Unit TypesIntelligence Operative (
20 Credits)
A highly trained intelligence agent who has your civilization's state of the art technology. They have been trained for reconnaissance, assassination, information gathering and espionage. The effectiveness of your Operative's depends on their training and how often and in what capacity they are used.
Conscripts (
18 Credits)
When there's a backwater garrison to be manned, Conscripts are the ones to man it. Barely standardized -- with uniforms and matching weapons, these ragtag soldiers don't have very much else in common. Their training is plain and their morale is worse, but in overwhelming numbers it doesn't matter how good the enemy defensive line is.
Infantry (
30 Credits)
The backbone of any army was its ground-pounding infantry – the “boots on the ground” – who might not be very specialized, but were the core of the fighting forces. Infantry armies were often paired with specialized divisions, such as artillery or armoured cars. Infantry stationed on far away might be paired with military police or anti-aircraft brigades.
Artillery (
40 Credits)
Long ranged and highly destructive weaponry, artillery is designed to rain down destruction upon a wide area. It is highly effective against all types of enemies, including aircraft, but is vulnerable at short range. Howitzers and field artillery have long had a telling impact on the art of warfare. By the modern age, artillery was often a force in itself, and its careful application on the infantry or armoured battlefield proved very useful.
Light Armor (
30 Credits)
Armored units are comprised mainly of tanks, though they may have lighter units attached. There are different types of armored units, from light armor to super-heavy armor. Fast and dangerous, light armor has unparalleled maneuverability on the battlefield while providing some armored protection.
Heavy Armor (
50 Industry)
Ponderous, powerful, and almost invulnerable, heavy armor has unparalleled defensive power on the battlefield, making it perfect for enduring protracted engagements or punching through defensive lines. Just don't leave it vulnerable to anti-armor units.
Aircraft (
50 Credits)
Aircraft are fast, nimble, and exceptionally dangerous. They are capable of striking many ground units with impunity and providing vital support in any campaign. However, aircraft are extremely vulnerable when they go up against artillery or anti-aircraft fire.
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Space FleetAbsolutely essential for ensuring the protection and potential expansion of your empire, space fleets in Edge of an Empire are variable -- instead of buying them in bulk, we've taken a more meticulous approach and you will now take the following steps to each of your ships:
I. Name the vessel. This is for identification purposes.
II. Pick her class; Destroyer, Frigate, Heavy Cruiser, Battleship, Carrier or Dreadnought.
CLASS | PURPOSE | LEVELS |
DESTROYER | The smallest vessel of any fleet, the main role of a Destroyer is to act as an escort and or picket ship for the fleet as a whole. The Destroyer is not designed to go toe to toe with battleships or even frigates, but instead use its plethora of point defense weapons to pick off any enemy fighters, bombers, and generally act as a screen to protect the more vulnerable battleships. However, since they are not designed for anti-ship role they are extremely vulnerable if they come under fire from a larger vessel like a frigate or battleship. | -- Prototype Destroyer -- Basic Destroyer -- Standard Destroyer -- Attack Destroyer -- Advanced Destroyer |
FRIGATES | Larger than a destroyer, a frigate is a multi-role vessel. It can aid in providing an effective screen against enemy aircraft with its point defense weapons, or it can use its main armament to engage destroyers, other frigates, and even (if in great enough number) enemy battleships. Since it is built for an anti-ship role, frigates are generally sturdier than destroyers with thicker armor and bigger guns. They also have excellent maneuverability due to their size and combined arms approach gives them a much better overall defense when engaging enemy fleets. | -- Prototype Destroyer -- Basic Destroyer -- Standard Destroyer -- Attack Destroyer -- Advanced Destroyer |
CRUISER | Cruisers are the first powerhouse ships in the galaxy. Designed for fighting, the tonnage here allows Cruisers to slug it out with Battleships and potentially Dreadnoughts, but it'd be a callous waste of money some say -- Cruisers can be the vanguards of smaller fleets and use secondary systems. | 35T - 80T |
CARRIER | The carrier does not carry huge guns or even thick armor. It's payload of bombers and fighters is a far deadlier cargo however if used in the right circumstances. Swarms of bombers are capable of taking down massive battleships with the right shot, while fighters keep enemy bombers at bay with the help of destroyers. Some have argued that the carrier and not the battleship is the wave of the future. However, the carrier is very vulnerable if attacked directly though having only miniscule on board weapons and thin armor in comparison to battleships. | 50T - 100T |
BATTLESHIP | The main ships of the line, the battleship is designed strictly for anti-ship combat. With it's massive guns and thick armor, it can dish out punishment and take it in equal measure. Due to its sheer size, crew numbers often run into the thousands and their expense means that they are not thrown into a situation lightly. However, it does have glaring vulnerabilities. It's lack of point defense weapons means that it has to rely on destroyers for protection against enemy bombers. The sheer size of this ship mean's that its difficult to maneuver and take sudden evasive actions. But ship to ship, rarely anything other than another battleship can stand against its awesome firepower..except for a Dreadnought. | 65T - 170T |
DREADNOUGHT | The leviathan of space combat, a Dreadnought is in effect a super battleship. It's hull is bristling with point defense weapons, massive anti ship cannons, and thick slabs of armor that is difficult if not impossible to penetrate. It is capable of taking on a small enemy fleet alone. However, the main drawback of course is again cost. The sheer expense of these vessel means that it is unlikely to be risked unless the need is dire and their are much cheaper alternatives to ensuring that borders are protected, planets kept in check, and enemies kept at bay to risk such an expensive piece of hardware. | 80T - 170T |
Let's start piecing together an example shall we. Let's design the
GCS Killmaw, a Heavy Cruiser with about 75,000 tonnes ; 75T.
WEAPONS SYSTEMSBALLISTIC[/color] are powerful against Hulls.
LASERS[/color] are powerful against Ion Shields.
MISSILES[/color] are powerful against Strike Craft and Ships but require Sensors.
WEAPON | TYPE | TONNAGE |
MAC FLAK BATTERY | BALLISTIC | 2T |
MAC FLAK CANNON | BALLISTIC | 4T |
LASER FLAK BATTERY | LASER | 3T | TONNAGE[/td |
MISSILE BATTERY | MISSILE | 3T |
LIGHT MISSILE SYSTEM | MISSILE | 5T |
TITAN MISSILE SYSTEM | MISSILE | 8T |
PROTONIC TORPEDO | MISSILE | 5T |
POSITONRIC TORPEDO | MISSILE | 8T |
SECONDARY KINETIC RAIL (SKR) CANNONS | BALLISTIC | 7T |
PRIMARY KINETIC RAIL (PKR) CANNONS | BALLISTIC | 10T |
SINGULARITY DRIVER | BALLISTIC | 14T |
GAUSS CANNON | BALLISTIC | 17T |
MASS ACCELERATOR CANNON (MAC GUN) | BALLISTIC | 18T |
50MM LASER BATTERY |
[/color][/td][td]LASER[/td][td]2T[/td][/tr]
[tr][td]
72MM LASER BATTERY[/td][td]LASER[/td][td]4T[/td][/tr]
[tr][td]
90MM LASER BATTERY[/td][td]LASER[/td][td]5T[/td][/tr]
[tr][td]
100MM LASER BATTERY[/td][td]LASER[/td][td]6T[/td][/tr]
[tr][td]
150MM LASER BATTERY[/td][td]LASER[/td][td]9T[/td][/tr]
[tr][td]
PHOTON BATTERY[/color][/td][td]LASER[/td][td]12T[/td][/tr]
[tr][td]
IONIZED DISRUPTOR CANNON[/color][/td][td]LASER[/td][td]18T[/td][/tr]
[tr][td]
STREAMLINE EFFECT[/td][td]Laser[/td][td]Whenever a ship is
Designed to use all one weapon system, 20% of the entire tonnage is decreased from the price as a
Streamline effect of not having to swap parts.[/td][/tr][/table]
So let's not lose sight here. We're using the
GCS Killmaw, a Heavy Cruiser with 75,000 tonnes, 75T. She'll be weapons heavy so we're looking at about 35T. The Killmaw will use laser based weaponry.
Let's use the following:
-- 4 50mm Laser Batteries (8T)
-- 2 72mm Laser Batteries (8T)
-- 3 100mm Laser Batteries (18T)
= 32,000 tonnes / 32T. So not bad, we don't want to go overboard, but for protection we'll use up the last 3T with a
Laser Flak Battery .. that's 35T on the mark.
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PROPULSIONENGINE | SPEED RATING | TONNAGE |
BASIC ION ENGINE | | 2T |
? ? ? | 2 PAR/S | 4T |
? ? ? | ? ? ? | 4T |
? ? ? | ? ? ? | 4T |
? ? ? | ? ? ? | 4T |
? ? ? | ? ? ? | 4T |
? ? ? | ? ? ? | 4T |
? ? ? | ? ? ? | 4T |
? ? ? | ? ? ? | 4T |
? ? ? | ? ? ? | 4T |
? ? ? | ? ? ? | 4T |
? ? ? | ? ? ? | 4T |
- - - - - - - - - - - -
WEAPON | TYPE | TONNAGE |
MAC FLAK BATTERY | BALLISTIC | 2T |
MAC FLAK CANNON | BALLISTIC | 4T |
LASER FLAK BATTERY | LASER | 3T | TONNAGE[/td |
MISSILE BATTERY | MISSILE | 3T |
LIGHT MISSILE SYSTEM | MISSILE | 5T |
TITAN MISSILE SYSTEM | MISSILE | 8T |
PROTONIC TORPEDO | MISSILE | 5T |
POSITONRIC TORPEDO | MISSILE | 8T |
SECONDARY KINETIC RAIL (SKR) CANNONS | BALLISTIC | 7T |
PRIMARY KINETIC RAIL (PKR) CANNONS | BALLISTIC | 10T |
SINGULARITY DRIVER | BALLISTIC | 14T |
GAUSS CANNON | BALLISTIC | 17T |
MASS ACCELERATOR CANNON (MAC GUN) | BALLISTIC | 18T |
50MM LASER BATTERY |
[/color][/td][td]LASER[/td][td]2T[/td][/tr]
[tr][td]
72MM LASER BATTERY[/td][td]LASER[/td][td]4T[/td][/tr]
[tr][td]
90MM LASER BATTERY[/td][td]LASER[/td][td]5T[/td][/tr]
[tr][td]
100MM LASER BATTERY[/td][td]LASER[/td][td]6T[/td][/tr]
[tr][td]
150MM LASER BATTERY[/td][td]LASER[/td][td]9T[/td][/tr]
[tr][td]
PHOTON BATTERY[/color][/td][td]LASER[/td][td]12T[/td][/tr]
[tr][td]
IONIZED DISRUPTOR CANNON[/color][/td][td]LASER[/td][td]18T[/td][/tr]
[tr][td]
STREAMLINE EFFECT[/td][td]Laser[/td][td]Whenever a ship is
Designed to use all one weapon system, 20% of the entire tonnage is decreased from the price as a
Streamline effect of not having to swap parts.[/td][/tr][/table]