Components & Military Units

View previous topic View next topic Go down

Components & Military Units

Post  Talis on Tue Oct 18, 2011 12:26 am

Units are custom-made in Colonial Interests. Unit equipment, mounts, and personnel, collectively referred to as unit Components, are made available when a company builds certain structures. For example, building an armory alloys the production of many basic weapons and equipment like Pikes, Simple Bows, and Shields. When players want to create a unit they can put together these components together to make unique unit designs. The price of the unit is the sum of the money and resources required for its components.

Units also have a maintenance price, equal to a fifth of their total cost in guineas. There is no resource maintenance.

Each player can make up to 8 units of infantry, cavalry, and artillery, plus 5 variations of ships. You cannot field units without a template for them. If they want to field a different unit they'll have to do away with one of the unit types they already have. This is to keep things simple enough for the moderators. The unit templates are below.

Infantry Template:
Unit Type
Armament: The weapon these soldiers are issued with.
Accessory: Items that can give the soldiers an extra edge, like shields or camouflage.
Armor: The armor these soldiers wear.
Movement: Whether the soldiers are mounted or on foot, and if they are mounted, on what.
Personnel: What kinds of soldiers are in the unit, and how good their training is.

Unit Type
Armament:
Accessory:
Armor:
Movement:
Personnel:


Artillery Template:
Artillery Type
Artillery: The weapon these soldiers are issued with.
Accessory: Items that can give the soldiers an extra edge, like shields or camouflage.
Personnel: What kinds of soldiers are in the unit, and how good their training is.

Unit Type
Artillery:
Accessory:
Personnel:


Ship Template:
Ship Class
Hull: The ship's basic hull design
Armament (Artillery): Naval ships use artillery pieces for their armament. Some naval vessels may be able to carry more than one battery, in which case you can select multiples of a single piece or combine different options.
Movement: The engine or means of movement for the ship.
Personnel: What kind of crew the ship has, and how good their training is.

Ship Class
Hull:
Armament (Artillery):
Movement:
Personnel:


Example Units:

Togna War Tortoise
Armament: Pikes
Accessory: None
Armor: Brigandine Armor
Movement: War Tortoise
Personnel: Homeland Soldiers

The Togna War-Tortoise is literally a moving fortress. The giant turtle can lumber around the battlefield with impunity, snapping and crushing enemies while the company of pikemen on its back skewer anything that gets too close.

Survaekom Kjike Class Frigate
Hull: Modern Frigate
Armament: 24 Caliber Spellcannons
Movement: Orichalc Turbine Engine
Personnel: Homeland Soldiers

The Kjike Class Frigate is the pinnacle of current Survaekom engineering. It houses a powerful turbine engine below the waterline, and boasts huge 24-caliber guns housed within rotating turrets on a modern, steel hull design.


Last edited by Talis on Fri Jan 20, 2012 12:16 am; edited 8 times in total

Talis
Admin

Posts: 66
Join date: 2011-02-03

View user profile http://colonialinterests.forumotion.com

Back to top Go down

Personnel

Post  Talis on Tue Oct 18, 2011 11:41 am

Personnel - Every military unit needs men to fight in it, and that's where personnel come in.

Native Recruits - Natives drafted or paid a pittance to serve in the company’s forces. They are notorious cowards with little loyalty to the company beyond their greed. However, they are abundant and cheap, making them useful in certain limited roles.
100 Guineas

Binku Mercenaries - The Binku people are known for their nomadic ways and fierce warrior spirit, both factors which make them excellent soldiers. Binku are especially known for their swiftness and endurance in battle. They fight well, but have no special ties of loyalty to keep them steady when things go badly.
250 Guineas

Penal Regiment - Convicts or debtors from the homeland signed into company service in exchange for bail or pardon. These men can be relied upon to fight loyally since they have no alternative, but they are not up to par with professional soldiers.
300 Guineas

Homeland Soldiers - Professional soldiers hired in the homeland and shipped to the new world. These men are hardened warriors, well trained and disciplined with the most modern military science. Sadly they are ruinously expensive to maintain, or no company would use anything else.
400 Guineas

Golem Soldiers – Golems are elaborate magical machines which can fight as infantry, usually with the command and supervision of a handful of highly trained operators. As machines they have no concept of morale and will always obey commands to the letter. They are however extremely expensive to make and operate, and lack the initiative of human troops.
400 Guineas, 2 Alloy
* Skshyk Corporations Only

Coxish Rangers - Coxish Rangers are recruited from among Coxland's woodsmen and mountaineers. Their discipline is adequate, although not up to par with true soldiers, but they can move swiftly and fight well even in rough terrain, and have the skill and patience to make excellent skirmishers or scouts.
300 Guineas
* Coxland Corporations Only


Last edited by Talis on Thu Jan 19, 2012 10:44 pm; edited 6 times in total

Talis
Admin

Posts: 66
Join date: 2011-02-03

View user profile http://colonialinterests.forumotion.com

Back to top Go down

Infantry Components

Post  Talis on Sat Oct 22, 2011 9:12 am

Armament
---------------

Tier 1

Pikes – Pikes are long, specialized spears longer than three meters. They are superior to the spear in most ways and provide excellent defense, especially against cavalry.
40 Guineas
* Requires Arsenal
* Heavy Weapon

Swords – These men are equipped with simple swords, well-rounded weapons suitable for a variety of circumstances in both offense and defense.
50 Guineas
* Requires Arsenal

Simple Bows – Simple bows make a cheap and common ranged weapon. They can harass enemies at a distance and even kill lightly armored opponents, but are vulnerable to melee attack.
30 Guineas
* Requires Arsenal

Crossbows – Soldiers are armed with crossbows. They have a very slow reloading time, but are powerful and effective against armored enemies, and cheaper to train troops with.
50 Guineas
* Requires Bowyer

Composite Bows – Composite bows are built out of various materials glued together, and are smaller and more powerful than basic bows. They are difficult to use, but provide power without the tradeoff of slow reload time.
80 Guineas
* Requires Bowyer

Beehive Cannon - Effectively a tube of arrows with an orichalc charge on the inside, beehive cannons are light enough to be carried by infantry, and can release an impressive barrage of arrows when fired.
80 Guineas, 1 Orichalc
* Requires Bowyer
* Togna Companies only

Tier 2

Mage Swords - Simple swords can be imbued with magical power to improve their quality, giving them better balance, strength, and the ability to penetrate armor easier.
200 Guineas
* Requires Weaponsmith's Workshop

Imbued Polearms - Polearms of all stripes are common weapons, since they can used both as spears and blades. Imbuing a halberd or glaive with magical energy for better handling and penetration can make an exceedingly nasty weapon.
280 Guineas
* Heavy Weapon
* Requires Weaponsmith's Workshop

Seeking Pikes - Putting a simple seeking spell on a pike will draw its point towards incoming attacks, making an already dangerous attack suicidal.
200 Guineas
* Heavy Weapon
* Requires Weaponsmith's Workshop

2 Caliber Spellgonne - A personal artillery piece mounted on a tripod stand, the spellgonne is essentially a miniaturized artillery piece. It lacks the mobility and cost-effectiveness of the Arbusque, but have superior range and firepower.
280 Guineas, 1 Orichalc
* Requires Artillery Workshop
* Survaek Corporations only

Sniping Bows - Especially enchanted to help guide the user and seek out targets, these intricately made compound bows have range and accuracy that can rival a light artillery piece, and completely outmatch most ranged weapons.
200 Guineas, 1 Levistone
* Requires Runecrafter

Magic Crossbows – These crossbows have a magical reloading mechanism and enchanted bolts that provides exceptional rate-of-fire and penetration.
250 Guineas
* Requires Runecrafter

Arabusque – The arabesque is a primitive weapon that uses fire-sorcery to propel a lead pellet out of its long barrel at extremely high speeds. It is heavy, unreliable, and slow to reload, but relatively cheap to produce and effective in volleys.
150 Guineas, 1 Orichalc
* Requires Gunsmith

Staff Rocket - A personal-sized rocket mounted on a long stick that can be aimed in the enemy's general direction and fired. They are excellent for a devastating one-shot barrage, but their erratic flight requires a short range and they take a great deal of time to reload.
250 Guineas, 1 Orichalc
* Requires Gunsmith
* Coxland Corporations only

Dragon Breath – A bronze siphon that uses orichalc, fire sorcery, and oil to spew flaming liquid. These flamethrowers are terrifying to face and devastating to closed formations, but lack range and close-in defense.
250 Guineas, 2 Orichalc
* Requires Alchemist Laboratory

Tier 3

Flame Swords - Swords that constantly burn with unnatural flames. They will not harm the wielder, but can make even approaching the swordsman difficult because of the heat. If the blade does strike home it is quite capable of searing through even enchanted armor.
800 Guineas, 1 Orichalc

Shock Halberd - A magic halberd of superior make and enchantment which also carries a single charge of short-range lightning. The short-range charge allows these halberds to be used as shock weapons, releasing a volley of lightning to spread out and incapacitate enemies before falling upon them with the actual weapon.
1,000 Guineas, 1 Levistone
* Requires Weapon Factory
* Skshyk Corporations only

Accessories
-------------------

Tier 1

No Accessory - Sometimes it is too costly or otherwise unfeasible to give every regiment supplementary equipment.
No Cost

Buckler – A buckler is a small, round shield no wider than its wearer’s forearm. It provides some protection against enemy attacks without hindering its wearer.
*Cannot use with Heavy Weapons
30 Guineas
* Requires Arsenal

Shield – A shield is held on a warrior’s off-hand and provides extra protection, especially from arrows and other projectiles. However, shielding are also cumbersome and large, making them unusable with larger weapons.
*Cannot use with Heavy Weapons
*Cannot use with Ranged Weapon
40 Guineas
* Requires Quartermaster

Short Sword - A short sword alone is usually unsuitable for combat soldiers, but it can be a useful fallback weapon for archers or pikemen caught in an unexpected melee.
40 Guineas
* Requires Quartermaster

Sapper Gear - Sappers are soldiers trained and equipped with shovels, measuring sticks, and sometimes more exotic materials like explosives. They are exceedingly useful for commanders, since they can do things like build bridges over rivers, dig trenches and fortifications, and mine under walls to collapse them.
200 Guineas
* Requires Quartermaster

Tier 2

Seeking Buckler – An enchanted buckler that guides its wearer to more efficiently block blows. It is an excellent dueling weapon and useful in light skirmishes, but a buckler’s innate weaknesses reduce its effectiveness in combat.
120 Guineas
*Cannot use with Heavy Weapons
* Requires Enchanter's Workshop

Levistone Harness – Apart from making airships fly, Levistone can also be used to cancel out weight. A well-made harness of the stuff can make it significantly easier to move around in heavy armor, or allow lightly armored men to be superhumanly agile.
200 Guineas, 1 Levistone
* Requires Skyport

Fire Mine - Although condemned by many a priest and diplomat, Coxland still makes excellent use of these devilish devices, which can be buried under an inch or so of earth and will explode when stepped upon.
200 Guineas, 1 Orichalc
* Requires Enchanter's Workshop
* Coxland Corporations only

Armor
--------------

Tier 1

No Armor - Not wearing armor puts soldiers at much greater risk in battle, but has a couple advantages. It saves money, and without armor soldiers can walk and run faster and further, and hide easier.
No Cost

Cloth Armor - Padded armor made from silk or linen is commonly used by the natives themselves, being a cheap method to soften blows and absorb possibly fatal wounds.
40 Guineas
* Requires arsenal

Brigandine Armor - Brigandine armor is made by weaving metal plates or scales onto a cloth backing. It is a common armor type in all parts of the world because it both flexible and strong enough to turn aside blows.
70 Guineas
* Requires Armorer

Metal Cuirass - A Cuirass is a metal plate that protects the chest and back, usually supplemented by lighter leather or chain armor in less vital locations. It is for all intents and purposes a lighter suit of platemail, and will stop most non-magical attacks.
100 Guineas, 1 alloy
* Requires Armorer

Tier 2

Shielded Uniforms - Basic cloth uniforms enchanted for extra protection. They will turn away a near-miss and soften a blow, and don't encumber the wearer in the least.
140 Guineas
* Requires Enchanter's Workshop

Integran Platemail - Integria style platemail covers the whole body in metal plating, and is enchanted to provide extra protection and mobility.
250 Guineas, 2 alloy
* Requires Integran Armorer

Survaekom Flamemail (Armor) - cuirass and chainmail armor enchanted for exceptional resistance to fire and flame weapons.
200 Guineas, 2 alloy
* Requires Integran Armorer
* Survaek Corporations only

Tier 3

Reactive Platemail - An intricate magical suit of armor which magically adapts to circumstances, hardening under blows, shifting to repair itself, or even changing its composition to defend better against the elements. Such armor provides unmatched protection, but making it is an intricate and time-consuming process.
1,000 Guineas, 2 alloy

Movement
-------------------

Tier 1

On Foot - Basic infantry usually have nothing but their own legs to walk on, since animals are expensive and require constant care. There are advantages to walking besides the cost though; basic infantry can more easily form ranks and don't make large targets like cavalry.
No Cost

Horses – These men ride unprotected horses. Their movement is swift and charging horses are extremely powerful, but without armor these animals are also very vulnerable.
*Requires Stable
80 Guineas

Armored Horse – These horses are armored for improved protection. They sacrifice some speed and mobility for survivability and a deadly charge.
*Requires Stable
120 Guineas, 1 Alloy

Gryphons – Cavalry men mounted on Gryphons. These majestic animals can fly, and their beaks and claws make them a nightmare in close combat. Unfortunately they have bad tempers and are notoriously difficult to train.
300 Guineas

Armored Gryphons – Making armor light enough for a Gryphon to fly in is difficult and expensive, but possible. The result is a bird that can survive attacks and dive straight into enemy formations.
350 Guineas, 1 Alloy


Last edited by Talis on Sat Jan 21, 2012 8:29 pm; edited 6 times in total

Talis
Admin

Posts: 66
Join date: 2011-02-03

View user profile http://colonialinterests.forumotion.com

Back to top Go down

Artillery

Post  Talis on Fri Jan 13, 2012 10:25 am

Artillery

Tier 2

9 caliber spellcannon – The classic medium artillery piece. A spellcannon uses magitech designs to hurl explosive fireball spells great distances. It is highly effective against formations and fortifications, and generally cheaper and easier to produce than other, more exotic artillery pieces. Few armies go without a battery of these guns.
900 Guineas, 3 Orichalc
* Requires Artillery Workshop

Mounted Spellcannon – A small 3 caliber spellcannon with a mounted crew. This gun is designed to be moved, limbered or unlimbered, and fired swiftly. The value of a mobile gun emplacement is self-explanatory, being perfect for any number of roles from harassment and flanking to countering enemy assaults.
1,000 Guineas, 2 Orichalc
* Requires Artillery Workshop

12 Caliber Spellhowitzer - A spellcannon modified to fire at trajectories with the guidance of fire-sorcery. The spellhowitzer is a short-barreled hybrid of the spellcannon and mortar, able to fire accurately at distance, but also able to lob projectiles over barriers.
1,200 Guineas, 3 Orichalc
* Requires Artillery Workshop
* Survaek Corporations only

9 Caliber Arcane Cannon - An obsolete, expensive, complex and inferior cannon design still in use by Togna. Arcane cannons fire kinetic bolts rather than fireballs and lack the explosive power of other artillery. On the upside, they do not require valuable Orichalc to build and operate.
1,200 Guineas
* Requires Artillery Workshop
* Togna Corporations only

6 Caliber Mortar – The standard mortar piece. Unlike spellcannons the mortar uses enchanted projectiles rather than spells, and fires in a high arc over the target. This makes mortars far less accurate than spellcannons, but capable of hitting targets behind cover or “suppressing” an area.
1,200 Guineas, 2 Orichalc
* Requires Gunsmith's Workshop

Dragon Siphon – A siege weapon involving a huge boiler system which uses an orichalc engine and pump mechanism to spew out a constant stream of flaming liquid at targets as far as 100 meters away. It is an exceedingly deadly weapon, especially at close range, but is prone to explosions and malfunctions.
800 Guineas, 5 Orichalc
* Requires Alchemist Laboratory

Tier 3

14 Caliber spellcannon – A heavy spellcannon superior to the 9 caliber in range and firepower, but also slower to maneuver and more expensive.
2,400 Guineas, 4 Orichalc
* Requires Artillery Factory

24 Caliber Spellcannon - The heaviest spellcannon used in modern battlefields, boasting unmatched range and firepower at the price of particularly low maneuverability and expensive production.
3,200 Guineas, 5 Orichalc
* Requires Artillery Factory
* Survaek Corporations only

Flameburst Caronade – The flameburst is a fireball-launching artillery piece with a high payload and short muzzle. It lacks the range and accuracy of other artillery pieces, but every shot can be absolutely devastating.
2,700 Guineas, 5 Orichalc
* Requires Artillery Factory

Rotary Spellcannon – A bulky device with a crank-driven rotary barrel; it is capable of releasing a constant volley of simple fireball spells at anyone who gets in its way. A Rotary Spellcannon is capable of doing great damage to large concentrations of troops, but lacks firepower.
3,000 Guineas, 3 Orichalc
* Requires Artillery Factory

Lightning Engine – This device is a magical engine with several long, metal prongs that can be aimed at a target by a crew of experienced mages. It lacks explosive power, but is exceedingly deadly against airborn and heavily armored foes.
3,000 Guineas, 2 Levistone
* Requires Lightning Laboratory


Last edited by Talis on Thu Jan 19, 2012 10:57 pm; edited 2 times in total

Talis
Admin

Posts: 66
Join date: 2011-02-03

View user profile http://colonialinterests.forumotion.com

Back to top Go down

Ships

Post  Talis on Fri Jan 13, 2012 10:27 am

Hull:

Tier 1

Corvette (Ship) – A wooden ship hull designed for coastal patrol and scouting. Corvettes are small, fast, and extremely maneuverable. They are also cheap to build.
300 Guineas
*1 Battery

Wicker Ship (Airship) - The traditional “wicker ship” is an airship built out of wood, levistone, and wicker that can carry a few dozen men. The vessels are simple and easy to build, but the need to keep weight down makes them extremely vulnerable.
300 Guineas, 1 Levistone
*No Weapons

Tier 2

Frigate (Ship) – The classic medium warship design. A frigate is a jack-of-all-trades vessel with acceptable speed and maneuverability, as well as the endurance to fight in a pitched battle.
2,000 Guineas
*2 batteries

Ironclad Frigate (Ship) - Ironclad frigates are armored in iron or steel sheets, allowing them to sustain far more damage than their wooden predecessors.
2,400 Guineas, 5 Alloy
*2 batteries

Modern Frigate (Ship) - A modern frigate includes several key design features that put it above and beyond traditional ships, including command-towers, advanced armor, armored gun-turrets and protected magazines.
2,500 Guineas, 8 Alloy
*2 batteries
* Coxland Corporations only

Clipper (Airship) - The Clipper is a medium airship, a stout wooden vessel that can both fight and fly. It’s lighter than a naval frigate, but still capable of winning a well picked fight.
2,000 Guineas, 3 Levistone
*1 Battery

Armored Clipper (Airship) - An armored clipper has iron plating on the bottom, batteries, and other vital areas. Full armoring is infeasible due to weight, leaving the resulting ship slower and still vulnerable in some areas, but still far more tenacious than its original design.
2,200 Guineas, 4 Levistone, 4 Alloy
*1 Battery

Modern Clipper (Airship) – Modern clippers have more streamlined designs that eliminate unnecessary weight, use lighter and stronger plating than ironclads, and house their guns in turrets instead of broadsides.
2,500 Guineas, 5 Levistone, 6 Alloy
*1 Battery
*Skshyk Corporations only

Tier 3

Battleship (Ship) - Battleships are huge and ponderous vessels designed for combat. They lack speed or maneuverability, but have unrivaled defensive strength.
8,000 Guineas, 1 Alloy
*3 Batteries

Ironclad Battleship (Ship) - When an already formidable battleship is armored with steel and iron plating, the result is a nearly indestructible but extremely cumbersome warship.
10,000 Guineas, 8 Alloy
*3 Batteries

Modern Battleship (Ship) - A truly modernized battleship can only be built at great expense, but is unmatched in strength. It includes advanced measures such as a centralized command bridge, armored turrets and compartmentalized bulkheads which put it far above older designs.
12,000 Guineas, 10 Alloy
*3 Batteries
* Coxland Companies only

Cruiser (Airship) – The Cruiser is a true airship, carrying a crew of hundreds and lifting thousands of tons. They can darken the sky above a battlefield and rain down death from above, only being outmatched by waterborne battleships.
8,000 Guineas, 6 Levistone
*2 Batteries

Armored Cruiser (Airship) – The armored cruiser is built with sheets of lightweight metal rather than wood, and turns an already formidable airship into a flying fortress.
9,000 Guineas, 7 Levistone, 7 Alloy
*2 Batteries

Modern Cruiser (Airship) – A modern cruiser is the ultimate flying warship. Built entirely from lightweight metals, it is exceedingly well armored and designed. Its gun turrets can cover any angle of the vessel, and advances such as onboard intercoms and a streamlined design give it a serious edge over other vessels of the same class.
12,000 Guineas, 10 Levistone, 10 Alloy
*3 Batteries
* Skshyk Corporations only

Movement:

Sail rigging – Complicated sail riggings are still a legitimate means to move a vessel. They provide decent speed and maneuverability without the costs and risks of a complex engine. Their only disadvantage is that sails are reliant on access to a decent wind.
300 Guineas
*Ship can travel 2 regions

Orichalc Steeple Engine – A simple and highly inefficient engine that uses fire sorcery to pressurize steam, which then motivates vertical pistols up and down from a towering “steeple.” It is too large and bulky to fit on anything smaller than a warship, and the steeple is often exposed to enemy fire.
1,000 Guineas, 2 Alloy, 2 Orichalc
*Ship can move 2 regions

Orichalc Trunk Engine – A Trunk engine is a step up in advancement from a steeple engine. Here the pistons are laid out laterally, providing extra leverage and making the engine compact enough to house in the ship’s hull.
1,400 Guineas, 3 Alloy, 3 Orichalc
*Ship can move 3 regions

Orichalc Turbine Engine –The turbine engine is a state-of-the-art affair, funneling steam into a turbine, which then translates the energy into movement with the utmost efficiency.
8,000 Guineas, 6 Alloy, 4 Orichalc
*Ship can move 4 regions

Talis
Admin

Posts: 66
Join date: 2011-02-03

View user profile http://colonialinterests.forumotion.com

Back to top Go down

View previous topic View next topic Back to top

- Similar topics

Permissions in this forum:
You cannot reply to topics in this forum