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General Guerrillas in the midst

Spinward Scout

SOC-14 5K
Baron
Ine Givar. The terrorists of the Spinward Marches.

Who's thrown them into their game? And how did you do it? There's not a lot of info in the Traveller wiki about them. Are they a big threat? Did you run Broadsword from Classic Traveller? Did you use them in any other adventure?

I started reading this article from GURPS Traveller, which I couldn't access all of it, and I wondered who has actually had them in their game.


I also found this which added to the mystery.


And how would you create a Character that belongs to that terrorist organization?
 
One man's terrorist is another man's freedom fighter.

The Ine Givar want less Imperial authority in the Spimward Marches, and going by the early adventures and TAS News articles who can blame them.

They start off as a rumoured organisation that the Imperium claims to have no importance. Once their activities are more widespread and can't be ignored they have to change tack and acknowledge their existence, but only as a minor group of malcontents, easily dealt with. Once there is a full scale rebellion on several worlds in the Marches the Imperial description of them as terrorists and Zhodani stooges kicks in.

It's almost as if the Imperium is controlling the news cycle...

In my early games the Ine Givar cropped up a lot, the PCs often sided with them, even had some convert to the cause. I was always of the opinion that Oberlindes knew a lot more about the Ine Givar than was ever revealed explicitly.

"A mercenary captain (age 33, 9A6DA8, former Marine) says that he is en route to Efate (0105) to join a mercenary operation locally organized to put down a minor rebellion."

"The lmperium has been suppressing political dissent in order to keep peace in the Regina subsector."

"The government of Roup (0407) has made a subsector-wide call for surplus starships to supplement i t s local forces. There has been no opposition from the subsector government."

"A recent uprising at Feri (0405) has cut the Imperial communication jump route from Regina (0310) to Efate (0105)."

"Last night a series of explosions ripped through Vehicle Assembly Building No. 3 of the General Shipyards facility on Pixie. Both company and military investigators on the scene report that the damage was almost certainly the work of saboteurs."

"Imperial Navy Commander Lobeck hault-Donesev, the naval system liaison officer on the L-Hyd project, announced that Naval Counter-Intelligence was exploring the possibility that the sabotage was the work of Ine Givar terrorists. Ine Givar activity in the Regina subsector has thus far been limited to scattered and ineffective strikes on Efate and Feri, but this incident “definitely bore their signature,” he explained."

"The public affairs officer of the Pixie office for Naval Counter-Intelligence refused an interview later in the day but issued a press release disavowing any responsibility for the remarks of Commander hault-Donesev and stating unequivocally that NCI had no evidence whatsoever of Ine Givar activity on Efate, Feri, or Forboldn."

An initial public statement by naval commander Lobeck hault-Donesev, the former project liaison officer, had suggested Ine Givar involvement in the incident and had mentioned Ine Givar activity on both Efate (Regina 2109) and Feri (Regina 2410). A subsequent Naval Counter-Intelligence press release had denied any Ine Givar activity on Efate, Feri, and Forboldn (Regina 2212). When the Naval Counter-Intelligence representative on the joint commission, Lieutenant Artura Gramlyn, was questioned about the inclusion of the planet Forboldn in the denial statement, she replied, “Well, there isn’t any Ine Givar activity anywhere in the subsector. We are familiar with all Ine Givar activity, and there isn’t any.”"

"In response to queries concerning Major Lorimer’s claims, Rear Admiral Lord Santanocheev, CINCNINT/RS (Commander-in-Chief, Naval Intelligence, Regina Subsector) today held a press conference during which he claimed that Naval Intelligence was convinced that there was neither Zhodani nor Ine Givar involvement in the Efate disturbances"
 
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The side bar in GT gives the behind the scenes take:

"Every empire has its opposition, and the Ine Givar fill the bill for the Imperium. When we wrote up some of the first TNS dispatches, we needed
someone to blame for an explosion and invented a band of terrorists. We continued to use them from time to time when we wanted “bad guys.” The name was simply a couple of nice-sounding nonsense words.
The Ine Givar often find themselves in the role of scapegoat. Every two-bit criminal and half-baked crackpot revolutionary group prefers to blame their actions on the Ine Givar, and the Ine Givar goes along because it makes them seem larger than they really are. On more than a few worlds, the only Ine Givar presence is an underground propaganda cell taking credit for acts of violence committed by other groups."
 
"The lmperium has been suppressing political dissent in order to keep peace in the Regina subsector."
This makes the head cogs turn a bit.

So, you have some group of "malcontents", on some planet.

But IMPERIAL forces are dispatched to deal with them, not local planetary forces? Is the planetary government sympathetic, or are the agitators only striking at Imperial properties that the local authorities have no jurisdiction over?

Even then, how are the local forces integrating with the Imperial operations against these folks?
 
Despite the fiction, the Imperium is the authority that controls planets and their governments. They "allow" home rule.

The Imperium giveth, the Imperium taketh away.

The worlds and population of the Spinward Marches have decided they want more autonomy, the Imperium can not allow that.

By the way Feri is the Oberlindes baronetcy...
 
I've used the Ine Givar on Regina in 1113 (IMTU), but first I scrounged for all the CANON data on the group.
One difficulty was that a data source listed on one of the FFE CD's which came from GURPS Traveller had not been properly added to the CD.

So, at the time (And before his passing) I'd reached out to Lauren to ask about it.
Happily, he was able to locate and provide me with the file to complete my data set.

Following that, I created a scenario where the surviving members of several cells who'd hidden under deep cover during the 5FW had managed to reconnect and organize. While they did not have much in the way of resources, or capabilities, they did have funds they could pull together.

Using the historic hatred between Regina and Menorb, they used their funds to hire a master assassin from the Irklan religious sect there.

IMTU, Norris was named the Arch Duke of Deneb in 1113.
Following that, his true-Daughter, Seldrian, was named the Duchess of Regina.
NOTE: During my research, I also found Canon information that Prince Lucan had been dispatched to visit the Deneb Domain - including the Spinward Marches - and take part in key elevations (Including the official ceremonies for Norris). So, I placed him at the elevation of Seldrian too.

In my scenario: the Ine Givar
1) Spent the bulk of their resources to hire an Irklan Master Assassin to infiltrate the ceremony to invest Seldrian as Duchess
2) That Master was to carry out an attack that not only killed Seldrian, but also all other officials involved, from Mora or the forming Domain government - hopefully including Norris (and Lucan when it became known he'd be present)
3) They spent the rest of their resources to create explosives and other terror-spreading "goodies" around Atora, Capital city of Regina
4) Scheduled to happen at the same moment as the assassinations, the remaining Ine Givar would then both remotely activate their remote-controlled "goodies" and engage in direct attacks within Atora.

The "hope" was to devastate both the Planetary and Duchie governments, as well as a wide range of other high-value targets.

In my adventure, my PC's were at loose ends in Credo-Down port when they heard a scream!
Rushing to help, they found a dying man and saw a fleeing suspect.
As the man died, he desperately repeated seven odd words twice
Those who chased the suspect failed to capture him or get any data from him
Searching the body, they found the victim was an investigator for the Imperial Investigation Bureau.

After reporting the murder and dealing with local port police and Regina's Investigation Bureau, they started puzzling the words, which they
didn't report to anyone.
That lead to the discovery the man had a ship berthed in the port!
Deciding to investigate that further, the PC's managed to locate and break into the ship.

What they learned was that the dead investigator had learned of the assassination plot and had been trying to find and take down the Irklan
Master. Still, they didn't know the Master had killed the man and then hidden to see what he could learn from the investigators.
So, the Master had followed the PC's (3 of the total crew) to the investigator's ship and then let them break in for him

As the PC's were examining the evidence the investigator had gathered, the Irklan Master followed them into the ship and attacked them.
During that fight, one of the Players announced he would "fight to kill" while not trying to defend himself.
The result was that he was killed while tying the Master up enough, and wounding the assassin such that the other two could get close and stab
the Master to death

Again, they brought in the authorities, and started digging into what they could learn about the larger events related to the assassination plan

Clues they followed led them to a coin and stamp collector's shop in the outskirts of Atora.
That space eventually led them to a hidden compartment under the shop where some of the Ine Givar were hidden with an amount of their
supplies and controls for the remote devices that had already been planted
Clues from that eventually pointed to an Administration on Regina which maintained historic estates and properties from far back in the
world's history. Especially following the 5FW, that administration had become cash starved and largely volunteer.
That had opened the organization to infiltration and the Ine Givar had used that to both gain places for their people to hide in along with
setting up supply dumps
It became obvious that one of the estates had been converted into an Ine Givar base and that cell had to be hit fast, before word of what
happened at the coin shop got out.
So, that was the 'final battle" bringing that adventure arc to a close
 
Cued the ChatGPT AI

It looks like you’re asking about Ine Givar, a fictional figure or organization in the Traveller RPG universe.

🌌 Who—or What—is Ine Givar?​

  • Ine Givar refers both to a person and a movement in Traveller lore. As a person, he was a minor noble from Rhylanor born around the year 948, influenced by imperial oppression he witnessed across the Traveller universe. He studied political science, became radicalized, and eventually turned to revolutionary force. (Steve Jackson Games)
  • As an organization, the Ine Givar is depicted as a democracy‑oriented, anti‑Imperial terrorist movement. They’re active primarily in the Spinward Marches sector (especially Rhylanor subsector), with operations in worlds such as Zivije and on Efate (Regina subsector) (Traveller RPG Wiki).

🧭 Operations & Influence​

  • The movement is opposed to the Imperium and rumored to have ties—or at least sympathy—with the Zhodani Consulate, a rival power in the galaxy. (Traveller RPG Wiki)
  • On Efate, the Ine Givar have supported rural communities and stirred unrest in agricultural districts, exploiting tensions between ruralites and urban elites who label each other negatively. (Hemdian’s Notebook)
  • The Imperium has acknowledged capture of insurgents with Zhodani affiliations, though official statements have downplayed the connections. (Foreven)

🗣️ How They Appear in Gameplay​

  • In Fifth Frontier War board games or RPG scenarios, the Ine Givar are often deployed as guerrilla units to distract and delay Imperial forces. Strategic use of these units can free up regular forces for more critical fronts. (Citizens of the Imperium)
  • Their role is less about winning major conflicts and more about destabilizing political structure and supporting insurgent resistance.

📚 Key Source Mentions​

  • MegaTraveller 1: The Zhodani Conspiracy, GURPS Traveller, Pyramid magazine’s article “Secrets of the Ine Givar”, Planetary Survey 6: Darkmoon, and recent supplements like The Fifth Frontier War and Opening Moves (2024 edition) include many references. (Traveller RPG Wiki)
  • Traveler fans (e.g., forum discussions and wargaming strategy threads) have fleshed out details on how to deploy them tactically and narratively. (Citizens of the Imperium)

Summary Table​

AspectDetails
OriginsNoble-born Rhylanor idealist turned resistance figure
Organization TypeAnti-Imperial, pro-democracy, “terrorist” group
Primary Area of ActivitySpinward Marches (especially Rhylanor, Efate)
Imperial ViewThreats of conspiracy; infiltration with Zhodani ties
Gameplay FunctionGuerilla units, political disruption, narrative flavor

If you’d like more details—such as specific missions, stats for campaign play, or deeper lore on hidden ties—feel free to ask!
 
Here’s an in‑depth look at the hidden ties and covert connections of the Ine Givar, including their transformation from idealistic rebels into deep‑state instruments:

📜 Origins & Founder vs. Organization​

  • Ine Givar, the person, was a liberal reformer in Rhylanor who died in Imperial custody during the Third Frontier War. He did not found the broader movement named after him
    (Mongoose Publishing).
  • The organization bearing his name emerged later, evolving into a loosely coordinated, trans‑world anti‑Imperial movement with deep covert support networks.

🧠 Zhodani & Sword Worlds Influence​

  • From the Fourth Frontier War onward, the Ine Givar became closely aligned with—and in many cases an outright extension of—Zhodani and Sword Worlds intelligence services. Leadership committees were effectively controlled by those outside powers, even as rank‑and‑file recruits remained Imperials
    (Mongoose Publishing).
  • Imperial Naval Intelligence has repeatedly acknowledged that Zhodani or Sword World financial and advisory support of Ine Givar “cannot be discounted”
    (Steve Jackson Games).

🕵️ Sleeper Cells & Zhodani Operatives​

  • Multiple Terraforms under Imperium control have harbored embedded agents: for example, on Tureded, planted Sword‑world sleeper agents infiltrated planetary government to sabotage war routes — likely an Ine Givar/Zhodani joint effort
    (Traveller RPG Wiki).
  • On Efate, Imperial marines captured an officer who proved to be Zhodani, operating as an advisor to Ine Givar insurgents. Naval Intelligence publicly denied the fact, despite credible eyewitness reports
    (Steve Jackson Games).

💣 Major Operations Linked to Outsiders​

  • On Zivije: in 1075, the Ine Givar orchestrated a fusion warhead terror attack in Kashar, causing catastrophic civilian casualties (over 5 million, including 2.8 million dead)—widely attributed to direction and planning from outside intelligence services
    (rpgtraveller).
  • During the Fourth Frontier War, Ine Givar guerrillas tied up Imperial forces, conducted sabotage, and provided intelligence on Zhodani installations—flagging them as key operational allies of the Out‑World Coalition
    (rpgtraveller).

🎭 Propaganda Cover Story & Imperial Narrative​

  • To maintain a simple narrative, the Imperium often brands any localized insurgent movement as “Ine Givar,” effectively—according to conspiracy‑theorist voices—using it as an umbrella label to delegitimize organic rebellions and attribute them to Zhodani puppetry
    (Citizens of the Imperium).

🔍 Summary: Hidden Ties at a Glance​

Hidden Tie / AspectEvidence & Description
Founder vs MovementMovement named after Ine Givar, but he did not lead it; it formed posthumously (Mongoose Publishing)
Zhodani/Sword Worlds controlLeadership and funding largely provided by external intelligence agencies (Mongoose Publishing, rpgtraveller, Steve Jackson Games)
Infiltration/sleeper cellsAgents embedded decades in local governments (e.g., Tureded) (Traveller RPG Wiki, Foreven)
Zhodani advisors capturedExample: captured "Zhodani officer" advising insurgents on Efate (Steve Jackson Games, Foreven)
Major terror incidentsZivije fusion bombing and Fourth Frontier War sabotage tied to exogenous direction
Imperial propaganda toolUsed as blanket label to dismiss actual local rebellion causes

🧩 Lore & Campaign Implications​

  • Framing for GM use: Ine Givar represents both home-grown democratists and covert Zhodani proxies. GMs can decide—on a world-by-world basis—which cells are genuine insurgents versus fronts for outside espionage.
  • Narrative ambiguity: Local populations may see Ine Givar as freedom fighters, while Imperial intelligence claims they’re entirely Zhodani-controlled—creating dramatic tension and scope for player investigation.
  • Campaign hooks:
    • Investigating sleeper networks during wartime buildup.
    • Intercepting Zhodani emissaries advising independent cells.
    • Deconstructing Imperial media narratives that lump all local dissent under one “Ine Givar” brand.

If you want mission ideas, NPC profiles linked to these hidden ties, or mechanically compatible stats for Zhodani‑backed cells versus grassroots cells—just let me know!
 
Creating a character who belongs to the Ine Givar using Mongoose Traveller 1st Edition (MgT 1E) involves a mix of standard character generation and some roleplay-oriented customization to reflect their background in the underground anti-Imperial movement. Below is a step-by-step guide to building such a character within the rules.

🔧 Character Build Framework: Ine Givar Operative (Mongoose Traveller 1E)​

Step 1: Determine Basic Stats (Roll or Assign)

Roll 2d6 six times and assign to:
  • Strength (STR)
  • Dexterity (DEX)
  • Endurance (END)
  • Intelligence (INT)
  • Education (EDU)
  • Social Standing (SOC)
Recommended stats for Ine Givar:
  • High INT or EDU: For planning, explosives, computers, or infiltration
  • Low SOC: Reflects being an outcast or anti-establishment figure

Step 2: Choose Homeworld & Background Skills

Choose a homeworld from Rhylanor, Efate, or Zivije — all are strong Ine Givar bases.
Use the world’s tech level and traits to guide background skills (e.g., Language, Streetwise, Computers, Survival, Recon, etc.).

Step 3: Choose Career

Use the Drifter or Citizen (Colonist) or even Rogue career to enter the Ine Givar underground unofficially.
OR homebrew a Rebel career using Rogue as a base, or treat Ine Givar membership as a secret side path (see below).
Rogue (Smuggler or Thief) or Agent (Law Enforcement – infiltrated) are the most fitting by default.

Suggested Homebrew Option (Variant of Rogue):​

Career Name: Revolutionary Operative
Survival Roll: END 6+
Advancement Roll: INT 6+
Assignment Examples:
  • Propagandist (social and media manipulation)
  • Saboteur (explosives, engineering, recon)
  • Infiltrator (disguise, deception, electronics)

Step 4: Events & Mishaps

When you roll your Career Events, interpret them through the lens of Ine Givar activity:
  • Enemies = local Imperial security forces
  • Allies/Contacts = fellow insurgents
  • Mishap = arrested, tortured, or forced to flee to another world
You might invent a “Cell Arrested” or “Operation Compromised” mishap.

Step 5: Skills You’ll Want

Choose or aim for the following useful skills:
SkillReason
StealthAvoiding patrols, sneaking into facilities
ReconSurveillance and planning ambushes
Gun Combat or MeleeArmed action and self-defense
Explosives (from Military or custom)Sabotage missions
Electronics (Sensors, Computers)Hacking or surveillance
StreetwiseNavigating cities, black markets
DeceptionPassing as a civilian or informant
Leadership or Tactics (Military)If they lead a cell

Step 6: Build a Motivated Background

Use Life Events and Contacts to give them strong motivation:
  • Family killed in Imperial bombing or “security sweep”
  • Grew up in agricultural zone devastated by megacorp backed by Imperial nobles
  • Learned about Ine Givar at university and joined after being expelled
  • Served in the Imperial military and defected
  • Captured and radicalized while in prison

Step 7: Secret or Public Affiliation?

Determine how "deep" their ties are:
  • Secret Operative: Still living under a fake identity
  • Open Rebel: Wanted by Imperial authorities
  • Sleeper Agent: Embedded in a legitimate organization (military, law enforcement, megacorp)
This affects how risky travel and encounters with authorities will be.

Step 8: Equipment Suggestions

Depending on the stage in their career, gear up with:
  • Concealed slug or energy pistol
  • Communicator with encrypted channels
  • Explosives kit or tools
  • Disguise kit or forged IDs
  • Body armor (subtle or civilian)

🧪 Sample Character Concept​

Name: Jataya Marn
Homeworld: Efate
Career: Rogue (custom: Revolutionary – Infiltrator)
Notable Skills: Stealth 1, Electronics (Security) 1, Deception 2, Recon 1, Gun Combat (Slug) 1, Streetwise 1
Background: Ex-hacker turned militant after her commune was wiped out by Imperial bombardment during civil unrest. Recruited by Ine Givar to monitor traffic and sabotage supply depots. Officially works in data recovery at a civilian contractor on Regina.

🧠 GM Tips for Ine Givar Characters​

  • Imperium may list them as terrorists; Zhodani may support them—but they might believe they’re fighting for their world’s freedom.
  • Random planetary encounters could involve bounty hunters, undercover agents, or old cellmates.
  • Use faction play rules to determine missions they might be called on for (assassination, sabotage, infiltration).

Would you like a fillable PDF character sheet or a custom Rebel career path to plug into your campaign?
 
Here is a complete Ine Givar guerrilla battalion, modeled after the Viet Minh structure but adapted to the Traveller universe’s technological and social context—especially reflecting their operations in places like Efate, Rhylanor, and Zivije. This includes ranks, organization, logistics, ideology, and campaign use.

🛡️ Ine Givar Guerrilla Battalion​

Designation: 5th People's Action Battalion, Rhylanor Subsector Cell

📋 OVERVIEW​

AttributeValue
Strength~300–500 personnel
CompositionRural insurgents, urban cells, defectors, students, former scouts and soldiers
Operational AreaRhylanor Subsector (Zivije/Efate focus)
SupportSmuggling networks, Zhodani SIGINT advisors, Sword Worlds arms runners
DoctrineDecentralized command, asymmetrical warfare, popular support, subversion of Imperial assets

🧱 ORGANIZATION​

Inspired by Viet Minh regimental guerrilla structure but adapted for TL9–TL12 Traveller environment.

⚙️ Command & Control​

  • Battalion Political Commissar (PolCom): Maintains ideological purity, morale, and directs propaganda.
  • Battalion Commander: Veteran insurgent or defected officer, directs operations.
  • Operations Section: Plans attacks, coordinates squads.
  • Logistics Section: Weapons, medtech, food, comms.
  • Signals Section: TL10+ comms, encryption, drone scouts, meshnet control.

🔫 Three Primary Combat Companies​

Each ~100–120 fighters, structured as:

1. Alpha Company: Rural Sabotage & Ambush

  • Focus: convoy ambushes, rail sabotage, forest/mountain warfare
  • Special skill: Survival, Recon, Demolitions

2. Bravo Company: Urban Action Cell

  • Focus: assassinations, riots, cyberattacks, infiltration
  • Special skill: Deception, Electronics, Streetwise

3. Charlie Company: Mobile Strike & Propaganda

  • Focus: rapid strikes, loud ideological broadcasting, popular support ops
  • Special skill: Leadership, Carousing, Persuade, Language (Imperial)

🧪 Support & Special Units​

- Techcell Zeta (SIGINT & Cyberwarfare Cell)

Zhodani-trained operatives, manage hacking, surveillance spoofing, sensor interference

- Medical Section ("Red Smoke")

Combat medics using TL10 field units, illegal stemcell gels, trained by ex-Imperial corpsmen

- Weapons & Fabrication Unit

Manages repair, modification, and scavenging of Imperial tech; capable of building makeshift railguns or TL9 explosives

💣 WEAPONRY & EQUIPMENT​

  • TL9–10 slug throwers, gauss rifles, smuggled laser pistols
  • TL8 IEDs, TL10 fusion charges (rare, often ex-Zhodani)
  • TL10 encrypted meshnet communicators
  • Low-profile battledress or civilian garb with armor weave
  • Drones and sensor buoys, sometimes hacked Imperial models

🧠 DOCTRINE & TACTICS​

  1. "Strike, Fade, Spread" Doctrine
    • Hit fast, vanish into population, leave memetic graffiti and false trails.
  2. Popular Engagement
    • Political education programs in rural zones
    • Support from religious or tribal leaders using ideological common ground
  3. Operational Camouflage
    • Units often split into 5-man "cells"
    • Commanders rotate identity tokens to prevent capture of true chain of command
  4. Integrated Propaganda
    • Use of TL9 holographic projectors to simulate Imperial war crimes
    • Broadcast “People's Voice” on civilian sub-channels

🧩 ROLEPLAYING / CAMPAIGN USE​

For Players:​

  • PCs might serve in or infiltrate the battalion
  • Gain missions from PolComs (e.g. assassinate a noble, hijack a shipment, start a rebellion)
  • Risk internal betrayal, exposure, or Zhodani overreach

For GMs:​

  • Treat the battalion as a Faction with Assets (use MgT1E's Faction mechanics)
  • Possible subplots: command struggles, Imperial counterinsurgency, double agents, prisoner extraction

🎖️ Sample NPCs​

Commander Halya Venn
  • Ex-Imperial Army Captain turned ideological revolutionary
  • Tactics 2, Gun Combat 2, Leadership 2
  • Carries a TL10 smart carbine with custom sigils
PolCom Renn Artaga
  • Born on Zivije, trained on a Sword Worlds base
  • Persuade 3, Advocate 1, Admin 1, Deception 2
  • Has a personal drone for projecting propaganda slogans in battle
Cell Leader “Mouse”
  • Teenage slicer from Efate slums
  • Electronics (Computers) 3, Stealth 1, Sensors 1
  • Carries a TL9 hand comp full of Imperial datamaps

Would you like me to create Faction stats, mission generators, or a custom battalion PDF for this unit?
 
sometimes it is pretty scary/amazing what those language models can do (they are really just very fancy thesauruses / dictionaries).

Anyway, way back there was the Adventure Magazine that has the RIPS - Rebels, Insurgents, Partisians character generation as well. Oddly enough I have that as I got it way back in college.

(link goes to: https://rpggeek.com/rpgissuearticle/80531/rips-in-the-traveller-universe
 
^ Interesting your RIPS article, instead of terms of service you do assignments and you gain skills from your assignments? lots of fun ideas
 
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