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In My Traveller Universe Detail what parts of Traveller you do (or don't) use in your campaign.

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  #11  
Old December 18th, 2013, 01:50 AM
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Quote:
Originally Posted by Enoki View Post
A good measure of how much you could spend is to first determine the GDP of the system / world in question. Military spending would be between 5 and 30% of that.
5% or less would be a world not particularly militarized or spending much on military forces. 10% would be about normal. Anything above that is militarized and heading towards 30% of the economy going into the military would be onerous on the local economy.

That would give you a good starting point on what you could afford to have as a standing military.
Military budgets of member worlds is one of the factors we do have some information about (from Striker). The member world sets its peacetime military budget at 1-10% of GWP (Gross World Prodict) with an average of 3% for Imperial worlds. It pays 30% of that sum over to the Imperium for its military spending. Military spending above 10% (up to 15%) is possible for a limited (unspecified) time, but cannot be sustained indefinitely.


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  #12  
Old December 21st, 2013, 08:37 AM
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Default TL 9 Armour

Quote:
Originally Posted by jec10 View Post
Wow. How did you create AV4 combat armour at TL10 that is lightweight enough to still move around in?!

I'd like to see your design please as it could be handy.
Following is a copy of TL9 Combat Armour that I designed for my CT/TNE game. Enjoy!


TL 9 Assault Armor “Interceptor”
The total volume is 40 litres. Total Mass is 36.84 kg Total Cost 8180 Cr
Dex -3, Init -2. Individuals require Str>7, End>7 to wear this armour.
Plates
Head 2.24 kg, Chest and Abdo 16.8 kg, Limbs 12.8 kg, Cloth Weave 5 kg
Total Weight = 36.84 kg

The Interceptor TL 9 Assault Armour provides AV 4 for Chest, Abdomen and Head, and AV 2 limb protection against melee and projectile weapons. Armour provides AV 1 against lasers to all locations. Note: armour provides AV 1 to visor and neck locations.
This rigid armour is comprised of 4 mm composite laminate interlocking plates covering all central body locations, and a full helmet covering head and neck locations. Ballistic cloth weave covers neck to toe, all central and limb locations. The ballistic cloth weave is covered with a flame retardant. Elbows and knees are covered with flexible joint suspension units. Forearms, shins and thighs are protected with lighter composite laminate suspension plates. The helmet has a visor and electronics within the helmet contain a three channel short range communication device and electronic range finder, LIIR night vision/ all weather vision gear.
This armour may be used as a short term counter biological chemical agent protection when used in conjunction with an enclosed air source and/or filter mask. Minimal extra precautions including a hood, gloves, boots and of course, a mask, prevent any skin-air interface. This watertight armour provides protection against the elements between -20 and +45 degrees C.

This armour requires extensive training and familiarization due to the weight and complexity of the armour plates. Individuals can be considered proficient after 6 weeks of basic training. This training will allow normal movement while wearing the armour. Trained individuals can hustle but not run or sprint wearing this armour and may wear the armour for 8 hours continuous before becoming fatigued.
Gloves and boots are composed of Kevlar and ballistic cloth.
Untrained individuals suffer an additional -1 to Dex and Initiative and become fatigued after wearing the armour for 4 hours continuously.
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tc+ tm tn+ t4+ ru- ge+ 3i+ c+ jt j+ pp+ au+ ls+ pi+
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  #13  
Old December 21st, 2013, 09:52 PM
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Default TL 10 Assault Armour

TL 10 Assault Armour “Dragon Skin”
The total volume is 40 litres Total Mass 34 kgs Total Cost 8625 Cr
Dex -3, Init -2, Individuals require Str>7, End>7 to wear this armour.

Plates Head 2.4 kg, Torso 16.8 kg, Limbs 10.8 kg, Ballistic Cloth weave 4 kg
AV 4 Torso and Head, AV 3 covering limbs. Note: AV 2 visor locations

The Dragon Skin is comprised of 4 mm crystal iron plating over a ballistic cloth weave covering all body locations. The plating appears more compact than the earlier model. The helmet has a visor and electronics contained within include a five channel medium range communication device and electronic range finder, LIIR night vision/all-weather vision gear.

A HUD within the helmet interfaces with a shoulder mounted battle computer which allows a +1 DM for the wearer against moving targets. This HUD allows projection of a target reticle to reduce the difficulty of hitting a moving target only. This armour may be used as a short term counter biological chemical agent protection when used in conjunction with an oxygen source and/or filter mask.

This armour provides protection against the elements between -50 and +45 degrees C. The Dragon Skin should not be considered a vacuum suit though it can provide a sealed environment. Individuals wearing this armour will succumb to hypothermia within 20 minutes in deep space. It will provide only partial protection from radiation on the battlefield or in deep space.
Dragon Skin requires extensive training and familiarization due to the weight and complexity of the armour plates. Individuals can be considered proficient after 6 weeks of basic training. This training will allow normal movement while wearing the armour. Trained individuals can hustle but not run or sprint wearing this armour and may wear the armour for 8 hours continuous before becoming fatigued.
Gloves and boots are composed of composite laminate and ballistic cloth. Gloves are high dexterity and boots are sure grip.

Untrained individuals suffer an additional -1 to Dex and Initiative and become fatigued after wearing the armour for 4 hours continuously.

Options include:

Coolant cans are available Cr 30 that provide a cooling gas that prevent an IR signature for 2 hours.
TL 10 PLSS Wt 7+2.5 kg HP air tanks provide 4 hours each, Cr=3000

This armour was extrapolated from TNE for use in my CT/TNE game. Enjoy!
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tc+ tm tn+ t4+ ru- ge+ 3i+ c+ jt j+ pp+ au+ ls+ pi+
he+ kk- hi+ as+ va++ dr++ ith+ vr- ne- so+ zh+ vi+ da+ sy+
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  #14  
Old December 28th, 2013, 07:06 AM
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Default TL 9 Imperial Army/Light Infantry

Hi All,
I just wanted to post these. I hope you can install them into your game and Enjoy!
You can modify their morale to make them dress troops or draftees or elite commandos. Note that commandos will cost twice as much.

More to come!

Light Infantry
Economics: The total cost is 2.14 MCr. Cost per trooper is 50,400 Cr. They are paid at Imperial wages.
Equipment: At TL9, a 42 troop Imperial platoon carries Assault Rifles and Auto Pistols and is wearing AV 2 Combat Armour. Vehicle Crews have AV 1 CES.
Vehicles: open Air/rafts x5, max speed =150kph, cruising =90kph, NOE=60kph.
Note: Some air/rafts have light calibre auto guns. Air/Rafts can carry driver, gunner plus four troops each.
Note: An additional four troops can ride "outboard" limiting speed to 90kph.
Discussion: They have no tactical weapons so are Light Infantry. They are regulars with veteran leaders and trained troops with a few green recruits. The breakdown is O2 = 1, O1 = 2, E6 = 1, E5 = 2, E4 = 10, E3 = 10, E2 = 8, E1 = 8 Total = 42
Morale:
Officers = Trained Check 6+, Rally 8+,
NCOs= Veteran Check 5+, Rally 6+,
Troops = Trained 6+ 8+
Organisation: The Light Infantry platoon is organised as two sections of 20, and a Command Fire Team O2 x1, E6 x1. Each Section is led by an O1 Second Lieutenant, and an E5 Sergeant, an E4 Corporal leads each squad of two fire teams. These squads are composed of E1-4 x8. Each E5 Sergeant usually assigns an E4 runner to the Command Fireteam.
Tactical Deployment of Light Infantry as follows: War, Training, Raids, Forward Observing, Counter Insurgency, Reconnaissance, Patrol, Internal Security, or Garrison, Hearts and Minds, Shock and Awe.
Extended Economics: The unit requires 11 Air/Rafts total to become Light Mobile Infantry at an additional cost of 130,000 per unit. This is an increase in cost of 0.7 MCr. This increases the cost per trooper to 70,190 Cr.
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IMTU Craig Cook 0209 X466876-C S kk- hi+ as+ va++ dr++ ith+ vr-- ne- so++ zh++ vi++ da+ sy+ R 833

tc+ tm tn+ t4+ ru- ge+ 3i+ c+ jt j+ pp+ au+ ls+ pi+
he+ kk- hi+ as+ va++ dr++ ith+ vr- ne- so+ zh+ vi+ da+ sy+
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  #15  
Old December 28th, 2013, 10:37 AM
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Default TL 9 Imperial Army/ Light Infantry Reserves

Light Mobile Infantry Reserves
Equipment: At TL9, a 42 troop Imperial Reserve platoon carries Assault rifles and Auto Pistols and is wearing AV 2 Combat Armour. Vehicle Crews have AV 1 CES.
Vehicles: Open Air/rafts x3, and G/Carriers x3.
Note: Some of the Air/Rafts (Crew=2, Passengers=4), probably have light calibre auto guns. Other Air/raft configurations are designated Medic, Supply, Maintenance, and Support, depending on the mission parameters. G/Carriers (Top Speed 120kph, Cruising 90kph, NOE 60kph) (Crew = 2, Troops = 8, Cargo=3 tons) are equipped with RAM GL and squad support lasers 0.3 MJ (target painting laser, 10d personnel damage, Nil Pen, Short Range =300 m).
Economics: The total cost is 5.13 MCr. Cost per soldier 73,370 Cr.
They are paid at Imperial wages. They have no tactical weapons so are Light Mobile Infantry Reserves. They are regulars with veteran leaders and half green recruits. The breakdown is O2 = 1, O1 = 2, E7=1, E6 = 1, E5 = 4, E4 = 4, E3 = 9, E2 = 10, E1 = 10 Total = 42
Morale:
Officers = Veteran Check 5+, Rally 6+,
NCOs= Veteran Check 5+, Rally 6+,
Troops = Green Check 8+, Rally 9+

Tactical Deployment of the Imperial Reserve platoon as follows: War, Internal Security, Training, Police Action, Counter Insurgency, Garrison, Hearts & Minds, Shock & Awe, or Fire/Rescue.
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IMTU Craig Cook 0209 X466876-C S kk- hi+ as+ va++ dr++ ith+ vr-- ne- so++ zh++ vi++ da+ sy+ R 833

tc+ tm tn+ t4+ ru- ge+ 3i+ c+ jt j+ pp+ au+ ls+ pi+
he+ kk- hi+ as+ va++ dr++ ith+ vr- ne- so+ zh+ vi+ da+ sy+
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  #16  
Old December 28th, 2013, 10:54 AM
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Default TL9 Regular Merc Infantry

Regular “Company Name” Infantry
Economics: The total cost is 2.04MCr. Cost per soldier 48,890 Cr.
Equipment: At TL 9 a 42 troop mercenary platoon carries Assault rifles and Auto Pistols and is wearing AV 2 Combat Armour. Vehicle Crews have AV 1 CES.
Vehicles: open Air/rafts x6.
Note: Some of the air/rafts probably have light calibre auto guns. Air/Rafts can carry driver, gunner plus six troops each.
Ranks: They are regulars with crack leaders and a few green recruits. The breakdown is O1 = 1, E6 = 1, E5 = 4, E4 = 4, E3 = 10, E2 = 11, E1 = 11 Total = 42.
Morale:
Officers = Crack Check 4+, Rally 4+,
NCOs= Veteran Check 5+, Rally 6+,
Commandos= Veteran Check 5+, Rally 6+
Troops = Experienced Check 6+, Rally 7+

Organisation: Three ten troop squads plus a Commando Squad plus a command team. The command team is an O1 Second Lieutenant, and a E6 Platoon NCO. The three ten troop squads lead by a E5 Sergeant, an E4 Corporal NCO. The Operations Sergeant E5 and Lance Sergeant E4 leads the two commando teams. Each of the 3 senior officers or their designate usually pilots an Air/raft. The other three Air/rafts are piloted by the three squad leaders or their designate.
Discussion: They are Light Mobile Reinforced Infantry because they can afford some tactical weapons up to the value of 0.55 MCr such as Light Mortars, Tactical Missiles, MRLs, GLs, or Energy weapons assigned at the Squad level.
Extended Economics: For an additional 0.7 MCr they can afford a G/Carrier or an additional 6 Air/rafts. This makes the cost per soldier 65,650 Cr.
Tactical Deployment of the Merc Regulars are low tech TL5-8 environments with light company strength opposition. Commando Missions, Forward Observer, Garrison or Security with Single objective missions are their specialty.
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IMTU Craig Cook 0209 X466876-C S kk- hi+ as+ va++ dr++ ith+ vr-- ne- so++ zh++ vi++ da+ sy+ R 833

tc+ tm tn+ t4+ ru- ge+ 3i+ c+ jt j+ pp+ au+ ls+ pi+
he+ kk- hi+ as+ va++ dr++ ith+ vr- ne- so+ zh+ vi+ da+ sy+
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  #17  
Old December 28th, 2013, 11:31 AM
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Default TL 10 Merc Elite Infantry

Mercenary Elite Infantry
Economics: They are paid Merc wages plus double standard mission shares. Total Cost is 4.4 MCr.
Equipment: At TL 10 a 42 troops mercenary platoon carries RAM GLs, ACRs and Auto Pistols or SMGs and is wearing AV 2 Combat Armour.
For the first time, Light Battle Dress AV 4 and man portable gauss SAWs appear on the battle field though in limited numbers (4). The vehicle crews have CES.
Vehicles: Grav sleds x8 (Top Speed = 200kph, Cruising = 150kph, NOE = 70kph).
Note: Half the Air/Rafts are assigned pintle mount Gauss guns and the other half MRLs, Tactical Missiles or RAM GLs.

Discussion: Mobile Regular Infantry. The breakdown is O2=1, O1=1, E6=1, E5=3, E4=7, E3=7, E2=11, E1=11, Elite Leaders, regular NCOs with half green recruits.
Morale:
Officers = Elite Check 3+, Rally 3+,
NCOs= Elite Check 3+, Rally 3+,
Troops = Experienced Check 6+, Rally 7+

Organisation: The Mercenary Infantry are organised as two sections of eighteen plus an O2 Platoon Commander and an E6 Platoon Gunnery Sergeant and E5 Operations Sergeant and E4 Guard.
Each section is led by an O1 Second Lieutenant, and an E5 Sergeant NCO, and E4 Commo Tech
Each section is split into five fire teams (3-4 troopers) and Team Blue E5 Section Leader, E4-5 Section NCO.
Each section has 16 troops as follows:
Team Blue: (E5, E4, E3, E2,)
Team Red (E3, E2, E1,)
Team Black (E3, E2, E1,)
Team White: (E3, E2, E1,)
Team Green (E4, E1, E2)

Tactical deployment of the Mercenary Elite Infantry is as follows: war, reconnaissance, raid, commando raid, police action, counter insurgents, forward observing, training, base, hearts and minds, shock and awe.


To alter this unit into merc regulars change the morale of the officers and the NCOs from elite to veteran (check 5+, rally 6+) and green (check 8+, rally 9+)troops. Cost is 2.24 MCr.
__________________
IMTU Craig Cook 0209 X466876-C S kk- hi+ as+ va++ dr++ ith+ vr-- ne- so++ zh++ vi++ da+ sy+ R 833

tc+ tm tn+ t4+ ru- ge+ 3i+ c+ jt j+ pp+ au+ ls+ pi+
he+ kk- hi+ as+ va++ dr++ ith+ vr- ne- so+ zh+ vi+ da+ sy+

Last edited by Duke Craig; December 28th, 2013 at 07:45 PM..
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  #18  
Old January 1st, 2014, 06:37 PM
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Default TL 10 Imperial Light Infantry

Light Infantry Pathfinders
Economics: A 38 troop Imperial platoon is paid Imperial Wages. Total cost is 2.50 MCr.
Equipment: At TL 10 a 38 troop Imperial platoon carries ACRs, RAM GLs and Auto Pistols or SMGs. All platoon members are wearing AV 2 Combat Armour.
Vehicles:
Grav sled x8 (Crew =2, Passengers =6), (Top Speed = 200 kph, Cruising Speed =150kph, NOE =70kph).
Grav Bikes x2-4 (Crew =2), (Top Speed = 240 kph, Cruising Speed =160kph, NOE =70kph).
Note: Some Grav sleds are assigned pintle mounted Gauss Guns (at least one in three). The others have 12-20mm machine guns pintle mounted. The unit also has 2-4 laser rifle equipped grav bikes assigned as reconnaissance and forward observers.
Discussion: The TL 10 Light Infantry have VRF Gauss Guns pintle mounts and man portable tactical missile weapons and are dependent on Cavalry units for heavy support. They are Light Infantry regulars with veteran officer, crack NCOs, trained troops and a quarter the unit are green recruits. The breakdown is O1 = 1, E6 = 1, E5 = 7, E4 = 6, E3 = 7, E2 = 8, E1 = 8 Total = 38
Morale:
Officers = Veteran Check 5+, Rally 6+,
NCOs= Crack Check 4+, Rally 4+,
Troops = Trained Check 6+, Rally 8+

Organisation:
The Pathfinders are organised as three squads and a fire team command element.

The command element is organised as two fire teams:
Team 1: O1 Platoon Commander, E6 Platoon NCO, E5 Operations Sergeant, E5 Intel Sergeant,
Team 2: Security fire team, E4, E2, E1, E1,

Squad Organisation:
Squad One: E5 First Squad Leader, E5 Squad NCO, and eight troopers: E4, E3, E2, E1, E4 E3, E2, E1,
Squad Two: E5 Second Squad Leader, E5 Squad NCO, and eight troopers: E4, E3, E2, E3, E3, E1, E2,
Squad Three: E5 Third Squad Leader, E4 Squad NCO, and eight troopers: E4, E3, E1, E2, E3, E2, E2, E1
Tactical deployment of the Pathfinders Light Infantry is are follows: war, reconnaissance, raid, commando raid, forward observing, training, base, hearts and minds, shock and awe.

Thanks for reading, Enjoy!
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IMTU Craig Cook 0209 X466876-C S kk- hi+ as+ va++ dr++ ith+ vr-- ne- so++ zh++ vi++ da+ sy+ R 833

tc+ tm tn+ t4+ ru- ge+ 3i+ c+ jt j+ pp+ au+ ls+ pi+
he+ kk- hi+ as+ va++ dr++ ith+ vr- ne- so+ zh+ vi+ da+ sy+
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  #19  
Old January 1st, 2014, 06:57 PM
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Default TL 11 Mobile Regular Infantry

Imperial Regular Infantry
Economics: Total Cost is 2.14 MCr. Cost per trooper is 88,750 Cr. They are Mobile Regular Infantry.
Equipment: At TL 11, an Imperial Platoon has 24 troops. The 14 combat troops are armed with RAM GLs, ACRs and Auto Pistols and equipped with AV 2 Combat Armor (9) or AV 4 Battle Dress (5). There are now 20% equipped with Battle Dress and heavy support (e.g. man portable gauss guns) or tactical weapons (such as MRLs, RAM GLs, Tactical missiles, Mortars, Energy Weapons). Vehicle Crews are now wearing Combat Armor to increase survival.
Vehicles: Grav Sled x5 (Crew=2, Passengers =4) (Top Speed =200kph, Cruising =150kph, NOE =70kph) Four troops can ride outboard (Top Speed =150kph, Cruising =120kph, NOE =60kph).
Note: The grav sleds are armed with VRF gauss guns for point defence or Tactical missiles. They are paid Imperial wages.
Discussion: The breakdown is O1=1, E6=1, E5=3, E4=6, E3=5, E2=4, E1=4, Experienced Leaders, veteran NCOs with 30% green recruits. They are organised as two squads of seven lead by E5 sergeants. Medics are E3 x2, Cooks are E1-2 x4.
Unit may be assigned a civilian observer/reporter, and/or O1-3 Marine Observer, and/or a O1-O2 Naval Observer/Liaison, and/or E4 Naval Medic.
Morale:
Officers = Veteran Check 5+, Rally 6+,
NCOs= Veteran Check 5+, Rally 6+,
Troops = Trained Check 6+, Rally 8+

Organisation:
Regular Infantry are organised as two squads of ten and a fire team command element O1 Second Lieutenant, E6 Platoon NCO, E5 Operations Sergeant, E4 Commo Tech.

Squad Organisation:
Each squad is organised as follows: E5 Squad Leader, E4-E5 Squad NCO, E4 First Team Leader, E1-E3 x3, E3 Second Team Leader, E1-E3 x 3.

Tactical Deployment is are follows: war, reconnaissance, raid, commando raid, police action, counter insurgents, forward observing, training, base, hearts and minds, shock and awe.
__________________
IMTU Craig Cook 0209 X466876-C S kk- hi+ as+ va++ dr++ ith+ vr-- ne- so++ zh++ vi++ da+ sy+ R 833

tc+ tm tn+ t4+ ru- ge+ 3i+ c+ jt j+ pp+ au+ ls+ pi+
he+ kk- hi+ as+ va++ dr++ ith+ vr- ne- so+ zh+ vi+ da+ sy+

Last edited by Duke Craig; January 1st, 2014 at 07:59 PM..
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Old January 4th, 2014, 10:48 AM
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Default TL 11 Merc Infantry

Mercenary Mobile Infantry
Economics: They are paid Mercenary wages. Total Cost is 2.69 MCr. The cost per trooper is 96,060 Cr. They are Mobile Regular Infantry.
Equipment: At TL 11, a Merc Platoon has 28 troops. The 16 combat troops are armed with RAM GLs, ACRs and Auto Pistols and equipped with AV 2 Combat Armor (8) or AV 4 Battle Dress (8). There are now 30% equipped with Battle Dress and at least one member per squad is armed with heavy support (e.g. man portable energy, gauss guns) or tactical weapons (such as MRLs, Tactical missiles, Mortars).
Vehicles: Grav Sleds x6; crews are equipped with AV2 Combat Armor.
Discussion: The breakdown is O2=1, E6=1, E5=3, E4=5, E3=6, E2=6, E1=6, Veteran Officer, veteran NCOs with 25% green recruits.
Morale:
Officers = Veteran Check 5+, Rally 6+,
NCOs= Veteran Check 5+, Rally 6+,
Troops = Green Check 8+, Rally 9+

Organisation: three flights of Grav sleds x2.
Flight One as follows: O2 x1, E6 x1, E5 x1, E4 x2, E3 x1, E1-E2 x4; Total = 10
Vehicle Oner (VRF Gauss): O2 Platoon Commander, E6 Platoon Sergeant, E5 Operations Sergeant (Driver), E4 Gunner;
Vehicle Two (MRL): E4 Vehicle NCO (Driver), E2 Gunner, E3 Medic, E1-E4 trooper x 3

Flight Two as follows: E5 x1, E4 x2, E3 x1, E2 x1 E1 x3; Total = 12
Vehicle Three (Medical): E5 NCO (Driver), E4 Medic, E3 Gunner, E1-3 trooper x3;
Vehicle Four (Supply): E4 Squad NCO, E2 Driver, E2 Gunner, E1-E3 trooper x3;

Flight Three as follows: E5 x1, E4 x1, E3 x1, E2 x3, E1 x3 Total = 12
Vehicle Fiver (RAMGL): E5 Squad NCO, E2 Driver, E2 Gunner, E1-E2 trooper x3;
Vehicle Sixer (Tactical missile): E4 NCO (Driver), E3 Gunner, E2 Medic, E1-E2 trooper x3;

Note: Often the professional mercs obtain AV4 Combat Armor or AV8 Battle Dress, particularly the platoon leaders, although this reduces the endurance of the unit. Thus a base is required for the personnel to “get out of their combat gear” for at least eight hours every 24 hours to avoid the effects of fatigue.
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IMTU Craig Cook 0209 X466876-C S kk- hi+ as+ va++ dr++ ith+ vr-- ne- so++ zh++ vi++ da+ sy+ R 833

tc+ tm tn+ t4+ ru- ge+ 3i+ c+ jt j+ pp+ au+ ls+ pi+
he+ kk- hi+ as+ va++ dr++ ith+ vr- ne- so+ zh+ vi+ da+ sy+
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