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Evaluation of Kinunir colonial cruiser on the MONGOOSE High Guard Update 2022

Articles related to the Marines of the Mongoose Third Imperium pp.22

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The Traveller Core Rulebook includes three branch assignments for Travellers in the marines: support, star marine and ground assault.

Support includes quartermasters, combat engineers, medics, cavalry and staff. These are the marines who run the raids, manage the drops and run the command post during a lift operation. They are also the corpsmen, the combat medics who patch the infantry back up and ship them out or put them back into service. Marine units are accustomed to absorbing a high casualty rate. A qualified support team is the glue that keeps a regiment or MEF running after the attrition of war takes its toll. It should be noted that support staff are equally trained and capable of picking up a rifle and donning a suit of combat armour when called upon to do so. Star marines and ground assault are two sides of the same coin: infantry.

Star marines focus on raiding and other shipborne operations and ground assault focus on lift-infantry and jump-troop operations. To some extent, marines from both branches are interchangeable. They have similar skills and are trained on the same weapons and gear for the most part. However, where star marines rely on instinct, small arms and precise training regimens, ground assault marines are more skilled in the use of heavy weapons, military tactics and coordinating operations with naval transport or marine armour units.
 
Articles related to the Marines of the Mongoose Third Imperium pp.22

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The Traveller Core Rulebook includes three branch assignments for Travellers in the marines: support, star marine and ground assault.

Support includes quartermasters, combat engineers, medics, cavalry and staff. These are the marines who run the raids, manage the drops and run the command post during a lift operation. They are also the corpsmen, the combat medics who patch the infantry back up and ship them out or put them back into service. Marine units are accustomed to absorbing a high casualty rate. A qualified support team is the glue that keeps a regiment or MEF running after the attrition of war takes its toll. It should be noted that support staff are equally trained and capable of picking up a rifle and donning a suit of combat armour when called upon to do so. Star marines and ground assault are two sides of the same coin: infantry.

Star marines focus on raiding and other shipborne operations and ground assault focus on lift-infantry and jump-troop operations. To some extent, marines from both branches are interchangeable. They have similar skills and are trained on the same weapons and gear for the most part. However, where star marines rely on instinct, small arms and precise training regimens, ground assault marines are more skilled in the use of heavy weapons, military tactics and coordinating operations with naval transport or marine armour units.
MJD has to some extent overwritten the Third Imperium military stuff in his FFW series of MGT products. And Mongoose has now said they will be producing a dedicated Marines lorebook.
 
MJD has to some extent overwritten the Third Imperium military stuff in his FFW series of MGT products. And Mongoose has now said they will be producing a dedicated Marines lorebook.

Yes. Specifically a Sector Fleet used to be an administrative Regional Named Fleet consisting of all of the Imperial Fleets assigned to or operating within a given Sector. It's primary elements were the numbered Imperial Subsector Fleets.

And the Subsector Navies were something different altogether, being local forces under the civilian oversight of the Subsector Dukes (but "Imperialized" and reinforced as Reserve Fleets during wartime for local defense).

MJD has equated the two Subsector Forces as Imperial Reserves, and imagined the Sector Fleet as an independent Fleet structure with Squadrons & units stationed at bases across a Sector.

What magmagmag quoted above about Marines lines up with the MgT2 Core Rulebook (and isn't far off from the USMC division of anything not Infantry being either direct Combat Support or Combat Service Support).
 
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The CT jump capsule has a description of self-destruction, but it seems that the Mongoose does not.
How should this self-destruction description be handled?

///// CT ADVENTURE 1 THE KINUNIR ////

Capsules:

The jump capsules on A Deck are intended for assault on a panetary surface as the ship maintains a high orbit for its own protection; the ship also provides fire support for'the capsules as they descend, and after the battle begins.

Each capsule weighs about 2 tons, and can carry one jump trooper. It is capable of limited maneuver as it descends; after making a relatively soft landing, it breaks open to release the individual inside, and self-destructs.

Capsules contains a large variety of electronic anti-detection equipment, and the chance that one will be detected while entering atmosphere is almost zero; if properly manipulated, the capsule cannot even be detected by its launching ship.

///// Mongoose HIGH GUARD /////

At TL14, high survivability capsules are available, an improvement on the assault capsule. They are heavily armoured and deploy six decoys as they plunge through the atmosphere. High survivability capsules consume 0.5 tons each and cost MCr0.1. They grant the occupant Armour 30 and inflict DM-4 on any Electronics (sensors) checks made to detect them, and DM-2 against any attack rolls.
 
How should this self-destruction description be handled?
The self-destruct feature is intended to be a "leave no traces" result of a stealthy/camouflaged insertion to a landing zone. It's also to prevent "enemy capture" of the high technology capsules by hostile (or other) forces. You don't want adversaries being able to take apart and reverse engineer your "nice toys" that enable tactical surprise at the infantry scale.

The best way to think about the jump capsules is that they are a "one way trip" infantry delivery vehicle which is intentionally designed for single use as a disposable asset. There is no "return to orbit" or any kind of "extraction" capability built into them after they deliver their infantry occupants.

It's kind of like how paratroopers need to gather up their parachutes after landing and bury them, so as to not betray their presence/infiltration to others in order to preserve the element of surprise for as long as possible. Like special forces operating behind enemy lines, you want to leave as little evidence behind of your existence as possible. Same idea with the jump capsules ... except that you're "jumping" out of a craft in orbit, rather than an aircraft in the atmosphere. It's a higher tech solution to the same basic problem.

So think of the jump capsules as being DISPOSABLE single use one way orbit to surface delivery vehicles, which must not fall into enemy hands ... hence, the self-destruct after delivery of payload (infantry, equipment, etc.).
 
For the drop capsules to be doing stealthy re-entry they must be moving fairly slowly (no aero-braking), so a lot of that ECM will be to cloak what's presumably a one-use contragrav system that keeps speeds down enough that the capsule doesn't heat up too much and doesn't leave a great trail of glowing plasma behind it.

This also implies a fairly low relative velocity when launched, probably by having the launch system reduce the capsule's relatively velocity. But no stealth launches from a ship doing a high speed pass of the planet (well, the launch might be stealthy, but re-entry won't be).
 
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