Unit Blueprints

From Travellers Guide to StariumXCV

A Unit Blueprint describes operational levels for equipment (weapons, armor & shields) used by an Army Unit along with the Design Points, Exocredits and Industrial Units required to build it.

General Information

Units are the building blocks for creating mission specific armies.

Unit Types

An army can be a mixture of Units with different races and from different Epochs.

  • Infantry
  • Cavalry
  • Artillery
  • Aqua
  • Assault
  • Air
  • Colonists
  • Leader

Equipment

What follows are the equipment options provided by the Unit Designer when creating new Blueprints:

Weapons

Melee  Melee Weapon

Example: Sword/Axe/Mace
Units: Colonist, Infantry, Cavalry & Artillery
Design Points: 1
Exocredits: 2
Industrial Units: 1

Shock  Shock Weapon

Example: Lance/Spear/Grenade
Units: Infantry, Cavalry, Assault & Artillery
Design Points: 1
Exocredits: 2
Industrial Units: 1

Light  Light Weapon

Example: Projectile Rifle
Units: Colonist, Infantry, Cavalry, Assault, Artillery, Aqua & Air
Design Points: 3
Exocredits: 4
Industrial Units: 2

Medium  Medium Weapon

Example: Light Artillery
Units: Infantry, Assault, Artillery, Aqua & Air
Design Points: 5
Exocredits: 8
Industrial Units: 4

Heavy  Heavy Weapon

Example: Artillery
Units: Assault, Artillery, Aqua & Air
Design Points: 10
Exocredits: 12
Industrial Units: 8

Massive  Massive Weapon

Example: Siege Artillery
Units: Assault & Artillery
Design Points: 30
Exocredits: 20
Industrial Units: 16

Missiles  Missiles

Units: Assault, Artillery, Aqua & Air
Design Points: 5
Exocredits: 4
Industrial Units: 2

Anti-Ballistic Missiles  Anti-Ballistic Missiles (ABM)

Units: Assault, Artillery, Aqua & Air
Design Points: 5
Exocredits: 8
Industrial Units: 4

Radioactive & Biological WMD  Weapons of Mass Destruction (WMD)

Example: Atomic or Dirty Bomb
Units: Assault, Artillery, Aqua & Air
Design Points: 50
Exocredits: 100
Industrial Units: 50

Armor

Personal Armor  Personal Armor

Units: Colonist, Infantry & Cavalry
Design Points: 1
Exocredits: 2
Industrial Units: 1

Light Armor  Light Armor

Units: Colonist, Infantry, Cavalry, Assault, Artillery, Aqua & Air
Design Points: 5
Exocredits: 4
Industrial Units: 2

Medium Armor  Medium Armor

Units: Infantry, Assault, Artillery, Aqua & Air
Design Points: 10
Exocredits: 10
Industrial Units: 5

Heavy Armor  Heavy Armor

Units: Assault, Artillery, Aqua & Air
Design Points: 20
Exocredits: 20
Industrial Units: 10

Massive Armor  Massive Armor

Units: Artillery
Design Points: 50
Exocredits: 40
Industrial Units: 20

Shields

Personal Energy Shield  Personal Energy Shield

Units: Colonist, Infantry & Cavalry
Design Points: 1
Exocredits: 2
Industrial Units: 1

Light Energy Shield  Light Energy Shield

Units: Colonist, Infantry, Cavalry, Assault, Artillery, Aqua & Air
Design Points: 5
Exocredits: 4
Industrial Units: 2

Medium Energy Shield=  Medium Energy Shield

Units: Assault, Artillery, Aqua & Air
Design Points: 10
Exocredits: 8
Industrial Units: 4

Heavy Energy Shield  Heavy Energy Shield

Units: Assault, Artillery, Aqua & Air
Design Points: 20
Exocredits: 16
Industrial Units: 8

Control Modules

Atmospheric Control  Atmospheric

Helps non-native units manage different atmospheric conditions

Units: Colonist, Infantry, Cavalry, Assault, Artillery, Aqua & Air
Design Points: 1
Exocredits: 10
Industrial Units: 1

Populationl Control  Population

Helps units with managing alien populations

Units: Colonist, Infantry, Cavalry, Assault, Artillery, Aqua & Air
Design Points: 1
Exocredits: 3
Industrial Units: 2