Archive

Monthly Archives: February 2015

Imperial Army

Generally IMTU the Imperial arms are the Navy and Marines with the army being a planetary thing.

The doctrine is generally marines attack, army defends but there is a special case when the Imperium are on the offensive where arny units come in directly after ground has been taken by the marines. This is where the Imperial army comes in. The sub-sector capitals maintain a planetary force but also Imperial Army units who are designated as priary backup to the marines. These units are also used in police action and rebellion situations where the marines would be overkill.

The IA is maintained at TL12 for consistency.

The core unit of the IA are regiments and sub-sector capitals will generally maintain divisions of these troops containing four regiments.

#

IA Regiment

Squad: Grav + 2 x squads of 4

Platoon: 4 x Squads, 1 x Platoon HQ

Company: 4 x Platoons, 1 x Company HQ

Battalion: 4 x Companies, 1 x Battalion HQ

Regiment: 4 x Battalions, 1 x Regiment HQ, 1 x Training Battalion

c. 6,250+ men and 400 gravs

nb the training battalion remains at base.

#

A key element of the IA is maintaining an Electronic Intelligence Battle Grid (EIG). Each squad has intelligence gathering sensors and each tier of HQ has an element dedicated to collating the electronic intelligence from each combat element and also gathering more of their own via radar, ladar, drones etc.

nb C&C = Command & Comms, S&R = supply and repair (includes vehicle salvage), IF = Indirect Fire

#

Platoon HQ:

1 x Command Squad (C&C / EIG)

Company HQ:

1 x Command Platoon (1 x C&C Squad, 1 x EIG Squad, 1 x S&R squad, 1 x Medical Team)

1 x IF section (2 weapons)

Battalion HQ:

1 x Command Company (1 x C&C Platoon, 1 x  EIG Platoon, 1 x S&R Platoon, 1 x Medical Squad)

1 x IF Battery (4 weapons)

Regiment HQ:

1 x Command Battalion (1 x C&C Company, 1 x EIG Company, 1 x S&R Company, 1 x Medical Platoon

1 x IF Battalion (16 weapons)

1 x Recon Company

1 x Engineer Company

(Recon = grav belt and stealth suit infiltrator unit, Engineers = battle dress bunker assault unit)

#

Squad Equipment

The gravs

– at TL 10 hover tanks & IFVs

– at TL 11 flying tanks & IFVs

– at TL 12+ more like gunships

A quote from the Traveller forum seems appropriate:

Standard Kit is combat armor, plus a Gauss Rifle and under body RAM GL, one fire team has a PGMP-12 replacement, the other has a Gauss SAW. Two members of each fire team carries a Plasma LAW, the final two carry extra rounds for the Gauss SAW.

Advertisements

World Stats: Star Ports and Trade

I’m treating Star Port class as an indicator of trade value. The actual star port class will generally follow the trade value more or less but in a flexible way.

See the “My 3rd Imperium: Trade Network” post for more details

#

A = extensive trade

B = moderate trade

C = low trade

D = minor trade

E = minimal Trade

nb treat as order of magnitude differences rather than linear

#

with rules like that and a trade network map like this

https://gameystuff.files.wordpress.com/2015/11/spinward_canonports_routes_map.pdf

then you can tell a lot of things about a system at a glance

#

Alpha Systems

Class A star port, high population, high tech – these are the trade hub systems and will generally have a strong 3I presence, lots of fleets, lots of interstellar trade ships plus most of the system planets and moons colonized also so masses of in-system shipping as well.

Hinterland Systems

A and B star ports within c. 6 parsecs of an alpha system signify systems that produce something the alpha system wants in exchange for tech.

Truck Stop Systems

Systems with C, D, E star ports aren’t part of the main trade network but if the system is on a main trade route between more important systems these systems will generally be truck stop systems providing refueling and repair facilities for passing merchant ships. Sometimes the truck stop portion is on the system’s main world but more often there is an orbital B grade space station that acts as a truck stop for the merchant ships, refueling etc. All stops on main trade routes have refined fuel. These truck stop space stations often act as a base for Belters.

Boondock Systems

Systems with C, D, E star ports that aren’t part of a main trade route. Free Trader territory.

#

Glisten Examples

From my trade map

  • alpha system: Glisten
  • hinterland system: Aki
  • truck stop system: Windsor
  • boondock system: Caledonia

#

Special Cases

#

Class A star ports with low population

A class A star port like this might represent the standard book description or one of a variety of B+ star ports.

For example
1) ship repair but no shipyard (population 5-6)
2) only a shipyard (population 4-5) (company town or 3I)
3) B+ facilities and only seasonal production (population 1-3)
4) B star port enhanced by government or military presence (population 6-7)
5) combination of space station and planetary facilities (any)
6) systems with a particularly valuable trade good

#

Star Port C, D, E on a seemingly developed world

The star port only represents the value of interstellar trade and doesn’t mean the system has nothing to sell only that they have nothing to sell which a nearby system needs. So potential explanations:

  • system doesn’t have much in tradeable goods
  • system has regressed – maybe recent conflict of catastrophe
  • isolationist system

A high pop, tech 9+ system like this could potentially have well developed solar system trade and system defenses.

#