PD/FSA Technical Readout

 

[ PD/FSA Standard Rules | PD/FSA Technical Readout ]

Printable (normal video) version.

This is the technical readout as of 844 DSY (Dominion Standard Year, PD calendar) or 3064 TSR (Terran Standard Reckoning, FSA calendar).

[ Terminology: Weapon Systems | Terminology: Damage Types |
PD: Troop Structures | FSA: Troop Structures |
PD: Powerarmor | FSA: Powerarmor |
PD: Dropships | FSA: Dropships ]

Terminology: Weapon Systems

Weapon Physrep Description Mechanic
Chaingun Disc gun Very high maintenance weapons prone to jamming, these relatively inaccurate weapons tend to be used only for cadet powerarmor suits, where they can be serviced easily, and where instructors are teaching tactics as opposed to accuracy. Each shot inflicts 1 point of damage.
Plasma Disruptor Disc gun This weapon projects an erratic stream of nova-hot plasma in front of the wielder. The inaccuracy of the weapon is made up for by the damaging nature of the plasma. Wielder calls "Flame" when firing. Wielder must empty gun when firing. If hit, target takes 2 points of damage and is immune to "Flame" damage for 10 seconds.
RPG launcher Dart gun Built on the same shaped-charge design as Humanity has used for thousands of years, the RPG launcher, while bulky, is a low-complexity and effective means for breaching armor. Due to the bulk of the projectiles, some suits equipped with RPGs may run into ammunition shortages. Each shot inflicts 1 point of damage.
Assault Bolter Dart gun The assault bolter is the pinnacle of evolution for chemical-propelled projectile weapons. The 13mm slug fired by the assault bolter is almost uniformly a dual-material projectile, designed for the shell to deform and transfer kinetic energy while the internal penetrator cuts through armor. Each shot inflicts 1 point of damage.
Squad Support Weapon Larami Powerclip The Mark V SSW is the basic heavy weapon operator (HWO) armament. Each shot inflicts 2 points of damage.
VLAW - Very Light Antiarmor Weapon Foam arrow with integral launching band, stored inside one-use tube A direct missile hit inflicts 1 macropoint of damage. A missile hit also inflicts 2 normal points of splash damage to all within ZOC.
SRAMS - Short Range Antiarmor Missile System Large nerf rocket launcher A direct missile hit inflicts 1 macropoint of damage. A missile hit also inflicts 2 normal points of splash damage to all within ZOC.
MLAMS - Multiple Launch Antiarmor Missile System Spell packets; MLAMS systems will have a maximum number of packets in hand A spell packet hit inflicts 1 macropoint of damage. Spell packets do not inflict splash damage.
HALO/PHALANX Green laser pointer. Does nothing in particular except make people worry that they're going to get their eyeballs fried.

Terminology: Damage Types

For non-macropoint suits, 1 macropoint of damage is equivalent to 6 points of damage. Additionally, if you are in non-macropoint armor and are reduced to 0 HP by a macrodamage hit, you are Dead instead of Unconscious or Dying.

Phyraxian Dominions Troop Structures

Unit   Notes   Size
Squad basic unit 4 members
Half platoon 2 squads 8 members
Platoon 3 squads 12 members
Reinforced platoon 4 squads 16 members
Company 4 platoons or 3 reinforced platoons 48 members
Half battalion 4 companies 192 members
Battalion 6 companies 288 members

Free Sagittarian Alliance Troop Structures

Unit   Notes   Size   Members
Scout team basic unit 3 One commander, two scouts
Scout rump platoon - 8 Commander, bodyguard, 2 scout teams
Scout platoon - 14 Commander, bodyguard, 4 scout teams
Fire team basic unit 4 One commander, one specialist, two marauders.
Rump platoon - 10 Commander, bodyguard, 2 fire teams
Platoon - 14 Commander, bodyguard, 3 fire teams
Rump company - 45 Commander, bodyguard(x2), 3 platoons
Company - 59 Commander, bodyguard(x2), 4 platoons
Reinforced company - 87 Commander, bodyguard(x2), 6 platoons
Battalion - 239 Commander, bodyguard(x2), 4 companies
Brigade - 722 Commander, bodyguard fire team(4), 3 battalions

Phyraxian Dominions Powerarmor

Note: in the Gamma Quadrant, resupply is very difficult to obtain. As such, modifications to the standard Medium class armors have been developed (Crusader, Avenger, and Glory) to deal with more limited resources.

Weight Class Role A P S Int Bay L Bay R Bay Armament
Light Angel Scout 1 N 10,3 -- 1 s 2 a 1 assault bolter (dart gun)
Archangel Command 1 N 5,2 1 s 1 s 2 a 1 assault bolter (dart gun)
Weight Class Role A P S Int Bay L Bay R Bay Armament
Medium Crusader Marauder 2 N -- -- 2s 3a 1 assault bolter (dart gun)
Avenger HWO 2 G -- 1s 1s -- 1 squad support weapon (Powerclip)
1 assault bolter (dart gun)
Glory Command 3 N -- 1s 2s 3a 1 assault bolter (dart gun)
Principality Marauder 4 N -- -- 2 s 3 a 1 assault bolter (dart gun)
Principality-C Marauder (Cadet) 4 N -- -- 2 s 3 a 1 integral chain gun (disc gun)
Michael HWO 4 G -- 1 s -- -- 1 squad support weapon (Powerclip)
1 assault bolter (dart gun)
Michael-C HWO (Cadet) 4 G -- 1 s 1 s -- 1 50mm recoilless rifle (single-shot Larami)
1 integral chaingun (disc gun)
Power Command 5 E -- 1 s 2 s 3 a 1 assault bolter (dart gun)
Power-C Command (Cadet) 5 E -- 1 s 2 s 3 a 1 integral chaingun (disc gun)
Weight Class Role A P S Int Bay L Bay R Bay Armament
Heavy Virtue Marauder 10 E -- -- 2 s 3 a 1 squad support weapon (Powerclip)
1 plasma disruptor (disc gun)
1 assault bolter (dart gun)
Gabriel HWO 10 E -- 1 s 2 s -- Streak-3 anti-armor missile system (max 3 packets in hand)
1 squad support weapon (Powerclip)
Dominion Command 12 E -- 1 s 2 s 3 a 1 squad support weapon (Powerclip)
2 plasma disruptors (disc gun)
1 assault bolter (dart gun)
Weight Class Role A P S Int Bay L Bay R Bay Armament
Note: maxspeed in assault-class armor is a fast walk (at least 1 foot must be in contact with the ground at all times, except when dodging).
Assault Throne Marauder 3M E -- 1 s 2 s -- Streak-9 anti-armor missile system (max 9 packets in hand)
2 plasma disruptors (disc gun).
Raphael HWO 4M E -- 1 s -- -- Long March XV anti-armor missile system (no max)
RGL-9 repeating grenade launcher (20-shot automatic Larami)
Cherubim Command 4M E -- 2 s 4 s -- Streak-9 anti-armor missile system (max 9 packets in hand)
4 plasma disruptors (disc guns)
Weight Class Role A P S Int Bay L Bay R Bay Armament
Note: maxspeed in ultra-class armor is a ponderous, normal-speed walk (except when dodging); a slight lurch from side-to-side is recommended).
Ultra Seraphim Command 6M E -- 2 s 4 s 4 s Streak-15 anti-armor missile system (no max)
RGL-9 repeating grenade launcher (20-shot automatic Larami)

Notes on Seraphim-class 'armor:

Free Sagittarian Alliance Power Armor

Notes:

Weight Class Role A P S Int Bay Ext Bay H Armament
Scout Shuriken Mk II Scout 1 N 10,3 -- -- 1 13mm assault bolter (dart gun)
Kama Mk II Command 1 N 10,3 2 s -- 1 13mm assault bolter (dart gun)
Weight Class Role A P S Int Bay Ext Bay H Armament
Light Assault Pilum Marauder 3 E -- -- 1 s -- 13mm assault bolter (dart gun)
Pilum Mk II Support variant 3 E -- -- -- 2 35mm RPG launcher (dart gun)
Wakizashi Stealth 3 N 20,6 2 -- -- chaingun (disc gun)
Wakizashi Mk II Stealth command 3 E 20,6 2 s -- 1 13mm assault bolter (dart gun)
Weight Class Role A P S Int Bay Ext Bay H Armament
Medium Dagger General Purpose 4 N -- -- 1 s -- 13mm assault bolter (dart gun)
Cleaver Mk II Cadet 4 E -- -- 1 s 1 integral chaingun (disc gun)
Gladius Mk II General Purpose 5 E -- -- -- 2 13mm assault bolter (dart gun)
Drusus Command 5 N -- 1 s 2 s 2 13mm assault bolter (dart gun)
Weight Class Role A P S Int Bay Ext Bay H Armament
Heavy Battleaxe Marauder 10 E -- -- -- 3 13mm assault bolter (dart gun)
Halberd Artillery 10 E -- 1 s -- 3 Long Lance III MLAWS (max 3 packets in hand)
13mm assault bolter (dart gun)
Longsword Mk II Command 12 E -- 2 s -- 3 13mm assault bolter (dart gun)
Weight Class Role A P S Int Bay Ext Bay H Armament
Note: maxspeed in assault-class armor is a fast walk (at least 1 foot must be in contact with the ground at all times, except when dodging).
Assault Glaive Marauder 3 M ? ? ? ? ?
Claymore Marauder 4 M E -- 3 s 4 s -- Long Lance X homing anti-armor missile system (no max)
4 plasma disruptors (disc guns)

Phyraxian Dominions Dropships

PD dropship fleets are characterized as smaller forces per ship, more ships, and fewer support ships.

Class Role Capacity
Ivan Mobile force 2 battalions, all equipment.
Dimitri Attack force 1 battalion, minimal equipment.
Vasili Personnel transport 4 companies, all equipment.
Mikhail Strike force 1 company, minimal equipment.
Vladimir Fast response 2 platoons, all equipment.
Andrei Special ops 1/2 platoon, all equipment.

"All equipment" for a given force takes up 1/2 of the space of the actual force. Thus, if you punt the equipment for a Vasili transport, it can then hold 6 Companies. But they will have no stuff.

"Minimal Equipment" for a given force takes up 1/4 the space of the actual force. Thus, you can trade out equipment for troops on an Mikhail and get 5 platoons.

If half-platoons/companies/etc matter, round up; they can suffer.

Free Sagittarian Alliance Dropships

FSA dropship fleets are typically large, high-occupancy ships, accompanied by (inconsequential) support ships.

Class Role Capacity
Titus Occupation force 1 brigade, all equipment.
Mercutio Mobile force 1 battalion, minimal equipment.
Theseus Personnel transport 3 companies and all equipment.
Oberon Short distance, high speed transport up to 6 platoons (1 large company), minimal equipment.
Capulet Special ops and first response 1 platoon, minimal equipment.

"All equipment" for a given force takes up 1/2 of the space of the actual force. Thus, if you punt the equipment for a Theseus transport, it can then hold 4.5 Companies. But they will have no stuff.

"Minimal Equipment" for a given force takes up 1/4 the space of the actual force. Thus, you can trade out equipment for troops on an Oberon and get 7.5 platoons.

If half-platoons/companies/etc matter, round up; they can suffer.

Megacorps

In order of size/influence:

Phyraxian Dominions
Subramanian Cartel The biggest mercantile Cartel in known space, "the Cartel" (as it's known) is the twelfth richest entity in the Galaxy. This includes the governments of local star alliances in both the PD and FSA.
Petrazavodsk Megacorp Premier jumpship/dropship manufacturer and heavy manufacturing cartel.
Camelot Interstellar Primary arms supplier for the PD.
 
Free Sagittarian Alliance
Hoplite Consumer Technologies Primary manufacturer of powerarmor for the FSA.
BPMRN Amalgamated The combined merger of Busch, Philip Morris, RJ Reynolds, and Nabisco, BPMRN ("bip-mrn") has emerged as the primary mercantile cartel in the FSA.
Delphi Heavy Industries Recent innovator in jumpship/dropship production.


Albanian Heavy Industries Jim Waldrop, Dave Leung, Clint Lohse