Notice: Aside advancement picks you got to divide "Nation points." To
decide how many people live in your country and how big it is by
default.
Area:Size of land.
People: People.
1 point in land is 4,000 square miles.
1 people point is one million people.
If using that system can sacrifice 5-10 Nation points to make a new
"Pick" point.
or
Civ system. In which as long you have cities. You have people (Makes
things simple that way.)
Also Two systems on how to run the Military fronts.
1:Free Style.
2: Decision points: Have points based on resources and government, as
to which army goes where and does what.
Keep in mind it depends on rules as to how many you start with as that
can change with picks.
Notice: No space stuff. That stuff is banned. Do not even bothert o
suggest it.
At first gear anyway.
Infantry: Bolt-action rifles, grenades, Machine Guns, early bazookas,
sub machine guns, pistols, cavalry swords, mortars, combat
knives, bayonets, shotguns, Napalm, machine pistols,
and recoilless rifles.
Bayonets, knives and swords are all melee. Napalm means flame throwers.
Mortars can shoot over walls/barriers and in arches. Grenades are same
but tossed, not shot. All main guns have decent range and fire power.
Early Bazookas and Recoiless Rifles are met for anti vehicle combat.
(And with Tank Hunters, get better at that.)
Vehicles: Trucks, half-tracks, light tanks, fixed-turret tanks, AT
guns, howitzers, Armored Personal Carrier,Anti Air Guns, and Motor
cycles.
Trucks and Half Trucks can be used as troop transports and supply
units. Light Tanks are just that, think Shermans. Fix turret means guns
are balls or sponsons. AT guns are all terrain. Howitzers are modernized
"cannon". APC's carry soldiers and have guns. .)
Anti Air do not move much, but met to defend against air
craft.
Tracks and trucks mostly for supply for not actually in battle. Unless
you want to make a supply unit deal in land battles. (This issue does
not come up in sea or air craft though.)
Motorcycles ar ejust that, fast but lightly armored.
Aircraft: propeller-driven multirole fighters, medium bombers. Enough
said.
Ships: Frigates, destroyers, medium cruisers, WW1 Dreadnoughts, WW1
submarines, gunboats
Tech: Dieselpunk toys.
Semi-Automatic Rifle: Your basic rifle is upgraded to a automatically
reloading gun, so you don't have to cycle the shot each time you fire.
This means more time lining up the next shot.
Effect: Rifles now have clips. More ammo,. That and can fire semi automatic bursts for suppression fire.
Automatic Rifles: Your basic rifle can fire a rapid succession of
bullets. Think of a large, bulky SMG (Requires Semi-Automatic Rifles)
Effect: A big version of a sub machine gun that can go full auto. Though may jam.
Automatic Shotgun: A shotgun with a drum barrel belt and can fire rapid
fire shotgun shells. Close range though,but powerful anti infantry
suppression fire.(Needs Automatic Rifles)
Effect: A shotgun that can fire in rapid bursts to shred people in close combat.
Assault Rifles (Stg44, AK-47): Your basic rifle is now the ubiquitous,
portable Assault Rifle. While it trades firepower for portability and
utility, the effectiveness of your troops on the battlefield has
increased compared to regular rifles. (Requires Automatic Rifles)
Effect: Your basic assault rifle. Like a automatic rifle but lighter. Easy to maintain, and more portable.
Improved Machine Guns: Increases effectiveness & range of machine
gun-based weapons, including those mounted on vehicles. This mainly
applied to heavy machine guns like the M2 Browning (without this trait,
you're limited to WW1 era machine guns) (Need assault rifles.)
Effect: Improves heavy machine guns for squads and vehicle machine gun weaponry.
Special Ammo: Based on what kind of research you have. The basic one
you get is exploding due to grenades, but napalm unlocks fire,
chemicals unlock poison, energy grenades unlock energy bullets, and so
on and so forth. Makes bullet based weapons have more variety.
Effect: If you buy other traits can use them as ammo. For your rifles and pistols, even shotguns. In getting this your able to have burning tracer rounds due to starting with napalm.
Large Cannon Bore: Increases firepower and range of gun-based weaponry,
making artillery deadlier.
.Effect: Makes big cannons bigger.
Flak Gun: Pretty much a giant shotgun. Met to cut down flanks of men, or rip through armor and buildings. Blast gets weaker with range.(Automatic Shotguns, Large Cannon Bore.)
.Effect: A gigantic shotgun. For vehicles.
Assault Gun: Your army can field vehicles like the Stug. These are not
really tanks, but more like armored tractors with a cannon mounted in
the chassis. These are not as heavily armored or tough as tanks, but
they're much cheaper to produce, and can perform a tank-like role on
the battlefield. Be warned, however, that the cannon is front-mounted
and has almost no field of fire, you must turn the entire vehicle in
order to line up a shot with its main gun. On the plus side,
Assault-guns tend to have a very low profile, and are a bit harder to
hit than tanks.
Effect: Not quite a tank, but a assault tractor.
Howitzer SPG: You're able to build mobile artillery guns that operate
on their own chassis. These are similar in concept to Assault Guns, but
much larger, heavier, and slower, and these mount a true artillery
cannon capable of firing at high elevation, rather than a low-set
cannon. These are lightly armored and fragile, and must be protected
against direct assaults. (Requires War Economy, Assault Gun)
Effect: Cannon on wheels and a tri pod to launch big shells.
Tank Destroyers: This is like an Assault Gun, but specifically designed
to kill enemy tanks. This is useful if your nation simply isn't able to
build tanks of the caliber that the enemy has, but you need to have
*something* that can counter it. These are much faster than true tanks,
and cheaper to build, but very lightly armored. They mount a heavy
cannon, but against the biggest tanks, they'll still need to flank or
hit the rear armor. Example: M-10 Tank Destroyer. (Requires Assault
Gun)
Effect: Like a cannon but designed for smashing tanks. Handy if lacking in tanks, really weak defense though.
The Big Guns: These massive bulks are slow, and take a lot of time and
investment to get into place. Yet their firepower and range is
unparalleled on the battlefield. Only one volley is needed to shatter a
tank squad, crush an infantry platoon, or smash through an armored
bunker. These things are so big that they're often brought in by
railway. Examples: Big Bertha, Schwerer Gustav (Requires Howitzer SPG,
Large Cannon Bore, Full Scale War)
Effect: First super unit on this list. Think GIGANTIC cannons that need trains to haul, that launch huge shells to make most things go boom.
Fully Turreted Tanks: Your tanks, unlike those of earlier times, have
the main gun mounted in a fully motorized turret, rather than in a
sponson or small ball-turret in the front. This gives your tanks a
significantly greater field of fire. Example: The M-4 Sherman.
Effect: All tanks can move their main guns now. Easier to aim.
Combat Tanks: You're able to build faster, mobile tanks with a larger
cannon and heavier armor, and several machine guns, like the T-34, or
the Panzer IV, Tiger. These have a significant advantage over basic
turreted tanks like the Sherman. (Requires Fully Turreted Tanks, War
Economy, Armored Warfare)
Effect: Tanks are no longer a joke. And are fast and powerful.
Heavy Battle Tanks:These are true beasts of the battlefield, mounting
super-heavy armor, massive cannons, and many secondary weapons. Lesser
tanks can't even penetrate their armor with anything but a flanking or
rear shot. These are hideously expensive and prone to breakdowns, but
even a single Heavy Battle Tank can often inflict great losses on whole
enemy units, if driven by an experienced Tank Ace. Real Life examples:
Tiger II, Pershing Heavy Tank, T-35, KV-1, Mammoth Tank (C&C/Red Alert
series). (Requires Combat Tanks, Titans of Industry, Blitzkrieg)
Effect: The ultimate tnak of the real WW2. Quite nice on field.
Siege Tank: Impossible in real life, these are massive,
rolling doom fortresses. You only see these in the sketches of Nazi
scientists, or in Real-Time-Strategy games. They're often many times
larger than even Heavy Battle Tanks, and mount the firepower and armor
of a Battleship, but on land. Examples: The Baneblade, C&C3 GDI MARV,
the War-Tank from Advance Wars, any boss from a Metal Slug game. Even a
single siege tank spells death and devastation for any enemy army in
its way, and even off-shore Naval support should tread lightly.
(Requires Heavy Battle Tanks, Full Scale War, “Victory or Death!”,
Brilliant Minds).
Effect: A battle ship on land.
Land Mobile Fortress: The ultimate vehicle on tracks or wheels. Bigger
than a siege tank and met to be a mobile land carrier or HQ. With even
more armor and fire power, that can be seen from the distant horizon.
(Siege Tank, Engineering Marvels.)
Effect: Biggest of the tanks. So big could mount St Paul's cathedral and then some on it. Sort of a mobile HQ option. Super unit.
Battle cruisers: Large, mobile gun batteries on a hull, these things
are much more heavily armed and armored than their counterparts, though
far from invincible. With a sizeable gun range and firepower, these are
excellent for providing supporting fire to land operations, protecting
weaker ships, or aiding bigger ships in a fight.
Effect: bigger than a destroyer, not quite a battle ship, but still lethal.
Battleships: Even larger than the Battle-cruiser, these things are
literally filled with rows upon rows of heavy cannons. Woe betides any
ship that takes them on in a straight-up fight. Ships in this class
boast a displacement of up to 40,000-45,000 tonnes. Examples: the
Bismarck. (Requires Battle cruisers, Large Cannon Bore, Giant
Shipyards)
.Effect: The former kings of the seas.
Super-Battleships: The Deluxe version of the battleship, with even
bigger guns and larger tonnage, this empress of the sea is a monster at
ship-to-ship combat, sinking any other ship in range in mere minutes
due to its exaggerated guns and heavy fire support. Ships in this class
range from 50,000 tonnes displacement and upwards. the Yamato.
(Requires Battleships, Titans of Industry)
Effect: The very biggest and best of battle ships.
Aircraft Carrier: As large as a Battle-cruiser or more, the Aircraft
carrier is useless at close range due to relatively feeble on-board
guns and slightly lesser armor for a ship its size. However, at range,
it shows its true deadly capabilities as it rains waves upon waves of
fighters upon unsuspecting enemy fleets who are too far away to use
their guns. (Requires Naval Aviation, Giant Shipyards)
Effect: Able to use planes in sea battles.
Floating Fortress: Dwarfing even the mighty battleship, this naval
Super-unit is best described as a floating base. Its sheer size rivals
a city, and as such is too big to enter ports or coastal waters.
However, its main role is protecting the strategic sea lanes, and its
range exceeds that of all other naval units. Only the range of the
Aircraft Carrier's planes poses a challenge to it. Examples: 1984 (the
novel) (Requires Super-Battleships, Shipping Lanes, Maritime Society)
Effect: Super unit! Really big sea unit, a mobile base on water.
Heavy Transport Ships: When you absolutely, positively need to move
your army by sea and en masse. These huge bulks are not made for
fighting and so need an escort. However, within their massive hulls
they can carry large amounts of troops and armaments. In large numbers,
these ships can carry entire armies. (Requires Giant Shipyards,
Shipping Lanes)
Effect: To move armies across ocean by boat, must guard them though or you will lose them.
Attack Submarines: Sleeker, faster and better than early submarines,
these things are silent death to any ships caught unawares. They can
stay submerged longer due to improved engines. (Requires Advanced
Diesel Engines, Sonar)
.Effect: Pretty much WW2 Subs.
Missile Submarines: Also called "Boomer" submarines, these sub aquatic
hulks can ostensibly fulfill the role of regular submarines, but are
better suited to stealthy naval artillery, emerging briefly to fire
their missiles at land-based targets, then quickly submerging to the
murky depths and getting away. Example: Typhoon–class submarine
(Requires Attack Submarines, Long Range Ballistic Missiles, Giant
Shipyards)
Effect: Able to break surface, launch missiles at inland targets, then submerge again. Aside fighting like a sub.
Advanced Diesel Engines: With increased fuel efficiency and longer
operating life, this engine is a must-have for airplanes with increased
ranges, and is also applied to certain types of ships (i.e.
submarines).
Effect: To allow certain things to exist.
Radar: A system that allows for mapping out of incoming hostile units
(mainly enemy air units), this tech grants bonuses to anti-air
batteries and is necessary for some more advanced tech.
Effect: Allows for more accurate air craft defense.
Sonar: Same as Radar, but used for ships and submarines.
Effect: To detect subs and other submerged things.
Specialist Aircraft: This trait is an all-encompassing one that allows
for specialized aircraft such as reconnaissance, anti-submarine work,
and so forth. Used with GM discretion (for example, to get
anti-submarine planes, you need to buy up Naval Aviation as well).
Effect: Get to make custom air plane units depending on your tech and such. Think in advance before submitting.
Long Range Bomber: This trait is used for aerial bombers with a maximum
load of 5,000-7,000 lbs and a maximum range of 2,000 miles. Examples:
B-17 Flying Fortress, B-24 Liberator. (Requires Advanced Diesel
Engines, Radar, Giant Hangars)
Effect: Decent bombers for raids. Need fighter escort.
Super-bomber: Even bigger than the Long range Bomber, this aircraft can
carry a large enough load to wipe out several city blocks in a single
night. In large flights, these planes can turn prosperous cities to
ruins. They have a range of about 3,000-4,000 miles, and can carry up
to 20,000 tonnes of bombs. Examples: B-29 Superfortress, B-32
Dominator. (Requires Long Range Bomber, War Economy)
.Effect: Pretty much the biggest bombers of the real war.
Monster Bomber: No, that's not an eclipse of the sun. That would be the
emperor-sized Monster Bomber, an impossibility in real life. Larger
than a B-52, it does in one night what it takes a flight of Long Range
Bombers weeks to do. Due to its massive size, it often has on-board
batteries of heavy guns and machine guns for self-defense against
ground-based AA and enemy fighter craft. Examples of this can be seen
in level bosses in the shooter game "1942" or the XB-0 Hresvelgr from
Air Combat/Ace Combat 1. (Requires Super-Bomber, Heavy Lifter Aircraft,
Titans of Industry, “Victory or Death!”)
Effect: Ultimate bomber. Comes with massive anti air guns and can level cities with ease.
Heavy Lifter Aircraft: This heavy-duty plane is more often than not a
modified Long Range bomber, but it can also be a specialized transport
plane meant to carry lots of troops and/or supplies to a hot spot
that's reachable only by air. For any nation heavily invested in an air
force, this is a must-have to carry troops and light vehicles around.
(Requires Long Range Bomber, Aerial Supply Network)
Effect: Instead of boats, carry stuff around by plane.
Aerial Superiority Fighter: The finest propeller-driven aircraft money
can buy. These things have a large maneuverability and speed advantage
over any and all aircraft, and in flights, piloted by competent pilots,
can tear apart any incoming hostiles. Examples: Messerschmidt Bf 109,
Mustang P-51 (Requires Advanced Diesel Engines, Aerial Ace Combat,
Titans of Industry)
Effect: Really powerful propeller planes.
Jet Engine: Replacing the propeller with an internal, high-speed jet
system, this increases the speed significantly compared to traditional
planes. It is a prerequisite for actual jet planes. (Requires Advanced
Diesel Engines)
Effect: Able to access jet engines, for more speed.
Jet Fighter: While unreliable and risky compared to the standard
propeller aircraft, the first generation of jet fighters have a huge
speed edge over their older counterparts. Examples: Me 262, Dassault
Mystere. (Requires Jet Engines)
.Effect: Jet fighter, more rare. But better than propeller.
Aerial Superiority Jet Fighter: The ultimate in fighter craft, the
aerial superiority jet fighter is also the most expensive and requires
more maintenance to keep operational. However, in the hands of an Ace
Pilot, flights of these craft can chew up anything in the skies with
excessive zeal. Examples: USSR MiG-17, US F-86 Sabre. (Requires Jet
Fighter, Aerial Ace Combat, Titans of Industry)
Effect: The best air plane fighter allowed. A squadron of these bad boys can rip through most things air wise, with ease.
Advanced Rockets: With improvements made in the field of propellant and
delivery systems, rockets are now much more than simple signal flares
and children's toys. A prerequisite for the more advanced types of
missile-based weapons. Upgrades to rocket-based anti-tank weapons like
the Panzerfaust and the RPG-2
Effect: Does grant new research in rocket weapons tech. Also enhances
troop based anti tank/anti mecha weapons by +3.
Advanced Torpedoes: Improved torpedoes for ship to ship combat or even
ship to coast. In speed and fire power over all. (Alternative Science)
Effect: Better torpedoes for more accuracy and bigger boom. Also under water troops can access portable torpedoes.
Improved Rocket Artillery: With the field of rocketry sufficiently
advanced, use of such weaponry has increased significantly.
rocket-based artillery like the Katyusha or primitive MRLS are
widespread, and use of unguided SAM's is experimental but underway.
(Requires Advanced Rockets)
.Effect: Make units akin to tanks or etc, that launch lots of rockets down the enemies' throats. Not that accurate, so need numbers.
Long Range Ballistic Missiles: At this stage, rockets are a serious
business. Long-range ballistic missiles are highly temperamental and
experimental, but their range exceeds that but the biggest and most
ludicrous guns. Examples: V-2 Missile. (Requires Improved Rocket
Artillery, Brilliant Minds)
Effect: Able to missile bomb enemy cities and bases from your own base. No mobile launcher needed.
Alternative Tech: Not all technology follows the same path: more often
than not we find ourselves at divergent paths that produce products
with similar roles but widely different form. This is a prerequisite
for things like flying cities, giant dirigibles, mecha, and the like.
ane scientific theories and groundbreaking testing. This trait is a
prerequisite for a lot of the more exotic weaponry. (Requires
[/b] Brilliant Minds, Advanced Sciences[/b])
Effect: Allows for weird things.
Lightning Weapons: Your army is quite unique in that it relies on
strange fantasy energy-based weapons like tasers, lasers, and ray guns.
You may choose to upgrade all your rifles to these weapons, but they
are much more expensive than traditional solid-slug ammunition rifles,
and do not get upgrades from Improved Machine Guns. (Requires
Alternative Tech)
Effect: Energy guns. of various kinds depending on plot. Harder to maintain than bullets, but easily have more fire power. Plus things like dust and smoke weaken their power. But a worthy investment to get some things.
Applied Phlebotium: Based on some highly fantastic scientific theory
that is inscrutible to all but the most brilliant of scientists, this
provides the means to create a better life or destroy everything. The
MacGuffin for this mechanism is the source of many conspiracy theories
and outlandish rumored-to-exist-but-never-really-documented technology.
(Requires Insane Science, Nuclear Theory, Black Box Programs,
High-Yield Energy Generators)
Effect: Allows for some plot device stuff.
Doomsday Weapon (*): At the blink of an eye, entire cities are
destroyed and armies consumed by fire and thunder. Whether Giant Death
Ray or Weather Controlling Device, this category covers any and all
WMDs that are not directly based off the nuclear fission/fusion bomb.
Such weaponry can be seen in RTS games like the Red Alert or C&C
series. (Requires Applied Phlebotium) [WARNING: this trait has been
locked for the present, and will be unlocked at a future date at GM
discretion]
Effect: Weapon of mass destruction. Sci fi wise.
Upsydaisium Drive: This reaction less drive, while requiring power like
any other, allows for the direct cancellation of the Law of Gravity,
allowing for the power of flight similar to propeller-driven craft.
(Requires Alternative Tech)
Effect: Device to make flying things, by defying gravity.
Propeller-less Plane: Functioning similar to the propeller-craft, this
vehicle effectively fulfills the same roles but uses an anti-gravity
system powered by the ubiquitous Upsydasium Drive (Requires Upsydaisium
Drive)
Effect: UFO fighter planes and bombers.
Flying Warships: With improvements upon the mysterious Upsydasium
Drive, many medium and small naval ships can be made to ignore gravity
as well. This applies to skiffs, frigates, and destroyers. (Requires
Propeller-less Plane)
Effect: Warships that FLY. Need said ship type in order to use.
Flying Battleships: Even further improvements to the power source and
flight system, now even large ships like battle cruisers and
battleships can fly. (Requires Flying Warships, Giant Hangars)
Effect: Like above, but with battle ships. Even air craft carriers. Yes, hellicarriers. And more. Insane stuff.
Flying City: Literally what it says on the tin. A giant flying
metropolis or castle, armed from top to bottom in heavy guns to defend
against both airborne and surface-based threats. Like the flying city
Laputa, these things are exceedingly rare and extremely slow, but
wonderous things to behold. (Requires Flying Battleships, Insane
Science, High-Yield Energy Generators, Engineering Marvels)
Effect: Ultimate anti gravity flying war machine. A mobile city to shell the crap out of what rises before it. Very slow though.
Heavy Zeppelin: A giant ship that flies using a lighter-than-air gas
(like Helium) and propelled using high-performance propellers or even
jet engines (provided the trait be bought). This ponderous thing is
significantly better protected and carries more weaponry than any that
existed in RL. Best comparable to medium or heavy navy cruisers.
(Requires Alternative Tech, Giant Hangars, Aerial Supply Lines)
Effect: A dirigible air ship option. Bombers and such.
War Zeppelin: Even larger versions of the Heavy Dirigible, these things
are even more ludicrously armored and armed than one would think.
(Requires Heavy Zeppelin, Titans of Industry)
.Effect: Harder to kill air ships.
Sky Fortresses: The penultimate evolution of a dirigible, one that is
the size of a small city and effectively never needs to land. Acting as
both HQ and mobile command center, this lumbering behemoth is highly
regarded. (Requires War Zeppelin, Everybody’s Sparky! , Engineering
Marvels)
Effect: Ultimate air ship. A flying HQ option that bombs and some aerial power to it.
Gas-Powered Armor: An early step on the path of developing true
futuristic power suits, these giant, clunky pieces are designed to take
heavy punishment and are virtually immune to small arms fire. Powered
by a small gas turbine, these things grant additional power and
strength to the wearer. (Requires Mechanical Prosthetics)
.Effect: Now can have some troops in low level powered armor.
Machine Limb Harness: A full body suit with multiple limbs attached.
Which obey based on body movement. Either akin to a bug's, a set of
tentacles or even spare arms.These extra limbs aid the user, and the
harness their in acts as body armor. (Gas Powered Armor, Robotics.)
Effect: Now Dr Octopus style harness for spare cyber limbs.
Vector Exoskeletons: Advanced cyborg skeleton system to hook a soldier pilot to a larger robotic body. It makes for fearsome shock troop potential. As one is bigger, stronger, and can carry more fire power.
(Gas Powered Suits, Cyberware.)
Effect: Makes cyborg soldier into a 10 foot tall murder machine that can punch small tanks and war bots.
Deep Sea Combat Suits: They are giant hulks are well on the way to
power suits, granting full life support and hostile environment
protection. They don't come cheap, but are well worth the price in
their environment. (Requirements: Gas-Powered Armor, Maritime Society,
Rangers)
Effect: Power armor for under water.
Crawler: First attempt at walker tech, but could not work the legs.So
there are tank trends, and two *arms*. It is a decent model for all
future tech from this.(Alternative Technology)
Effect: Almost a walker. Has tank trends but upper mecha body.
War-strider: Whether bipedal or quadrupedal, this giant machine (about
20-25') towers well over the height of a man, replacing the tank as the
main armored vehicle. It can crush light vehicles underfoot, but its
armor is average and it can be easy to hit due to its size. En masse,
though, it is an effective weapon. This category also included Scout
War-Striders, which stand at 10-20' and are too small to crush enemy
vehicles, but do a nice job squishing regular infantry (Human Limb
Simulation)
Effect: Mecha! Walking war machines that are armed and can step on people.
Siege War-strider: Replaces the assault gun, but with legs instead of
treads or wheels. It excels at fire support, but has light armor and is
easy to knock out due to its large profile. It still provides a highly
mobile artillery unit that can climb over most obstacles that
traditional vehicles consider impossible. (Requires War-strider,
Assault Gun, War Economy)
Effect: Like the above but more of a walking gun.
Assault War-strider: You've met the War-Strider, now meet Big Brother.
Bigger and more heavily armored, this massive unit fulfills the role of
a heavy battle tank on the field, utilising two or more guns for combat
and casually crushing even medium tanks underfoot. It stands even
taller than a regular War-Strider (30-50') (Requires War-strider,
Titans of Industry)
.
Effect: Bigger mecha. Can step on tanks and pack more heat. Need more operators though.
Giant War-strider: The Godzilla of all ground combat vehicles. Standing
at least 75-100' from head to toe, this super-unit can stomp even heavy
tanks and smaller War-Striders. Its massive weapons systems and
heavy-duty systems require dozens of men to keep operational, and its
immense strength shows on the battlefield as it leaves ruined cities
and obliterated armored columns. (Requires Insane Science, Assault
War-strider, Full Scale War)
.Effect: Ultimate gigantic robot that walks. Can step on basic level mecha and house enough fire power to crush a city. But need crews in every body cache to keep it going.
War-Bots: There are times when regular flesh-and-blood troops don't cut
the mustard, or when you need to really hit the enemy hard. War-Bots
are 10' metal creations with primitive yet functional computer
circuitry and a single-mindedness to tear apart the enemy by their
claws or heavy guns. Example: Warjacks from the Iron Kingdoms game.
(Requires Robotics, Mechanical Prosthetics)
.Effect: Big robots. Yes, robots. No pilot, programmed to kill the enemy.
Flying War-Bots: Nobody's sure who came up with this. Our guess is a
bored mad scientist with a lot of spare time and booze. Either way,
these war-bots have special jetpacks that allows for quick battlefield
redeployment and quick strikes. (Requires War-Bots, Advanced Rockets)
Effect: War Bots that have brief flight time.
Manhattan Project: For those who like their nuclear toys, this is a
must. The prerequisite from which all nuclear toys come from. (Requires
Nuclear Theory, Brilliant Minds, Computers, Advanced Sciences, Black
Box Programs, Alternative Energy Sources)
Effect: First step towards nukes.
Chain Reaction (*): It's at this stage where the first fruits of your
labour come to be. You've managed to create a sustainable nuclear chain
reaction. (Requires Manhattan Project) [WARNING: This trait is locked.
It will be unlocked at a future date at GM's discretion.]
.Effect: Second step.
Nuclear Weapon (*): "I have become Death, the Destroyer of Worlds..."
The dark mushroom cloud that hangs over the battlefield with a deathly
silence is now at your disposal. Use it wisely. (Requires Chain
Reaction)[WARNING: This trait is locked. It will be unlocked at a
future date at GM's discretion.]
Effect: Final. Now have nukes. We know how that worked out.
Poison Gas: This deadly supressive weapon works wonders in smashing
enemy positions and morale in preparation for a quick strike or sneak
attack. Careful when using it, as it could blow back on the user, and
using it acquires a certain stigma. (Requires Biochemical Works)
Effect: Poison gas bomb option.
Chemical Weapons: "VX is another type of artillery". Your
devil-may-care attitude in using these vile weapons isn't going to make
you a lot of friends, but that's okay. Your toxins work nicely in
wiping our your enemies en masse. (Requires Poison Gas, Refinement
Processes, "Victory or Death!")
Effect: Poison/Acid stuff to the 9th power.
Vermin Weapons: Use rodents and insects as means to attack with
artificial pheromones. (Chemical weapons, mastery of animals.)
Effect: Can cause local vermin to swarm enemy or as hard core as to have "throwers" of bugs to attack ground troops or pester drivers.
Micro tech: Make things smaller. Helps in maintenance and price. (Alternative tech)
Effect: Makes things cheaper and parts smaller. For easier maintence.
Automation Warriors: Man sized war bots. (War bots, micro tech.)
Effect: Man sized war bots who can use infantry weapons.
Land Train: Train that does not need tracks and met for fighting. (Armed
trains and Engineering Marvels)
Effect: A train that does not need tracks and armed to the teeth.
Improved Alloys: Your understanding of metals is a head above the
others, as you can make better metals and therefore better units.
Effect: Improves all armor.
.
Flechutte Guns: Instead of bullets, now bolts, blades, etc of advanced
metal shot out of barrels to shred/stab the enemy. Replaces bullet
based. Harder to make ammo. And needs extra care to
repair/maintain.(Improved Machine Guns, Improved Alloys.)
Effect: Now fire shredding bolts and shrapnel that rip and tear the target.
Advanced Armor: Your worksmanship of metals and alloys is so advanced
it approaches modern armor. Your armored units especially will need a
lot of hits to go down. (Requires Improved Alloys, Refinement Processes)
Effect: Boosts armor of everything.
Shield: A good ole metallic shield. Can take a lot of punishment before
casting away as it takes some space, but can soak up damage to prolong
life of the users. Heck some can use them as a weapon. (Improved
Alloys needed.)
Effect: Troops can now have absorb damage, use as a weapon and so forth to keep them alive. Captain America style. Just not unbreakable.
Chain Blade: A improvement of melee weapons, a handheld, one handed
chain saw type of blade. Knife, sword, spear,and axe variety. (Diesel
Engine, Improved Alloys.)
Effect: Chain Saw swords.
Battle Armor:Due to the times your average troop now has best non
powered armor around. (Advanced armor
needed.)
Effect: Because powered armor is pricey, and this really helps out.
Rotor Propulsion System: You're currently looking into technology that
allows for VTOL aircraft flight and early helicopter models. So far
there are few working models, but you're on the way.
(Adds bonus to flying warships if researched that with this.)
Effect: A step to get helicopters. Boosts effects of other flying things with VTOL style propulsion.
Helicopters: The first working choppers are here! Unfortunately,
they're still experimental and thus limited to such roles as
reconnaissance, personal transports, and carrying small squads of
infantry to difficult terrain. For longer distances and larger numbers
of men, use a parachute drop. (Requires Rotor Propulsion System:)
Effect: First helicopters. For light work mostly.
Nautilus: This no mere submarine: this is a submerged, mobile city,
like Captain Nemo's Nautilus from League of Extraordinary Gentlemen. A
majestic queen of the sea, it can attack like a normal submarine,
emerge to bombard coastal cities with its cannons, or stay hidden
underwater, travelling where she pleases. (Requires Attack Submarines,
Giant Shipyards, Marine Harvesting, Shipping Lanes, Full Scale War,
Engineering Marvels)
Effect: Super version of a submarine. Kinda like a battleship that can submerge.
Pathological Agents: Now learning how to chemical grow
viruses.(Requires Refinement Processes)
Effect: Step to germ warfare.
Germ Warfare: You've found out how to use viral and bacteriological
agents as deadly weapons. Stored in special cannisters, they can be
used as artillery or dropped.
(Requires Pathological Agents, "Victory or Death!", Black Box Projects)
Effect: Can use germs as weapons.
Black Plague: The tiniest creatures on the planet are now your most
ruthless killers. Your secret labs have mastered control of the very
agents of sickness and death, turning them into a weapon of mass doom
that defies imagination. (Requires Germ Warfare, Titans of Industry,
Medical Breakthroughs)
Effect: Can grow custom germs in war fare. A weapon of mass destruction.
Zombies: Yes, flesh eating ghouls. These poor souls suffer a disease,
which makes them the way they are. Four ways to kill the rotters. Shoot
in the head, remove the Head, Burn, or explode.(Biochemical Works,Germ
Warfare, and Full Scale War.)
*Can have with Necromancey.
Effect: Now have zombie troops. The things bite and speard the infection.
Grenade Launcher: A gun met to fire explosive grenades. Good power but
slow to reload.
Effect:
Project Infinity: Science tampering with serious quantum theories.The
kind of work that the government will/would deny exists to the public.
(Applied Phlebotium,) Only when allowed! (Like the nuclear Program and
stuff.)
Effect: Allows tech below to be allowed. SUper high tech here.
Teleportation: Going from one place to another instantly. Eats up a lot
of power and requires very large grid to work properly. (For battle
field only, one large unit that will need protecting. Project Infinity
and High Powered Generators)
Effect: Can teleport units across the battlefield.
Force Fields: A feat of science. To have a sheet of energy around the
subject, and most fire power is blocked by said energy. Though be
warned that it does not recharge. Have to use a new motor/piece for it.
( High-Yield Energy Generators, Project Infinity,)
Effect: Make a layer of something to deflect or soak damage.
Holofield: A field of energy coats the user, blending light itself as
a means of invisibility. (Requires Force field.)
Effect: Able to disguise self until striking.
Phasing Tech: A true marvel of science. A energy field, that allows one
to walk through matter. Able to go pass walls by merely walking makes
it a powerful tool indeed.(Force Fields needed.)
Effect: Units equipped can walk through walls.
Beam Weapon: Melee weapons. That when turn on, a energy coat
occurs.Said coating makes the blade to cut through *most* matter with
ease. (Lightning Gun.Chain Blade.)
Effect: Light saber blade/beam blade. As it cuts one still bleeds.
Land Mines:Must be bought. Apply to litter the land with bombs. Some
are anti personal, others are anti vehicle.
Effect: A oldie. Drop off mines, things hit mines, go boom.
Sea Mines: Need Land Mines to get. Spheres with magnets, design to
attach to ship and then go boom.
Effect: Like above, but under water.
Claymore: Trip wire explosives. Need land mines to get them.
Effect: Trip wire bombs.
Lighting Field:A massive energy shield the city. It fries
missiles,bombs, and can scramble the workings of said explosives. So
they either explode prematurely, or become a dud (Force Fields,
Lightning Cannon.)
Effect: Force Field that fries touching enemies.
High Energy Gun: Improved energy guns due to better power fuels. (Lightning Weapons, Alternative Power source)
Effect: Better energy guns.
Power Armor: Less bulky than the gas model, and has built in energy
weapons. Improved Alloys for weight but still tough, and alternative
energy to fuel it better than mere gas. (Gas
Powered Armor, Lightning Cannon, Improved Alloys, and Alternative
Energy)
.Effect: Now we are talking. Stornger power armor due to better source of energy. And comes equipped with inbuilt energy weapons.
Gas Mask: Employ in battle to counter poison gas.(poison Gas, Medicial
breakthrough.)
Effect: So troops do not breath in poison gas.
Smoke Grenade: Now the common foot soldier can obscure the flanks with
grenades. (Need Smoke Screen)
Effect: Portable smoke screens to divert enemy sight.
Energy Grenade: A really powerful grenade. Makes them slightly
dangerous due to power yield. Yet will likely blow up the target.
(Lightning Cannon needed.)
Effect: Mobile power core instead of bombs. To make more powerful boom.
Portable Grenade Launchers: Attached to the rifle/machine gun. Sorta
like a bayonet. Though what it does is launches a small/tiny grenade
that explodes either by timer, or impact. (Needs grenade launcher)
.
Effect: Attaches to main gun, one shot fire at a time.
Aqua Striders: Means to have support/battle at the bottom of the sea.
Akin to Striders on ground, and can carry troopers to take underwater
cities.( Strider, Maritime Society, and
Amphibious Assault.)
Effect: They walk on ocean bottom and pop out of the sea to coasts. Or storm under water cities.
Assault Aqua Strider: Bigger, meaner brother of Aqua Strider. Not a
mere cargo strider or transport, it is designed to fight,by moving
through water and etc and attacking with a variety of weapons.
(need Aqua Striders. Assault Striders.))
.Effect: Bigger than above, and more powerful, can now actually swim and attack ships.
Portable Radio:Able to communicate with one another on the field of
battle. Handy for joint operations. Comes in a back pack model.
(Brilliant minds needed.)
Effect: Able to have protable radios to aid in communication efforts and etc.
Moby Dick!: Your people are so naturally attuned to the creatures of
the sea that they can call forth even the largest types of creatures,
such as whales and giant squids. Use these mighty beasts to lay low the
fleets of your enemies! The Kraken from Pirates of the Carribbean falls
under this category. (Requires Sonar, Marine Harvesting, Giant
Shipyards, Power over the Beasts)
Please note that Here Be Dragons can be used to simulate this trait in
the Magic Tech Tree.
Effect: Able to command whales and giant squid to your cause.
The Kraken: Call forth the Terrors of the Deep! This super-unit is
meaner than the Devil himself and as large as a super-battleship (if
not larger), crushing most ships in half effortlessly and eating men
and boats by the hundreds, and can completely ravage coastal cities in
his assaults. This aquatic behemoth requires a lot of feeding and care,
but his might is unparalleled. (Requires Moby Dick!, Shipping Lanes,
Brilliant Minds)
The Kraken can also be summoned using I Call Forth!.
Effect: Biggest and meanest of the sea creatures. Can only melee, but super long tentacles to do said melee.
Compound 18: A ballistic gel that helps absorb damage when apply with a
surface. Thus making better armor. (Biochemical works, Brilliant
Minds.)
Does not work on Orihalcon.
.Effect: Enhances all mundane armor.
Sweeper: Designed to detect mines, in order to deal with them. (Sonar,
Land Mines.)
Effect: Able to detect mines.
Aqua Craft*: Craft that comes from the ocean and can in turn, storm the
base. (Amphibious assault, armored warfare.)
*- Actual Naval Ship transforms into trends. Keeps fire power though.
But it has limits to *what* can engage the beach storm. A boat that
turns into a tank.
With Strider tech instead of wheels/trends it sprouts legs instead.
Effect: Troop transport with gun, the APC of the sea. That can storm the beach with it's cargo.
Energy Rockets: Rocket warheads now have exotic energy payloads.
(Advanced Rockets, Lightning Weapons.)
Effect: Like energy grenades, but with rockets.
Hovercraft: A craft that can move on water and on land. (Alternative
Tech)
Effect: Not quite flying like a UFO, but hovers just fine as long it is leveled and not steep.
Land Ship: A bigger model of Hovercraft and yes they serve multiple
roles. Troop carriers, or heavy fire power. (Hovercraft, Battle
cruisers and Titans of Industry.)
Effect: Bigger, meaner hovercraft.
Hover Base: The ultimate in hovercraft. It is a city sized base. That
can be at sea or hover off land. Cannot go through mountains is the
only limit. Armed to the teeth and *full* of additional material.( Full
Scale War, Land Ship, Victory or Death and Engineering Marvels.)
Effect: You know the Garden from FF*? How it was a mobile base in water and land? Something like that. Only thing it cannot cross are mountains.
Hover Platform: A platform that houses a crew and driver and capable of
flight. Limited flight, but flight, while carrying big time guns.
(Updaisum Drive.)
Effect: A mobile artillery platform. That hover/flies.
Hover Tank: A small tank that hovers over land and water. Low yield
though so does not fly so high as to avoid walls or buildings.
(Hover Platform)
Effect: Like the above, but in small tank form.
All Environmental Ship: Sea (Can be submarine even!) Land, and Sky
ship in one. A true hodge podge of military roles in one unit.
(Flying Warships, Advanced Diesel Engines, and Land Ships.)
Effect: A military vehicle that can go in almost any situation.
Transformer Tech: A tank or a car or sphere, or even a plane that transforms into a alternative mode like a robotic walker. (Brilliant Minds, Alternative Tech, Walkers.)
Effect: Transforming vehicles. From vehicle to walker and back.
Spheres: A rolling sphere, three layers of material and a pilot at the
center. They are extremely useful for they can customize their roles in
said battle field. All depends on the tech at hand. (Alternative tech,
Brilliant Minds.)
Effect: Rolling spheres of death that can be armed to the teeth. Use cameras and screens to see outside.
Magnetic Force Gun: Tapping into the magnetic forces of nature itself.
A beam weapon that will wreck any metal. Pull apart, crush, punch,
etc.(High-Yield Energy Generators, Lightning Weapons)
Effect: A magnetic energy gun that rips apart any metal or wrecks it badly.
Molecular Beam Gun: Has two functions. Either heat up or cool down. For
any sort of role you meet up. (Lightning Weapons, and Everyone is
Sparky.)
Effect: A heat and cool ray in one.
.
Sonic weapon: Anti foot soldier gun,can fire through walls and vehicles
as well. Very messy results. Can be used under water as well. Still hard to maintain and limited range.(Sonar,Lightning Weapons)
Effect: Disrupts through armor, hurts ears, less range than energy beams, and can be used in water.
Acceleration Cannon: It tampers into magnetic force. Where artificial
fields with some panels, it fires out harpoons of dense metals.It is
the ultimate range gun. Can even fire on Air Craft Carriers despite the
usual range issues.(Applied Phlebotium, Magnetic force gun)
Effect: Old world gaus launcher.
Flight Suit: Allows foot soldiers to fly. Either by
heli-blades,personal rocket packs, anti gravity pack or even functional
wing suits. Either way this new type of trooper is able to fly.
(Alternative Tech. Flying War-Bots)
Effect: Flying suits of armor for the troops.
Dragoon Armor: Ultimate personal armor. Not only does it protect, and
boost strength, but flight as well. For swift actions.( Power Armor,
Flight Suit.)
Effect: A super tech. Powered armor troops that fly.
Remote System: A ways of controlling machines with a device design to
do the commands. It is a great stride in current technology.
(Robotics, and Portable Radio.)
Effect: Able to command somethings from afar with no inside crew. If handler is killed, it stops.
Drones:Remote control machines from a distance. Many roles like
escorts,or even suicide bombers. (Remote System, and War Bots.)
Effect: Little remote contorleld things for light support.
Guided Rockets: Using a wire system to aim true. Has some limits
though. (Advance Rockets and Brilliant Minds.)
Effect: Wires attached so fire team guides rocket to impact zone.
Seeker: A shell or bomb that locks in on a transmitter. Has to be
launched out of a big gun,or a aerial bomb. Nice for hitting priority
targets. (Insane Science, Advanced Rockets, Remote System.)
Effect: Used in spy games. In which implanted radio devices allow for seeking bombs/long range shells to hit at maximum accuracy.
Jet Guns: Gyro Jets. In real life are notoriously inaccurate and
lacking. Here they work fine. Hits harder than bullets. But harder to
maintain and produce. Due to ammo and fact you need more gun powder to
launch micro jets, that turn on in mid flight. Harder to build and
maintain in comparison to bullets. (Advanced Rockets, Alternative Tech.)
Effect: BOlters from 40K. Automatic rocket launchers. Only powered armor, cyborgs, Enhanced human and monster men can use though. Mortals would break their arms on these things.
Flame Cannon: Giant flame throwers. (Alternative tech and Large Bore Gun.)
Effect: Gigantic flame thrower to be used by vehicles.
Improved Flame: Need Biochemicals. Makes flame attacks stronger.
Murder Engine: Like the remote control drones. Only now a walking death
machine. pilotless walker who deals in Death. (Radio with Strider.)
Effect: Like other drones. Now it is striders. Up to Assault.
Battleoids: Suits of living armor that have a pilot plug. A pilot within the living flesh and steel, armed with gigantic weapons to boot. To enage in war as a soldier, just one of greater mass and height.
( Vector Suit, Living Armor, Assault War Strider.)
Effect: Bio mech! Living armor with cyber plug interface, pilot merges with suit and can use it as if their own body. Max sized is a assault Strider. But lack of crew and instant reflexes make it powerful.
Neptune Class; Swimming giant robots!! Capable of swimming and meleeing against ships and what not.( Giant War Strider, Giant Shipyards, Shipping Lanes . Assault Aqua Striders.))
Effect: Giant Strider, now in the water.
Sky Kaiser; Giant Robot that flies. armed to the teeth and can engage in melee.
(Upsydaisium Drive, High Yield Energy Generators, Giant War Strider.)
Effect Gigantic flying robot, armed to the teeth!
Night Vision:Goggles/lens to have night vision. Sensitive to light.
Improve night fights.
Effect: Can see at night. But extra vulnerable to bright lights.
Combat harness: On wild beasts, now have guns strapped on, attached to
your beasts of war. (Power over the Beasts, Cyberware.)
Effect: Your critters can now have guns strapped on and they use with reflex.
Automated Air Craft: Air craft that has no pilot, but rather a simple
AI for kamikaze runs on the enemy. (Robotics, Specialized Air
Craft.)
Effect: Fully aware suicidal death dealing AI planes.
Robot Super Soldier: A very different sort of hero. One with a
personality, one tailor made for job at hand, and with advanced
strength and durability. With no need to sleep or eat. Sadly they
cannot disguise themselves too well, and the robotic brain to make
such a soldier takes a long time to process. So when you have one,
treasure it, and treat it well.
(Brilliant Minds, Robotics, Very Tip of the Spear,Advanced Alloys, and High Yield Generator.)
Effect: Super unit. A robot who has training from Hell and experience logs of Super soldiers in hard ware. So they can perform like them, with their enhanced robotic bodies.
Culture Vats: Able to make new food/material from growth vats.
(Requires Genetic Research, alternative tech)
Effect: Allwos for gene units. Also grow food in vats and stuff.
Darwin tech: Replicate animals,mix and match dna for creatures base
on role in question. One can mix and match animals for fusion animals.
Many results apply. Also can chemical change vats depending on animal
and the creative thoughts of said player. Said animals can be any*real*
animal to exist. INCLUDING pre-historic life forms. That's right;
dinosaurs! (Vats, Power over the Beasts)
Effect: Can now have big naimals in war machine. Custom genetic beasts and even dinosaurs. 6 strains max.
Bond Beast: Artificial grown creatures with control chips to link to their owners, for increased results on the battle field. As these pets aid their owners with brutal results. However due to tissue growth selective with cybeware, only so far can be given, reserved for important officers and such.
(Darwintech, Cyberware)
Effect: Officers now have a pet that can cyborg out at a given moment. Helps in operations.
Clone Vat: The ultimate red shirt. A clone of a individual. Able to
mass produce said clone shields. (Need Culture Vat, Insane
Science.) Only for normal/regular troops/pilots/etc.
Effect: Now have a unlimited supply of soldiers as long your clone labs are functioning.
Beast Folk:: Artificial life forms vat grown. They are useful in many
different ways. All depends on their "build." (Need Clone Vat, Darwintech and
Weapon X.) We are talking about artificial foot soldiers mostly,
grown, trained and sent out into battle in a attempt to replace the
every day soldier. A step up from clones, though clones still work side
by side.
That is up to the player in question. What critter mix match.
Effect: These guys are the real deal. Hybrids of human and animal. ( one genome has to be human, 6 others not so much.) And well these brutal warriors will beat the snot out of your enemies. Note they are customable in genes. And their quite fearsome.
Pack Leader: Super trained beast folk warriors. Beast Fplk, Tip of Spear.
Effect: Hero Beast Folk.
Leviathan Strain: These creatures are among the most costly to
fund.However they are extremely powerful.Able to take out a small
country if that be the case. It is called Breed because you get to base
what powers/DNA pts they have.( Darwin Tech, Victory or Death! and
Weapon X)
Effect: Can now have Godzilla as a super unit. A killable Godzilla, still Godzilla. Or something on those lines. Super unit tech.
Terrible Children: Worried about the very best of your soldiers?
Training just not good enough? Now make special squads of your best
troop, down, to genetic level. Note that this guys are rare hero types,
for they must be grown and trained. Also they age rapidly so will need
replacements.(Clone Vats, Very Tip of the Spear.)
Effect: Instead of lame clones, more expensive clones of your super soldiers. Metal Gear style.
Symbiotic Armor: Living armor that protects, has hp, and can heal
itself if not killed outright. (Vats, advanced science.)
Effect: Living armor that heals the troops wearing it. Offers decent protection. Does not work with power armor. Can attack with it too.
Living Armor: Material that heals itself. (Symbiotic armor and
Engineering marvels.)
Effect: Now your vehicles have regenerating plates.
Biomechanoids: Robotic warriors that are grown like culture food. Complete with metallic weapons and so forth. Truly living machines.
(Living Metals, Robotics,)
Effect: All machine units are like battle pods now and even cheaper.
Tectonic Tech: Being able to move through the ground with ease and scan
what is below.
(Alternative Science)
Effect: Allows for tunnel stuff.
Tunnel Craft: Either surprise machinery from ground or carriers of
things,these driller devices make lots of vibrations and they in turn go
through the ground to do their job. (Tectonic tech, high energy
generators.)
Effect: Land vehicles that can now tunnel into the ground and through the ground for surprise attacks.
Diggers: Powered armor to aid the soldier and worker to burrow and dig through the Earth.
(Tectonic Tech, Gas Powered Armor.)
Effect: Powered armor doing the above, so now soldiers killing people.
Sand Bots: War Bots built not just to kill and maim and hunt. But can dig through the Earth to surprise attack their victims as well. (War Bots, Tectonic Tech.)
Effect: War Bots that do the surprise mole death trick.
Geo Ship: A military vessel that can crawl on land and dive into the Earth below, akin to a submarine, instead of water it is dirt ( Tunnel Craft, Battle Ship)
.Effect: A freakken burrowing battle ship.
Subterranean Colony: A city under ground! Complete for mining,
building and etc. Need culture vats to grow their food and everyone
needs at least two hours of sun a day to stay healthy in sun light. Can
only be built under big bases or cities, as a spare. Very hard to
target as it's underground. And need system of large elevators to go up
and down surface and cave levels..(Culture Vat,Tectonic Tech, and
Engineering Marvels.)
Effect: Can now invest in buying aa city or base under a per existing one. Can be invaded by access tunnels or elevators. But very well defended to help build the war effort.
-Tactics
Smoke Screen: Employing smoke to obscure view to escape or make
targeting difficult.
Effect: Enough said, employ smoke, as it lasts can escape or advance with less enemy fire.
Commissars:
Imperial Guard Commissar wrote:
If you will not serve in combat, then you will serve on the firing
line!!
Basically that's it. Your troops have only three choices: returning
home victoriously, dying bravely by an enemy bullet, or getting shot by
these psychotic political officers for being a coward. It grants
bonuses to combat, since your men know they really won't be coming back
if they don't win. (Requires Police State, “Victory or Death!”)
.Effect: Now have officers who will shoot at retreating friendlies. To let them know there is no retreat or surrender.
Combat Drugs: Juicers, steroids, speed, etc... Whether in pill or
injection form, these chemicals will ensure that your men work at top
efficiency. They'll be cases for medical care and therapy long after
the war has ended, but in the meanwhile they'll be good little killing
machines. Refinement Processes boost the efficiency of the drugs by
making them of a purer cut, while Mass Production ensures your men
enough supplies of it as necessary. (Requires Biochemical Works)
Effect: Boosts effect of your troops. Hurts their health in the long run though.
Fix-Flank-Finish: Infantry tactics in general use the "brave headlong
rush" to meet the enemy, or exchanging fire at visual range. This
tactic boosts infantry batallions' efficiency by pinning the enemy with
suppressive fire, flanking his weak points, then finishing him off at
your leisure after his defenses have been compromised. Bonuses to
infantry combat.
Effect: Instead of marching in to gun fire. Gun play now is to make suppressive fire to corner the enemy and find means to flank and finish them off. Makes infantry firing better with these tactics.
Sniper Battalions: By using large numbers of snipers, enemy infantry
movement is severely curtailed as they are being forced to stay in
cover unless they want a bullet to the head.
Effect: Now have snipers staged at keen points. To take pot shots at enemy advancements.
Rangers: Named for the elite US Army troops, these are men trained in
special operations and tactics meant for infiltration, shock attacks,
and stealth ops.
Effect: First of the elite troops.
Quiet Professionals: The next step up from Rangers, these men undergo
even more extensive training to become lethal killing machines. Their
operations include assassinations, surgical strikes, and all-terrain
combat. (Requires Rangers)
Effect: Better than rangers.
Delta Warriors: Named for the US Delta Forces, these men are the best
of the best. Their daily work consists of things that they're not
allowed to tell their family or friends about under penalty of High
Treason. (Requires Quiet Professionals)
Effect: Pretty damn scary effective now.
Very Tip of the Spear: At this point, we've gone WAY beyond special
troops. We're talking about elite, top human condition troops pushing
the edge. You've got Solid Snake, Captain America and Jason Bourne
working at this stage, and you've got a sizeable squad of them for
those "worse than impossible" missions. Your man could go in shackles,
escorted by a platoon of enemy soldiers, and by next morning he'd have
razed the camp to the ground, assassinated the Very Important Official
who was making a tour of the place under heavy guard, and then manage
to escape to the extraction zone before the enemy knew what hit them.
(Requires Delta Warriors)
Effect: Ultimate Super Soldier in terms of training. As good as it gets without fancy gear or powers.
Special Scenario Warfare (Urban, Amphibious, Guerilla, Mountainous,
etc...) Choosing two "special scenarios" for every time this trait is
bought. Whenever your units fight in the specified scenario, your men
gain a hefty combat bonus in regards to their less-specialised enemies.
Effect: Can buy more than once. Each time invest training in a particular field of combat for better results.
Extreme Environment Warfare (Winter, Desert, Jungle, etc...): Choosing
one "extreme environment", your men will operate machinery normally
while your enemy gets a sizeable penalty. However, it has to make
sense: you can't buy "EEW: Desert" if your country is mostly winter and
snow.
Effect: Like above, but now only in terrain your nation actually has. Like the Russians exploiting their winter to fed off the Germans.
Breakthrough Tactics: By using one modern (i.e. post WW2)
tactic/strategy, you use your troops and units to better effect than
those stuck with WW2 strategies. However, please bear in mind that this
will be limited to WW2, so no ECM warfare or hacking into the enemy
infrastructure by internet.
Effect: Run by me said tactic. If fesiable, yes, otherwise no. And can use only one.
Tank Hunters: Your infantry and units excel at taking out enemy armor
(that includes mecha). Bonuses vs armored units.
Effect: Makes your units better at killing enemy armor/mecha.
Combat Engineers: Specially trained men and women who perform minor
miracles to help their army fight under hostile circumstances. Bonuses
to logistics and supply. Also count as battlefield mechanics. For
repair to vehicles.
Effect: Now have better supply runs and encampments on battlefront due to the army engineers.
Armored Warfare: Prior to WW2, tanks were used as infantry support.
With this trait, the finer nuances of using tanks (or mecha) as primary
combat weapons become clear to you, and you can use your tanks with
bonuses. Required for Combat Tanks.
Effect: Makes tanks betters.
Blitzkrieg: At this stage, you're not just using tanks well, you're
using them as the primary punching power for your ground forces. Grants
bonuses to armored units. Required for Heavy Battle Tank (Requires
Armored Warfare)
Effect: Imrpoves all mobilized army vehicles.
Naval Aviation: While air power has proved its worth on land, now
you're working on getting it to work at sea as well. Your fighter craft
are either modified to work on land-based airstrips or off aircraft
carriers, or you've got a variant specifically used for aircraft
carriers. Either way, your naval combat range has grown greatly.
Required for Aircraft Carriers.
Effect: Allows for air craft carriers.
Naval Task Force: A general term that describes that you realise the
best uses of each of your ships for the roles that suit it best, and
can micromanage each ship properly to working in a greater, cohesive
role. Grants bonuses to fleet combat.
Effect: Makes navy better.
Aerial Ace Combat: "Flyyyy in-toooo the DANGER ZONE!" - Er, uhm, sorry
about that. But yes, this is basically a Top Gun academy system where
your troops learn more about dogfighting, aerial maneuvers, and aerial
combat in general. You don't need it, but with this trait you
effectively double the effectiveness of fighter units and small planes.
It doesn't apply to flying battleships, though, so keep that in mind.
(Requires Advanced Diesel Engines)
Effect: Makes fighter plane pilots better. Applies only for planes though.
"Victory or Death!":
Your government isn't too keen on the idea of tactical withdrawal, so
your troops will often be forced to fight to the last man. However,
this "never say die" attitude helps in that the level of desperation
and/or determination of your government allows you to unlock super
weapon production (required for Chemical Weapons, Land Mobile Fortress,
etc...)
Effect: Allwos for certain things researched to show your mentality for winning no matter what or die swinging.
Infiltration: Other nations' armies work by hammering an opponent to
death. You work by loosening him up from within. You've got a few spies
in some good spots, and they're doing all they can to slow down the
enemy's war machine without getting caught.
Effect: First step in spies.
Intelligence System: The next step up from Infiltration, your spies are
really good at finding stuff and letting you know of the enemy's moves.
You've got someone looking out for your men, and unfortunately for the
other side he's got a clear view of some of the more important cards.
(Requires Infiltration)
Effect: Second step.
Counter-Intelligence: Unfortunately, you just can't let the enemy spies
go amok, can you? By setting up a counter-intelligence system, you can
effectively counter enemy spies and root them out before they can do
any serious damage to your war effort. (Requires Infiltration)
Effectp: Now stop other spies with your own.
Shadow Agency: Your nation not only works the intelligence game, it
excels at it. You have developed a special government agency with the
express purpose of winning the war in the shadows This agency is so
powerful that it might even influence the natural flow of politics in
your country, as it has its own lavish budget and "blank check" to do
as it has to. (Requires Intelligence System)
Effect: Much better in spy game. Can use them on multiple countries at a time.
Super Spy:
Quote:
The name's Bond. James Bond.
You have developed a unique breed of heroes. While he might be a good
fighter and a competent pilot, his specialty is infiltration,
espionage, and subterfuge. He could pretend to be a foreign diplomat at
ball, get the Generalissimo nice and drunk and talking about that new
wonder weapon in the works, then quickly work his way into the project
and make off with the plans after setting fire to the workplace. Try
not to overuse him; he is a rare and powerful asset to your war effort.
(Requires Shadow Agency)
Effect: Super unit, just for spying. One country at a time.
Binding the Witch: Your troops have ways of hunting down and
neutralising renegade magic-users. Whether by use of folklore materials
such as cold iron or silver, or by knowing the strengths and weaknesses
of mages, your troops have a better chance of taking on (and defeating)
magic-users than normal.
Effect: Use superstition against magic users and magic is weaken in result.
Witch Hunters: Your troops not only know how to fight mages, they have
entire military squads dedicated to the task with high levels of
success. Your normal troops get better anti-mage training, while your
Witch Hunters are a mage's worst nightmare. (Requires Binding the
Witch, Burn the Witch!)
Effect: Troopers who kill magic users easy. THeir magic is really weak, and their armed with knowledge to kill them. Does not work on mythic beasts or golems. Just spell casters.
Grizzled Veterans: This wasn't the only war your men have fought; as a
matter of fact, there has been a more recent war, one that had started
some time in the past so it's not affecting your troops or logistics,
but ended quite recently so that your men have had the time and
experience to learn important lessons from it. Most (if not all) troops
have veterancy bonuses.
Effect: Have to buy in beginning to have. Your nation had a previous war. So all troops in army already know how to fight.
Fifth Columns:
General Francisco Franco, paraphrased wrote:
I have four columns surrounding the city, and a fifth column in it,
ready and awaiting my commands!
Things look...bleak for the other guy. You not only have infiltrated
his power structure, but a sizable section of his civilians too.
There won't be open civil war, but you have saboteurs, vandals and
terrorists ready to raise hell when you give the signal. The effort of
taking down these terrorists will detract from the fighting effort of
the enemy nation. (Requires Intelligence System, Mass Media)
Effect: Able to stage revolts and on the spot violence in select cities to destabilize the government.
Famous Regiments: There exists certain groups in your army that have a
traditional history of glory and honor, and while it might have been a
while since they've been in a war, these regiments have been upheld in
peacetime as a reminder of what makes good men. In times of war, these
regiments have been reactivated, and their reputation of glory is
enough to make its members fight for their honor and that of the
regiment, beyond the point where other troops might quail or break.
Grants morale bonuses to specific units or groups.
Effect: Have famous units to make the army feel good and perform better.
Foreign Volunteers: Sometimes your own troops aren't enough. Sometimes
you have to bring in the specialists for certain tasks. This trait
allows for ONE regiment of specialists from an allied or neutral
nation, whether they're air, army, or infantry (no naval, except for
small boats and such). And agreement must exist between you and the
granting nation to allow use of their troops in your forces. This does
not apply to two or more armies working under a unified command or
Joint Chief of Staff system.
Effect: Can access ally troops as your own with their permission.
Mercenaries: For some reason, your people just don't have enough
warriors for the job. Either they dislike warfare, or there's just not
enough of a draft pool to draw from. Either way, it's time you paid
other people to fight your war for you. You still have to supply them
with weaponry and supplies, but you effectively have a larger pool of
recruits and men to draw from. Just keep the money ready and you'll
have no shortage of these troops.
Effect: Units that are paid to fight. And if they start to lose will flee. But as long getting paid and oding good, they'll manage.
Slave Brigades: You have not only mastered the nuances of keeping a
slave system, you have also managed to whip some of those slaves into
joining your army. For the most part, they will be uneducated, poorly
trained conscripts used in human-wave tactics, but they'll buy your
better trained units time to carry out more cunning assaults. (Requires
Master's Whip)
Effect: Poorly trained meat shield rush.
Medic!: A unit who's role is to heal and care for the wounded. It makes
life a little easier for the troops. Ensuring their lives. (Medical
Breakthroughs)
Effect: Men and women who heal their hurt comrades during battle.
Marines: Foot troopers who are first employed from the sea, direct
beach warfare.(Amphibious Assault)
Effect: Troops who can attack from water.
Paratroopers: Troopers falling from the sky. To get in the mix of
things. (Rangers,Aerial Supply Network Or Heavy Lifter Aircraft or
Helicopters.)
Effect: Can air drop into enemy lines.
Amphibious Assault: A method used to storm a land target but from the
sea, as opposed to land lock combat. With trained men and women.
(Maritime Society, Rangers)
Effect: Allows amphibious assaults.
Man Cannon: A oddity in deploying troops. It *fires* them out and they
have maximum move of thousand meters. At many angles/arcs. One must
worry about Anti Air guns. Until on the ground of course. ( Large Bore Cannon,
Paratroopers.)
Effect: Can fire out paratroopers from any veicle that can port this gun.
Extreme martial Arts training: Bonus for ground forces in melee with
other soldiers.
Effect: Bonus in melee battle.
Entrench: A classic defense measure. Digging into the ground. Harder to
hit and what not.Either as a fox hole (2-4 troops.) To trenches ( Whole
unit in trench,to deal with situation.)
Effect: Dig trenches in place, to soak up fire power and bunker in.
SMGS for Everyone!: Everyone now owns a sub machine gun, to promote
better safety. Since everyone is armed,no sense in attempting crimes.
Also handy should invaders knock on the neighbor hood. ( Mass
Production, Nationalism,and Military Junta or Militant Society.)
Effect: Every man, woman, and eligible child in your country has atleast one sub mahcien gun. In a city invasion they WILL rise to the occasion.
Drop Pods: Portable bomb casings,but not explosive, rather it contains
a warrior. Goes where the pod is dropped, then come out to rock.
(Heavy Lifter Aircraft, Sphere,Paratrooper.)
Effect: Can paratroop any unit that is not big enough to step on a tank.
Armed Trains: Yours trains pack heat now.
Effect: As your trains go to deliver, they now have gus to fed off attackers.
Fake Terrain: Screw up info and troop formation with false landscape.
Effect: Surprise enemy with fake terrain or screw up their maps.
Ablative Armor: Employ armor in layers.
Effect: Now employ armor in layers. Slowing down vehicles, but tougher to kill.
Logistics:
War Economy: Your economy has been geared to the best possible
advantage of the war effort. A lot of civillian luxuries have been put
on hold to allow more military-oriented goods to roll out and reach the
front lines. Production facilities shift focus from civillian to
military products, the infrastructure is comandeered to allow these
goods to reach the frontlines in a timely fashion.
Effect: Get this for free. Need it to have a army.
Mass Production: Your industry is assumed to have already reached a
sizeable amount of heavy industry. However, with Mass Production, the
emphasis shifts to producing a lot of stuff very quickly. Your
machinery can make a lot of goods, parts, and even more machinery to
keep the wheels of production moving at top speed.
Effect: Get this for free too. Because you NEED this.
Vast Resources: Must pick a nation creation. Country has ton of
resources.
Effect: pick only at start. If you do. Get a bonus in resources to spend. As this game does not have a production or cost value really 9More common sense0 This gives a excuse to have a lot at hands from start.
Full Scale War: With both the economy comandeered to the war effort and
your industry production at top speed, you can now move to the next
step of wartime production. At this stage, it's a production frenzy:
tanks, rifles, and ships are continuously being churned out of your
factories and assembly lines. It's a fight to the finish, and in the
meantime your men are going to get all the supplies they can get.
(Requires War Economy, Mass Production)
Effect: Your whole country is gearing for one thing. War. Maximum build benefits.
Titans of Industry: At some point in your industry, some companies
stand above the rest in production rates and quality. These
conglemerates eventually garner enough momentum of their own to become
economic entities in their own right. With strong ties to the local
government, they gain the lion's share of grants and porkbarrel
spending. While this may sound bad, it results in a much better R&D
department for your military divisions, meaning that a lot of the
produced stuff comes out at a better quality and reduced cost due to
economies of scale. (Requires Mass Production)
Effect: Quality goes up of your gear as the very best that is being offered is what cuts the cake in reaching the front line.
Tunnel Networks: A curious logistical system, this has a mostly
defensive application in that a prepared tunnel network speeds up
supplying the front lines and provides protection from enemy fire
support.While not a lot could be moved through any one tunnel, the
sheer number of tunnels and the traffic going through them makes it a
logistical miracle and lifeblood of your army. (Requires Combat
Engineers)
Effect: Able to make a supply run below front line in small tunnels that need to be maped, to be dealt with.
Mass Transit System: Planes, Trains, and Automobiles! You have a strong
network of travel and transportation running through your country that
allows the transfer of people and goods from one spot to another almost
overnight. When utilised for military purposes, you could effortlessly
move troops from one side of the country to the next regardless of size
of territory to be covered or the size of the forces to be transported.
(Requires Public Education System)
Effect: Because Public Education is free and you'll need this to go to the battle front. A freebie.
Giant Shipyards: The bigger the units you produce, the more
requirements are needed to make it. When it comes to large ships and
naval units, you'll need large dry-docks and ports to get the
production underway. With this trait, the bigger ships like Battleships
and Aircraft carriers are unlocked for production.
Effect: Needed for boats.
Giant Hangars: This effectively is the same as Giant Shipyards but
applies to aircraft and flying units as opposed to naval units and
fleets.
Effect: Needed for planes.
Shipping Lanes: The seas are the lifeblood of your nation, and it
shows. You make a lot of business transporting people and produce by
sea, and in wartime you can do the same for military supplies and
ammunition by converting merchant vessels for temporary wartime
service. (Requires Mass Transit System)
Effect: Needed to ship stuff across the sea.
Aerial Supply Network: Instead of transporting your goods by sea, you
transport everything by air. While this does provide more destination
choices, it also offers a different set of challenges. (Requires Mass
Transit System)
Effect: Flying across huge land mass to supply the army.
Colonies: The good ol' days of colonialism are mostly over - good thing
you didn't get the memo . You still retain sovereignity over some
distant land over the sea, and that land could be used as a secondary
base of operations or even as a replacement HQ should your main capital
be overrun. It grants you a once-only extra 10% for both Area and
Population of your nation. Just make sure you can defend both
locations. (Requires Shipping Lanes
OR Aerial
Supply Network)
Effect: Pick only at start. Second land mass with cities as a part of your empire.
Magic Teleport Grid: Instead of transporting stuff overnight, you can
now transport it instantaneously by using magic. The downside is, you
need an already established portal to where you need to transport your
stuff, and that makeshift portals won't transport the stuff that fully
constructed teleport pads can. (Requires Mass Transit System,
range">Ley Lines, Magic Institution)
Effect: Teleporting ley line transit system.
Biochemical Works: Your factories, doctors and scientists are hard at
work trying to decipher the science of chemistry and biology This
allows you some breakthroughs not available to others. Required for
Combat Drugs and Poison Gas
Effect: Needed for chemical weapons and combat drugs.
Refinement Processes: You possess special facilities working hard on
purfiying and improving fossil fuels and other vital chemicals as
explosives. They can also be used to improve the quality of Combat
Drugs and Poison Gas. (Requires Biochemical Works, Mass Production)
Effect: makes ALL chemicals better.
Alternative Power Sources: You're looking hard into power sources that
don't come from traditional energy sources like oil and coal. You may
take this into account as a fossil fuel replacement: just be sure to
inform the GM . Examples: Sakuradite (Code Geass) Elerium
(X-COM).
Effect: Another source of fuel not in real life. Usally a form of sci fi rock or something. Discuss what it is. If so, it will power up toys and free up gas and such.
High-Yield Energy Generators: You've developed Requires Alternative
Power Sources and worked on them to a degree where they're providing a
higher power yield than fossil fuel. This powerful power source helps
in power generation and in providing reasonable power sources for
high-powered weaponry as doomsday weapons and giant ray cannons.
(Requires Alternative Power Sources)
Effect: Perfected that mystery fuel to out perform beyond your wildest dreams. All equipped with it have a ton of juice to operate.
Fields of Gold: Your country either has a lot of green thumbs in its
genes or very fertile lands. Either way, you're a traditionally strong
provider of wheat, grain, meat, and other foodstuffs to other
countries. In wartime, you can either keep up supplies to the troops or
you can sell your extra food to your allies for a tidy profit.
Effect: Can have at any point to show progress in farming. It makes you grow food better to feed everyone.
Improved Resource Gathering: Your resource extraction processes work at
a much better rate than everyone else: your ores, fuels, and minerals
are either more plentiful for a given source or purer than your
counterparts' produce. This mainly increases production and grants
bonuses.
Effect: makes all resource things, food gathering, mining, and etc better.
Marine Harvesting: Your food and resources come from the sea as opposed
to most other countries that take their resources from the land. Your
technology or methods are sufficiently advanced enough to make this an
efficient process that pays for itself. Even your fuel comes from
sea-based rigs. (Requires Maritime Society, Improved Resource Gathering)
Effect: Can use ocean if near it or surrounded by it into a gold mine of resources.
Land Mobile Factory: A truly odd unit, this is not so much a combat
vehicle as much as a production facility that gets around on railway
lines or even on treads. While having your production facilities so
close to the front lines can be a risky proposition, the Land Mobile
Factory makes it much easier to get supplies to your men if they are
standing on a valuable resource point. Please note that a Land Mobile
Factory CANNOT make a finished Land Mobile Fortress or other
super-unit: it can only make the separate pieces before they can be
fully assembled on-site and the finished unit sent off to combat.
(Requires Full Scale War, Improved Resource Gathering, Mass Transit
System)
Effect: A unit that does not attack but builds units to be used. Cannot make fully operational super units from get go though, anything else is legal.
Trains On Time: Your country gets its work done on time because YOU
WANT IT DONE ON TIME! By hook or by crook, everyone does their work as
neatly as clockwork; slacking off is not tolerated. Bonuses to
production. (Requires Totalitarian State)
Effect: All workers work on time, doing their job to the best. At ALL times.
+1 Country Size: This trait allows you to increase your country's
population and area by 25%, thus allowing an increase in size every 4
points spent. Population affects recruitment and size allows for more
resources and living room. Please note that this only goes towards your
own sovereign territory, as any land forcibly taken or subjugated will
have problems with an uncooperative if not outright hostile population
that will put a dead weight on production, not to mention potential
uprisings and guerilla warfare.
Effect: Pick only at start. Up to four times. Those tiems makes a 100% growth in land mass of your country. FUll of people and resources.
Wireless Electricity: Using a system of coils and buildings one is
able to draw power from the planet's Magnetic sphere and provide power
to nearby equipment and buildings. Cutting down cost of materials
needed for lighting up the country.Said buildings are lightning
magnets, and targets in war. But cuts cost of gas and other fuels.
Please note this covers buildings ((Should they fail, back up
generators) They do not power up vehicles.(Everyone's Sparky,
Engineering Marvels,Alternative Technology.)
Effect: Makes it so appliances and buildings no longer need fuel at all but a link to magnetic sphere for power. Further freeing resources for use. ALmost a uptopian kind of thing to have. In war effort, ALL major fuels to be for war machine, unless a emergency.
Society:
Public Education System: Your country has advanced far enough that at a
sophisticated full education system exists at a reasonable cost to all,
ranging from preschool to a full college education. While not everybody
in your nation could be expected to receive a full high school
education, much less a college degree, the system in place allows for a
high degree of literacy in your nation. On its own, it's not worth
much, but an education is needed for the higher forms of study and many
of the more important engineering and construction skills.
Effect: This is free. Got to have this for any sort of technology. So why not?
Brilliant Minds: Either you've managed to lure them with researches and
fonts of knowledge in your colleges, scholarship money, or even managed
to create a bumper crop of exceptionally skilled and learned people.
Any way it went, your education system is paying for itself now. You
have excellent minds that can help you improve the public life, create
a path to the future, or help you create even more powerful weapons.
Bonuses to production and research. (Requires Public Education System)
Effect: Needed for some tech.
Everyone’s Sparky! Maybe your public education system is working a bit
TOO well... A lot of people with exceptional intelligence and
creativity are pounding away at their own private labs. Your citizens
often suffer a loss of a good night's sleep due to some maniac's lab
blowing up in the middle of the night and waking up the entire block.
There are bound to be some hazards with this many overly curious
creative brains around, but it sure helps research! Lightning Weapons
(i.e. energy-based weaponry) benefits especially from this trait.
(Requires Brilliant Minds)
Effect: Allows for some things, and improves lightning weapons.
Advanced Sciences: At some point, the normal laws of physics
get...boring. Now your scientists are out to unravel the more arcane
and mysterious secrets of the universe. This trait is required for many
of the more important or interesting scientific discoveries. (Requires
Public Education System)
Effect: Again needed for some technology.
Insane Science: The works of extremely educated and quite mad
scientists. This pick regards the bold and nearly impossible dreams,
made reality in scale of science as it borders on madness in the
theorims. 9lightning Wepaons, Brilliant Minds, and Advanced Science
needed.)
Effect: Again needed for certain things.
Nuclear Theory: Whether by studying on radioactive ores like uranium,
or studying the secrets of the atom and matter, your scientists are
making steady steps to unlocking the very secrets of creation - or mass
destruction. At this stage though, you're still working on theory or on
the very earliest steps of practice. You need Manhattan Project to
actually start full-scale experimenting on nuclear power. (Requires
Advanced Sciences)
Effect: Cornerstone of nuclear project.
Human Limb Simulation: By studying the stresses and intricate
engineering of the human frame, such as joints and limbs, your
engineers can replicate moving limbs on a feasible scale. You're
currently working on fully working artificial joints to enable movement
of large objects. (Requires Advanced Sciences)
Effect: Needed for mecha.
Mechanical Prosthetics: Simple mechanical limbs made of wood and moved
by wire aren't covered by this section. Instead, we're talking
complicated wonders of medical sciences, such as a fully functional
metal arm that can hold an egg without breaking it, a replacement
heart, or even steam-powered legs! Such devices aren't electronic, but
have a strange dieselpunk, steampunk or even clockpunk feel to them. As
such, they don't look as natural as modern prosthetics, but they can be
more powerful! (Requires Human Limb Simulation)
Effect: Needed for power armor. Also can replace lost limbs with cyborg parts.
Computers: No, we're not allowing the internet or personal laptops. In
this era, we're stuck with giant number-crunching mainframes that fill
up entire rooms, work using vacuum bulbs, and are mostly used for
planning and scientific research. However, you can have them hooked up
to the control systems of factories or even railway systems. Just be
careful they don't rebel. (Requires Public Education System)
Effect: Old fashion computers in place. Helps crunch numbers.
Robotics: The next step up from computers is the robot: a machine being
capable of simple thoughts or obeying orders. Such machines can either
follow the simple programming of their electronic "brains", follow
verbal orders, or remote-controlled by radio. The presence of robots
increases production rates due to the presence of more durable working
hands. For a robot to be capable of fully rational thought, Brilliant
Minds is necessary. (Requires Computers)
Effect: Allows for robotic assistants.
Cyberware: Instead of just replacing bone and muscle. It truly is in
the top of the line factor. It affects the human mind. With a mix of
computer,regulation circuits, and human brain. One has better reflexes
and computing power, While still learning like a human and adapting.
Though those given treatment lose pieces of humanity, it's a small
price to pay, to be the quickest thinking, room efficient computing
staff in the world. Not for everyone. Some lab coats get it to improve
thought processes, pilots for better reflexes, and even commanding
officers for overall mentality boosts.Positive augmentation overall.
Also makes convicts and other crooks to loyal servants due to mechanical
mind control.
(Brilliant Minds, Robotics. and Mechanical Prosthetics needed.)
Effect: Can replace or augment organs with machine bits.
Political Strongman: Your government is in the hands of a single
individual, who has gathered a lot of power very quickly, and may not
be guaranteed to use it wisely. He or she have either gotten into power
by a coup d'etat, assassinations, conspiracy, or even through
democratic processes - but now that s/he's in power, they're not going
to give it up easily. It's not going to be a pleasant ride, but for now
enjoy the slight production bonus as your Fearless Leader tries to put
things in order. [CANNOT be taken with Democratic Process, We the
People, Constitutional Monarchy]
Effect: First government on this list. A level 1 one. Makes you the boss. Due to crokked politics. Please note in this, any government is free to pick. But only one.
Police State: The ruling person(s) are, for some reason, either
paranoid or insecure, or feel that they can better manage the state
with a tight grip on affairs. Your security systems and police force
are uncommonly strong, resulting in the supression of most basic human
rights. They keep an eye on everybody, and red tape can be pretty
strong. Still, if everybody would just go with the program, there will
be no problems. Internal security bonuses. [CANNOT be taken with
Democratic Process, We the People, Constitutional Monarchy]
Effect: Makes spies more effective, but ruins your people's rights. Spies attacking your country are less effective.
Totalitarian State: Your dictatorship has taken itself to the next
level. Nobody breathes with Fearless Leader telling them to, everyone
dances to his tune, and those who disagree disappear into the night.
While morale can suffer as a result, the fact that Big Brother's got
all his pieces lined up in an orderly fashion enforces productivity and
research. (Requires Police State, Political Strongman) [CANNOT be taken
with Democratic Process, We, the People, Constitutional Monarchy]
Effect: A ultimate government. in this one one person calls all the shots no matter what. EVERYTHING but morale is good as a result. Bad guy call though really.
Divine Right: Instead of a bureaucracy or elected official, your
government is represented by a hereditary monarch or Emperor. While
genetics do not a good leader make, the traditional reasoning that the
monarch was chosen by Heaven to rule keeps the system in place. Morale
bonuses since your people identify themselves with their king or queen
and will do anything to preserve his reign. However, while your king
may be the ruling figurehead, s/he could be nothing more than a puppet
in the hands of court favorites or certain noblemen who represent the
true power in the land. [CANNOT be taken with We the People]
Effect: A simple government. Here have a king or queen ruling.
Favored Son of Heaven: Your monarch was not just chosen by the Will of
God, your monarch *IS A* God (or a descendant thereof). Disobedience is
practically unheard of, as to rebel against such a sublime being is
unthinkable heresy. As such, this system is prevalent in more Oriental
monarchies such as Imperial Japan or pre-republic China. Morale bonuses
all round as people will worship and protect their ruler at the cost of
their own lives and well-being. Bear in mind that your monarch may or
may not be a puppet to his courtiers/nobles. (Requires Divine Right)
[CANNOT be taken with Democratic Process, We, the People,
Constitutional Monarchy, Political Strongman]
Effect: Here your royality is treated like a deity.
Oligarchy: A government type. A "ring" of powerful, aged
residents help make the calls.
Effect: A basic council of VIPs calling the shots, basic government.
Federation: Oligarchy with Democracy. Now each and every city
has it's own self governing law, yet. Has to be in "joint effort" in
regards to foreign affairs. (Democratic Assembly and oligarchy.)
Effect: Here every city of nation is self serving and governs itself. Only in dire times do they unite.
Darwin Society: Second choice for Oligarchy power up. Now society is
akin to Ayn Rand's paradise. Where the most influence dedicates to who
rules society the most. So a Cabal of the nation's finest, makes the
ultimate shots. (Oligarchy, Mass Media.)
Effect: Here the most rich and powerful are elected. Not by political skill or even elections. Just by being that "important" in society. As a result a irch kid's club of rulers who are out for the buck.
Bread and Circuses: The tedium and ennui of a dictatorship can be
strong, and destabilization wouldn't be far ahead. Fortunately, at a
small cost to your production, your state can invest in a form of mass
entertainment and basic social service system to keep the people
pacified and more concerned with running the routine of their daily
lives than such troubling things as civil rights and freedom. (Requires
Political Strongman)
Effect: Needed to distract the people of their problems, boosting morale.
Democratic Assembly: Modern democracy is a strange new and sometimes
risky proposition. Sometimes it works just as nicely as it should, and
sometimes you face evil times where people are more concerned with
their next meal than in their birthright of freedom. However, if you
can just hang in there, the good will overcome the bad, as the night is
always darkest just before the dawn. [CANNOT be taken with Political
Strongman, Police State]
Effect: Basic step of democracy. Morale is good, just having people going to war itself is risky.
Constitutional Monarchy: Your nation has a King or Queen, maybe even a
council of Noblemen. However, at this stage in your country's history,
it's all for show. The real power lies with a democratically elected
parliament, selected by the people. This system combines some of the
random bonuses of the Democratic Assembly system with the morale
bonuses that come from having a traditional figurehead to the system.
It is effectively a balance between two archetypes of government,
providing the benefits of each. (Requires Democratic Assembly, Divine
Right) [CANNOT
be taken with Political Strongman, Police State]
Effect: Here there is a royal figure for show, and a elected parliament calling the shots. Best of both worlds. Just held back by basic rights so not as gifted as others getting, certain results.
We, the People: Freedom is the heart and soul of your people. While
they might not like your decisions at times, they are a proud people
who will not tolerate foreign subjugation or tyranny. More random
bonuses, but expect the people to galvanize to your support if a major
act of aggression is unjustly carried out against your nation.
(Requires Democratic Assembly, Mass Media) [CANNOT be taken with
Political Strongman, Police State]
Effect: As long the people feel the war is a just affair, they will fight. If not, good luck getting them to do anything. Kinda the light equal vent of Totalitarian.
Mass Media: Everyday, people in your nation awake to the radio, listen
to the early morning news as they eat breakfast, buy the newspaper on
their way to work, talk about the weekend movies at work or sneak off
to see them at lunchtime, then come back home to huddle around with
their families listening to radio serials or evening talk shows on the
radio. Wherever your citizens go, they breathe in a sea of information
and opinions. You can either work these to your benefit, or suffer as
they turn on you. You could even use your own massive media machines to
weaken the wills of your enemies as they are bombarded with newscasts,
pamphlets, secret newsletters and other such propaganda.
Effect: Need this to use mass communication to get your people to hear what is important, by your standards.
Nationalism: While your nation is assumed to start out with some sense
of national identity, Nationalism drives your people into a patriotic
frenzy. Insulting one's country in a normal state will get you dark
stares and rough treatment; doing the same here would be akin to
suicide as you are blacklisted or seriously wounded or even killed by
an angry mob. Bonuses to both civilian and troop morale.
Effect: The nasty aspect of national pride at it's heart here.
People’s War: Most people support your war from the coziness of their
own homes or from the streets. With this trait, people are actively
volunteering to fight in the war as civilian brigades. While they lack
the experience or training of regulars, with a good boot camp they can
become proficient soldiers. These men will excel at more infantry-based
operations as infiltration, sneak attacks, and guerilla warfare, and
will prefer infantry-portable weapons as rocket launchers and rifles.
Bonuses to infantry combat. (Requires Nationalism)
Effect: People seek out ovltuneering for the war. Not just on battlefield but defending the home front. Wolverines!
Outdoorsman Lifestyle: Your people life mostly rural lifestyles and as
a result live to be healthier and hardier than city people. They also
develop a strong sense of direction as well as a self-dependant streak
which helps in survival. Bonuses to health and combat for infantry.
Effect: Picked at start. Here cities are farther and ibnetween. More rural towns, as people here more used to outdoors. Better infantry. Less infrastructure though.
Youth Leagues: Your country doesn't just raise its children in the
mind, it ensures they have strong, healthy bodies too, whether to
become hard-working citizens or hardy soldiers on the battlefield. It
doesn't matter if you have the equivalent of the Nazi Youth League, the
Chinese Young Pioneers Movement, or even something as simple as the Boy
Scouts organization, it only matters that your country actively
encourages and promotes such organizations for the better upraising of
its children. Bonuses to infantry and civilian health. (Requires Public
Education System)
Effect: Makes for better soldiers. As growing up they are some what, influenced in those sort of activites.
All-American: The idea of cultural identity has become so ingrained
into people that it becomes hard if not impossible to think of life a
NOT being who you are. This sense of identity has permeated into every
aspect of being that your life can effectively be defines by it.
Example: "American as Mom's Apple Pie", though of course it includes
things as way of life, sports, celebrities, etc... (Requires Youth
Leagues, Mass Media, Nationalism)
Effect: The GOOD side of nationalism here. The GOOD reason to be proud of said country comes to light here.
Organized Religion: Religion is a widespread force in the country with
more than a minimal following. If your religion is widespread, it also
has its own system and priesthood, not merely a loose collection of
missionaries who work off alms and charities. Instead, your church is
not only organized but has an overall sense of purpose and direction.
For the intents of this thread, your main religion is not actively
hostile to your current government, and has reached some form of
understanding. Morale bonuses. Examples: Catholic Church of USA
Effect: Morale boost.
State Religion: The relationship between Church and State is a little
bit closer than before. Your nation still keeps some degree of
separation between State and Church, but now religion is a highly
contributing force in politics. It can even reach as far as to get open
support from the government to help keep the people under control.
Larger Morale Bonus. Example: Islam in Arab world. (Requires Organized
Religion)
Effect: Have a better state of identity with said religion.
Theocracy: The connection between State and Church is such that they
are now not only inseparable, but one and the same. The head of your
religion is also the head of your government, and as such rules his
nation in the name of his faith. Dissenters and heretics are generally
regarded as outcasts if not outright criminals. On the other hand, your
citizens will be willing to die for their faith, similar to the Iranian
human wave attacks during the 1980-1988 Iran-Iraq war. Examples: Islam
in Iran, Medieval Papacy. (Requires State Religion)
Effect: Where the church calls the shoots as government.
Secular State: This is the other extreme of organized religion. Your
country has decided that religion is too dangerous a political force
that it has enforced a strong separation of religion and state to the
point where religion is now a dirty word. Whatever faiths exist in your
country are either turned to belief in the secular system or reduced to
minor churches and local parishes with no real power. Example: Turkey,
China, USSR. [CANNOT be taken with Organized Religion]
Effect: Here things are more mental orientated.
Rule of Reason: With Religion now silenced, Science takes the reign as
the major force behind politics. Your bureaucracy is based on logical
and scientific processes, resulting in a sort of cold, Vulcan feel to
it all. Such societies are best described as Plato's Republic;
idealistic societies ruled by philosopher kings. In such a system, the
educated quickly rise to the fore. Bonuses to research and sciences.
(Requires Secular State, Public Education System)
Effect: SUper high minded society as logic and cold equations run society.
Medical Breakthrough: With understanding the body. Able to get new means to keeping your people healthy.
Brilliant minds, bio chemicals, and refinement needed.
Effect: Health up, immune to disease and such.
Burn the Witch!: Your people are either extremely superstitious, have
had a nasty experience with magic, or simply hate magic as a part of
their religious beliefs. In any case, your people will outcast and hunt
down any magic user they can find in their ranks. While magic users are
very rare births even among normal societies, your nation will not
tolerate their existence. The mere fact that you have this trait means
that you cannot use any of the magic tech trees in the
range">Magic traits category [CANNOT be taken with
range">Common Magic]
Effect: If you pick this, no magic. As a result your country HATES magic. To point allows for anti magic to exist.
Defensible Terrain: Your landscape is dotted with inland lakes,
cris-crossed by a multitude of rivers, marred by deep gorges of fjords,
or otherwise made difficult terrain for a foreign invading force. This
makes your land a lot easier to defend from an enemy, though by no
means are you invulnerable or invincible (the Greeks for instance found
that out the hard way when the Germans blitzed them in 1941).
Effect: Your country is easier to defend due to terrain. But can be stormed.
Island-Fortress: Your country is literally an island, surrounded by
either impassible terrain or well-protected. This could either mean
being on an actual island, surrounded by high, almost impenetrable
mountain ranges, or even underwater cities. This grants high defensive
bonuses. However, keep in mind that even Island Fortresses can be
toppled with the right weapons; Islands can be besieged by ships and
aerial assaults, mountain ranges can actually be crossed by cunning
deployment of ground troops and supply lines, and subaquatic cities are
easy targets for submarines and depth charges. Major military
operations will be much more costly and take longer, but not
impossible. (Requires Defensible Terrain)
Effect: Here it can be a literally island or just that defensible it could be considered one. This and original terrainmust be picked at start.
Animal Empathy: Your people, either by magic or by skill, have some odd
ability to understand animals and use them to their best. This results
in better animal-related produce like milk and eggs, and improves basic
cavalry (horse) in your military (if you use horses, that is.)
Effect: Bonus with animals.
Power over the Beasts: At this stage, you are almost supernaturally
gifted in terms of animal control and treatment. It's as if you have
the uncanny ability to read animals' minds and bend them to your will.
You can now obtain other more unusual types of animals for cavalry and
domestic use (emus, bears, wolves, etc...) but are still limited to RL
beasts. (Requires Animal Empathy)
Effect: Can use "real life" animals as units. Calvary with bears for example.
Black Box Programs: Certain government programs are officially kept off
the records, or if records are kept, then such records are to be kept
under lock and key and far from the public eye. The reason for this is
fear of information leakages, because the subject of these highly
classified programs is usually a weapon of vast power that could save
the world or destroy it. This trait allows for the research and
production of WMD's of scientific natures.
Effect: Needed for scary things.
Military Junta: Your government is not civilian in nature but military;
having either forced power by a coup or filling a vacuum caused by some
earlier civil unrest. Now that it has tasted power, it is not likely to
let go of power and has enforced a lengthy martial law situation.
Bonuses to military, since the military government will concentrate on
making itself powerful at the expense of other concerns.
Effect: Basic government. Lacking in everything but morale, anti spy, and people willing to kill.
Militant Society: Your society not only has a military government, but
its mindset is extremely militant and aggressive. Children are raised
since birth not as members in a community but as soldiers in an army.
At every point in their lives, they are raised to be loyal to the State
and in step with the ultranationalist stance of the government. This
grants extra combat bonuses and health to soldiers and health bonuses
to civilians (if they could be considered such). For obvious reasons,
though, they get no democracy bonuses. (Requires Military Junta, Youth
Leagues, Police State)
Effect: Average in everything. But everyone, and everyone that counts. Have been trained to kill with ease.
Engineering Marvels: Your engineers are not only diligent workers, but
masters at construction. Their buildings and artwork (as long as it is
building or engineering based) is unequalled. All buildings gain
bonuses to armor and HP, and all large units (ships, flying
battleships, etc...) gain the same. It is a necessary trait for some of
the extremely difficult construction feats such as Flying Cities.
(Requires Brilliant Minds)
Effect: Boosts the integrity of your vehicles/buildings, so they can withstand further punishment.
Maritime Society: Your people have lived by the sea since time
immemorial. They have earned their livings as fishermen, and are more
comfortable at sea than at land. As such, your people usually make
great sailors and gain bonuses for naval combat, sea-based supply
routes, and seafood harvesting.
Effect: People are used to the water, so better at exploiting it.
Underwater Cities: Other people take the car when they go to work. You
take the diving suit and a good supply of air. That's because you live
deep underwater in an experimental city. In this sort of nation, you
don't earn your livelihood from land-based resources; rather your food,
materials, and even fuel come from the sea and ocean floors. Your city
is naturally defensible because it's hard to reach an underwater town.
Your defenses consist mostly of naval units and maybe even giant
underwater fish. Just watch out for those undercover Super-Spies, Fifth
Columns and Very Tip of the Spear guys. Those guys really know how to
ruin your day. (Requires Island Fortress, Brilliant Minds, Marine
Harvesting
Effect: Have cities under the ocean. Harder to get. But can be stormed.
Cult of Personality: Either through excessive charisma or a planned
propaganda campaign, your leader is a national figure, and maybe even
an international one. Somehow, he has become a defining character for
your country in these times. This generally applies to dictators, but
can also apply to democratic leaders with buckets of charisma and the
know-how to play the media such as JFK, FDR, and Winston Churchill.
They can come off as a egocentric, but their charimatic halo grants
morale bonuses to civilians and troops alike and often lets them get
away with usually unpopular decisions. (Requires Mass Media)
Effect: Bosoters morale of your people.
"I Love Big Brother!": Taking the cult of personality to an
unprecedented level, your Leader has practically been deified to the
point where history is being re-written to further exalt him. Those who
follow the stories and propaganda peddled by Fearless Leader would even
go as far as to believe that he had single-handedly invented fire, the
wheel, and even electricity!! Nations with this trait become almost
slavishly devoted to their Leader. (Requires Cult of Personality,
Totalitarian State)
Effect: Now your people love you as much as Son of Heaven. Way to go, now a complete six pakc of a threat.
Magic country stuff.
Common Magic: In any society, magic is a rarely understood force. It
doesn’t help that for the most part, there are very few born gifted
with the ability or who have the potential to learn to use it. In some
countries, though, there is enough of a magic-using demographic that it
has begun to show as a part of everyday life. Simple spells being cast
are uncommon but fare from a rare sight, and even simple charms and
amulets can be found being sold on the market.
Effect: Allows magic.
Magic Institution: The number of magic users in your nation are rather
substantial. There’s so many of them to the point of them effectively
reshaping society. Your government either has a Ministry of Magic and
Supernatural or some other, public institution that aids all known
magic users, whether to keep a close eye on them or to encourage them
to work in public. (Requires range">Common Magic)
Effect: To get more magic.
Everyday Magic: To a local, this society seems perfectly normal. To an
outsider, however, this is nothing like a normal society at all.
Low-level magic spells are widespread, magic scrolls of healing and
mundane magic are sold in markets and libraries, and some of the more
powerful spells are uncommon as opposed to rare. You have unlocked
magic-based low-level weaponry for use, such as magic staves that
fulfill the role of battle rifles but shoot Level 1 spells instead of
bullets and healing scrolls instead of medical packs. (Requires
range">Magic Institution)
Effect: Magic now exists everywhere in shape or form in your country.
Magic Academies: Welcome to Hogwarts! Sorting hat jokes aside, this
trait allows for the teaching of magic throughout the nation as if it
were mathematics or science. This allows for slight bonuses for use of
magic and is a prerequisite for many magic-based traits. (Requires
range">Magic Institution, Public Education System)
Effect: More better to teach magic.
Magic Foci: You have learned the basic idea of magic being concentrated
in certain places and items. You have not yet mastered the art of
enchanting items, but understand the theory behind it.
Effect: Can focus magic for more potency.
Magic Items: The practical application of magical foci, you can now
enchant normally uninteresting everyday objects with basic or medium
spells to enhance their usefulness. This includes things as magic
swords, or even replacing your standard weaponry and tanks with those
that use magic spells for equally destructive results. (Requires
range">Magic Foci)
Effect: Can enchant items so they focus mana better.
Ley Lines: Magic sometimes travels in lines of power along the earth’s
surface, concentrating in places of extreme magical power and/or
significance. Using higher level magic, you can actually use these ley
lines for more than just significant landscapes.
Effect: Mana wells in the ground themselves.
Mana Resource: Where ley lines gather, a precious material, named
Ether or Manna, gathers. This material is useless to purely
technology-based society, but it is effectively magic power in
distilled form. To mages, they can be used to refill magic power, and
machinery can be made to run on this precious matter. With this trait,
feel free to substitute Manna Fields for the traditional Coal Mines or
Oil Wells. (Requires range">Ley Lines)
Effect: Can take mana reosurces in the form of liquid or crystals to boost effects.
Mako Reactor: You have managed to convert whatever machinery you have
to running on manna instead of traditional fossil fuels. Welcome to the
world of magitech, where magic and machinery are brought together in
yet another feat of ingenuity for mankind. (Requires range">Manna
Resource)
Effect: Can get a generator to siphon mana from the ley lines to mass produce energy results.
Magic Tech Weapons: Now have machines capable of generating magic
effects. (Mako Reactor, Magic Items.)
Effect: Now guns, swords, and so forth can have mako reactors to launch and utilize mako fields. Part magic, part tech.
Elemental Control: Your understanding of the basic elements of magic
allow for greater mastery over these elements and more finesse in using
them. All elemental-based magic has a damage bonus.
Effect: Able to use element themed magi more brutally in combat.
Aether Field Control: Can now directly channel magic directly from
environment by sheer force of will. Adds in speed up of spell time.
(Element Control, Ley Lines.)
Effect: Able to tap into the Aether, mana in the air and void for more potent charged magic attacks.
Anti-Gravity Magic: You have not only learned to fly with the power of
magic, you have learned how to apply this skill to inanimate objects.
This trait is required for magically flying ships and such, and
automatically unlocks small magic aircraft. (Requires range">Magic
Items)
Effect: Allows for flying devices magic style.
Magic Flying Ships: This trait unlocks small ships such as flying
skiffs, clippers, frigates and even destroyers. Your ships will still
have traditional-sized guns and weaponry on them, but will be flying
units as opposed to surface naval units. – Requires Anti-Gravity Magic
Effect: Flying ships, magic style.
Magic Flying Battleships: Now even the largest ships are airborne!
Ships with a displacement of up to 50,000 tonnes can now fly, but are
slow and ponderous compared to smaller ships, so turns will be harder
to pull. The increase in firepower is worth it, though. (Requires
range">Magic Flying Ships, Magic Institution, Giant Shipyards)
Effect: Like the above, but with magic.
Magic Flying Castles: Similar to Flying Cities, only they fly using
magic as opposed to some fantastic anti-gravity drive. Military
analysts aren't sure whether to classify these as flying forts or small
cities. (Requires range">Magic Flying Battleships, Magic Acadmies,
Engineering Marvels)
Effect: The ultimate magic flying device.
Alchemy: The art of transmuting metals and chemicals from one form into
another. No, you can't turn lead to gold, but you can do a lot more
nifty feats in chemistry and metallurgy. (Requires range">Mana
Resource, Magic Items)
Effect: Can magic recraft tihngs from one thing, to another. With ease.
Runic Alloys: By mastery of magic and alchemy, you can produce metals
and alloys fortified by runes of magic that will make them stronger and
more durable than those made by regular processes. By using this
process, rune-enhanced swords can damage even tank armor - provided you
survive long enough to get close. Can be mass-produced using the Mass
Production trait. (Requires range">Magic Institution, Alchemy)
Effect: Runes now empower your toys.
Orihalcon: The ultimate in magic metals. Whether you call it Nth metal,
Uru, or Adamantium, this material is unbelievably durable and strong,
capable of cutting through most armor when forged into a sword. This
material is extremely expensive and cannot be mass produced, and is
therefore limited to Heroes' inventories or the rarest of magical
artifacts. (Requires range">Runic Alloys, Brilliant Minds)
Effect: Super ultra level metal around. Really, really rare. but virtually unbreakable.
Battle Mages: You army can now train and field experienced mages with
mid-level spells capable of delivering serious firepower on the
battlefield. They also have some training with regular weapons so as
not to be completely helpless at close range or without their spells.
However, while their magic power is great, they do not have access to
the more destructive magic spells known (i.e. 10' fireballs is okay,
city-busting Dragon Slaves is NOT). (Requires range">Magic
Academies, Elemental Control)
Effect: Better warriors with magic all around.
Mako Infusion Troops: Soldiers with mako energy, to boost status above
normal. (Mako Reactor, Battle Mages.)
Effect: Now have super human magic soldiers to a degree.
Minions: Regular humans transformed into monsters.
Unlike Shifters these guys were humans with no magic talent, so they cannot change back and stuck in monstrous bodies.
(Mako infusion, Mastery over Beasts)
Effect: Turns those unable to use magic into savage nearly mindless beasts to rip people a new one.
Aeromancers: Warriors capable of riding on air and aether to fly.
(Aether Field Control, Battle Mages.)
Effect: Magic users who fly, like super man.
Were Form Shifters: magic of the body. Able to change into a half human, half
beasty sort of deal. Makes one slightly more super human than before.
Can change back and forth.
(Battle Magics, Alchemy, and Mythic Beasts.)
Effect: Magic warriors able to shape shift into a animal form.
Machine Spirits: Infusing Spirits into machinery for added effect, depends on nature of soul and what machine it is. Process is imprisoning a spirit with correct runic formula and applying to surface.
(Necromancey, Runic Alloys, Mythic Beasts, Here Be Dragons, or I Call Forth.)
Effect: Enchant tnaks and etc with mythic beast souls. Qualtiy of said soul enchants the vehicle that much more.
Golems: These are small manifestations (compared to their cousins) of
the elements and various matter in nature or the environment. Used
mainly as servants, they can be used for heavy infantry on the
battlefield. (Requires range">Elemental Control, Magic Institution)
Effect: Their verison of mecha, with no pilot, and using this bare elemental hands.
War Golems: These 10-15' beings of elemental matter and energies
fulfill the roles of heavy assault units or tanks. They are massive war
machines that can be used for siege or direct assault depending on
their powers and abilities. (Requires range">Golems, Everyday Magic,
Manna Resource)
.
Effect: Bigger and tougher golems.
Giant Golems: While these huge (20+') beings are just shy of being true
super-units, they are from being pushovers on the battlefield. One only
needs to see one of these in action to realize their power. (Requires
range">War Golems, Battle Mages)
Effect: REALLY big and bad ass golems.
Libraries Arcanum: These hallowed collections of the mystic sciences
and hidden scrolls hold the more powerful spells and secrets of the
powerful force of magic. They are the result of many serious
divinations and years of study, and as such are valuable archives of
knowledge. (Requires range">Battles Mages, Everyday Magic)
Effect: Needed for maximum magic.
Necromancey: Power of Life and Death. With this can revive dead allie,s
or bring enemies back as zombie soldiers.
(Libraries Arcanum)
Effect: Mastery over life and death. Allows for undead zombie units and such.
Mystic Artifacts: These rare items are almost holy artifacts in
themselves. Tools and weapons of great power that they are treated with
reverance and great care. In the hands of a competant Hero, they are
powerful weapons. They cannot be mass-produced, and are only Rare,
never uncommon or common to find. (Requires range">Libraries
Arcanum, Magic Items)
Effect: Very best magic items. For heroes only.
Arch-magi: The most powerful of sorcerers, one whose spells can scatter
an army or ravage a city. These elite spellcasters are the end product
of years of devotion to the study of magic, great magic potential, and
a thorough education in the ways of magic.
And no, I'm not allowing you to one-shot cities with uber-spells; these
guys are tough enough as it were. So stop whining (Requires
range">Libraries Arcanum)
Effect: Very best magic user unit in game.
.
Mythical Beasts: At this stage, your people have the power to tame and
raise powerful fantasy beasts like the griffon, the salamander or the
unicorn, as well as beasts capable of casting medium level spells.
(Requires range">Common Magic, Power over the Beasts)
Effect: Basic magic creature for kicking ass.
Here Be Dragons: Your mastery over the beasts is amazing even as you
bring forth such mighty beasts as Dragons as mounts and combat units.
(Requires range">Mythical Beasts, Magic Institution, Elemental
Control)
Effect: Can use dragons and other really cool magic creatures now.
I Call Forth!: At this point, even larger Dragons pale in power. With
this ability, you possess the power to call forth Ancient Beasts (100'
Dragons, demigods, Greater Demons, etc...) as a super-unit to bring
ruin to your enemies. Bear in mind that despite the godlike status of
these beasts, they *are* killable with a lot of firepower and are
roughly equal to other super-units. Furthermore, they often have a time
limit on their existence. (Requires range">Here Be Dragons,
Arch-Magi)
Effect: These things are summon spell material. Either death, or time running out, they go bye bye afterwards.
Esper Caste: Super Soldier Magic style. Arch Mages channeling Power
Beasts reside in their body for maximum effect with body and spell
form. Still cannot one shot cities, but can do a great deal of damage.
(I Call Forth, mako Infusion Troops, and Were Forms.)
Effect: Ultimate magic warrior. Like Ragna, Sol, Naruto or what not. Magic users with fierce beastial within them to fuel their power and grant access to beast powers.
Gem of Eternal Light: A massive, unique item of extreme magic power. It
has no powers in itself, but adds a whole slew of magic related boons
to your society, such as slight reductions in manna cost, increases in
spell power, etc... (all of which add up). It is also a focus for some
of the most powerful spells ever created, spells that have now been
lost to time. (Requires range">Arch-Magi, Mystic Artifacts)
Effect: Needed for power of the Gods.
Power of the Gods(*): The most powerful spells that ever existed, now
lost to time and legend. Said to crush cities and massacre armies,
these spells have been removed from the records for fear of abusing
their unimaginable power. Now as war looms large, the great magi are
scrambling to re-learn them and uncover their secrets before their
enemies overwhelm them. To relearn these spells, you have to research
them like everyone else researches WMD's. (Requires range">Gem of
Eternal Light) [WARNING: This trait has been locked and will be
released at a future date at GM discretion.]
.Effect: Magic weapons of Destruction.
Tech Golem: Around the same size as a giant golem, it is updated with
metallic coating and a circulatory of mana infused wires and
generators. Offering more power. (Mako Reactor, Alchemy, Giant Golems.)
Effect: Ultimate Golem. Aside elemental energy surrounded in shifting rune metal with mako guns.
Soul Armor: Instead of beast souls going into machines to make them alive. It is souls of fallen mages who now haunt armor made by human hand to keep the good fight going.
(Machine Prosthetics, Machine Spirits.)
Effect: Like the Mahcine PSirits, but mage souls instead of beast.
Aether Field Engine: A device to tap into Aether Field to bolster magic
fields for user, so user only focus on spells. Making a deadly
combination. Said devices really hard to build and maintain. So magic
hero only. ( Mako Reactor, Aether Field Control)
Effect: Engine that accesses energy of aether directly to hero using it.
-
Super Powered people
Pulp Heroes: Doc Samson, Indiana Jones, The Shadow, the Spirit... all
low-level heroes from 1930's novels and pulp stories. Adventurers whose
tales inspire heroic deeds and frustrate evildoers everywhere. While
their powers are relatively weak, if they possess them at all, they
rely more on their wits and cunning.
Effect: For witty low tier heroes.
X-Gene: While random genetic mutations are exceedingly rare, some
people possess a gene that triggers the appearance of superhuman powers
when affected by extreme emotional stress or extreme chemical stimuli.
This trait allows for the presence of low-level mutants, superpowers,
and minor telekinetic/telepathic powers (pulp Heroes needed)
Effect:Able to go into genetic field and use genetic powers.
Genetic Research: Deeper research into the makeup of the human genome
will reveal greater understanding of human characteristics and
evolution. At this stage, it is possible to produce eugenically fit
humans who are best described as peak physical condition humans. This
also allows for the beginnings of far more complex and - some would say
- sinister research. (Requires X-Gene)
Effect: To study genetic power for own use.
Paranormal Dept.: Any government worth its salt responds to
supernatural phenomenon not by burying its head in the sands and
denying their existence, but by careful scrutiny and study. They will
recruit a team of specialists whose mission is to study and categorize
all metahuman and inhuman activity for research and security purposes.
Buying up Pulp Heroes or X-Gene will grant these investigators powers
of their own with which to handle problems.
.Effect: Department to check out supernatural stuff, with your own powers.
Minutemen: Some view them as vigilantes and bullies working outside the
law. Others see them as bizarre people dressing up in ridiculous
outfits. However you see them, they are men and women who have taken it
upon themselves to bring swift justice to the streets. Almost all these
masked heroes are street-levellers with no powers of their own. This
trait effectively allows a masked vigilante or two in every major city.
Provides Security bonuses, and said heroes can go on adventures abroad.
(Requires Pulp Heroes)
Effect: Masked heroes patrol your cities to stop crime, spies, and help defend from invasion.
Golden Age: With a street level superhuman (Spider-Man, Daredevil)
vigilante in every city, crime is floudering. Your citizens get
Security bonuses for having their streets free of gangsters and thugs.
(Requires Minutemen, Paranormal Dept., X-Gene, All-American)
Effect: Allows for the below.
Justice Society:
Quote:
Look! Up in the Sky! It's a Bird, it's a Plane! It's.... SUPERMAN!!
*plays Superman movie theme song* Ah, yes, citizens, the danger is now
passed, for once again the Mighty Super Heroes has saved the day! A
team made up of a handful of remarkable men and women with superhuman
powers, these superheroes work day and night to preserve their country
from evil!
Limitations to this trait is that you get ONE team of Golden Age-level
superheroes, so your strongest members can only stop speeding trains
and smash tanks, not destroy entire cities in the blink of an eye or
tossing mountain ranges into the sun. Furthermore, each of your
superheroes will have a given weakness, whether his powers having a
source (Green Lantern ring) or a material weakness (Kryptonite) that
must be discussed with the GM. Furthermore, abuse of these powers will
result in necessary action to see that such abuse never happens again.
(Requires Golden Age)
^: Heroes are individuals. If they die, no more of them. Just a fair
warning.
Effect: Makes 7 unique heroes. Each with power and flaws who can be used in the war effort. Should they die, their gone. For good.
Weapon X Project: Whether super-soldier serums or squads of mutants
with superpowers, this trait covers superhuman soldier projects.
Includes powerful psychic soldiers. (Requires Paranormal Dept., Genetic
Research)
Effect: Make elite commando units of super powered beings.
The Uber Project: Deep in hidden laboratories, the smell of blood and
chemicals lingers in the air. The screams of the innocent mingle with
the howls and screeches of that which is no longer human. This is the
place where monsters work to make monsters. Welcome to Hell.
These trait is the Weapon X Project on steroids. Hulking monstrosities
and incredibly powerful super humans are made here, all possessing great
powers and extremely resistant to harm. It would take a Very Tip of the
Spear with a lot of weapons and prep, a Golden Age superhero, or even
an Archmage to take one of these abominations down one-on-one. Due to
the expenses of these brutes, they cannot be mass-produced. (Requires
Weapon X Project, Totalitarian State, “Victory or Death!”)
Effect: Ultimate super soldier by genetic level. THese mosnters will be hard to bring down. Super rare to use due to testing that is needed. But they are a horror to fight.
Dream Twister: With testing of the limits of human mind. The
experiments are not ethical, but it shows with enough software and
mental stimulation, one can replicate and even empower mental powers to
top most form possible. The result? A super weapon hero who has maximum
mental prowess. Though not mass produced as it takes a long time to
function, very few can survive the tests of the Dream Twister, and
takes a boat load of drugs to keep the subject alive if they manage to
manifest powers.
(Cyberware, Weapon X Project. Victory or Death!) Black Box, Combat
Drugs)
Effect: Ultimate mental powers. A being who can re write laws of matter to epxldoe things and re write them. Like turning air to metal with heat rays, or tearing enemies apart by generating lead in their brains.
The Elixir: Due to perfected genetic research and trial with error. One is able to mass produce super powers and take the common man, and they are no longer common. Every regular in the service now has super powers to a degree. (Combat Drugs, Refinement Process, Black Box Projects, and Weapon X.)
Effect: Everyone gets power ups now akin to weapon x.
[/quote]
I liiike!

The Hell Lords Story sounds very over the top, but we'd need a lot of people for it. I'm putting the site name in my sig in other sites, so hopefully that will attract some attention for you.