I was working on a custom 4th race fanfic that might be a basis for an custom campaign in sc2, involving the UED. So i would like your opinions what do you think about it. Any commentairs are apreciated.Do you think that the race would be playable? What are your impresions abou the mechanics and balance?
thank you;)
United Earth Directorate
![[image loading]](http://img16.imageshack.us/img16/5021/uedintro.jpg)
Overview
The UED Faction is based around force-multipliers with high specialization on aerial support.
Directorate units are typically highly specialized, and function at their best when deployed in combined-arms. The UED relies on highly trained personel, and doesn't use conscript personel in their army, and is largely dependend on robotics units, due to the long and highly specialized training and effort to minimize human loses. Their basic combat units are robotics and are considered expandable, while the more specialized forces are provided by higly trained combat specialist and field officiers.
History
Following the decline of Western civilization the United Powers League took power on Earth. The UPL banned religions in favor of an ideology based around the "divinity of mankind" and opposed physical "impurities" within the human species. To this end, it pursued an aggressive policy of cultural rationalization through the destruction of religions and languages. "Project Purification", a campaign to ensure mankind's purity as a species was instituted: it was a campaign of mass genocide in which over 400 million people, mainly mutants, cyborgs, and "criminals", were eradicated. Doran Routhe, a brilliant scientist, used many of these prisoners in a colonization experiment. The prison ships were lost, eventually disgorging their passengers in a habitable star system in the Koprulu Sector.
Although the Terran settlers of the Koprulu Sector were unaware of it, they were monitored by those who had exiled them. At first the UPL were disinterested observers. They had little interest or incentive in involving themselves with the backwater colonials.
This state of affairs changed when the Koprulu Sector was invaded by the protoss and the zerg. The UPL had never encountered intelligent extraterrestrial life before.
While what was going on between terrans of the Koprulu Sector was an issue United Powers League showed little interest in, the UPL could not afford the possibility of an alien invasion of Earth. This occasion brought the nations that had stayed out of UPL's domain into it, expanding its power. As a result of these changes the United Powers League was reformed and named as the United Earth Directorate
Mechanics
Rapid Deployment
Being a primarily Fleet power, rapid deployment is necessary for the UED to quickly achieve dominance planet-side before the enemy can mobilize. Although their more advanced units are far more expensive, the Directorate's ability to field a large fighting force should not be underestimated, even by the Zerg. They are able to send trops anywhere on the battlefield with the help of the Auxiliary Mainframe and the Star Base.
Defenses
The UED defenses are unique, they have 2 versions of them, the light Sentry Gun and the more advanced rail PLatform, both are capable of targeting both ground and air threats.
Replicate - macro mechanic
UED macro mechanic, the UED multi purpose worker drone is capable of replicating itself, it requieres the Drone controll building to be avaible.To expedite resource extraction, the Directorate deploys self-replicating Vonn Neumann-type drones to harvest resources within a preset area. Theoretically, if left unchecked, a team of these could overrun a small planet within a matter of months. Fortunately, they have little in the way of defenses or intelligence, and redundant safeguards make rampancy in the controlling AI a negligible threat.
So that the Harvester drones remain in constant contact with their respective control centers and, more importantly, their respective kill-switches, all units are equipped with powerful transceiver units as standard equipment. This communications equipment doubles as a convenient means of quickly deploying a field base.
Building and construction
By contacting a Directorate Supercarrier overseeing the ground operation from the safety of high orbit (as per standard procedure), the Harvester requisition a prefabricated building kit to be delivered on-site via a cargo drop-pod. Once the Harvester designates the landing zone, it is free to resume its other duties; when the kit arrives, however, it is required to return and assemble the structure. Directorate prefab kits are designed for ease of assembly, and putting them together is usually a brief exercise.
UED general stats
Size: 5872 systems
Home Planet: Earth
Membership States: 871
Capitall Planet Population: 32672 milions
Total population: 146775 milions
Military pesonall : 657 milions
Number of independent Fleet groups: 376
UED Tech tree
![[image loading]](http://img188.imageshack.us/img188/5732/techuedfinal.jpg)
Buildings
Munitions Silo
HP:300
Cost:100 Min
Build time: 25
Armor: 1
Type:Armored
Modifiers:Structure
The Munitions Silo , provides the basic supply needed for the UED forces and is required to increase the number of troops avaible. Each Munitions Silo comes with one Supply Dock, and can be upgraded 3 times, to have a final number of 4 supply docks. Additional Munitions Silo
are required to build even more Supply Docks.
Upgrade :
supply dock
cost: 50 Minerals
Time: 15
Increases Supply
Processor
cost: 75 Min
HP:500
Armor:1
build time:30[
Type:Armored
Modifiers:Structure
Extracts and process the raw gas from gas geysers.
Fleet Headquarters
Cost:400Min
HP:1500
Armor:1
build time:100
Type:Armored
Modifiers:Structure
Main buiding of the UED forcess , and also produces the basic harvester worker.
Military Compound
Cost: 175[Min
HP: 1000
Build time:55
Armor:1
Type:Armored
Modifiers:Structure
The basic production facility for all of the UED ground units, also unlocks the Drone Control, Dry Dock and the Cryolab buildings.
Cryolab
Cost:100Min 75Gas
HP:850
Build time:60
Armor:1
Type:Armored
Modifiers:Structure
Unlocks most of the biologicall units in the Military Compound, and also includes the majority of the upgrades for ground biologicall units.
Researches
[AutoDoc]
cost: 100Min 100Gas 110Time
[Munitions Satchel]
cost:100Min 100Gas 80Time
[SpyCam]
cost:100Min 100Gas 80Time
[Ceres Boosters]
cost:100Min 100Gas 80Time
[Tri-Shot]
cost: 100Min 100Gas 110Time
Logistics Center
Cost:125Min
HP:850
Build time:35
Armor:1
Type:Armored
Modifiers:Structure
Provides weapon and armor Upgrades for all UED forcess, also unlocks the Sentry Cannon defense building.
Researches
[Infantry Armor Upgrade]
level 1 cost:100Min 100Gas 170Time
level 2 cost:175Min 175Gas 200Time
level 3 cost:250Min 250Gas 230Time
[energy Weapons]
level 1 cost:100Min 100Gas 170Time
level 2 cost:175Min 175Gas 200Time
level 3 cost:250Min 250Gas 230Time
[Ballistic Weapons upgrade]
level 1 cost:100Min 100Gas 170Time
level 2 cost:175Min 175Gas 200Time
level 3 cost:250Min 250Gas 230Time
[Vehicle Armor Upgrade]
level 1 cost:100Min 100Gas 170Time
level 2 cost:175Min 175Gas 200Time
level 3 cost:250Min 250Gas 230Time
[air Armor]
level 1 cost:100Min 100Gas 170Time
level 2 cost:175Min 175Gas 200Time
level 3 cost:250Min 250Gas 230Time
Sentry Cannon]
Cost:100Min
HP:175
Build time:25
Armor:1
Type:Armored
Modifiers:Structure
Damage:14
Range:6
Speed:fast
Targets: Ground, Air
Basic UED defense building, it's relatively cheap and fully automated, and can also engage both air and ground targets.
Drone Control
Cost:100Min 100Gas
HP:850
Build time: 65
Armor:1
Type:Armored
Modifiers:Structure
Unlocks the ground robotic units of the UED army, and also provides upgrades for them. The buiding also unlocks the Harvester replicate macro ability.
Researches
[Replicate]
cost:100Min 100Gas 60Time
[Cryomine]
cost:100Min 100gas 80Time
Dry Dock
Cost:125Min 50gas
HP:1200
Build time: 60
Armor:1
Type:Armored
Modifiers:Structure
Basic air units production building, Also unlocks the Nano Core, Support bay, and the Star base buidings.
Nano Core
Cost: 150Min 100Gas
Build time: 65
HP: 750
Armor: 1
Type:Armored
Modifiers:Structure
Unlocks some of the lategame UED ground units, and also provides some general upgrades for the UED.Also unlocks the Rail Platform defense buiding.
Researches
[Nanite rounds]
cost:150 Min 150Gas 110Time
[Nano robotics repair]
cost:125 Min 125Gas 110Time
(Buildings auto repair)
Rail Platform
Cost:175Min 50gas
Build time:65
HP: 250
Armor: 2
Type: Armored
Modifiers: Stucture
Damage: 35
Range: 9
Speed: Normal
Targets: Grounds, Air
The UED advanced defense buiding, is avaiable much later in the tech tree, but the building is far more intimidating and stronger in the defense than the Sentry Gun. Can shoth both air and ground units.
Support Bay
Cost:100Min 200Gas
Build time:65
HP:850
Armor:1
Type:Armored
Modifiers:Stucture
Unlocks some of the UED special support units, it unlocks both air and ground units, and also stores some upgrades for them.
Researches
[Nanite storage]
cost: 100Min 100gas 110Time
[Fragmentation Rounds]
cost:150Min 150Gas 110Time
[Increased cargo space]
cost:150Min 150Gas 110Time
Auxiliary mainframe
Cost: 300Min 200Gas
Build time: 60
HP: 950
Armor: 1
Type: Armored
Modifiers: Stucture
Unlocks some of the last air units, and stores upgrades for them, also provides the rapid deployement mechanic.
Researches
[Orbital Strike]
cost:150Min 150Gas 110Time
[Ion Torpedo]
cost: 175Min 175Gas 75Time
[Ionized Plasma Cartridges ]
cost: 150Min 150Gas 90Time
Data Relay
Cost:100Min 150Gas
Build time:65
HP:850
Armor:1
Type:Armored
Modifiers:Stucture
Unlocks most of the UED ability based units and also, stores most of the upgrades for the electronic casters of the UED forcess.
Researches
[Drop Pods]
cost:150Min 150Gas 110Time
[Sensor sweep]
cost: 100Min 100Gas 60Time
[Static Feedback]
cost:150Min 150Gas 110Time
[Electronic Countermeasures]
cost:150Min 150Gas 110Time
[Secondary Reactor Coupling]
cost:150Min 150Gas 110Time
Starbase
Cost:200Min 100Gas
Build time:65
HP:1350
Armor:1
Type:Armored
Modifiers:Stucture
The UED advanced air production buiding, it unlocks most the UED air units. The buidings is build on the ground, but when completed, it floates in the air.
Upgradeble to :
Starfortress
Cost: 150Min 100Gas
Time: 90
Hp: 1600
Armor:1
And upgradable version of the Star base, it has much more hp than an Starbase, and has also it's own defenses.The late tier air units, can only be build be the Star Fortress. Is also required for the rapid deployment mechanic.
![[image loading]](http://img9.imageshack.us/img9/2357/uedstarbase.jpg)
UED Ground Forces
UED Harvester
Self-Replicating Multi-Purpose Worker Drone
Life: 50
Armor: 0
Type: Light
Modifiers: Ground, Mechanical, Hover
Movement: 50
Sight: 8 Hex
Sonic Lance
Targets: Ground
Damage: 5
Splash: No
Reload: 15
Max Range: 1 Hex (Melee)
Min Range: N/A
Minerals: 50
Supply:1
Trained At: Fleet Headquarters, Harvester
Prerequisites: N/A
Restock: 20
Description:
To expedite resource extraction, the Directorate deploys self-replicating Vonn Neumann-type drones to harvest resources within a preset area. Theoretically, if left unchecked, a team of these could overrun a small planet within a matter of months. Fortunately, they have little in the way of defenses or intelligence, and redundant safeguards make rampancy in the controlling AI a negligible threat.
So that the Harvester drones remain in constant contact with their respective control centers and, more importantly, their respective kill-switches, all units are equipped with powerful transceiver units as standard equipment. This communications equipment doubles as a convenient means of quickly deploying a field base.
By contacting a Directorate Supercarrier overseeing the ground operation from the safety of high orbit (as per standard procedure), the Harvester requisition a prefabricated building kit to be delivered on-site via a cargo drop-pod. Once the Harvester designates the landing zone, it is free to resume its other duties; when the kit arrives, however, it is required to return and assemble the structure. Directorate prefab kits are designed for ease of assembly, and putting them together is usually a brief exercise.
Upgrades:
[Vehicle Armor Upgrade]
Researched At:
Effect: +1 Armor/Level
Abilities:
Replicate
Passive: No
Auto Cast: No
Targets: N/A
Range: N/A
Cost: 50 Minerals
Cooldown: 20
Effect:
Harvester duplicates itself. Unable to move or perform other functions while replicating.
Deploy Structure
Passive: No
Auto Cast: No
Targets: Buildable Terrain
Range: N/A
Cost: Resources (Varies)
Cooldown: Varies
Effect:
Calls down structure to target location. Harvester must be assigned to "unpackage" structure after it arrives on the ground.
![[image loading]](http://img215.imageshack.us/img215/4910/harvesterued.jpg)
===
Crawler
Disposable Light Attack Drone
Life: 30
Armor: 0
Type: Light
Modifiers: Ground, Mechanical
Movement: 50
Sight: 6 Hex
Meson Blaster
Targets: Ground
Damage: 5
Splash: No
Reload: 10
Max Range: 4 Hex
Min Range: N/A
Minerals: 25
Supply: 1
Trained At: Military Compound
Prerequisites: N/A
Restock: 14
Description:
The UED's most valuable resource is undoubtedly its personnel, which was a lesson hard-learned during the first Koprulu campaign. Although the UED's Earth-born personnel were highly trained and vastly more effective than their opponents, they proved to be irreplaceable when injured or killed, forcing the expeditionary fleet to rely heavily on conscripts from the local Terran population to bolster its forces. The lax standards the Exiles were accustomed to grated with the laser-precision of the main Directorate forces, and the efficiency lost from the friction between them ultimately contributed to the fleet's downfall.
Not desiring to make the same error twice, the Directorate allocated a great deal of resources to Research and Development to adapt the UED's already-considerable AI technology to active combat duty. Some of the earliest fruits of this research were combat drones such as these, which provide disposable form of cannon fodder where human casualties would be unacceptable (thus eliminating the UED's manpower problem). This current model makes some sacrifices in regards to armor and firepower to cut down on production overhead; increasing its disposability.
Upgrades:
[Infantry Armor Upgrade]
Researched At: Logistics Center
Effect: +1 Armor/Level
[Energy Weapons Upgrade]
Researched At: Logistics Center
Effect: +1 Damage/Level
[Cryomine]
Researched At: Drone Control
Effect: Ability
Abilities:
Cryomine (1)
Passive: No
Auto Cast: No
Targets: Passable Terrain
Range: 0 Hex
Cost: Stock
Cooldown: N/A
Effect:
Deploys a Cryomine at the target location.
![[image loading]](http://img83.imageshack.us/img83/7081/myridionbbb.jpg)
===
Cryomine
Concealed Explosive
Life: 10 HP
Armor: 0
Type: Armored
Modifiers: Ground, Mechanical
Movement: N/A
Sight: 0 Hex (Blind)
Description:
Originally intended as a storage container for the liquid helium used in Directorate cryogenic freezing, the prototype capsules proved extremely volatile when exposed to external pressure. Rather than throw away the design, the capsules were repurposed into mines carried by the Cryomine project to increase the drones' field utility. When stepped on, they detonate violently; literally flash-freezing anything caught within the explosion.
Abilities:
Detonate
Passive: Yes
Auto Cast: No
Targets: N/A
Range: 1 Hex
Cost: 10 HP (Unit Death)
Cooldown: N/A
Effect:
If any non-aligned, non-hovering ground unit come within 1 Hex, the mine's proximity fuse will trigger. On detonation, any non-massive ground unit caught within the 1 Hex blast radius will be immobilized for 35 ticks.
Concealment
Passive: Yes
Auto Cast: No
Targets: N/A
Range: N/A
Cost: N/A
Cooldown: N/A
Effect:
When deployed, the mine is above ground for 5 ticks, and visible by normal means. After this period, the mine burrows permanently, and can only be revealed by a detector.
===
Legionnaire
Anti-Materiel Specialist
Life: 60
Armor: 0
Type: Light
Modifiers: Ground, Biological
Movement: 50
Sight: 7 Hex
Rocket Launcher
Targets: Ground, Air
Damage: 6 + 6 vs Armored
Splash: No
Reload: 18
Max Range: 5 (6) Hex
Min Range: N/A
Minerals: 75
Supply: 1
Trained At: Military Compound
Prerequisites: Cryolab
Restock: 26
Description:
There are billions of Directorate citizens on Earth alone, and many more living on the inner colonies. The UED requires (at the very least) a token amount of mandatory military service from full citizens, but despite the vast number of personnel the Directorate maintains because of this policy, they have nevertheless come to highly value their human soldiers, seldom resorting to the bloody attrition employed by the Koprulu Exiles.. Because of this, human conscripts are exclusively resigned to specialist roles.
By far, the greatest number of specialists are assigned to the fleet, but a close runner-up would be the Legionnaire. They are so numerous, that they are not uncommonly deployed in the legions which give them their namesake. In this way, they are the closest parallel to the Exile's 'human sacrifice' of neurally-resocialized Marines. However, the superior, armor, weapons, and training which the UED is famous for give them a decisive edge over their Koprulu counterparts, and the average combat-survival rate is considerably higher as a result.
Upgrades:
[Infantry Armor Upgrade]
Researched At: Logistics Center
Effect: +1 Armor/Level
[Ballistics Weapons Upgrade]
Researched At: Logistics Center
Effect: +1 Damage/Level
[AutoDoc]
Researched At: Cryolab
Effect: Biological UED units regenerate HP when not in combat
[Ceres Boosters]
Researched At: Cryolab
Effect: +1 Range
[Tri-Shot]
Research At: Cryolab
Effect: Ability
Abilities:
Tri-Shot
Passive: No
Auto Cast: No
Targets: Ground, Air
Range: 5 Hex
Cost: Extended Cooldown
Cooldown: 54
Effect:
Instantly applies three times the standard damage to a single target, at the cost of the Legionnaire being unable to fire for three times the standard cooldown.
![[image loading]](http://img83.imageshack.us/img83/4417/legionareaaa.jpg)
===
Centurion
Infiltration Specialist
Life: 90
Energy: 150 (200)
Armor: 0
Type: Light
Modifiers: Ground, Biological
Movement: 50
Sight: 7 Hex
Plasma Pulse Rifle
Targets: Ground
Damage: 8 + 12 vs Light
Splash: Yes (Cone)
Reload: 20
Max Range: 2.5 Hex
Min Range: N/A
Minerals: 75
Vespene : 75
Supply: 1
Trained At: Military Compound
Prerequisites: Cryolab
Restock: 45
Description:
Although the Directorate employs the use of a handful of psychics, there are disproportionately few in the population due to the UPL's early purges, and are considered far too rare and valuable by the UED to be used for 'mere' field work. For the most part, the UED maintains the UPL's vision of a 'pure' humanity, and shuns the idea of using genetic or cybernetic enhancement to create more such specialists.
With this in mind, it would at first seem that the UED has no analogue to the deadly psychic Ghost agents which the Koprulu Exiles employ as assassins. However, the Directorate possesses a secret weapon which evens the odds. Centurions's are the creme de la creme of the best the UED has to offer, and they provide the Directorate with a means to match the enemy's specialists on their own terms.
Trained and conditioned under standards so strict that they make the Ghost programs look tame by comparison, these otherwise-ordinary humans are exceptionally deadly by any standard. [Name]'s are certified to use every weapon and vehicle in the UED arsenal, but are most commonly equipped with the undeniably-lethal DPR-88 Plasma Pulse Rifle, advanced infiltration gear, and a myriad assortment of gadgets to give them an edge on the battlefield.
Upgrades:
[Infantry Armor Upgrade]
Researched At: Logistics Center
Effect: +1 Armor/Level
[Energy Weapons Upgrade]
Researched At: Logistics Center
Effect: +1 Damage/Level
[AutoDoc]
Researched At: Cryolab
Effect: Biological UED units regenerate HP when not in combat
[Munitions Satchel]
Researched At; Cryolab
Effect: +50 maximum energy storage
[SpyCam]
Researched At: Cryolab
Effect: Ability
[Drop Pods]
Researched At: Data Relay
Effect: Ability
[Orbital Strike]
Researched At: Auxiliary Mainframe
Effect: Ability
Abilities:
Active Camouflage
Passive: Yes
Auto Cast: No
Targets: N/A
Range: N/A
Cost: N/A
Cooldown: N/A
Effect:
Renders Centurion permanently invisible. Effect is temporarily broken when the Centurion fires.
SpyCam
Passive: No
Auto Cast: No
Targets: N/A
Range: N/A
Cost: 50 Energy
Cooldown: N/A
Effect:
Deploys invisible robot camera (the titular SpyCam) to use for espionage.
Drop Pods
Passive: No
Auto Cast: No
Targets: Passable Ground
Range: 6 Hex
Cost: Resources, Stock, 100 energy
Cooldown: Variable
Effect:
Instantly deploys preset group of a selected unit on the target location.
Myrmidons-6 (150 Minerals, 6 Supply)
Legionnaires-4 (300 Minerals, 4 Supply)
Orbital Strike
Passive: No
Auto Cast: No
Targets: Anywhere
Range: N/A
Cost: 150 Energy
Cooldown: N/A
Effect:
Deals substantial damage over a short period of time (600 damage over 10 ticks) to target location; small (1.5 Hex) splash. Channeled ability; effect is broken if the Centurion is slain. Ability breaks camouflage.
![[image loading]](http://img86.imageshack.us/img86/6376/centurionbbb.jpg)
===
SpyCam
Espionage Drone
Life: 5
Energy: 150
Armor: 0
Type: Light
Modifiers: Ground, Mechanical
Movement: 65
Sight: 8 Hex
Description:
This inconspicuous drone is the Centurion's primary spying tool. Although small and defenseless, it is virtually undetectable, and is useful for compromising the enemy's strategy. It is not uncommon for these devices to wait, unnoticed for long periods of time, near vital choke points, reporting the movements of unwary enemy commanders.
Upgrades:
[Vehicle Armor]
Researched At: Logistics Center
Effect: +1 Armor
Abilities:
Stealth Armor
Passive: Yes
Auto Cast: No
Targets: N/A
Range: N/A
Cost: N/A
Cooldown: N/A
Effect: Permanently invisible
Limited Battery
Passive: Yes
Auto Cast: No
Targets: N/A
Range: N/A
Cost: 1 energy / tick
Cooldown: N/A
Effect: Constant energy drain. SpyCam is destroyed when its energy reaches zero.
===
Nemesis
Anti-Biological Drone
Life: 120
Armor: 1
Type: Armored
Modifiers: Ground, Mechanical
Movement: 50
Sight: 7 Hex
Tesla Coil
Targets: Ground, Air
Damage: (8 + 4 vs Biological) x 2
Splash: No
Reload: 25
Max Range: 6 Hex
Min Range: N/A
Minerals: 125
Vespene: 50
Supply: 2
Trained At: Military Compound
Prerequisites: Drone Control
Restock: 32
Description:
Not to content to merely meet the Zerg on their own terms, the UED expanded the drone project which produced the Myrmidon to include the objective of not only equalizing, but outright robbing the swarms of their numerical advantage. After years of painstaking research, and numerous failed prototypes, the Directorate's engineers created the first Nemesis-class drone.
Using what amounts to a lightning gun, the Nemesis defeats its opponents through electrocution. The power of the weapon is so great, that the drone itself must be shielded to prevent burning itself out when it fires. Anything organic caught within the stream of free electrons is instantly fried, making it especially useful against the entirely-organic Zerg swarm it was designed to combat. The high-energy bolt also has the secondary advantage of disrupting sensitive electronics, and is likewise expected to be effective at disrupting psionics.
Upgrades:
[Infantry Armor Upgrade]
Researched At: Logistics Center
Effect: +1 Armor/Level
[Energy Weapons Upgrade]
Researched At: Logistics Center
Effect: +2 Damage/Level
Abilities:
Static Discharge
Passive: Yes
Auto Cast: N/A
Targets: Ground, Air
Range: 6 Hex
Cost: N/A
Cooldown: N/A
Effect:
If an enemy target is successfully struck, said target loses energy equal to the damage dealt and is unable to use any special abilities or casts for a short duration (debuff 3 seconds).
![[image loading]](http://img143.imageshack.us/img143/3118/nemesisaaa.jpg)
===
Sentinel
Main Battle Tank
Life: 250
Armor: 1
Type: Armored
Modifiers: Ground, Hover, Mechanical, Gun Turret
Movement: 45
Sight: 10 Hex
Assault Cannons
Targets: Ground
Damage: 30 + 15 (25) vs Armored
Splash: No
Reload: 35
Max Range: 7 Hex
Min Range: N/A
Minerals: 200
Vespene: 125
Supply: 3
Trained At: Military Compound
Prerequisites: Nano Core
Restock: 50
Description:
Tanks have been the staple of nearly every human military in existence since their invention five and a half centuries ago. In the intervening time, their designs have become more refined and sophisticated as they deal with increasingly specialized roles. The Sentinel, however, is a bit of a throwback to an era when tanks were the answer to everything.
Advanced carbon-titanium nanoweave armor plating permits a great deal of protection without weighing the tank down, and its turret-mounted assault cannons supply an impressive amount of firepower with a wide field of fire.
Acting as the backbone of the Directorates' mechanized forces, the Sentinel provides an effective means of force-projection. On its own, it can handle most ground roles, but properly supported it can take on almost anything, as Directorate officers who have deployed this unit against insurrectionist forces on the outlying UED colonies will attest. With its impressive track record, it is expected to fare well against the forces of the Koprulu sector.
Upgrades:
[Vehicle Armor Upgrade]
Researched At: Logistics Center
Effect: +1 Armor/Level
[Ballistics Weapons Upgrade]
Researched At: Logistics Center
Effect: +4 Damage/Level
[Nanite rounds ]
Researched At: Nano Core
Effect: +10 damage vs armor
![[image loading]](http://img86.imageshack.us/img86/6520/sentinelmbtaaa.jpg)
===
Juggernaut
Mobile Anti-Swarm Artillery
Life: 175
Armor: 1
Type: Armored
Modifiers: Ground, Mechanical
Movement: 45
Sight: 10 Hex
Siege Battery
Targets: Ground
Damage: (5 + 3 vs Buildings ) x 8
Splash: Yes (Indirect - 2.5 Hex)
Reload: 45
Max Range: 9 Hex
Min Range: 2 Hex
Minerals: 225
Vespene: 150
Supply: 4
Trained At: Military Compound
Prerequisites: Nano Core
Restock: 65
Description:
This large, multi-legged walker functions as the Directorate's primary ground-based heavy weapons platform. Explicitly design to shell its targets into oblivion, its unique configuration permits it a fine degree of control in regards to its firing arc and field of fire. Its complexity comes at a price, however, and the Juggernaut sacrifices some of the durability its smaller, more conventional cousins possess.
Despite this, it remains a staple of any Directorate siege operation. Rather famously (or infamously, depending on your point of view), the roles were reversed when the first Juggernaut prototypes had to defend the factories that built them during the insurrection of Tau Ceti IV. The insurrectionists, who had until that point relied on superior numbers to overwhelm Directorate peacekeeping forces, were easily routed when wide area of effect of the walkers' weapons negated their numerical advantage.
Upgrades:
[Vehicle Armor Upgrade]
Researched At: Logistics Center
Effect: +1 Armor/Level
[Ballistic Weapons Upgrade]
Researched At: Logistics Center
Effect: +1 Damage/Level
![[image loading]](http://img54.imageshack.us/img54/7055/juggernautbbb.jpg)
Gnome
Repair and support unit
Life: 100
Armor: 1
Type: Armored
Modifiers: Ground,Mechanical,
Movement: 55
Sight: 10 Hex
Minerals: 75
Vespene: 50
Supply: 2
Trained At: Military Compound
Prerequisites: Support Bay
Restock: 35
Description:
"With the increasing use of unmanned drones for scouting and recon it was theorized that fast, manned, scouting vehicles would be a thing of the past. They were wrong, as stealth technology of advantaged the methods of detaching them become more complicated and the equipment more cumbersome to the point were UED decided it was not worth pursuing unmanned detection drones.
The UED decided to place the detection technology on an already existing scout vehicle, its fast speed and low cost would allow them to always be were needed and always be able to get out of trouble, thus was the 'Gnome' developed. The Gnome was also given advanced repair Nanites for the propose of self repairs in the field, but in the end most commanders simple had Gnomes modify to use them only for repair other damage vehicles and structures so all Gnomes now come with this as standed"
Abilities:
Repair
Passive: No
Auto Cast: yes
Targets: mechanical
Range: 3
Cost: 1 energy
Cooldown: N/A
Effect: restores 2 hp to target mechanical unit
Recharge
Passive: No
Auto Cast: No
Targets: friendly energy units
Range: 3
Cost: 25 energy
Cooldown:2
Effect: restores 20 energy to a friendly unit
Detection
Passive: Yes
Auto Cast: No
Targets: N/A
Range: 7
Cost: /
Cooldown:/
Effect: Reveals invisible units in range
Upgrades:
[Vehicle Armor Upgrade]
Researched At: Logistics Center
Effect: +1 Armor/Level
[Nanite storage]
Researched At; Support Bay
Effect: +50 maximum energy storage
![[image loading]](http://img132.imageshack.us/img132/9603/gnomeued.jpg)
UED Air Units
Harpy
Aerial Assault Drone
Life: 50
Armor: 0
Type: Light
Modifiers: Air, Mechanical
Movement: 60
Sight: 7 Hex
Rotary Gauss Cannon
Targets: Ground, Air
Damage: 6 + 2 (6) vs Light
Splash: No
Reload: 14
Max Range: 5
Min Range: N/A
Minerals: 50
Vespene: 25
Supply: 1
Trained At: Dry Dock
Prerequisites: N/A
Restock: 25
Description:
Long employed by the military, law enforcement, and even certain corporate interests on occasion, unmanned aerial vehicles have come a long way from that of their archaic forebears from the 21st century. The need for a remote human operator has been eschewed entirely in favor of permitting the advanced artificial intelligence to fly autonomously, eliminating the possibility of human piloting error.
In contrast to its complicated software package, the drone itself if physically unimpressive. With thin armor and a weapon system that is somewhat primitive by Directorate standards (although it still remains decades ahead of Koprulu designs), costs are kept down to mass-production levels. Fielded early and often, the typical strategy is to swarm the enemy with superior numbers, using the units' innate freedom of mobility to maximum effect.
Upgrades:
[Ballistics Weapons Upgrade]
Researched At: Logistics Center
Effect: +1 Damage/Level
[Hull Armor Upgrade]
Researched At: Logistics Center
Effect: +1 Armor/Level
[Fragmentation Rounds]
Researched At: Support Bay
Effect: +4 Damage vs Light
![[image loading]](http://img268.imageshack.us/img268/1470/droneair.jpg)
Artemis
Military transport
Life: 180
Armor: 1
Type: Armored
Modifiers: Air, Mechanical
Movement: 55
Sight: 8 Hex
Quad Pulse Laser Turrets
Targets: Ground
Damage: 5 x4
Splash: No
Reload: 18 (7.5 = Marine [Stim], 15 = Marine)
Max Range: 6
Min Range: N/A
Minerals: 150
Vespene: 150
Supply: 2
Trained At: Dry Dock
Prerequisites: Support Bay
Restock: 50 (Viking = 42, Wraith = 60)
Description:
Whereas the late Tarsonian Confederacy opted for their transport dropships to be unarmed in favor of greater carrying capacity, the Directorate used its considerable engineering prowess to have it both ways. Although significantly more expensive than its contemporaries, the substantial firepower which the Artemis Gunship mounts as standard permits it to not only ferry its cargo to a drop zone, but also clear it in the first place.
Admittedly, air-to-air capabilities are nonexistent, since the insurrectionists it was designed to combat seldom possessed significant air power. Nevertheless, they've earned a fearsome reputation amongst the rebels who periodically haunt the outer colonies, which has all but secured its place as the Directorate's standard transport in the renewed Koprulu offensive.
Upgrades:
[Energy Weapons Upgrade]
Researched At: Logistics Center
Effect: +1 Damage/Level
[Hull Armor Upgrade]
Researched At: Logistics Center
Effect: +1 Armor/Level
[Increased cargo space]
Researched At: Support Bay
Effect: Increases the carying capacity of the Artemis by 4
Abilities:
Transport
Passive: No
Auto Cast: No
Targets: friendly
Range: 1 Hex
Cost: N/A
Cappacity: 8 (12) slots
Cooldown: N/A
Effect: Allows the Artemis to transport friendly units inside it's cargo space.
![[image loading]](http://img62.imageshack.us/img62/995/artemis.jpg)
Tempest
A-6 Attack Bomber
Life: 140
Armor: 1
Type: armored
Modifiers:air, Mechanical
Movement: 50
Sight: 8 Hex
Protoplasma Pulse
Targets: Ground
Damage: AtG ( 8 + 6 vs armored) x2
Splash: Yes 1 Hex(2 Hex)
Reload: 25
Max Range: 6 Hex
Min Range: N/A
Minerals: 175
Vespene : 125
Supply: 3
Trained At: Starbase
Prerequisites: Auxiliary Mainframe
Restock: 48
Description:
The A-6 'Tempest' automated air-to-surface attack craft is the Directorate's answer to breaking armor lines which even Sentinel Tanks have difficulty dealing with. Its high-energy weaponry is more precise than Juggernaut artillery, and the mobility of the firing platform make it an effective solution when calling in an orbital strike would be impractical. Now entering its fifth year of Directorate service, the Tempest has endeared itself to many veteran commanders, who deem them an invaluable asset.
Rumors of a replacement model in development, ostensibly the A-7, periodically surface, suggesting that the Directorate wishes to iron out a few perceived design shortcomings in the future. However, the widespread popularity and success of the current model would appear to indicate that the craft will remain in use for a long time to come.
Upgrades:
[Energy Weapons Upgrade]
Researched At: Logistics Center
Effect: +1 Damage/Level
[Hull Armor Upgrade]
Researched At: Logistics Center
Effect: +1 Armor/Level
[Ionized Plasma Cartridges]
Researched At: Auxiliary Mainframe
Effect: Increases the plasma weapon splash range from 1 Hex to 2 Hex
![[image loading]](http://img33.imageshack.us/img33/8207/uedfighterbomber.jpg)
Valkyrie
Missile Frigate
Life: 180
Armor: 2
Type: Armored
Modifiers: Air, Mechanical
Movement: 55 - 60 (?)
Sight: 8
H.A.L.O. Rockets
Targets: Air
Damage: [(3 + 3 vs Armored) x 2] x 3
Splash: Yes (Indirect - 3 Hex)
Reload: 48
Max Range: 6
Min Range: N/A
Minerals: 200
Vespene: 100
Supply: 2
Trained At: Starbase
Prerequisites: N/A
Restock: 55
Description:
Despite being designed to fight foes who operated on an entirely different combat doctrine than the denizens of the Koprulu sector, the UED's Valkyries deployed during the first Koprulu campaign proved highly effective at maintaining air superiority against most foes, and were widely copied by the Dominion and other local factions until relatively recently.
After comprehensive study of the fragmented combat documentation sent home for review by the expeditionary fleet before its untimely destruction, a newer, improved model was proposed to address a few shortcomings which had come to light. In addition to the optimization of the firing patterns of its famous H.A.L.O. rocket deployment system, the design has been considerably streamlined, lowering production costs with only a small loss of durability. It remains among one of the toughest sub-capital ships around, both in its ability to reduce its foes to scrap, as well as surviving substantially more punishment than its peers before suffering core system failures.
Upgrades:
[Ballistic Weapons Upgrade]
Researched At: Logisitcs Center
Effect: +1 Damage/Level (thats +1 per rocket)
[Hull Armor Upgrade]
Researched At: Logistics Center
Effect: +1 Armor/Level
![[image loading]](http://images4.wikia.nocookie.net/starcraft/images/thumb/8/85/Valkyrie_SC1_Art1.jpg/200px-Valkyrie_SC1_Art1.jpg)
Jupiter
Electronic Warfare caster
Life: 100
Energy: 200 (250)
Armor: 0
Type: Light
Modifiers: air, mechanical
Movement: 45
Sight: 7 Hex
Minerals: 100
Vespene : 150
Supply: 2
Trained At: Starbase
Prerequisites: Data Relay
Restock: 52
Description :
In the early days of the United Powers League, Earth was starved for resources. Attempting to remedy this, a bright group of scientists and engineers designed the early progenitors of the modern UED Jupiter in the form of automated zero-gravity mining craft, which were to exploit the mineral wealth of the asteroid belts. Highly successful in this regard, they proved attractive targets to pirates and insurrectionists fighting the nascent UPL.
Initially only equipped with a gravity tether for mining, and a sophisticated sensor array for prospecting, the equipment on those early mining drones was supplemented with powerful ECM and Feedback weaponry to give their would-be pursuers a significant headache, slowing them down until reinforcements could arrive if not dissuading them from attacking entirely.
Eventually, the UPL took notice, and created their own sleeker, military version of the craft, eschewing the mining functions entirely. The counter-intelligence arm oversaw the final testing of what was to be their premier support craft, and passed the newly-minted Jupiter-class drone-corvette with high marks. Recently upgraded with active camouflage technology, it remains widely used by the UED, who consider these craft invaluable.
Abilities:
Active Camouflage
Passive: Yes
Auto Cast: No
Targets: N/A
Range: N/A
Cost: N/A
Cooldown: N/A
Effect:Renders the EW permanently invisible. Effect is temporarily broken when the EW uses an ability.
Electronic Countermeasures
Passive: No
Auto Cast: No
Targets: Area (4 Hex)
Range: 7
Cost: 75 Energy
Cooldown: N/A
Effect: Similar to the optical flare, deploys an rocket that reduces the enemies units vision range to 1, and disables detection for those units.
Static Feedback
Passive: No
Auto Cast: No
Targets: Area (3 Hex)
Range: 7 Hex
Cost: 100 energy
Cooldown: Variable
Effect: Targeted units in the area, lose all of their energy, and lose hp equall to the amount of the energy lost.
Grav tether
Passive: No
Auto Cast: No
Targets: single unit
Range: 6
Cost: 25 Energy inital cost, + 3 energy every 1 second
Cooldown: N/A
Effect: Disables the movement and the attack of the targeted single unit, while it is under the Grav tether beam.
Upgrades:
[Hull Armor Upgrade]
Researched At: Logistics Center
Effect: +1 Armor/Level
[Secondary Reactor Coupling]
Researched At: Data relay
Effect: +50 maximum energy storage.
[Static Feedback]
Researched At: Data relay
Effect: Ability
[Electronic Countermeasures]
Researched At: Data relay
Effect: Ability
![[image loading]](http://img37.imageshack.us/img37/6609/uedscoutdrone.jpg)
Destroyer
Heavy generalist
Life: 350
Energy: 200
Armor: 3
Type: Massive
Modifiers: air, mechanical
Movement: 35
Sight: 10 Hex
Ion Batteries
Targets: Ground
Damage: AtG 15 x4
Splash: No
Reload: 30
Max Range: 9 Hex
Min Range: N/A
AIM-12 Gladius Missiles
Targets: Air
Damage: AtA 25 x 2
Splash: No
Reload: 24
Max Range: 7 Hex
Min Range: N/A
Minerals: 300
Vespene : 225
Supply: 5
Trained At: Starfortrees
Prerequisites: N/A
Restock: 75
Description :
The quintessential 'workhorse of the fleet', the UED Destroyer is the most widely-produced heavy craft in use, outnumbering every other heavy ship class together. One of the foremost reasons for its popularity and extent of use is its extensive flexibility, due in no small part to its advanced design. Although its primary (intended) role is escorting larger UED capital ships, it can engage enemy heavies relatively unsupported and excel at a wide variety of other roles.
Smaller and faster than cruisers, these heavy escorts were intended to engage craft too maneuverable for larger capital ships to keep up with. After the spectacular failure of the Koprulu campaign, however, public dissent has arisen everywhere, and there simply aren't enough Cruisers and Dreadnoughts to keep the peace. Cheaper to produce than its larger cousins, and possessing firepower well above its weight class, the Destroyer was the logical choice to accommodate the shortage.
Although it lacks the hull strength to defeat a capital ship head-on, its range and maneuverability give it an edge which can not be easily ignored. However, its biggest advantage is perhaps its equipment. Its sensor array can neutralize enemy stealth when a support craft is otherwise unavailable, and its Ion Torpedoes give it a devastating edge against enemy capital craft. Cheaper and far more reliable than the Dominion's Battlecruisers, this simple yet powerful vessel can utterly dominate the UED's enemies without significantly draining the coffers.
Abilities:
Ion Torpedo
Passive: No
Auto Cast: No
Targets: Air unit
Range: 8
Cost: 125 energy ,
Cooldown: N/A
Effect: Deals 350 damage to an single enemy air unit, and stuns it for 3 secods.
Sensor sweep
Passive: No
Auto Cast: No
Targets: Self
Range: 12 Hex
Cost: 50 energy ,
Cooldown: 12
Effect: Gives vision and detects all invisible units 12 HeX range around the Destroyers position for 8 seconds.
Upgrades:
[Ballistics Weapons Upgrade]
Researched At: Logistics Center
Effect: +3 Damage/Level
[Energy Weapons Upgrade]
Researched At: Logistics Center
Effect: +2 Damage/Level
[Hull Armor Upgrade]
Researched At: Logistics Center
Effect: +1 Armor/Level
[Ion Torpedo]
Researched At: Auxiliary mainframe
Effect: Ability
[Sensor sweep]
Researched At: Data Relay
Effect: Ability
![[image loading]](http://th02.deviantart.net/fs23/300W/f/2007/350/d/f/NOVUS_CRUISER_by_Buchio.jpg)
Preview :
![[image loading]](http://img42.imageshack.us/img42/6458/thestruggle.jpg)
Prologue
Earth
It was cold. As the intricate pieces of machinery slowly accelerated, it was as if a giant clock was beginning to count out the hours of the day. The massive force of the United Earth Directorate was rising, soon to be the dominant force in the entire galaxy, by Mr. Smith's thinking. He had long since risen through the ranks from his duty on the naming committee. Yes, Surveyor General was a tough position, but someone had to bite the bullet, step up to the plate, all of that garbage. High tech military compounds like the one Smith was now standing in had long since replaced the barracks of old. Smith often wondered how the leaders of the expedition force could have been such idiots. Ranked idiots, but idiots all the same. With the combined ingenuity of the Earth's robotics teams, no alien or human could stand up to the UED's might. At this very moment, thousands of robotic machines of destruction were being produced. Nemesis. Sentinel. Myrmidon. These names would come to be associated with greatness, and slaughter. It was only a matter of time.
High Orbit over Reynif II, UED Space Station New Venice
"... and the Cronus wing should be able to make the push, if only you'll guarantee me 50,000 more troops." It was a plee that sounded straight out of the expeditionary force's textbook, although back then the technology for reinforcing the main army was so primitive it was more like a pointless appeal to the Directorate, a last ditch effort. Meetings like this had been going on since the plan to attack Earth had been originally formulated. Peter wiped his brow, looking across the room to gage the success of his presentation. The outlook was grim. Several of the General-Mayors had fallen asleep, and for a moment Peter thought he actually saw the outline of a silvery cobweb on a particularly dead-looking general's arm.
Earth, Main UED Complex, Moscow
The enormous steel door slammed closed. It was infuriating for Peter to have to consistently go through checkpoints, to have someone looking over his shoulder. He wanted to be a decision maker, not a Line Officer. As he walked by, he was intrigued to find the new Juggernaut Anti-Swarm Artillery (JASA) being tested on a few small neo-steel targets, designed to represent Zerg carapaces. The results were promising, indeed. As the rounds resonantly exploded, the steel was torn to shreds like paper, ricocheting shrapnel around the test area. A particularly satisfying explosion left nothing remaining but a large scorch mark, the hull shredded to more pieces than anyone could count. Perhaps I won't need another 50,000, after all, Peter thought to himself.
It was cold.
Chapter 1
Earth, UED sub-district B-9, code 276
The remnants of a past meal drifted across the street. Isaak looked dejectedly down the dingy street near his house, a pastime that seemed to be his favorite hobby these days, along with looking nervously over his shoulder for Legionnaire secret police squads, and picking lint out of his bellybutton. What a party. Since The Powers had been united, he never seemed to feel the same anymore. Staying home from school seemed like fun at first, but that was before he found out that his parents were going to be evicted from their home to make room for an inner Earth Directorate member. Mass poverty had stricken earth like a flu epidemic. The taxes and government evictions created ghettos that overflowed with residents tossed to the side similarly to Isaak's parents. The UED, as they now called themselves, were nothing but tyrants and militant leaders that felt their manifest destiny was to rid the world of "alien scum," at any cost. What did it matter to them? The world was just a tool to be used, to accomplish their petty violent fantasies. Isaak knew one thing they didn't, however. Even with their cameras, audio microphones, and other technology too sophisticated for Isaak to comprehend, he knew. The times, they were a-changing.
Earth, Underground, an Undisclosed Location
They had escaped. After running for their lives like dogs, they had escaped. It was only for a time, of course, but the current peacefulness of their exile seemed to create a calming atmosphere. A simple questioned punctuated the silence. "When?" The simplicity of the man's phrasing seemed to contradict the purpose of the group's meeting on even the most basic level.
They possessed only a few of the old marine-issue gauss rifles, a pistol, and several knives. By some stroke of luck, their plan had lived to see another day. The Directorate's surveillance system was so vast, so extensive, that no one could speak a word without it being documented, reviewed, and sanctioned. Through some stroke of (dumb) luck, a few men had found a sewer disgusting enough to escape the probes. Little did they know that this meeting would affect the entire galaxy.
Prior United States of America, UED Base
Admiral Norman Gray always enjoyed his trips to North America, and particularly when his trip didn't involve paperwork or one of the other various processes that made the average citizen so tired of the bureaucracy, back when average citizens were allowed to be tired. The Directorate had been taking a new direction since he took the position of head admiral. Dealing with alien freaks was NOT ever going to be permitted, no sir. Gray didn't even like watching those old censored horror movies he had stored in the officers' movie library. As admiral, his first action had been to pass the New Alien Enemies Act, which prevented any UED contact with aliens and provided steps for military action to be taken if problems arose. Gray continued his walk down the long, snaking hallway, enjoying the sound his well-polished shoes made on the hard floor. "Hello there, Smith." the admiral said with a degree of joviality. "Always a pleasure, Admiral." Smith said with a genuine grin. Yep, it was good to be the admiral. The people loved you, the officers loved you, and the alien freaks were FAR away......................
End Preview