 0/0 EW 0/0, Size 2, 12 PP per Squadron
Industrial Upkeep: .1, Wealth Upkeep: .1, Fuel Upkeep: .1
TL 7, +2 cargo
Cargo Capacity:700cc

Sensor AWACS(Heavy Airlift): 10 Command rating
56 WU/ 54 PP/ -
AA 0/0 GA 0/0 EW 0/0 Size .5 24 PP
Industrial Upkeep: .1, Wealth Upkeep: .1, Fuel Upkeep: .2
TL 7, +2 sensors, +1 Command aircraft

Naval Sensor AWACS(Naval fighter):
41 WU/ 36 PP/ -
AA 2/5 GA 0/2 EW 0/0 Size .5 6 PP
Industrial Upkeep: .1, Wealth Upkeep: .1, Fuel Upkeep: .2
TL 7, +2 sensors, +1 communications

Super Fighter:
106 WU/ 132 PP/ -
AA 4/8 GA 1/3 EW 3/2, Size 1
Industrial Upkeep: .1, Wealth Upkeep: .1, Fuel Upkeep: .1
TL 7, +1 weapons, +1 stealth, +1 ECM

Naval Super Fighter:
106 WU/ 66 PP/ -
AA 4/8 GA 1/3 EW 2/1, Size .5, 10 PP per Squadron
Industrial Upkeep: .1, Wealth Upkeep: .1, Fuel Upkeep: .1
TL 7, +1 all weather, +1 weapons, +1 stealth

Light Aviation Transport(copter): 36 copters
162 WU/ 132 PP/ -
AA 0/1 GA 2/2 EW 0/0, Size 3, 4 PP per Squadron
Industrial Upkeep: .1, Wealth Upkeep: .1, Fuel Upkeep: .1
TL 7, +1 cargo, +1 Ordinance
Cargo Capacity: 315

Strike Fighter:
84 WU/ 92 PP/ -
AA 0/1 GA 5/9 EW 2/0, Size 1, 6 PP per Squadron
Industrial Upkeep: .2, Wealth Upkeep: .1, Fuel Upkeep: .1
TL 7, +1 Ordinace, +1 ECM

Naval Strike Fighter:
86 WU/ 96 PP/ -
AA 0/1 GA 5/9 EW 2/0, Size 1, 6 PP per Squadron
Industrial Upkeep: .2, Wealth Upkeep: .1, Fuel Upkeep: .1
TL 7, +1 Ordinace, +1 ECM, +1 all weather

Naval Fighter:
79 WU/ 84 PP/ -
AA 3/6 GA 2/4 EW 0/0, Size 1, 4 PP per Squadron
Industrial Upkeep: .1, Wealth Upkeep: .1, Fuel Upkeep: .1
TL 7, +1 multi-role, +1 weapon


WET Civilian ships

Freighter: 15,000 CC
62 WU/16 PP/Iron
Industrial Upkeep: .1, Wealth Upkeep: .1, Fuel Upkeep: .1
AR 0/0 DR 0/1 AM 0/0
TL 7, +1 cargo

Fishing Freighter: 20,000 CC
62 WU/16 PP/Iron
Industrial Upkeep: .1, Wealth Upkeep: .1, Fuel Upkeep: .1
AR 0/0 DR 0/1 AM 0/0
TL 7, +1 cargo(food)

Sub Freighter(using freighter template): 15,000 CC
68 WU/28 PP/Iron
Industrial Upkeep: .1, Wealth Upkeep: .1, Fuel Upkeep: .1
AR 0/0 DR 0/1 AM 0/0
TL 7, +1 cargo, +3 submersible


Wet Mil Ships

Torpedo Gunboat:
46 wu/ 48 PP/ Iron
AR 1/1 DR 1/2 AM 0/0, 4 pp
Industrial Upkeep: .1, Wealth Upkeep: .1, Fuel Upkeep: .2
TL 7, +1 Fast, +1 torpedo, +1 agility

Torpedo Gunboat Leader: 6 command rating
46 wu/ 48 PP/ Iron
AR 1/1 DR 1/2 AM 0/0, 4 pp
Industrial Upkeep: .1, Wealth Upkeep: .1, Fuel Upkeep: .2
TL 7, +1 Sensors, +1 torpedo, +1 Communications

Gunboat Tender:
106wu/ 44PP/ Iron
AR 0/1 DR 1/2 AM 0/0, 4 pp
Industrial Upkeep: .1, Wealth Upkeep: .1, Fuel Upkeep: .2
TL 7, +1 Cargo, +1 Speed, +1 Stealth
Cargo Capacity: 10,500 CC
The transport capacity is 2 Gunboat Class Squadrons.

Destroyer:
100 wu/96 PP/ Iron,
Industrial Upkeep: .1, Wealth Upkeep: .1, Fuel Upkeep: .1
AR 3/4 DR 3/4 AM 1/1
TL 7

Light Cruiser:
126 wu/128 PP/ Iron
Industrial Upkeep: .1, Wealth Upkeep: .1, Fuel Upkeep: .1
AR 4/5 DR 6/6 AM 2/2
TL 7, +2 PD, +1 Secondaries

Heavy Cruiser: 10 command rating
146 wu/156 PP/ Iron
Industrial Upkeep: .1, Wealth Upkeep: .1, Fuel Upkeep: .1
AR 5/4 DR 4/3 AM 3/3
TL 7, +1 sensors,+1 Fast Fire, +1 Fleet Command Ship

Escort Carrier:
106 wu/40 PP/ Iron
Industrial Upkeep: .1, Wealth Upkeep: .1, Fuel Upkeep: .1
AR 0/0 DR 1/1 AM 0/0, 5 pp
TL 7, +1 Stealth, +1 Communications, +1 Sensors
Deck Capacity of 2 Aircraft Squadrons
CC 5000

HK sub using Heavy Cruiser:
152 wu/+14 PP/ Iron
Industrial Upkeep: .2, Wealth Upkeep: .1, Fuel Upkeep: .1
AR 0/4 DR 4/3 AM 3/3
TL 7, +1 stealth, +1 torpedo, +1 missile, slot free +3 Submersible

Battleships:
206 wu/ 184 PP/ Iron,
Industrial Upkeep: .3, Wealth Upkeep: .2, Fuel Upkeep: .2
AR 8/4 DR 5/2 AM 7/7
TL 7, +1 Armor, +2 weapons

Fleet Carriers:
206 wu/104 PP/ Iron
Industrial Upkeep: .2, Wealth Upkeep: .2, Fuel Upkeep: .2
AR 0/1 DR 0/3 AM 2/2, 16 pp
TL 7, +1 PD, +1 Deck Capacity, +1 Rapid Launch
Deck Capacity of 15 Air/Spacecraft Squadrons
Cargo Capacity: 50,000

SPACE

Space Freighter: 15,000 CC
64 WU/20 PP/Iron
Industrial Upkeep: .1, Wealth Upkeep: .1, Fuel Upkeep: .2
AR 0/0 DR 0/1 AM 0/0
TL 7, +1 cargo, +1 System Drive Reaction: Chem

Passenger Space Freighter: 20,000 CC(people)
64 WU/20 PP/Iron
Industrial Upkeep: .1, Wealth Upkeep: .1, Fuel Upkeep: .2
AR 0/0 DR 0/1 AM 0/0
TL 7, +1 cargo(Special), +1 System Drive Reaction: Chem

Aerodynamic Space Freighter: 10,000 CC
66 WU/24 PP/Iron
Industrial Upkeep: .1, Wealth Upkeep: .1, Fuel Upkeep: .4
AR 0/0 DR 0/1 AM 0/0
TL 7, +2 Chemical Reaction Drives +1 Aerodynamic

Space Torpedo Gun Boat:
46 wu/ 48 PP/ Iron
AR 1/1 DR 1/2 AM 0/0, 4 pp
Industrial Upkeep: .1, Wealth Upkeep: .1, Fuel Upkeep: .2
TL 7, +1 Chem rockets, +1 torpedo, +1 agility

Torpedo Gun Boat Leader: 4 command rating
46 wu/ 48 PP/ Iron
AR 1/1 DR 1/2 AM 0/0, 4 pp
Industrial Upkeep: .1, Wealth Upkeep: .1, Fuel Upkeep: .2
TL 7, +1 chem rockets, +1 torpedo, +1 Communications

Space Destroyer:
106 wu/108 PP/ Iron,
Industrial Upkeep: .1, Wealth Upkeep: .1, Fuel Upkeep: .2
AR 4/5 DR 3/4 AM 1/1
TL 7, +1 System Drive Reaction: Chem, +1 stealth, +1 weapons

Aero-Spaceplane:
250 WU/ 148 PP/ -
AA 0/0 GA 0/0 EW 0/0, Size 1, 35 PP per Squadron
Industrial Upkeep: .1, Wealth Upkeep: .1, Fuel Upkeep: .1
Cargo Capacity: 1600 CC
TL 7, +2 CArgo

Dual-Stage Rocket:
15 WU/ 20 PP/ -
AA 0/0 GA 0/0 EW 0/0, Size 1 (4 PP per Squadron)
Industrial Upkeep: .1, Wealth Upkeep: .1, Fuel Upkeep: .1
TL 7, +2 cargo, -2 Expendable Cap
Cargo Capacity: 10,000

Interplanetary Probe:
104 WU/ 88 PP, -
AA 0/0 GA 0/0 EW 0/0, Size 1
Industrial Upkeep: .1, Wealth Upkeep: .3, Fuel Upkeep: .1
TL 7, +1 Temperature P-Dat Sensorsm,+1 Atmospheric P-Dat Sensors

Interplanetary Probe:
104 WU/ 88 PP, -
AA 0/0 GA 0/0 EW 0/0, Size 1
Industrial Upkeep: .1, Wealth Upkeep: .3, Fuel Upkeep: .1
TL 7, +1 Tectonic P-Dat Sensors,+1 Hydrographic P-Dat Sensors

LAND

HQ Brigade: 7 Bn controled
36wu/60pp/1BE/Bn
Industrial Upkeep: .1, Wealth Upkeep: .1, Fuel Upkeep: .1
AR 0/0, DR 0/0
TL 7 +1 Sensors, +1 TOC, +2 Communications(first point was free)

Army Infantry: (Skilled)
25wu/63pp/1BE/Bn
Industrial Upkeep: .1, Wealth Upkeep: .1, Fuel Upkeep: .1
AR 2/2, DR 2/2

Engineers Infantry: (Skilled)
27wu/70pp/1BE/Bn
Industrial Upkeep: .1, Wealth Upkeep: .1, Fuel Upkeep: .1
AR 2/2, DR 2/2
TL 7 +1 Engineering

Marine Infantry: (elite)
54wu/105pp/1BE/Bn
Industrial Upkeep: .1, Wealth Upkeep: .1, Fuel Upkeep: .1
AR 4/4, DR 3/3
TL 7 +1 Initiative, +1 weapons

Mechanized Infantry Bn
102wu/119pp/1BE/Bn
Industrial Upkeep: .1, Wealth Upkeep: .1, Fuel Upkeep: .1
AR 3/4, DR 3/4
TL7 +1 Anti-Tank Weapons (TOW ATGM)

Reconnaissance Forces: M-3 Scout Brads wquiv.
52wu/42pp/1BE/Bn
Industrial Upkeep: .1, Wealth Upkeep: .1, Fuel Upkeep: .1
AR 1/1, DR 1/1
TL 7 +1 Stealth, free +1 Sensors

Main Battle Tanks:
104wu/126pp/2BE/Bn
Industrial Upkeep: .1, Wealth Upkeep: .1, Fuel Upkeep: .1
AR 4/9, DR 2/2
TL 7 +1 Weapon, +1 Fast Tracking Weapons

SF Rangers:
56wu/112pp/1BE/Bn
Industrial Upkeep: .1, Wealth Upkeep: .1, Fuel Upkeep: .1
AR 3/5, DR 2/4
TL 7 +1 Initiative, +1 weapons, +1 Infiltration

Self-Propelled Artillery:
50wu/77pp/1BE/Bn
Industrial Upkeep: .1, Wealth Upkeep: .1, Fuel Upkeep: .1
AR 4/1, DR 4/1

Logistics Vehicles:
17wu/28pp/1BE/Bn
Industrial Upkeep: .1, Wealth Upkeep: .1, Fuel Upkeep: .1
AR 0/1, DR 0/1
TL 7 +1 cargo
Cargo Capacity:5250 for TL 7(normally 3500)


BASES

Fleet Base: 50 wu, 12T, AR 0/0 DR 3/6 AM 5/5 and 4 pp per 1[/b]
While most powers have at least minimal ability to repair and re-supply warships, seafaring powers often feel the need to construct more comprehensive and specialized support facilities for their mighty fleets. Pearl Harbor and Scapa Flow are two famous examples of such. Thanks to the extensive and specialized equipment and well-trained crews at these installations they can greatly speed up repair efforts. A Fleet Base provides 10 months worth of repair yearly for no cost, and space for docking 100 Size Points of ships, though it does not have the same facilities as a harbor, and have standard unit upkeep 1 ind, 1 wealth, 1 fuel.

Bastions: 100 wu, 8T, AR 3/3 DR 3/6 AM 3/3 and 3 pp per 2
Bastions are weapons and defensive modules for space stations and colonies, with excellent sensors coupled with armament capable of being a serious threat to Capital Ships. They can carry up to 25DP of starfighters and have the Cargo Capacity half that of an equal tech Superfreighter.

Star Base: 100 wu, 24T, AR 0/0 DR 3/6 AM 5/5 and 4 pp per 1[/b]
While most powers have at least minimal ability to repair and re-supply warships, spacefaring powers often feel the need to construct more comprehensive and specialized support facilities for their mighty fleets. The Terran Utopia Planatia and Wegman-Yamashiro's Titan Yards are two famous examples of such. Thanks to the extensive and specialized equipment and well-trained crews at these installations they can greatly speed up repair efforts. A Star Base provides 10 months worth of repair yearly for no cost, and space for docking 100 Size Points of spaceships, though it does not have the same facilities as a star harbor, and have standard unit upkeep 1 ind, 1 wealth, 1 fuel.

Fleet Command: 250 WU, 12T and 25 IUU per 1[/b]
The largest and most impressive naval facility built, Fleet Command bases are both the command and control as well as logistical centers of entire fleets. While less cost-effective than Task Force Depots they make up for it with significant integrated defenses capable of warding off enemy air strikes as well as ocean-ranging radar systems and command facilities that would make small governments envious. In effect a Fleet Command base is a small military city dedicated to (star)ships. Non-capped Fleet Command bases provide 5 comm channels and can support One Fleet headquarters along with 250 base size points of (star)ships each.

Air Strips: 10 Wu, 3T and 2 IUU per 1[/b]
Often little more than a single runway and associated maintenance shops, Air Strips are typically used for forward air bases or during peacetime, SAR staging fields. Air Strips are cheap and lack much of the amenities of their larger brethren but are none-the-less useful. They may be camouflaged or feature armored hangars or even be 'self-deploying' as popularized by the US Navy Sea-Bees during WWII. By default, non-capped Air Strips provide 1 comm channel point and can support One Group headquarters along with 6 DPs of aircraft each.

Air Base: 250 Wu, 12T and 25 IUU per 1[/b]
The largest and most impressive air facilities built, Air Bases are both the command and control as well as logistical centers of entire air divisions. While less cost-effective than Air Fields they make up for it with significant integrated defenses capable of warding off enemy air strikes as well as continent-ranging radar systems and command facilities that would make naval flagships envious. In effect an Air Base is a small military city dedicated to aircraft. Air Bases provide 5 comm channels and can support One Air Division headquarters along with 250 DPs of of aircraft each.

Garrison Post: 50 Wu, 6T and 10 IUU per 1[/b]
A small to medium sized army base, Garrison Posts come with a full array of support infrastructure as well as a modicum of inherent defenses, mostly of the passive sort. Garrison Posts have powerful search radars and limited theater command systems. Many Garrison Posts feature Anti-Orbital Artillery to allow the defenses to reach into orbit. Some paranoid types even construct their Garrison Posts inside mountains to provide protection and stealth. Non-capped Garrison Posts provide 2 comm channels and can support One Divisional headquarters along with 50 base size points of troops each.

Army Command: 250 Wu, 12T and 25 IUU per 1
The largest and most impressive army facilities built, Army Command bases are both the command and control as well as logistical centers of entire Corps. While less cost-effective than Garrison Posts they make up for it with significant integrated defenses capable of warding off enemy air strikes as well as continent-ranging radar systems and command facilities that would make small governments envious. In effect an Army Command base is a small military city dedicated to ground troops. Army Command bases provide 5 comm channels and can support One Corps headquarters along with 250 base size points of troops each.



Terrain Points: 10 TP (1TP per 5pt of housed pop. and 2 TP from spending a NP) +15 free space TP from Space Dwelling

used 10 + 15 (space)



Namen Continent

Open Terrain- plains 4 TP Super
Industrial Development: 150 Industry + (Bonus x 2)
Resource Extraction: 75 Mines + Bonus
Living Space: 150 Population Units + (Bonus x 2)
Defensive Value: 3

Open Terrain - light forest and farming 4 TP Super
Industrial Development: 150 Industry + (Bonus x 2)
Resource Extraction: 75 Mines + Bonus
Living Space: 150 Population Units + (Bonus x 2)
Defensive Value: 3


Hills and rivers abutting the Sarhus mountain range to the east
Industrial Development: 90 Industry + (Bonus x 2)
Resource Extraction: 150 Mines + Bonus
Living Space: 90 Population Units + (Bonus x 2)
Defensive Value: 6

Mountains - Sarhus Mountain Range
Industrial Development: 60 Industry + Bonus
Resource Extraction: 225 Mines + Bonus
Living Space: 50 Population Units + Bonus
Defensive Value: 9


Orbital space (15 free TP from Space Dwelling)

Cost: 0 Terrain Points
Industrial Development: 0 + Bonus
Living Space: 0 + Bonus/2 (drop all fractions)
Defensive Value: 0

Cost: 2 Terrain Point Small Moon
Industrial Development: 45 Industry + (Bonus x 2)
Living Space: 3 Population Unit + Bonus
Defensive Value: 3

Cost: 0 Terrain Points
Industrial Development: 0 + Bonus
Living Space: 0 + Bonus/2 (drop all fractions)
Defensive Value: 0

Cost: 0 Terrain Points
Industrial Development: 0 + Bonus
Living Space: 0 + Bonus/2 (drop all fractions)
Defensive Value: 0

Cost: 3 Terrain Points Large Moon
Industrial Development: 60 Industry + (Bonus x2)
Living Space: 9 Population Unit + Bonus
Defensive Value: 6

Sister World
Cost: 10 Terrain Points
Industrial Development: N/A
Living Space: N/A
Defensive Value: N/A



2 bought as reserves for 132 pp

Light Aviation Transport(copter): 36 copters
162 WU/ 132 PP/ -
AA 0/1 GA 2/2 EW 0/0, Size 3, 4 PP per Squadron
Industrial Upkeep: .1, Wealth Upkeep: .1, Fuel Upkeep: .1
TL 7, +1 cargo, +1 Ordinance
Cargo Capacity: 315


15 bought for 240PP

Freighter: 15,000 CC
62 WU/16 PP/Iron
Industrial Upkeep: .1, Wealth Upkeep: .1, Fuel Upkeep: .1
AR 0/0 DR 0/1 AM 0/0
TL 7, +1 cargo

10 bought for 160pp

Fishing Freighter: 20,000 CC
62 WU/16 PP/Iron
Industrial Upkeep: .1, Wealth Upkeep: .1, Fuel Upkeep: .1
AR 0/0 DR 0/1 AM 0/0
TL 7, +1 cargo(food)


1 reserve for 20pp

Escort Carrier:
106 wu/40 PP/ Iron
Industrial Upkeep: .1, Wealth Upkeep: .1, Fuel Upkeep: .1
AR 0/0 DR 1/1 AM 0/0, 5 pp
TL 7, +1 Stealth, +1 Communications, +1 Sensors
Deck Capacity of 2 Aircraft Squadrons
CC 5000

1 50% build

Destroyer:
100 wu/96 PP/ Iron,
Industrial Upkeep: .1, Wealth Upkeep: .1, Fuel Upkeep: .1
AR 3/4 DR 3/4 AM 1/1
TL 7

1 reserve for 42pp

Naval Fighter:
79 WU/ 84 PP/ -
AA 3/6 GA 2/4 EW 0/0, Size 1, 4 PP per Squadron
Industrial Upkeep: .1, Wealth Upkeep: .1, Fuel Upkeep: .1
TL 7, +1 multi-role, +1 weapon

1 reserve for 18 pp

Naval Sensor AWACS(Naval fighter):
41 WU/ 36 PP/ -
AA 2/5 GA 0/2 EW 0/0 Size .5 6 PP
Industrial Upkeep: .1, Wealth Upkeep: .1, Fuel Upkeep: .2
TL 7, +2 sensors, +1 communications

2 reserve for 10 pp

HQ Air Group: 20 WU, 1 be, and 10 PP
A Group Headquarters may only have attached 4 Squadrons of the same type. Has a slot free +1 Communications.

1 stan, 1 reserve for 90pp

HQ Brigade: 7 Bn controled
36wu/60pp/1BE/Bn
Industrial Upkeep: .1, Wealth Upkeep: .1, Fuel Upkeep: .1
AR 0/0, DR 0/0
TL 7 +1 Sensors, +1 TOC, +2 Communications(first point was free)

2 stan , 2 reserve for 189 pp

Army Infantry: (Skilled)
25wu/63pp/1BE/Bn
Industrial Upkeep: .1, Wealth Upkeep: .1, Fuel Upkeep: .1
AR 2/2, DR 2/2

2 reserve for 28pp

Logistics Vehicles:
17wu/28pp/1BE/Bn
Industrial Upkeep: .1, Wealth Upkeep: .1, Fuel Upkeep: .1
AR 0/1, DR 0/1
TL 7 +1 cargo
Cargo Capacity:5250 for TL 7(normally 3500)

1 50% build for 74pp

Aero-Spaceplane:
250 WU/ 148 PP/ -
AA 0/0 GA 0/0 EW 0/0, Size 1, 35 PP per Squadron
Industrial Upkeep: .1, Wealth Upkeep: .1, Fuel Upkeep: .1
Cargo Capacity: 1600 CC
TL 7, +2 CArgo

5 50% built for 50pp

Dual-Stage Rocket:
15 WU/ 20 PP/ -
AA 0/0 GA 0/0 EW 0/0, Size 1 (4 PP per Squadron)
Industrial Upkeep: .1, Wealth Upkeep: .1, Fuel Upkeep: .1
TL 7, +2 cargo, -2 Expendable Cap
Cargo Capacity: 10,000

_________________
Benno the Mad Wrote:
man, you gotta realise that thor and bos fell out of the patriot tree (like the ugly tree, but instills patriotism instead of ugly) and hit every branch on the way down.


"Gone now, dispersed by the brutal destruction of this one day, was the belief that the Darkman and his army of the dead were so superior as to be invincible. By attempting to destroy the morale of the Marines, the Darkman had restored it to full vigor. Dia De La Muerto had failed in its objectives."
The Gunny: Stand of the 300

Si vis pacem, para bellum
If you want peace, prepare for war

Gunny's color #FF2400


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