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[STRIKER] Dinom: a possible Striker campaign background?

Golan2072

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Cross-posted on the CT-Striker mailing list.

I'm toying with the idea of constructing a general setting for Striker action based in DA2: Across the Bright Face. The idea would be to describe Dinom in Striker terms, design local vehicles and equipment as well as the local forces. The combat will take place between Corporate and Worker forces in the course of the Dinom Revolution of 1106; the excitement should derive from the unique battlefield environment (craggy vaccum plans, deep mines and domed cities) and from the boiling political situation (not directly involved in combat but will effect the forces). This could also lead to campain play with the player commanding a revolutionary or counter-revolutionary unit over the course of the Revolution, and the Referee (or better yet, another player? rotating players?) playing the opposing forces.

What do you think?

I'll probably start off with designing local and important equipment (vehicles and weapons), then spin off into political and unit design; then scenario design. Help with mapping key locations will be needed.
 
Paul/Golan,

Hmmm... gotta dig my copy out again...

How does Striker handle vacuum atmospheres? Increased WIA/KIA results?

'Historically' the workers win rather quickly, so I wouldn't think the corporate rent-a-cops had much in the way of equipment or training.

There's also an Amber Zone featuring a raid by a lone Broadsword on a Dinom city with the purpose of locating and retrieving zucchai crystals or something of equal value. If just a couple squads can pull that off, the worker's aren't too tough.

Let's see... No grav armor brigades or armored lift infantry. Lots and lots of paramilitary stuff and light infantry arms on both sides though, plenty of mining equipment like ATVs and lasers being pressed into service, definitely a case of 'make do' for both sides.

Modelling the city fights will be interesting. Throw too much lead around and you may cause a breach!

A 'reconquista' scenario might be interesting. The Dinom corporation lands a merc force which is met by a workers' militia and the few mercs they can hire. Again, the 'fragile' nature of the cities would make things interesting.


Have fun,
Bill
 
Originally posted by Bill Cameron:
Paul/Golan,
I'm Omer Golan; a seperate person from Paul Elliott. I used our two names in conjunction when talking about the task system as Paul Elliott has designed the basic system and I've added to it.

How does Striker handle vacuum atmospheres? Increased WIA/KIA results?
Striker Book 2, pages 19-20. Basically, ACVs (hovercraft) don't work in vacuum (duh!); energy weapon penetration degrades FAR more slowly (ranges are multiplied by 1,000 for the sake of penetration but not for to-hit chances) over distance; people need vacc suits and oxygen tanks or be in sealed vehicles with life support (duh!); all wounds become one level higher (I think due to the chance of pressure loss due to suit rupture); air-breathing engines "don't work" (house rule: require their own oxygen supply); aircraft don't work (duh!). Dinom's gravity will also affect the play; I'll describe the planetary characteristics in my next post.

'Historically' the workers win rather quickly, so I wouldn't think the corporate rent-a-cops had much in the way of equipment or training.
Depends on how you define "win". They've ousted the government and probably taken control of several strategic locations in the cities, but both rioters (workers and/or worker's factions not under the direct control of the Worker's Council) and Police Troops still exist; Taking nominal power is one thing, consolidating it will take far more time, especially if (former) shareholders will try to land Intervention forces.

See DA2, P.14: "17. Police Troopers. Occurs in city terrain. A squad of (five) uniformed, armed personnel are walking at a point forward (long range) of the group. Treat each of the five as UPP 888888, armed with rifle. Throw for surprise; they will attack on 8+, otherwise standing and observing. They will not flee."

Also, DA2, P.15: "22. Riot and Disorder. Occurs in city terrain. Large numbers of personnel
in disorganized groups are engaged in rioting, looting, brawling and disorderly
activity. If the group elects to enter this disorder, it will be subject to attacks until
it decide against this foolish course of action."

Most of the fighting will take place around points of strategic importance, mines, mining camps and parts of the cities.

There's also an Amber Zone featuring a raid by a lone Broadsword on a Dinom city with the purpose of locating and retrieving zucchai crystals or something of equal value. If just a couple squads can pull that off, the worker's aren't too tough.
It probably took place during an Intervention attempt by some of the shareholders; with the workers' forces concentrated in another place, a quick commando action would be quite easy to pull off. But aren't you referring to GURPS: Star Mercs, in which the player's merc team was hired by the Worker's Council to retrieve these crystals from a mine through territory controlled by a rival faction?

Let's see... No grav armor brigades or armored lift infantry. Lots and lots of paramilitary stuff and light infantry arms on both sides though, plenty of mining equipment like ATVs and lasers being pressed into service, definitely a case of 'make do' for both sides.
Yes, definitely a lot of improvisation, like pressing ATVs and mining lasers into service (do you have any rules regarding these mining lasers? or for welding armor sheets to previously lightly armored vehicles?), armoring and arming monorail trains, and so on. Subsequently the workers will both buy some surplus weapons from various arms dealers, and start producing light, cheap armored cars and so on - they can't build much, but they have alot of industrial equipment and they will be expecting invasion. Also, the Corporate forces would probably have their own light vehicles (armored ATVs, armored cars, air/rafts/ G-Carriers) to begin with; some will be captured by the workers, some rent-a-cops will defect to the Revolution's side; these will be used to combat the rest.

Modelling the city fights will be interesting. Throw too much lead around and you may cause a breach!
The domes will probably be sufficiently strong to ignore small arm fire and light explosive; artillery, on the other hand, is a whole different issue. I envision the cities as composed of numerous domes (to prevent city-wide pressure loss in the case of an "accident") as well as alot of underground tunneling (with fusion mining, it's quite a cheap way to provide radiation sheltering).

A 'reconquista' scenario might be interesting. The Dinom corporation lands a merc force which is met by a workers' militia and the few mercs they can hire. Again, the 'fragile' nature of the cities would make things interesting.
Yes, Intervention attempts by the corp will be the character of the later phase of the Dinom Civil War. First we'll deal with the Revolution, then with the Council's war to consolidate and defend it.

Oh, and remember that some of the hardcore revolutionaries will have very high morale despite being militia-grade soldiers (and having low initiative); they are devoted to the revolution, have very little to lose and have nowhere to run.
 
Originally posted by Employee 2-4601:
I envision the cities as composed of numerous domes (to prevent city-wide pressure loss in the case of an "accident") as well as alot of underground tunneling (with fusion mining, it's quite a cheap way to provide radiation sheltering).
...
Oh, and remember that some of the hardcore revolutionaries will have very high morale despite being militia-grade soldiers (and having low initiative); they are devoted to the revolution, have very little to lose and have nowhere to run.
There actually was a map of one of the city domes in JTAS#??, IIRC. Unfortunately, it was simply too small to contain the population it would have had to have had. Either it extended underground (possible) or it was merely one of a number of domes.

As for the rebels: they would almost certainly have some military veterans. A couple of former Sylean Rangers and Marine Commandoes can contribute a lot to the training of a militia force.

You could also add some Ine Givar "advisers". These may be entirely useless and inept, or may be exceedingly well trained. And, possibly, psionic.

I sussed out Dinom as a possible campaign setting long ago.


Unfortunately, I've never been able to do anything about it. :(

If you get around to doing it, don't hesitate to tell us all the gory details!
 
Dinom.gif


Dinom - Planetary Data (pre-revolution, updated to 090-1106)
Dinom, 0201-D100535-A, Lanth/Spinward Marches.
Planetary Radius: 800 km.
Surface Gravity: 0.2 G.
Atmosphere: Vaccuum.
Population: 230,000
Tech Level: 10
Government: Self-perpetuating Oligarchy; controlled by the 30 big shareholders of Dinom Inc. The capital city is Rhylan, in which the World Board (incluyding 90% big shareholder representatives and 10% non-shareholder representatives) is located.
Trade Classifications: Na, Ni, Va. (exports processed ore, imports most goods)
GNP: Cr7,680 per capita and Cr1,766,400,000 (MCr1,766.4) total.
Annual Military Budget: total 3% of GNP, Cr52,992,000 (MCr53); of this, 30%, Cr15,897,600 (MCr15.9) Imperial Military Tax; 50%, Cr26,496,000 (MCr26.5) Planetary Navy; and 20%, Cr10,598,400 (MCr10.6) Army.
Annual Police Budget: total 0.5% of GNP, Cr8,832,000 (MCr8.8).
 
Originally posted by Employee 2-4601:
I'm Omer Golan...
Omer Golan,

Please accept my apologies about that. A searched for the first post in which someone responded with something other than Employee 2-4601 and stupidly used the Paul/Golan tag.

Again, my apologies.

Depends on how you define "win". They've ousted the government and probably taken control of several strategic locations in the cities, but both rioters (workers and/or worker's factions not under the direct control of the Worker's Council) and Police Troops still exist...
Yes, there will be an anarchic period. However after reading DA2 again, I get the feeling the issue isn't much in doubt. You'll notice the corporate troop encounter only occurs in one terrain type; cities, where'd they'd most likely be hunkered down after losing control and being rousted out everywhere else. No corp-police patrols anywhere else, not even in the 150km hexes surrounding the cities.

The workers win and pen up the corp-police fairly quickly.

Taking nominal power is one thing, consolidating it will take far more time, especially if (former) shareholders will try to land Intervention forces.
Which would be a nice reinforcement mechanism for the police player during the 'consolidation' phase. Shareholders within two jumps of Dinom could send small forces off as soon as the news reaches them. The 'reconquest' would more of a planned affair and not just an immediate reaction.

Most of the fighting will take place around points of strategic importance, mines, mining camps and parts of the cities.
Sadly, those are the most vulnerable places on the planet and the income sources the Worker's Council will need to pay their mercs with.

It probably took place during an Intervention attempt by some of the shareholders; with the workers' forces concentrated in another place, a quick commando action would be quite easy to pull off. But aren't you referring to GURPS: Star Mercs, in which the player's merc team was hired by the Worker's Council to retrieve these crystals from a mine through territory controlled by a rival faction?
It's in JTAS #6, 'Crystals from Dinom', the issue that introduced the Broadsword merc crusier. The write-up has it occurring 'several months' after the uprising. The patron wants the crystals for a Navy contract. The city is Medianne, home to the corporate HQ which the workers have taken over. No options for help from 'resistance' (i.e. still operating corp-police) forces. The workers have even managed to get 20 fighter strong 'Orbital Protection Force' in operation.

GT:SM could have recycled it.

JTAS #14 has an armored car and light APC you might like.

Yes, definitely a lot of improvisation, like pressing ATVs and mining lasers into service (do you have any rules regarding these mining lasers? or for welding armor sheets to previously lightly armored vehicles?), armoring and arming monorail trains, and so on.
Hmm, DA2 has rules for using the mining laser as a weapon. Can they be adpated to 'Striker'?

As for armor, wing it. Apply a fudge factor to ever thickness of improvised armor attached.

Subsequently the workers will both buy some surplus weapons from various arms dealers, and start producing light, cheap armored cars and so on - they can't build much, but they have alot of industrial equipment and they will be expecting invasion.
Well, they've been able to get a 20 fighter OPF operational in 'several months'. They're either inherited the fighters or they're buying/making them.

The JTAS #6 Amber Zone says the mills are 'effectively' shut down which can mean anything. Perhaps the workers do have a revenue stream, they just aren't selling to the corp's old customers?

Whatever the answer, the 'Reconquest' better get beefed up some.

Oh, and remember that some of the hardcore revolutionaries will have very high morale despite being militia-grade soldiers (and having low initiative); they are devoted to the revolution, have very little to lose and have nowhere to run.
Fanatics. Ugh. A small core of fanatics throwing themselves on barbwire and searching for landmines by marching across suspect ground along with a mass of folks who just wish it was all over. High, but brittle, morale. Kill off the true believers and the rest will fall in line... You hope!


Have fun,
Bill
 
Omer Golan,

One more thing. A quote from the Task Force wargame Cerebus concerning planetary invasions; If you control everything on a planet worth controlling, you control the planet.

Look at the Dinom map. Is the 'Reconquest' force going to slug it out with the Workersalong the plains, in the foothills, down in the crevasses, and up in the mountains?

Hell no.

Three cities, three mining areas, one starport, and a monorail. That's it. Control them and the miners can be left to suffocate out in plains, foothills, crevasses, and mountains.

I'd expect the monorail to get smashed from orbit. The Reconquest force is going to plan on at least a small window of orbital superiority. How else will they land? With the monorail in ruins, the Reconquest force can move their troops around faster by via g-carrier than the Workers can be ATV.

A coup de main against one city. Then, from your new base, overland strikes against the others perhaps coupled with orbital drops?

The workers seem screwed. No bush to melt into on a vacuum world.


Have fun,
Bill
 
Originally posted by Bill Cameron:
It's in JTAS #6
Fanatics. Ugh. A small core of fanatics throwing themselves on barbwire and searching for landmines by marching across suspect ground along with a mass of folks who just wish it was all over. High, but brittle, morale. Kill off the true believers and the rest will fall in line... You hope!
Not THAT kind of fanatics (they are revolutionary workers, not religious extremists) but still, very high morale. They have very little to lose; mercenaries have ALOT to lose.
 
Originally posted by alanb:
There actually was a map of one of the city domes in JTAS#??, IIRC. Unfortunately, it was simply too small to contain the population it would have had to have had. Either it extended underground (possible) or it was merely one of a number of domes.
Alan,

JTAS #6 and, you're right, it's way too small.

DA2 puts the planetary population at 230K and says it is 'concentrated' in the three cities. So, what do you figure? 65K to 70K each with 20K to 35K scattered about prospecting, at the mining sites, and doing whatever?

The city diagram looks like a lopside trifoil; proper sized 'legs' at 5 and 7 o'clock with a smaller off kilter leg at 2 o'clock. The diagram has a scale on it with NO UNIT LABELS so each square on the map is 30 'somethings' across. Meters? Fathoms? Oolongs?

If so, Medianne is 360 meters at its widest east to west and 300 meters at its widest north to south. I count *very roughly* 70 of the what may be thirty meter boxes total inside the city walls for 65K to 70K people.

You're right. Either there are other domes nearby or there are lots of tunnels . Looks like the Reconquest force is going need some tunnel rats.


Have fun,
Bill
 
Originally posted by Bill Cameron:
Omer Golan,
Look at the Dinom map. Is the 'Reconquest' force going to slug it out with the Workers along the plains, in the foothills, down in the crevasses, and up in the mountains?

Hell no.

Three cities, three mining areas, one starport, and a monorail. That's it. Control them and the miners can be left to suffocate out in plains, foothills, crevasses, and mountains.

I'd expect the monorail to get smashed from orbit. The Reconquest force is going to plan on at least a small window of orbital superiority. How else will they land? With the monorail in ruins, the Reconquest force can move their troops around faster by via g-carrier than the Workers can be ATV.

A coup de main against one city. Then, from your new base, overland strikes against the others perhaps coupled with orbital drops?

The workers seem screwed. No bush to melt into on a vacuum world.
There are several issues to consider here. First, the workers would probably sell the ore/crystals to various buyers at the starport, which will eventually include most interested corporations; the ones trying to re-conquer will be the former shareholders, a fact that will limit the invasion to (relatively) small mercenary outfits. Second, the workers have 20 fighters at their disposal, possibly with nuke warheads for anti-ship work; they'll probably also buy anti-vehicle TAC missiles and grav vehicles from off-world concerns or manufacture them locally. Third, the best defense is not nescerily brute force: giving favorable prices to a client (while splitting the profits between the worker population) will probably make the client quite unhappy if the old shareholders come back and demand a higher price. Besides that, inciting revolt among the workers in other companies owned by the same shareholders will also be a good way to defend Dinom, but these methods belong more to CT and less to Striker.
 
Originally posted by Bill Cameron:
You're right. Either there are other domes nearby or there are lots of tunnels . Looks like the Reconquest force is going need some tunnel rats.
The tunnels, small shelters and mines are sort of a "brush" for the revolutionaries to retreat to; the alternative for the invader would be to nuke everything, which will mean a COSTLY reconstruction, and not all rebel forces will be destroyed by nuking.

All in all, a VERY interesting Striker scenario.
 
Originally posted by Employee 2-4601:
First, the workers would probably sell the ore/crystals to various buyers at the starport, which will eventually include most interested corporations; the ones trying to re-conquer will be the former shareholders, a fact that will limit the invasion to (relatively) small mercenary outfits.
Omer Golan,

Exactly. It will help the workers in another way too. Their new customers, the ones getting the new lower prices, may see it in their interest to 'help' the workers hire some mercs of their own. More mercs than the workers normally could hire.

However, that;s a game two can play at. If the Shareholders can identify the workers' new friends, the Shareholders can pitch them a better price if the new customers simply hold back a bit. Suddenly, invoices aren't paid as quickly and the mercs get hired elsewhere.

As you say, all this belongs to CT and not 'Striker'.

... possibly with nuke warheads for anti-ship work; they'll probably also buy anti-vehicle TAC missiles and grav vehicles from off-world concerns or manufacture them locally.
Again, exactly. The workers got those fighters somehow, so they'll be able to get TAC missiles and grav vehicles somehow; i.e. buy, build, inherit, etc.

The fact that the various political and commerce based 'CT issues' exist work in your favor. First, they provide a reason to limit the Reconquest force OOB somewhat and, second, the provide a reason that allows you to beef up the Workers OOB for a more balanced game.


Have fun,
Bill
 
Striker Rule Considerations
1) Horizon Distance: 179cm. This is the maximum range for direct fire and for spotting.

2) Gravity Effects:
2A) The movement rate of all ground vehicles and personnel is doubled.
2B) Substract 0.2 (instead of 1) from Grav vehicle's total Gs output to determine manouver Gs.
2C) All slopes are considered one level lower than normal (i.e. steep becomes moderate etc).
2D) All projectile weapons with fire control equipment increase their ranges by 5 (up to the fire control limits).
2E) Troops without battledress may carry up to 50kg without being encumbered (?)

3) Vaccum Effects:
3A) All combat personnel outside pressurised locations must wear vacc suits and carry enough oxygen; personnel riding pressurised vehicles should wear vacc suits as well for use in the case of pressure loss.
3B) No ACVs, aircraft or air-breathing vehicles may be used in Dinom outside of the pressurised locations (domes and so on).
3D) For the purpose of determining the penetration of energy weapons, multiply their ranges by 1,000.
4D) All personnel wounds are considered to be one level more severe than what they are.

5) Domes: The pressure domes of the large cities have an Armor Value of 35; smaller permanent shelters should have an Armor Value of 20; temporary and.or prefab shelters should have an Armor Value of 5 to 15. A successful hit to such structure causes pressure loss inside it.
 
Omer Golan,

Odd. Planetary data says Rhylan is the capital but the JTAS #6 Amber Zone says the 'revolutionary workers' in Medianne have occupied the 'corporate headquarters' and made it their own headquarters.

Most likely another gaffe on my part. The corporate HQ isn't the corporate planetary HQ but the corporate Medianne/regional HQ instead.

Sorry for the error.


Have fun,
Bill
 
A few notes on equipment: While Dinom can probably produce its own equipment, its industrial base is rather limited; consequently, alot of equipment, especially vehicles, is produced on other worlds. For example, the DA2 ATV is produced by the Horronon corporation on Trin/Trin's Veil. For the ease of design, lets assume that most ("virtually all") imported vehicles on Dinom (before the revolution) are made by Horrono; the local ones were made by Dinom corp but after the revolution they are being made by the Comitee for Defense.

Some Horrono vehicle ideas:
- TL10 Tracked ATV (as in DA2)
- TL10 G-Carrier (will be an IMTU design; I'll just change the brand name and manufacturer's name to fit with the OTU)
- TL10 Enclosed, pressurised Air/Raft
- TL10 Grav Weapon Platform (think small paramilitary helicopter with a few TACs and a laser or two)
- TL10 Tracked Armored Car (pressurised)
- TL10 Wheeled Light Armored Car (unpressurised in-dome police vehicle)
- TL10 Riot Police Truck (in-dome mostly, but pressurised for protection against tear gas.smoke)
- Monorail engine/cars (?)
- TL10 Bulldozer
- TL10 crane

Local vehicle ideas (pre-revolution):
- TL10 Tracked Truck (big mining transport type, pressurised cab)
- TL10 Ground Car (in-dome, unpressurised)
- TL10 Buggy (unpressurised)
- TL10 Tractor (light bulldozer)

Additional Post-Revolution Vehicle ideas
- TL10 converted ATV (armor, an LMG and maybe a TAC or two added)
- TL10 converted truck (probably to carry cheap, locally-produced MRLs)
- TL10 armored bulldozer
- Armored Monorail Train Modification
- TL10 "improvised" Light Tank (tracked, fusion reactor, HMG and a heavy mining laser)

All ground vehicles except for the ATV will use Fuel Cell powerplants (grafted from MT) with fuel amounts multiplied by 9 to account for oxygen reserves; all grav vehicles, as well as the ATV, will use Fusion powerplants.
 
This would be an extremely interesting small, low-budget campaign. Any counter-revolution would have to happen in a short time frame; certainly less than six months. Any longer would let the workers negotiate contracts offworld that'd bring in enough cash to mount an effective defense. Also, the shareholders that stood to lose the most wouldn't be in a position to hire a large enough force (DA2 mentions that the shares held by the VIP aren't worth more than that 1 Cr each by the time the PCs can get offworld to sell them).

The share devaluations also mean that the interested stockholders probably can't afford to big a force to begin with. My suspicions are this would probably be a battalion-sized merc ticket.
 
Originally posted by Employee 2-4601:
</font><blockquote>quote:</font><hr />[qb]'Historically' the workers win rather quickly, so I wouldn't think the corporate rent-a-cops had much in the way of equipment or training.
Depends on how you define "win". They've ousted the government and probably taken control of several strategic locations in the cities, but both rioters (workers and/or worker's factions not under the direct control of the Worker's Council) and Police Troops still exist; Taking nominal power is one thing, consolidating it will take far more time, especially if (former) shareholders will try to land Intervention forces.</font>[/QUOTE]Some portion of the police troops will likely be targeted for revenge/retribution by the workers after the revolution. They'll likely become counter-revolutionaries and either take to the hills or go deep underground. While they'd probably be willing to fight, I'm not sure they'd be able to field a force sizeable enough to matter. Aid/support to commando strikes is a different story, though.

Some other portion will declare for the revolutionaries and probably become a cadre for the Dinom Workers Self-Defense Force. The rest will turn over the weapons and attempt to slink into the background and out of the middle of things as quietly as possible.

Most of the fighting will take place around points of strategic importance, mines, mining camps and parts of the cities.
As already pointed out, control the important areas and you control the planet. For the shareholders that'd be the starport and the mines. The cities would be far down on that list, and both sides would likely go to great lengths to keep fighting away from the domes. Not only would a blown dome be an economic disaster, it'd likely bring in Imperial scrutiny unwanted by either side.

(Of course, the idea of zealots from a losing side deciding to blow a dome as a scorched earth policy, leading to joint action by both sides would be a great RPG scenario. If one's so inclined...)
 
A few notes on personal weapons and equipment:

1) Vacc suits should be the most common form of armor on Dinom; the 10% of the population who live outside of the big citis will probably each have her/his personal suit, and many workers in the cities will have theirs as well (especially those who work in construction or heavy industry). All Corporate military and some of the police forces will have vacc suits. Forces inside cities will wear Cloth armor, though most workers who won't have a vacc suit will wear Jack at most inside the cities, atleast until more armor is bought/produced. Combat Armor should be rare, as it is highly expensive and has to be imported, not to mention Battledress.

2) According to DA2, normal police forces inside the cities lack armor and are armed with semi-automatic rifles or with carbines (as in LBB1); extra-dome units use laser carbines. These are the rank-and-file police, probably not very well paid and somewhat likely to defect to the side of the revolution. They should also have autopistol or revolver sidearms. They should be treated as Militia, or, at best, as Conscript forces, and ride unpressurised ground cars inside the cities.

3) Riot Police, far fewer in number, will probably use shotguns, autopistols/revolvers and batons ("clubs") and wear Mesh armor. They should be treated as Conscripts.

4) SWAT, the few high-quality police forces (one platoon-sized unit per city?), will use SMGs or Assault Rifles and will wear Cloth or Vacc Suits. They should be treated as a Professional force.

5) Most corporate military forces will be armed with ACRs or laser rifles and will wear vacc suits as their personal armor. They should be treated as a Professional force.

6) Military vehicle crews will be armed with SMGs or autopistols and will wear vacc suits. They should be treated as a Professional force.

7) Elite military forces (I think a platoon worldwide) will wear Combat armor and be equipped with Gauss Rifles.
 
As for the twenty fighters mentioned, there's definitely something odd going on there. The cheapest fighter I could find a price for is in TA #7 for a TL12 light fighter that's 25MCr. 20 of those amount to something like a fourth of the GNP given above. There's no way those are home-grown. My suspicion is either someone was transporting two squadrons (say to one of the border worlds) and had their ship in port at the wrong time and the squadrons got nationalized, or most of the "fighters" are basically G-carriers or ship's boats with a few ship-to-ship missiles bolted on.
 
Originally posted by MW Turnage:
As for the twenty fighters mentioned, there's definitely something odd going on there. The cheapest fighter I could find a price for is in TA #7 for a TL12 light fighter that's 25MCr.
MW,

This is CT, not T20. Different rules and all.

The fighters are 10dTon, TL10, close structures, with a bridge installed. They're capable of 4 gees, have agility 4, and computer 1. Weapons consist of a single sandcaster and a single missile rack. They cost MCr 8.65.

Given the TL, which is the same as Dinom, and the fact that they're not a good as a 10dTon, TL10 fighter can be, I'd hazard a guess that they're locally built.

Whether the corporation built them for customs work and the workers inherited them or whether the workers built them after the revolution is anyone's guess.


Have fun,
Bill
 
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