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.

  • Military Bases build a complete Unit using a Unit Blueprint.
  • Players use the Unit Designer to create Blueprints--see below.
  • An Empire's progression through the Lexicon can reduce the Exocredit and Industrial Unit costs. As can adding Crystals to a Blueprint.


Unit Designer

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

Shock  Shock Weapon

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

Melee  Melee Weapon

Example: Sword/Axe/Mace
Units: Colonist, Infantry, Cavalry & 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

Strategic Missiles  Strategic 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

Weapons of Mass Destruction 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