Ground Forces: Difference between revisions

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'''Marine:''' Marines are the only ground type that can invade from non-assault transports without the gun support of those assault ships. When the Marines invade from assault transports, they ignore the invasion attack penalty.  
'''Marine:''' Marines are the only ground type that can invade from non-assault transports without the gun support of those assault ships. When the Marines invade from assault transports, they ignore the invasion attack penalty.  


'''Peacekeeper:''' Peacekeeper ground units excel at keeping local populations in check. As a result, they count as two Marine Points (MP) for each troop for the purposes of influencing the [[Economy#Taxes_and_Unrest|Unrest Rate]].('''add link to relevant rule''')
'''Peacekeeper:''' Peacekeeper ground units excel at keeping local populations in check. As a result, they count as two Marine Points (MP) for each troop for the purposes of influencing the [[Economy#Taxes_and_Unrest|Unrest Rate]].


'''Recon:''' Recon units can be used to lower the formation level of an enemy unit by 1. Recon units that are employed for this purpose in a round have their GA and AA values halved (rounded) during the Ground to Ground Phase.('''review this once combat procedures more concrete''')
'''Recon:''' Recon units can be used to lower the formation level of an enemy unit by 1. Recon units that are employed for this purpose in a round have their GA and AA values halved (rounded) during the Ground to Ground Phase.('''review this once combat procedures more concrete''')

Revision as of 12:37, 25 September 2024

Note: This is a work in progress and borrows heavily from VBAM's 1st edition Campaign Moderator's Companion, with concepts pulled from the 1st and 2nd editions' respective Campaign Guides.

Element Types

Planetary

Militias

When a world without organized military units present is invaded, citizen "soldiers" will rise up to meet the threat (often calamitously). A militia unit costs nothing to form (which it does on short-to-no notice) and has no operational costs. However, if it fails to prevent the invaders from securing a beachhead, it is destroyed. It also deactivated once there are no more invading forces.

Defenders

Defenders are infantry forces under the control of a planetary government and do not fall under the Star Fleet chain of command (though training and participation in exercises is often offered & provided). Defenders do not go off world, as they are the first (and oftentimes, last) line of defense for the planet. Sometimes, these units are part-time soldiers that drill as necessary to maintain their combat skills; on other worlds, they are a professional force, much like the Star Fleet Marine Corps (though without the breadth of weaponry nor the ability to project their power off-world). They operate as medium infantry.

Note: Because Defender units (akin to the national guard) are locally funded and controlled, the range of effectiveness and endurance do vary. On backwater agricultural worlds, fielding a truly viable combat force will be difficult. Conversely, on a heavily populated world home to high industry, the citizenry will have an easier time procuring supplies and putting up a formidable fight for their planet in times of peril The following table reports on the D factor and Attrition values associated with a world's Defender units (including Mechanized Defender units, DF only), based on a world's level of development.

Variable Quality Defenders
World Type D Factor Attrition
Other, Colony (Stages 1 - 5) 0 2
Colony (Stages 6 - 9, Independent) 0 2
Minor Industrial World / Sector Capitol d2 3
Major Industrial World / Sector Capitol d3 3
National Capitol (either) d4 3

Mechanized Defenders

Defender Armor are light armor units under the control of a planetary government and do not fall under the Star Fleet chain of command (though training and participation in exercises is often offered & provided). Defenders do not go off world, as they are the first (and oftentimes, last) line of defense for the planet. They operate 60 IFVs (light tanks) with 180 troops as crew members.

Regulars

Star Fleet Regulars are the federated version of the Defenders, except that they are deployable. While technically "Marines", they are not trained in expeditionary skills and tend to have heavier equipment and more defensive training. Despite the edge on defense, the Regulars are also a offensive force; once a beachhead is secured, the Regulars land and move out, engaging the opponent until the planet is captured/freed.

Armored Regulars

Star Fleet Armored Regulars are the tankers of the UFP's planetary forces. Their tanks are heavier than those utilized by the expeditionary forces, but the unit structure is Star Fleet Marine-standard.

Mechanized Regulars

Mechanized Regulars battalions are a rapid response force of 60 IFVs at the division level.

Expeditionary

Marines

Star Fleet Marine infantry battalions are utilized as highly-trained medium infantry with the marine ability.

See Expeditionary Forces for more detail.

Marine Armor

Marine Armor battalions are comprised of 60 medium tanks and are as highly trained as the Marine infantry.

Mechanized Marines

Mechanized Marine battalions are a rapid response force at the division level. With 60 IFVs, they are as highly trained as the Marine infantry.

SCE Combat Engineers

Star Fleet Corps of Engineers deploy in battalion sizes of 600 "Bees", but are administratively organized into the expeditionary force / regular group, four battalions each. They are trained as light Marines. The immediate objective of the Bees is to clear areas of obstructions that hinder the Marines' landing and the deployment of follow-on troops. As the invasion continues past the beachhead, the battalion builds rough fortifications for the combat forces to use for defensive purposes at the rate of one fortification per regimental unit each round (with the +1 "dug-in" bonus).

The SCE is purely defensive, so they can only (support the) attack in the invasion turn. Follow-on turns will have them only return fire (counter-attack), never to act as an offensive force. They have a size-adjusted cost for "light marine" which comes with the "marine" special ability. When they are attacked (post-invasion turn), they automatically enjoy the +1 "dug-in" bonus for their self-made fortifications.

After the world is secured, they begin building the camps that the expeditionary and planetary forces will operate from. Additional SCE battalions will arrive to assist in this and any permanent construction deemed necessary.

See Star Fleet Engineering for more detail.

Marine Infantry Reserve / Marine Armor Reserve

Former active Marines that have agreed to be called upon when needed to fill in under-strength Marine units or comprise whole Marine units themselves. Their combat capabilities are the same as their active counterparts, though with less tactical acumen (as indicated with the DF). They have both active and inactive operational RP values. They are administratively assigned to their home planets, but will deploy when called upon. It takes one turn to order them to active status.

Other

Command Element / Marine Command Element

Every echelon VI and above unit is required to have a staff of 50 providing command and control support to the the unit's commanding officer in a headquarters environment. While combat-ineffective as an element, the HQ will always be surrounded by its combat elements. However, if it is destroyed, an "acting") command element will be designated (during the Assignment Phase) from one of the remaining unit elements (generally the strongest).

Marine units must have a marine-qualified command element.

*Military Special OperatioNs (MeSONs)*

Meson teams are comprised of sixteen special force operators, specifically trained to perform one of ten types of missions. The commandos are used to covertly conduct unconventional small-scale missions. The Mesons are often attached to command ships and some starbases. They are not strong on traditional defensive and attack roles and are wasted in that role.

See Special Operations for more detail.

*Rapid Reaction Force*

The Rapid Reaction Force is companies (RRCs) and teams (RRTs) of special force Marines for events not requiring the intensity of a MeSON team, such as rapid peace enforcement or low-conflict ship boardings. They generally operate in twelve-Marine teams, but generally no more numerous than the 84-Marine companies. They are not strong on traditional defensive and attack roles and are wasted in that role.

See Rapid Reaction Force for more detail.

*Star Fleet Security*

Members of Star Fleet Security are not independent units like the above ground combat types, but are assigned to starship and starbase commands in the numbers deemed appropriate for the assignment. They serve as enforcement and defensive protection (i.e., counter-boarding) elements onboard those ships and stations, but will be used as peacekeeping and peace enforcement teams when called upon for short duration missions.

Special Abilities

Special abilities afford the unit which claims them a capability that does not exist otherwise with standard ground units. Some are inherent to a specific type of unit (such as "marine" is for a Marine unit), while others are acquired by design ("Anti-Air") for the purpose of giving that unit the capability.

Typically, most units will not have a special ability; when they do, one is the general rule, though two special abilities are allowable, if justified.

Anti-aircraft: Some units are capable of hosting anti-aircraft defense systems. These, unlike the Anti-aircraft specialist units, are limited to defense of the actual unit (rather than higher altitude targeting). For each 25 RPs (modified for troop size), 1 anti-air attack level is purchased (up to a max of 4). During the Air to Ground Phase of a ground combat turn, the defending unit can now counter-attack by multiplying the AA value by d3 and dividing the result by 5 (round down). This is the damage scored against the attacking air unit.(review this once combat procedures more concrete)

Artillery: Artillery units do not halve their GA when their element is placed within a formation.

Marine: Marines are the only ground type that can invade from non-assault transports without the gun support of those assault ships. When the Marines invade from assault transports, they ignore the invasion attack penalty.

Peacekeeper: Peacekeeper ground units excel at keeping local populations in check. As a result, they count as two Marine Points (MP) for each troop for the purposes of influencing the Unrest Rate.

Recon: Recon units can be used to lower the formation level of an enemy unit by 1. Recon units that are employed for this purpose in a round have their GA and AA values halved (rounded) during the Ground to Ground Phase.(review this once combat procedures more concrete)

Element Templates table

Element Template Purchase
RPs
Operational RPs
(annual)1
Size DV GA AA DF ATR Special Notes
Base Units
Artillery (2208) custom 75 4.5 30 guns 3 6 0 d2 4 artillery
Commando (2208) custom 50 3 50 troops 1 1 0 d5 1 recon
Heavy Armor (2208) custom 125 7.5 60 tanks 2 6 2 d2 6
Heavy Artillery (2208) custom 125 7.5 30 guns 3 8 0 d2 6 artillery
Heavy Infantry (2208) custom 100 6 1,000 troops 5 3 2 d2 3
Heavy Marines (2208) Hvy Infantry (2208) 150 9 1,000 troops 6 3 2 d3 3 marine
Light Armor (2208) custom 37.5 2.25 60 tanks 3 3 1 d2 4
Light Infantry (2208) custom 25 1.5 1,000 troops 3 1 1 d2 2
Light Marines (2208) Light Infantry (2208) 75 4.5 1,000 troops 4 1 1 d3 2 marine
Medium Armor (2208) custom 100 6 60 tanks 3 5 1 d2 5
Medium Infantry (2208) custom 75 4.5 1,000 troops 4 2 2 d2 3
Medium Marines (2208) Med Infantry (2208) 125 7.5 1,000 troops 4 2 2 d2 3 marine
Military Police (2208) Peacekeepers (2208) 37.5 2.25 1,000 troops 2 1 1 0 2 peacekeeper
Militia (2208) (inf) CG1e111 n/a n/a 1,000 troops 1 1 0 0 1
Mobile Artillery (2208) custom 25 1.5 30 guns 2 4 0 d2 3 artillery
National Guard (2208) custom 17 1 1,000 troops 2 2 1 0 2
Peacekeepers (2208) Light Infantry (2208) 25 1.5 1,000 troops 2 1 1 0 2 peacekeeper
Pre-Interstellar
Marines (1988) custom 50 3 1,000 troops 2 2 1 d2 2 marine
Militia (1988) (inf) CC99 n/a n/a 1,000 troops 1 1 0 0 1
Regulars (1988) custom 25 1.5 1,000 troops 2 1 1 d2 2
Infantry
Defenders (2208) Medium Infantry (2208) 50-1002 3-62 1,000 troops 4 2 2 Note2 Note2
Marines (2208) Med Marine (2208) 125 7.5 1,000 troops 4 2 2 d2 3 marine
Regulars (2208) Heavy Infantry (2208) 100 6 1,000 troops 5 3 2 d2 3
Reserve Marines (2208) Light Marines (2208) 62.5 3.75 1,000 troops 4 1 1 d2 2 marine
SCE Combat Engineer (2208) Light Marines (2208) 17 1 600 troops 3 1 1 0 2 marine, see description
Armor
Armored Regulars (2208) Heavy Armor (2208) 125 7.5 60 tanks 2 6 2 d2 6
Marine Armor (2208) Medium Armor (2208) 137.5 8.25 60 tanks w/ 240 crew 3 5 1 d3 5 marine
Mechanized Defenders (2208) Light Armor (2208) 25-62.52 1.5-3.752 60 tanks 3 3 1 Note2 4
Mechanized Marine (2208) Light Armor (2208) 75 4.5 60 tanks w/ 180 crew 3 3 1 d3 4 marine
Mechanized Regulars (2208) Light Armor (2208) 37.5 2.25 60 tanks 3 3 1 d2 4
Mobile Marine Artillery (2208) Mobile Artillery (2208) 62.5 3.75 30 guns w/ 120 crew 2 4 0 d3 3 artillery, marine
Regulars Artillery (2208) Artillery (2208) 75 4.5 30 guns 3 6 0 d2 4 artillery
Regulars Heavy Artillery (2208) Heavy Artillery (2208) 125 7.5 30 guns 3 8 0 d2 6 artillery
Reserve Marine Armor (2208) Marine Armor (2208) 125 7.5 60 tanks w/ 240 crew 3 5 1 d2 5 marine
Other
Command Element (2208) custom 25 1.5 50 troops 4 0 0 0 1
Marine Command Element (2208) Command Element (2208) 50 3 50 troops 4 0 0 0 1 marine
Notes:
1: Established to be 6% of Purchase RPs.
2: See the Variable Quality Defenders table above.
3: Active operational / inactive operational
4: The combat engineer battalions receive the dug-in bonus (+1 to GA & AA) on any (offensive) non-invasion phase, as they no longer engage in offensive actions.

Element Rules

  • The value of 1 VBAM EP is equivalent to 25 SFC RPs. This only applies to the purchase price.
  • Every element type shown or built is based on the battalion-sized model, unless otherwise indicated. Elements that are designed to be fractions of a 1,000-troop or 60-tank element are proportionately priced. Elements that are an exception to this default size (e.g.: command elements, commandos) are priced specifically to their combat values and abilities and are unrelated to the purchase price of standard elements. Example: a combat engineer battalion is only 600 troops, so priced at 60% of its base template.
  • With the exception of the Pre-Interstellar (IND-3) base units, the regular base units are considered to be the default unit description for non-Star Fleet forces as of 2208. For the IND-3 base units, their operational range as the standard is from 1988 through 2094 (three years following the founding of the UESN Academy).
  • All custom elements are modifications of the base units (and/or earlier custom elements). The year of their availability will follow their element name.
  • VBAM costs for maintenance and operational requirements are disregarded. Instead, the following values are based upon the SFC RP purchase price for those units:
Type Percentage
Infantry 6%
Commando 8.5%
Armor 6%
  • Creating a custom element from a template (or an existing custom element) involves changing one of the five combat values or one (or more) special ability.
    • Modifying the value of one combat attribute is free if "taken" or added to another. Otherwise, adding or subtracting a value of 1 changes the purchase RPs by 12.5.
    • Adding or removing a special ground combat ability changes the purchase RPs by 25 (unless otherwise valued).
    • As the D Factor reflects the level of training provided the type of element, Marines default to d3 for 2208 values, Regulars are d2, and less-professional or -capable elements will have the DF set to 0.
    • Minimum purchase price is 17 RPs.
  • It may be helpful if the above chart is copied and updated upon the realization of the new "generation" of elements, moving the older to the talk page for reference.