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☆ UED v.3.0 ☆ | Aug 8th 2009, 02:28 | |
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United Earth Directorate ![]() 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 ![]() Buildings Munitions Silo HP:300 Cost:100 ![]() 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 ![]() Time: 15 ![]() Increases Supply Processor cost:75 ![]() HP:500 Armor:1 build time:30 ![]() Type:Armored Modifiers:Structure Extracts and process the raw gas from gas geysers. Fleet Headquarters Cost:400 ![]() 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 ![]() 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:100 75![]() 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: 100 100 110[Munitions Satchel] cost:100 100 80![]() [SpyCam] 100 100 80![]() [Ceres Boosters] 100 100 80[Tri-Shot] 100 100 110![]() Logistics Center Cost:125 ![]() 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:100 100 170![]() level 2 cost:175 175 200![]() level 3 cost:250 250 230![]() [energy Weapons] level 1 cost:100 100 170![]() level 2 cost:175 175 200![]() level 3 cost:250 250 230![]() [Ballistic Weapons upgrade] level 1 cost:100 100 170![]() level 2 cost:175 175 200![]() level 3 cost:250 250 230![]() [Vehicle Armor Upgrade] level 1 cost:100 100 170![]() level 2 cost:175 175 200![]() level 3 cost:250 250 230![]() [air Armor] level 1 cost:150 150 170![]() level 2 cost:225 225 200![]() level 3 cost:300 300 230![]() Sentry Cannon Cost:100 ![]() 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:100 100![]() 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:100 100 60![]() [Cryomine] cost:100 100 80![]() Dry Dock Cost:125 50![]() 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:150 100![]() 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:150 150 110![]() [Nano robotics repair] cost:125 125 110![]() (Buildings auto repair) Rail Platform Cost:175 50![]() 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:100 200![]() 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: 100 100 110![]() [Fragmentation Rounds] cost:150 150 110![]() [Increased cargo space] cost:150 150 110![]() Auxiliary mainframe Cost:300 200![]() 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:150 150 110![]() [Ion Torpedo] cost: 175 175 75![]() [Ionized Plasma Cartridges ] cost: 150 150 90![]() Data Relay Cost:100 150![]() 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:150 150 110 [Sensor sweep] cost: 100 100 60![]() [Static Feedback] cost:150 150 110 [Electronic Countermeasures] cost:150 150 110 [Secondary Reactor Coupling] cost:150 150 110 Starbase Cost:200 100![]() 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: 150 100 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. ![]() 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: : 50Supply: 1Trained At: Fleet Headquarters, Harvester Prerequisites: N/A Restock: 20Description: 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. ![]() === 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: 25Supply: 1Trained At: Military Compound Prerequisites: N/A Restock: 14Description: 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. ![]() === 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: 75Supply: 1Trained At: Military Compound Prerequisites: Cryolab Restock: 26Description: 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. ![]() === 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: 75Vespene : : 75Supply: 1Trained At: Military Compound Prerequisites: Cryolab Restock: 45Description: 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 ****ogue 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 ****nal, 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. ![]() === 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: 125Vespene: 50Supply: 2Trained At: Military Compound Prerequisites: Drone Control Restock: 32Description: 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). ![]() === 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: 200Vespene: 125Supply: 3Trained At: Military Compound Prerequisites: Nano Core Restock: 50Description: 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 ![]() === 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: 225Vespene: 150Supply: 4Trained At: Military Compound Prerequisites: Nano Core Restock: 65Description: 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 ![]() Gnome Repair and support unit Life: 100 Armor: 1 Type: Armored Modifiers: Ground,Mechanical, Movement: 55 Sight: 10 Hex Minerals: 75Vespene: 50Supply: 2Trained At: Military Compound Prerequisites: Support Bay Restock: 35Description: "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 ***bersome 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 ![]() 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: 50Vespene: 25Supply: 1Trained 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 ![]() 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: 150Vespene: 150Supply: 2Trained 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. ![]() 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: 175Vespene : 125Supply: 3Trained At: Starbase Prerequisites: Auxiliary Mainframe Restock: 48Description: 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 ![]() 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: 200Vespene: 100Supply: 2Trained At: Starbase Prerequisites: N/A Restock: 55Description: 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 Jupiter Electronic Warfare caster Life: 100 Energy: 200 (250) Armor: 0 Type: Light Modifiers: air, mechanical Movement: 45 Sight: 7 Hex Minerals: 100Vespene : 150Supply: 2 ![]() Trained At: Starbase Prerequisites: Data Relay Restock: 52Description : 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 ![]() 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: 300Vespene : 225Supply: 5Trained At: Starfortrees Prerequisites: N/A Restock: 75Description : 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 ![]() Special thanks to me , Visitor, Clubby, Dorkmaster, KnightSpector and Omega.
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| Aug 8th 2009, 02:50 | |
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All of the UED was killed by sara kerigan in Starcraft 1.
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| Aug 8th 2009, 03:05 | |
What does this have to do with this hypothetical race build? And secondly, you are wrong, only the expedition fleet was destroyed,which is only a small part of the UED forcess. |
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| Aug 8th 2009, 03:07 | |
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make a starcraft 1 mod for this and i whould play it. that would be so great
Tears Of The Moon is right only a small amout of them was killed i mean why on earth would earth send all it's force that is plain stupid ![]() and yes i have a metal disorder so JUST SHOW SOME TOLERANCE |
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| Aug 8th 2009, 03:25 | |
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Your design of their ships is very cool and original. Blizz should take note and do something for the campaign with this.
Maybe Heart of the Swarm Kerrigan invades Earth... |
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| Aug 8th 2009, 04:10 | |
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I'm not sure if UED would come back again to Koprulu Sector in SC2. What exactly have they been doing within 4 years after the Brood War? I hope to find the answer to this in SC2 series.
![]() "I bring tidings of doom..." SC2 ID: GLeeary.386 |
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| Aug 8th 2009, 04:33 | |
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Interesting concept, i exspecially like that you even took the time to provide an tech tree, it's much easier to imagine the design by it, than just reading the buildings description.
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| Aug 8th 2009, 04:41 | |
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Since I'm a firm believer that the UED is based of Prussia, I have a hard time believing that the basic soldiers of the UED would be elites. Most likely, they will be hardly trained to act precisely as the commanding officers instruct, even though with much focus on their combating skills.
Whilst I am in no position to say that the use of robotics to conserve manpower is a faulty strategy, I am somewhat doubting that UED officers had such empathy that they would go to such efforts as building and maintaining a robotic force (the intro to sc:bw showing DuGalle and Stukov speaking to one another in the Alexander flagship atop the battlefield only to leave the soldiers fighting below to be overrun by the zerg is a nice example of their care for their soldiers lives). My guess is that they would be more inclined to run a regular army that is run through a strict hierarchical system, where everyone - soldier and commanding officers alike - can be easily replaced, due to an overwhelming amount of manpower available. Furthermore, the UED does employ conscripts in their regular army (Duran from the first Terran mission in sc:bw is a grand example of such a conscript). I've yet to make up my mind on the rest. The game mechanics could certainly work; better than average ranged infantry backed up by tactical costly context situational robotics. ![]() |
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| Aug 8th 2009, 04:49 | |
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Those were Terran soldiers in the BW intro. The UED didn't care about them because they weren't their own soldiers.
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| Aug 8th 2009, 04:52 | |
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Remember the marine that yells: "where is the air support", only to have the veteran marine point upwards at the battlecruiser.
I doubt that a terran marine would point at hostile battlecruisers and call that "air support". No, they were without a doubt UED marines during the initial stage of the invasion. ![]() |
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| Aug 8th 2009, 04:57 | |
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Naa man, remember the shock on the marines face when he saw the battlecruiser?
Like wo-ah who the f*ck is that look. The UED went down to look at the Zerg in combat, against the Dominion. The first deployment of UED forces is in the first Terran Mission. |
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| Aug 8th 2009, 05:08 | |
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The employment of conscripts and the care of the soldiers in BW can be easily explained. The UED exspeditionary fleet was a relatively small fleet, onyl one third the size of the Dominions,full of enginers and researchers, and to cope with the situation at hand, they enlisted the local population, and used the local resourcess to build up an army, which eventually turned the tide of war in their hands. They only brought 3 division of ground troops with them "UED Genetic Engineer, UED Pyrotechnic Engineer,UED security guard" all other ground forces were conscripted. So i see it as a no suprize, that they didn't showed any simpatie with the enscripted ground troups, since by they believes they were only a tool to be used, since they were the unpure ones, sons and daughters of the exiled criminals and mutants from the Earth sector.
Anyways i meant by that, that the "regular" UED army is based on service trops and not conscripts, and i think you would agree that there is a difference , between a 3 month basic trained soldier and a soldier with 3-6 years of combat exsperience. Anyways this is just my poor atempt, at making a race, and don't expect everything to be perfect. And thanks for your comment, i actually didn't know that the UED is based of Prussia, you learn something new every day:) |
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| Aug 8th 2009, 05:12 | |
This makes sense (the UED even "stole" the forces at the Dylarian Shipyards) but they brought more than three groups with them. Atlas Wing, for instance, before they recruited their first local soldier.
Wouldn't that situation favor the Koprulu Sector though? The terrans of the K-Sector had been killing each other for years. They had veterans of the Guild Wars (a four-year-long war), there was the long-running Korhal-Confederacy conflict, and the Great War itself. If anything, I think the typical K-Sector soldier (at least, one who was not resocialized) would have more experience than the typical UED soldier. [quote=Unstable]I doubt that a terran marine would point at hostile battlecruisers and call that "air support". In the war against the zerg, any terran should be an ally.
StarCraft wiki; a referenced database on the StarCraft game series and lore.
HotS and LotV will be priced as expansions. |
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| Aug 8th 2009, 05:15 | |
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For some reason I doubt half the UED forces are made out of robots just because they could be expensive to make considering theres a very large pool of manpower the UED could draw from but its not impossible they are a couple decades to centuries farther than the normal terran tech.
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| Aug 8th 2009, 05:18 | |
**** ...:( I'm sorry but I'm a little furious, i was planning to invent a board game for me and my friends, and 1 of the faction was a human democratic faction, using robots to prevent human losses(but not 100% robots)... the thing is i have a lot of ideas every day, like this one, and i always run into some page/site/forum containing something similar to my ideas, and then i don't feel like using them, it doesn't feel original and great anymore. I was even planning to have something like an ai control building ![]() EDIT: even that rapid deployment thing was between my ideas, i wanted to have a relay station or an orbital command thing that would allow me to instantly place a building where i wanted it to be built, not have the vehicle go there and start assembling |
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