Thursday, December 13, 2012

Dune Empire Part 2



==ARMOR CATEGORY==

Name: Inkvine Catapault

Armor Type: Energy shields, light titanium

Speed: medium speed

Classification: long range attack vehicle

Basic description: In a universe where artillery has been obsolete for thousands of years thanks to Holtzman shields, the ink vine catapult is one of the last useful artillery pieces left. Since the juice of the inkvine is too volatile to fire from a gun so a catapult is the only effective way to move this deadly poisonous plant.

==LOADOUT==
 Armament:  Canisters
 It catapults canisters filled with toxic inkvine fluid that, upon impact, splash across a large area. Units take initial damage from this splash, and the gooey substance will render that area if the map toxic until it dissipates or is burned off; with the added bonus of ensnaring infantry. This is particularly effective against infantry, as they will continue to take damage until they leave the infected area. The vehicle moves well and has a high rate of fire. It is not particularly effective against fast units, however, as they can move out of the blast radius quickly.



Name: Laser tank

Armor type: heavy metal plating, energy shields

Speed: high

Classification: heavy laser weapon

Basic description: A heavy laser tank designed by House Ordos specifically for shieldless Arrakis, Holtzman type II space folding gives this tank hover abilities. Heavy armour plating helps to protect the craft in environments where shields aren't viable.

==LOADOUT==

Armaments: Heavy laser turret
This tank mounts a powerful beam weapon on a turret. With exceptional mobility thanks to its hover ability, the Laser Tank can sweep across dust bowls in its primary role of fast scything hit and run attacks. Its gun is highly accurate, firing a very fast pulse. This makes it effective, even against high-speed units, and can be fired while on the move. There is a downside to using laser weapons however. If a laser is fired at a shielded unit, the laser effect is amplified by the shields which causes a cascading chain reaction that will destroy both the shielded unit, and the unit that fired the laser.




Name: Flame Tank

Armor Type:  heavy titanium

Speed: medium speed

Classification: short range anti-infantry vehicle

Basic description: An engine of horror that fires 300 meter jets of hot flame gel, infantry are well advised to steer clear of this abomination on treads.


==LOADOUT==
Armaments: twin flamethrowers
The Flame Tank carries two heavy side-mounted flame-throwers. This allows it to engage two enemies at once, or focus both beams forward onto one opponent (this happens when a specific target is selected). These weapons are highly effective against infantry. The flame-throwers are comparatively short ranged, but have a high fire rate.



Name: Leech

Armor type: biological armour

Speed: fast

Classification: multiplying anti-vehicle biological tank.

Basic description: A vat grown horror from the Tleilaxu, the leech is designed to take out enemy structures and vehicles.

==LOADOUT==
Armaments: leech larvae launcher
The Leech fires a bio-engineered larvae at enemy vehicles. If it hits the larvae will attach itself onto the target, slowly drain the power, and convert the metals in the armor. An Engineer may remove the Leech larvae, or they can be shot off by other units. If the Leech is not removed before the unit is destroyed, it pupates and hatches into a fully-grown Leech unit.

Additional factors: This is one of the rare unshielded units in the dune universe. It is sentient and able to move autonomously on orders from its Tleilaxu masters.


There Are two other Miscellaneous but rarer units that can be fielded. 

Deviator — The Deviator is fast moving raider that carries a short-range missile launcher. The launcher is mounted in a turret, allowing the Deviator to engage targets while on the move. Using a mind-controlling gas warhead, one hit turns the target into an Ordos unit for a short time. Shields make no difference against the gas. The Deviator has very light armor, but when not on the move is shielded. 

Sonic Tank — The Sonic Tank carries a devastating long-range sonic weapon that damages all targets in its area of effect. The tank is moderately fast and has medium armor. However, the gun is fixed in place and cannot be fired on the move. It is not shielded, but has decent armor to make up for it. 


==AIR COMBAT==


Name: Air Defense Platform

Type of Aircraft: Defensive

Fighter or bomber: bomber

Armour type: Holtzman shields, heavy

Weapon type: laser weapons, missiles, bombs

Classification: airborne defensive fortification

Basic description: The Air Defense Platform or ADP, is used for base defense, however ti can be used for supported offensives. Its rotating cannon is primarily used as an anti-aircraft weapon, but it does have the ability to target ground units as well. It is very slow, however, making it vulnerable to AA fire.

==LOADOUT==

Armaments: AA missiles, las-cannons, maula cannons (needle Cannons) , unguided bombs



Name: Ornithopter


Type of Aircraft: atmospheric fighter/limited spaceflight

Fighter or Bomber: Fighter

Armor type: energy shields

Weapon type: lasers, dart guns, missiles

Classification: anti-infantry flyer


==LOADOUT==

Armament: Las-cannons, maula cannons, missiles

Defenses: Holtzman shields
The most common of airborne vehicles, these aircraft are used for both military and civilian purposes. Powered by jet thrusters and assisted by beating wings, Ornithopters are able to make short range space travel and are easy to build and maintain.

In warfare, Ornithopters are normally two man craft but can fit six people if the back is cleared out of seats and equipment.

=====MISC AIR======

Name: Carryall

Type of Aircraft: Transport

Fighter or bomber: neither

Armour type: Holtzman shields

Weapon type: unarmed

Classification: Troop transport

Basic description: A heavy troop transport normally used in spice mining on Arrakis, adapted for carrying vehicles and troops in war zones.

==LOADOUT==
Armaments: none
A carryall is a large winged aircraft which is basically a large ornithopter. Jets power the craft and beating wings assist in providing extra speed and maneuverability  A standard carryall can carry one spice harvester or around three hundred men and the gear to go with them.



Name: Advanced Carryall

Type of Aircraft: Transport

Fighter or bomber: neither

Armour type: Holtzman shields, medium armour

Weapon type: laser weapons, missiles

Classification: Troop transport

Basic description: An upgraded version of the standard carryall. This is larger and has a bigger cargo capacity than a standard carryall. Unlike a standard model, the advanced version can pick up enemy units and "steal" them; taking them out of friendly territory and dropping them where other armed units can finish them off.

The cargo capacity of this is roughly five hundred men to the normal carryall's three hundred.

==LOADOUT==

Armaments: missiles, las-cannons

Defense: Holtzman shields, Armor


=====SUPPORT UNITS=====

Name: Repair Vehicle

Armour Type: energy shield/light armor 

Classification: Vehicle Repair Specialist 

Bonus: Can repair vehicles in battle. 

==LOADOUT==

Armaments: None

Defense: Holtzman shield/ light armor

Special/Detailed purposes: Many of your units will take damage during the course of battle. That is where the Repair Vehicle comes in. It has the ability to repair any mechanized unit. It has light armor and no offensive weaponry, so it will need to be well guarded.




Name: Projector

Armour Type: energy shields

Speed: medium

Classification: vehicle

Basic description: A mobile holographic emitter than gives the illusion than an army is larger than it actually is


==LOADOUT==
Armaments: Holographic emitter
The Ixian Projector has the ability to project an exact replica of any unit onto the battlefield, giving the impression there is a larger army present. The projection will cease to exist after either a given time, when fired upon, when an enemy unit moves close enough to see through the subtle deception, or when the primary unit is destroyed. 











OUT OF COMBAT BONUS: 


Name: Axolotl Tank

Armour Type: none

Classification: genetic tube manufactory

Bonus: manufactures Telilaxu units, other biological and medical substances

==LOADOUT==

The Axolotl tanks are some of the most grotesque creations of the Tleilaxu and the lynchpin to all their advanced genetic technology. An Axolotl tank is a braindead woman whose womb has been modified and hijacked in order to breed rapidly all manner of genetic engineered organisms, clones, drugs of all types, even replacement organs and body parts.

These horrific creations are portable and can be use by the Tleilaxu to grow replacement body parts for Mau'Dib and his vast army. They can also be used to create vaccines and cures to a plethora of diseases, viruses and bacteria found on new planets.

Unethical? By every definition of the word. Useful? Unfortunately so, which is why Paul tolerates their use by the Tleilaxu for the good of his regime.

Name: Suk Doctor


Armour type: Energy shields

Classification: elite medical doctors

Bonus:  Lessen Causialties

==LOADOUT==
Armaments: none

The Suk Doctors are the most sought after physicians in the Dune Universe. Marked by their unique diamond forehead tattoos, these fine men and women are psychologically conditions to be incapable of taking human life. Even in life or death situations with loved ones under duress, these doctors simply cannot kill another human being. Whether this applies to aliens has yet to be seen, as there are no sentient aliens in the Dune Universe.

Suk doctors can still turn traitor though, as when Wellington Yeuh was blackmailed by the Harkonnens with the death of his wife.

Still, even the highest emperor or most notorious sexual predator can feel safe under the knife of a Suk doctor and expect nothing but the best medical treatment.

These Doctors serve as battlefield medics, physicians, researchers, scientists and pathologists just to name a few roles.



Name: Mentat

Armour type: Energy shields

Classification: human computers

Bonus: Logistic and computational bonus, enables Paul's army to function completely fee of even the most simple computers.

==LOADOUT==

Mentats are a diverse bunch. They rank from the highest political, economic and military advisers in the land to humble book keepers and accountants. Though not all are equal in ability, all Mentats possess superhuman powers of computation. Fueled by sapho juice and sometimes spice melange, these extraordinary men and women undergo a lifetime of intense mental conditioning that allows them to outperform the thinking machines of old.

Mentats were not simple human calculators. Instead, the exceptional cognitive abilities of memory and perception were the foundations for supra-logical hypothesizing. Mentats were able to gather large amounts of data and devise concise analyses in a process that goes far beyond logical deduction: Mentats cultivate "the naïve mind", the mind without preconception or prejudice that can extract the essential patterns or logic of data and deliver, with varying degrees of certainty, useful conclusions. Indeed, this ability saw many military commanders and political leaders undergo some form of Mentat training. Examples of this include Paul Atriedes and Duncan Idaho. A few individuals, such as Thuffir Hawat, had sufficient innate Mentat abilities to be an exclusive adviser to House Atriedes

Name: Ixian Scientists and Theixau Masters

Armour: None

Bonus: Victory Gains

==LOADOUT==





Planet IX is unique in Paul's empire in that it's the last planet to allow computers in any shape or form. As such, Ix has the highest technology in the galaxy. Frequently the Ixians are the ones that the Nobles turn to when weapons of war, training devices, combat simulators or torture machines are needed. Very often, the Ixians flaunt the religious laws of  the Empire and incorporate low levels of computerization in their inventions without their patrons knowhow. Paul brings a group of the finest scientists on Ix in order to help his army assimilate enemy technology, build new war machines on the fly and to act as research and development.

The Ixians will naturally be curious about enemy AI's and will seek to study and dissect them even while all other elements in Paul's empire will view such machines as abominations of Satan. However their curiosity will be quietly supported by Paul, who seeks to learn all he can about his enemies.


Name: Tleilaxu Masters


As the Ixians are the masters of Technology, so the Telilaxu are the masters of biology. With their axolotl tanks and thousands of years of biological study to draw upon there is little they cannot do.

Hailing from an isolationist fundamentalist Islamic culture, the Telilaxu are helded in revulsion by much of the empire and that's how they like it. As part of Paul's army they can study alien biology, create new biological warmachines and monsters as well as perform medical miracles.

To battle Paul brings some of the Tleilaxu's finest geneticists to aid him and his army against any biological threats they face.




==DEFENSES==

Name: Flame Turret

Type: Defensive Turret

Armament: flamethrower 

Defense: titanium plating

Special: The flames are effective against shielded units

==LOADOUT==

The flame turret is a stationary defense meant to hold back infantry and vehicles. The only drawback to this deadly device is its fuel consumption rate and limited range, only a few hundred meters.


Name: Gas Turret

Type: Defensive Turret

Armament: poison gas shells   

Defence:  regenerating armour plating

Special: lethal against both infantry and vehicles

==LOADOUT==

An Ordos designed machine, the gas turret fires capsules of poison gas at foes. Corrosive gases are effective against both gas masks and enemy vehicles. The only downside is that oversaturatin an area could hurt friendly units.


Name: Pop-up Turret

Type: Defensive Turret

Armament: tungsten slug machineguns  

Defense: regenerating armour plating

Special: Unit can hide from enemy units

==LOADOUT==

An Ordos designed turret; this one was designed with a shieldless battlefield in mind. Firing tungsten slugs at hypersonic velocities, this gun can rip apart unshielded targets in minutes. Armor piercing shells are useful against vehicles and other defences. When not engaging the enemy, the turret powers down and hides underground.



Name: Rocket Turret

Type: Defensive Turret

Armament: anti air missiles, anti-vehicle missiles      

Defense titanium plating

Special: good for both air and ground attacks

==LOADOUT==

Designed by House Atriedes engineers before Paul's ascensionthis defensive weapon can  take down the heaviest of opponents, including air-based units. It has a long range, and fires laser guided salvos of rockets at its victim.


=====FACTION LEADER=====

Name : Paul Atriedies 
Notable Achievements: When most of us were sixteen our biggest worry was girls and school. At that age, Paul Atriedes was the genetic jackpot of a breeding program over ten thousand years old. His earliest achievement was to survive the test of the gom-jabbar; a special poison designed to kill humans who had less than a certain level of control over their instincts--a poison meant to kill "animals." During this test, he was subjected to to the box of pain, a device which put a subject through unspeakable pain as part of a test by the Bene Gesserit to weed out humans from the animals.

Later on, after the death of his father and the near destruction of House Atriedes, Paul took over the Universe by threatening to destroy the source of the Spice; the narcotic spectrum awareness drug that make interstellar flight possible and widened human lifespan and consciousness.

Guided by prescient visions brought about by the spice and his own unique genetic code; Paul launched a galactic crusade which slaughtered uncountable billions and sterilized entire planets in the name of the Fremen religion. He is now worshipped as a living God across the galaxy.

Personality:
The Good: Paul is a very sharp guy and not actively a sadist. He was raised by a just and kind father and taught by his many teachers in life to temper justice with mercy as well as to punish those who truly deserved it.
The Bad/Weaknesses: Once a carefree youth, Paul has become tormented by the crimes committed by his orders and under his name and feels isolated from those who were once his friends. His prescience has allowed him to see in real time all the slaughters and atrocities done in the name of Mau'Dib, down to the smallest death. None the less, he does these crimes with a purpose; nothing less than the Salvation and survival of the entire human species. His visions have shown him a way to save humanity, and that path is paved in a trillion deaths and lit up by lamp posts of tyranny and religious persecution and intolerance.

Paul is utterly ruthless in the achievement of his goals, even now as his conscience and resolve are starting to crack. He needs to be ruthless, uncaring for casualties on his own side and thoughtless of the devastation that civilians take in order to rule the wild and unforgiving Fremen.



Paul is addicted to the spice. Withdrawal will kill him should he get cut off from a daily supply of the drug after a certain amount of time.

Over the last few years he has suffered from  weakening resolve. Beyond that, he's cunning, ruthless and brilliant.

Style of Leader: Totalitarian religious, Some Autonomy
Paul is like Jesus but far more warlike. He has advisers and assistants who help him and provide expertise but he's ultimately close to no-one. His personal relationships are non-existent and even those who were once close believe that he is a holy figure to be revered and worshipped. Few dare to question him anymore. 
Paul can easily lead from the front but is not above delegating theatres of war to his commanders if the situation is more pressing elsewhere.

X-factors:
Adaptive creativity/resourcefulness: 71/100--Paul has trained is whole life never to fall into patterns or bad habits and when leading a guerrilla war with the Fremen was able to use unorthodox tactics that took the hidebound Sardaukar and conscripts complexly off guard. Tends to favour precision strikes and elite troops over human wave attacks. 

Tactics: 76/100--Paul is highly unorthodox in his tactics and knows how to turn his enemy's weakness into his strength. He successfully waged a guerrilla war while outmanned, outgunned and with inferior technology while later successfully pacifying thousands of rebellious planets with a solid rate of success.

Strategy: 82/100--Aided by the power to see the future with near perfection and his Mentat training, Paul can compute pita bytes of data per second  in chains of unbroken deductive logic and plan ahead years in the short run and thousands of years in the long run.

Intuition: 90/100--Again, Paul can see the future with near perfection, aided by the accumulated wisdom of his human species genetic memory. The only thing that stops him from getting a hundred out of a  hundred is that another powerful prescient being can fly under his radar

Audacity: 89/100--Paul has little fear of death, having fought some of the best swordsmen in the galaxy in duels to claim his throne and is driven by a deep love of humanity which is powerful enough to cause him to violate all his old moral standards and become that which he hates.

Psychological warfare:80/100--His Bene Gesserit mother not only taught him use of hypnosis but also how to read and deduce information about individuals and manipulate them towards a desired end. His time with the Fremen has also show him the value of terrorism and intimidation as weapons of war.

Intelligence: 85/100--Paul is one of the finest mentats in the galaxy. He is a human computer able to run through insane levels of computation and far smarter than any Einstein in our world. The Spice Melange causes him to reach superhuman levels of intelligence.

Experience: 90/100--Has been fighting since he was sixteen in nonstop war almost. Factor in his genetic memories that allow him to access flawlessly the memories of all of his ancestors back to the dawn of time 

Discipline: 80/100--Paul is a paragon of discipline, trained form birth in training ways that imprinted his mind and shaped his body; some would say warped his mind but that's debatable. He has total control over every nerve and muscle in his body, able to create antidotes to any poison that he ingests just by willing it.

Leadership: 90/100--He is more than a king or an emperor, he is a God. No questions are asked when he gives an order. One does not question God. Those who do not worship are brutally tortured or wiped out in acts of genocide. Those that survive are fanatically loyal.

Corruption: 79/100--Paul has become a dictator worse than Hitler. He rules by the most brutal methods and all must worship and fear him. All that stands in the way of total corruption is his goal to save all of humanity and the fact that grief and guilt tears him apart like a thousand razor-blades even now.



=====ARMY X-FACTORS=====

Morale: 60/100 (90/100) The Fremen are fanatical in their loyalty, showing almost a superhuman disregard for their own lives in the name of their God and their tribe. The rest of Paul's troops are conscripts with varying degrees of believe in his divinity and the Sardaukar straight up hate him but won't back down from a fight if he gives the order.

Logistics: 79/100 The Dune Empire is very well prepared. The spacing Guild is in charge of all interstellar travel. Their Highliners can transport thousands of starships and many more passengers and tons or cargo by folding space and travelling instantly. These massive ships can arrive instantly in orbit and provide Paul with reinforcements or anything else he needs.

Espionage: 77/100 For thousands of years, the war of assassins was used to keep down collateral damage between the fighting Noble houses. Paul has many assassins, spies and Saboteurs who can get in and get out unseen. Their only weakness is that they've never spied on non-humans before.

Discipline: 81/100 Paul is seen by a God to some degree or another by all his troops. Even factions that hate him like the Bene Gesserit and Sardaukar will put aside their animosity for one reason or another and obey his will. His top Troops are extraordinarily disciplined, and this is only lowered by his conscripts and overall addiction to spice. 

Overall army intimidation; 78/100 The Fremen are absolutely brutal. Though only human, their use of terrorism and fanaticism will shake all but the hardest of enemies. The rest of Paul's troops are fairly formidable.

Reinforcement rate: Varied

Fremen have a low-medium reinforcement rate since there are only thirty million of them in existence. Sardaukar are lower than that. 

Conscripts are extremely high as there are hundreds of planets and billions of soldiers and conscripts to choose from. Literally there are a whole galaxy of conscripts available to be used and used up.

Essentially the elites infantry have a high reinforcement rate, while the rest have a low. 

Past opponents: Nearly all fighting in the Dune universe is civil war. the Noble houses fight each other for power, the emperor fights them to stay in power, the secret societies fight cold wars to control the Galaxy and Paul just finished waging a massive Jihad on all who don't believe he is the messiah. They're limited by never having faced non-human or alien foes before.

Quantity vs Quality: Paul prefers quality over quantity. While he has access to vast amounts of cannon fodder, human wave tactics won't be his first choice. He'll seek to go with the most efficient way to fight a battle. His Fremen will be his troops of choice, the first in and the last to go, followed by the other forces for support. During the Jihad that killed sixty billion, the Fedaykin and Fremen warriors were always outnumbered on rebellious worlds and they always won. 

==ADDITIONAL FACTORS==

-Fear of computers: Aside from the Ixians, nearly all faction in Dune hate and fear computers with a religious passion. Artificial intelligence is viewed of the devil and will not be tolerated in allies or enemies.

-Religious fanaticism; Paul will publicly frame this war as a holy crusade where his troops have God on their side and Heaven supports them. The people of his empire will be indoctrinated into believing that his war is holy and sanctioned by God.

-Dune Empire Strength: Extremely tough melee units and good espionage abilities as well as invulnerability to projectile weapons. The empire is also united under a totalitarian religion with troops that are highly loyal.

-Weakness: Shields are a double edged sword. Any direct energy weapons will destroy both Paul's army and his enemies. So to fight Paul's army, enemies will have to rely exclusively on hand to hand combat.

 Fatal Spice Addiction: If an opponent can cut off the air supply of spices, and Paul’s ground supply is exhausted, they can make him surrender from the fatal spice addiction. The vast majority of his army is horrible addicted. This was one of the ways Paul was able to gain control of the known universe, and it can be used against hi,/ 
- ALIENS!!?!?!?!? : In the Dune Universe, Sentient Aliens do not exist, and it would shock the Dune Empire to the core to discover not just a sentient race, but one that could match them. This would correlate in even Paul feeling some uncertainty in fighting them. 

==VICTORY GAINS==

Auxiliaries/Mercenaries/religious converts: religious conversion

With the aid of the Bene Gesserit missionaries Paul can adapt local religions to worship him. His Fedaykin and Arakeen priesthood will kill and torture all those who don't' take to worshiping Paul's religion. The rewards for those who do convert will be lavish, while the punishment for blasphemy will be draconian. 

Technological absorption: Moderate

The only thing stopping Paul's army from having higher technological absorption is their aversion to computers. Otherwise they will happily study and dissect enemy technology to adapt for their own purposes.

However the Ixians will still study enemy computers and other technology and may even incorporate it in low level application, such as nano-technology. Things which to the uninitiated may not appear to be computerized.Paul's army won't just absorb technology, they will also innovate. 

Biological absorption: moderate

The Tleilaxu are genetic masters. There is little about foreign or alien biology that he cannot quickly unravel and divine. Though they've never seen sentient aliens, they experiment often with non-sentient alien life in their own universe. Their ability to build biological war machines and other monsters could come in handy in the future.













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