Difference between revisions of "Imperiya"

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Revision as of 07:50, 17 February 2020

Military

The Imperiya's military is bar none, the strongest individual power of the realm. This comes from a vast arsenal of specialists, elite troops and a fully equipped motor pool. Their greatest strength is the ability to exploit others weaknesses.. with force. Deploying forces the enemy has no hard counter for... and in overwhelming numbers. The land forces of the Imperiya are larger than the next 5 competitors combined..

Imperiya's military has two main divisions.

  • Armiya - The Ground Forces, the conventional Army using heavy vehicles and massed ground assaults against the enemies of their agenda
  • Kosmoflota - The Fleet Forces, Using Medium to large sized vehicles known as fleet ships to bombard ground targets, transport Marines over long distances over the plates, and do battle with other fleets in the void above the plates, The realm's equivalent to space



Armiya

The Imperiya Armiya is experienced, sophisticated, and uptight. Deploying large units of Regular, Veteran, Elite and Special Forces soldiers. And lots of heavy Armor and transports.

Refer to the Battleplate Statistics chart for an explanation on the terms that will be referred to in the notes

Reform of R2020

The Imperiya Armiya has always been a force with a convoluted system of bureaucracy and pecking orders. Previously, the army had no fewer than FIVE "tiers" of Infantry unites. Greatly reducing the effectiveness and ease of deployment of forces.

  • Prior to The 2020 reforms, the Armiya had the following service tiers within it's infantry formations.
    • Irregulars
    • Regulars
    • Veteran Shock
    • Elite Shock
    • Special Forces

Starting in R2020. The System was downgraded to "Three and a half" tiers. Irregular units were more or less released from official service. This allowed subfactions like the Sindrian Diktat and Kurosai Buntai to come about. This constituted the "half"

  • The remaining tiers were divided into three categories
    • Armiya Regulars, Continued to be the rank and file grunts of the Army with no real changes aside from some minor differences in commissioned officer uniforms. The VDV Dropship troops were demoted from Elite Status all the way down to Regular, filling the role of light infantry scouts.
    • Amiya Shock Corps, The Shock Troopers, or "Shturmovik" once had both veteran, and elite troop types. For the most part they have been merged together. New uniforms were issued largely based on the Elite armor, Squad leaders, Shield troops and Heavy weapons squads were given completely new looks, and for the most part the corps became more diverse, inheriting the specialists of both tiers. As a result though. The experience level of the Corps as a whole degraded, and to pay for the costs of upgrading a quarter of the Army to better equipment, the Corps had to decomission it's advanced service rifle and revert back to the standard issue pulse rifle. The Advanced weapons were sold to the Syndikat to pay for the costs.
    • Armiya Spetsnaz, the Special forces for the most part remained the same albeit with a name change. Some individuals from the Elite Shock forces were promoted into Spetsnaz units, the VDV unit however, was relegated to a Regular unit. Scouts riding in dropships wasn't deemed special enough to be worthy of the title.




Regular Troops

Armiya Infantry
Grreg (1).jpg The rank and file of the Imperiya Armiya are their regulars, Given basic armor and a suite of pulse weaponry.

Generally trained to do nothing more than attack and defend objectives with the most minimal of effort. While they serve no statistical difference, Squads often contain at least 1 NCO who is identified by a painted helmet. Some squads are also led by a squad leader, who is a type of Officer with different stats, allowing the squad to do combined actions.

  • Variants Stats in Skill/Move/Armor/CP/Weapons, Refer to the Index for weapon stats
    • Soldier: D6/6"/4/4cp/Small Gun
    • Marksman: D6/5"/4/4cp/Big Gun
    • Gunner: D6/5"/4/4cp/Heavy Automatic
    • CT-Demolitions: D6/5"/4/6CP/Small Gun & Launched Explosive MK1
Armiya Heavy Weapons
Grreg (3).jpg Regular infantry squads are sometimes backed up by weapons specialists carrying more effective versions of heavy weapons

Anti-Tank specialists carry a heavier version of the Imperiya's RPG, and Heavy Gunners carry a deployable machinegun less manuverable but more powerful than the small automatics carried by squad gunners.

  • Variants Stats in Skill/Move/Armor/CP/Weapons, Refer to the Index for weapon stats
    • Demolitions: D6/6"/4/4cp/Launched Explosive MK2
    • Gunner: D6/5"/4/4cp/Heavy Automatic *(Max Range, +1 Damage)
Armiya Inzheneri
Grreg (4).jpg Inzheneri are the field teks who repair and maintain vehicles, construct and expand defenses and other menial teknical tasks across a base or battlefield
  • Variants Stats in Skill/Move/Armor/CP/Weapons, Refer to the Index for weapon stats
    • Mechanik: D8/6"/4/4cp/Sidearm, Vehicle tools
    • Engineer: D8/6"/4/4cp/Sidearm, Building tools
Armiya Medik
Grreg (2).jpg Imperiya Mediks are combat trained in order to carry a competent weapon of their own. They are equipped with a modest supply of Galatz based medikal equipment that can reverse the effects of a grevious wound on a fellow comrade.
  • Variants Stats in Skill/Move/Armor/CP/Weapons, Refer to the Index for weapon stats
    • CT-Medik: D8/6"/4/4cp/Small Gun, Medikal tools
Armiya Officer
Grreg (6).jpg Commissioned officers are leaders of formations ranging from squads to entire battle groups. Dependent on their rank and assignment, they are given different levels of responsibility and accountability should they fail. Squad leaders who are either a Lieutenant or Captain are mostly indistinguishable from their enlisted troops, wearing similar armor adorned with orange striping and sometimes a Gold Visor.

All other Officers wear customized armor with fancy caps, fur collars and other accessories. Some wear grey trim and others wear maroon. The maroon being an older version of the Officer's armor that some holdouts still use

Some officers bravely lead troops in the field, willing to take a bullet in the face, other pussyfoots and nancies sit back behind the safety of defenses and other minifig's bodies, and bark orders from a Command post. relying on a network of communications

  • Variants Stats in Skill/Move/Armor/CP/Weapons, Refer to the Index for weapon stats
    • Officer: D8/6"/4/4cp/Small Gun (For Infantry Squad Leaders)
    • Commander: D6/6"/4/4cp/Small Gun (For Armchair Commanders)
VDV
Grshock (5).jpg The VDV are light airmobile troops often deployed by dropships such as the Imperiya Berkut, They are a light infantry force that is tasked with scout and recon roles
  • Variants Stats in Skill/Move/Armor/CP/Weapons, Refer to the Index for weapon stats
    • Scout: D8/7"/3/4cp/Small Gun or Big Gun, Optics

Shock Corps

Shock Troopers
Grreg (11).jpg ~descr
  • Variants Stats in Skill/Move/Armor/CP/Weapons, Refer to the Index for weapon stats
    • Soldier: D8/6"/4/5cp/Small Gun
    • Gunner: D8/5"/4/5cp/Heavy Automatic
Shock Trooper Shturmovik
Grreg (8).jpg ~descr
  • Variants Stats in Skill/Move/Armor/CP/Weapons, Refer to the Index for weapon stats
    • Assaulter: D8/7"/4/5cp/Light Automatic
Shock Trooper Oplot
Grreg (10).jpg ~descr
  • Variants Stats in Skill/Move/Armor/CP/Weapons, Refer to the Index for weapon stats
    • Shield: D8/5"/5/5cp/Sidearm, Shield
Shock Trooper Vampir
Grshock (3).jpg ~descr
  • Variants Stats in Skill/Move/Armor/CP/Weapons, Refer to the Index for weapon stats
    • Heavy: D8/5"/4/5cp/Sidearm, Deployed MK2 launched explosive or Energy weapon
Dragoons
Grirreg (1).jpg ~descr
  • Variants Stats in Skill/Move/Armor/CP/Weapons, Refer to the Index for weapon stats
    • Skirmisher: D8/7"/4/5cp/Blastgun, Jetpack
Desolator
Grirreg (2).jpg ~descr
  • Variants Stats in Skill/Move/Armor/CP/Weapons, Refer to the Index for weapon stats
    • Heavy: D8/5"/4/5cp/Energy Weapon
Lazarus Division
Grreg (7).jpg An Elite cadre within the Shock Corps under the direct command of General Tachenko, they use older uniforms that have been repurposed into hazardous operation armor. On the field they are no different than Shock Troopers.
  • Variants Stats in Skill/Move/Armor/CP/Weapons, Refer to the Index for weapon stats
    • Soldier: D8/6"/4/5cp/Small Gun
    • Marksman: D8/6"/4/5cp/Big Gun
    • Gunner: D8/5"/4/5cp/Heavy Automatic

Spetsnaz

Stalkers
Grirreg (3).jpg ~descr
  • Variants Stats in Skill/Move/Armor/CP/Weapons, Refer to the Index for weapon stats
    • tba
Stalker Specialists
Grshock (7).jpg Stalker Weapon Specialists, Long range heavy sniper rifles that can punch holes in a tank, and Hulking heavily armored machinegun berserkers
  • Variants Stats in Skill/Move/Armor/CP/Weapons, Refer to the Index for weapon stats
    • tba
Psinoik Initiates
Grshock (4).jpg ~descr
  • Variants Stats in Skill/Move/Armor/CP/Weapons, Refer to the Index for weapon stats
    • tba

Vehicles

Husky Utility Truck
Ranger.jpg Size: ~ Armor: ~
Drive Core: ~ Crew:

~

Special Components:

~

Cost:

~

Armament
Weapon Type Skill Range Damage
Samoyed Heavy Truck
Samoyed.jpg Size: ~ Armor: ~
Drive Core: ~ Crew:

~

Special Components:

~

Cost:

~

Armament
Weapon Type Skill Range Damage
Grenzer III Armored Car
Hunter.jpg Size: 4" Armor: 2d10 The Grenzer III is an armored off-road vehicle used as a personal transport for small units.

It has a single swivel mounted machinegun on it's roof. And can carrry up to 5 minifigs

As it's name implies, it is the third iteration of the vehicle, previous versions were not off-road capable, and came in a different color scheme

Drive Core: 2x3 Redblock

(16" >>)

Crew:

1 + 4

Special Components:

None

Cost:

10CP

Armament
Weapon Type Skill Range Damage
Swivel Machinegun Automatic Bastard gun 3+1A 14" 1d6+1
Grenzer V Armored personnel Carrier
Armadillo.jpg Size: 5" Armor: 2d10 The Grenzer V is a larger variant of the Grenzer III, with heavier armor, more troop capacity and a secondary weapon system.

Grenzer V's are more common than the Yeger or Dozor, and are rarely seen alongside them.

Drive Core: 2x3 Redblock

(18" >>)

Crew:

2+8

Special Components: Cost:

18CP

Armament
Weapon Type Skill Range Damage
Swivel Machinegun Automatic Bastard gun 3+1A 14" 1d6+1
Concussive Grenade Launcher Explosive Launcher 4 14" 1d10 *No Structure dmg*
Yeger Armored personnel Carrier
Yeger.png Size: 6" Armor: 2d10 The Yeger was developed alongside the Grenzer V as a competitor for the Imperiya's wheeled APC platform.

It's the largest of their wheeled APCs, and slightly more durable than the Grenzer V, But no more or less armored. The Yeger also sports a different weapon, a longer ranged high powered pulse MG, but no secondary equipment

Drive Core: 2x4 Redblock

(18" >>)

Crew:

2+8

Special Components:

None

Cost:

20CP

Armament
Weapon Type Skill Range Damage
Shuka Pulse Machinegun Automatic Bastard gun 3+1A 16" 1d6+2
Dozor Armored personnel Carrier
Marshal.jpg Size: 5" Armor: 3d10 The Dozor is the third and toughest version of APC available to the Imperiya, It doesn't carry as many troops as the Grenzer V or Yeger, but makes up for it with tank-like armor on highly mobile platform

It's weapons are the same as the Yeger, but it also has a smoke screen launcher that can block Line of sight for one turn, providing cover to it's disembarking troops

Drive Core: 2x4 Redblock

(18" >>)

Crew:

2+6

Special Components:

Smokescreen

Cost:

24CP

Armament
Weapon Type Skill Range Damage
Shuka Pulse Machinegun Automatic Bastard gun 3+1A 16" 1d6+2
Smoke Grenades Component Blocks Line of sight 6" wide in one direction for 1 turn
Bryusa Infantry Fighting Vehicle
Condor.jpg Size: 5" Armor: 3d10 The Bryusa is more of a converted Heavy Tank than it is a carrier. Sporting powerful explosive weapons, a huge troop bay and armor tougher than many tanks. These vehicles are extremely destructive in the operations they are used in due to their weight, tracks, and how they're used.
Drive Core: 4x4 Redblock

(16" >>)

Crew:

2+8

Special Components:

None

Cost:

30CP

Armament
Weapon Type Skill Range Damage
Twin Machinegun Automatic Bastard gun 3+1A 14" 1d6+1
Twin Barreled D-1C Gun Explosive Gun 3 16" 2D10 1" Explosive
Kodiak II Medium Tank
Kodiak2.jpg Size: 4" Armor: 3d10 The Imperiya Kodiak is a medium Alliance Template battle tank that the Imperiya has perfected over time and managed to produce a lot more of than any other equivalent out there.
Drive core: 2x4 Redblock (15" >>) Crew: 3 Special Components: None Cost: 20CP
Armament
Weapon Type Skill Range Damage
D1-0T Gun Explosive Cannon 4 20" 2d10 1" explosive
Krylov Tank MG Automatic bastard gun 3 14" 1D6+1
Rakushka Heavy Tank
Cossack.jpg Size: 5" Armor: 4d10 The Rakushka is the Imperiya's heaviest battle tank. Sporting a nasty main gun, extremely heavy armor and an overall intimidating presence. They are generally only deployed by elite fighting units. Their presence on the field is indicative of a major operation critical to the Imperiya's mission.
Drive Core: 4x4 Redblock

(16" >>)

Crew:

3

Special Components:

None

Cost:

35CP

Armament
Weapon Type Skill Range Damage
D2-0T Gun Explosive Gun 4 20" 3d10 2" explosive
Shuka Heavy pulse Machinegun Automatic Bastard gun 3+1A 16" 1d6+2
Malka Siege Tank
Molotok.jpg Size: 5" Armor: 4d10 The Malka is a "Siege Tank" which is a designation for an artillery vehicle meant for destroying structures. But it is still no less capable as a direct combat unit. The Malka's "Molotok" gun is a force of nature, any minifig caught in it's blast will not escape without grevious wounds at best, and completely vaporized at worst.

Capable of flattening structures and tossing small and medium vehicles like a ragdoll. The Malka is only used when the Imperiya is looking to burn someone hard. It's rangefinder allows it to fire on an arc at targets not directley in it's line of sight, at a range up to 40" away, a truly long distance.

The Malka cannot engage anything that is less than 10 inches away, meaning it has a minimum range. However it's explosives are so powerful that even a missed shot will likely hit it's target indirectley. Each skill roll below 5 will result in the round being 5" off target in a random direction .

Drive Core: 4x4 Blackblock

(16" >>)

Crew:

3

Special Components:

Rangefinder

Cost:

40CP

Armament
Weapon Type Skill Range Damage
D4 "Molotok" Artillery gun Explosive Gun 5 30" 4d10 3" explosive
Rangefinder Component 40" Allows vehicle to fire at an arc, up to 40"