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Amni Yang - Marine Captain

[Bought a copy of the Traveller Pocket Rulebook. Using just the PRB and the Mecenary SRD (in the Developers Pack) I tried out the system. What follows is an experimentation with CharGen, Mercenary Tickets, and World Generation.]

Amni Yang
Born Y1069 (3I)
UPP 6B8863

Homeworld: Poor; Low Tech (Skills Animals 0, Survival 0)
Basic Education in Medical Skills (Medic 0)

Amni hails from a poor colony planet at the rim of the Third Imperium. He had a tough childhood in a poor household that resulted in a mediocre education. He enlists in the Marines to escape his roots.

Term 1
Enlist: 6+ (Pass)
Basic Training (Skills Athletics-Coord 0, Battle Dress 0, Tactics-Military 0, Heavy Weapons-Man Portable Artillery 0, Gun-Slug Pistol 0, Stealth 0)
Sent to Star Marines (Skill Zero-G 0)
Participates in Battle of Space Fort Jefferson but is slightly injured (-1 Dex)
Rewarding his for this initiative displayed during the battle, he is both commissioned and advanced in rank (Officer Rank 1). (Skill Leadership 1, Gun-Slug Pistol 1)

Term 2
Stays with Star Marines
Focuses on Personal Development (Skill Melee-Unarmed 0)
Participates in several battles at the Front Lines of the frontier
Advanced to Officer Rank 2 (Skill Tactics-Military 1)

Term 3
Realizing his medical experience, Captain Yang is given command of a Combat Medical Detachment (Support Branch)
Focuses on Specialist Skills (Skill Gun-Slug Rifle 0)
Participates in the Assault on Mixco Station and again is slightly injured (-1 Dex)
Not advanced (doesn't realize his Commanding Officer, Colonel Tersen, resents the poor boy from a backwards planet being assigned as one of his officers!)

Term 4
Continues in Support Branch leading his Combat Medical Detachment.
Improves his medical training (Skill Medic 1)
During this term, while involved in a planetary assault, his unit is cut off and left behind on direct orders of Col Tersen (Failed Survival Roll; Life Event – Betrayal). Captain Yang is lightly injured (-1 Dex) and taken prisoner and tortured (Missing Eye). Eventually repatriated, he is mustered out of the service after being given a cyber eye implant and earning 52,000Cr, a set of Combat Armor, and a Gauss Pistol.

End of Service
UPP 688863; Age: 34; Cr: 52,0000; Possessions: Combat Armor, Gauss Pistol

Post Service – Mercenary
Returns to his home worlds overlord planet. Planet is in the midst of a religious reformation with fighting on both sides. Joins a large, relatively new mercenary unit (Knights of Lockehaven – Expansive Introductory Unit at TL9, six Regiments in strength and experience Trained with few Regulars). Amni is hired to be a Company Commander (Company C, St Stephons Lancer Regiment). (Average Infantry Kit for the Knights is Accelerator Rifle/Snub Pistol; HEVC-9; Rocket Launcher-9)

Mercenary Ticket 1
Captain Yang's unit is assigned a short commando mission as a breaking-in assignment (8 days, Too Easy Risk). The mission is to raid a commercial trader and “divert” weapons that are being smuggled to opposition groups. The mission is a success, the weapons are diverted, and Captain Yang succeeds in attracting six new recruits to his regiment. He also earned the respect of his employers (+4 Ticket Adjustments). However, the recruitment bonus is heftier than the pay for the mission, which after all expenses comes out to only 400Cr. Amni Yang starts wondering if joining up with this group of religious fanatics is really what he should do....

Mercenary Ticket 2
Captain Yang pushes his commander for a more challenging mission...and gets it. His Company is assigned an Escort Mission to take a Trade Representative on a six-week trip to buy more weapons for the campaign. Though the mission is Low Profile, Yang's previous “excursion” has raised his visibility and the opposition is determined to make the trade mission fail (Three Ticket Adjustments used). The mission is compromised from the beginning and Captain Yang suffers a horrendous scar on his face that melts his cyber eye and forces Amni to wear a eye patch from now on (Arduous Mission; Scarred with -2 Dex; UPP 668863). The compensation package this time is much better as Amni earns 3,420Cr as well as two weeks R&R on a pleasure planet! He uses the time and 5,000Cr of his own money to restore some of his lost Dexterity (UPP 678863; Cr: 54,440).

Mercenary Ticket 3 – Going Home
Amni's next mission is bittersweet. When he left home 17 years ago, Hagen was a poor, low-technology world that looked like it was going nowhere. In the last two decades, the planet has dragged itself up to an average of TL8, but the progress has been costly. Hagen now sits astride a major Jump-2 route that the Church of Nonac, the patron of the Knights of Lockehaven, wants to secure for use in spreading the “word.” Amni is going home to ensure the Church of Nonac has control of Hagen.

Hagen
Size: 5 (8,000km diameter, .45g)
Atmosphere: 3 (Very Thin; Respirators required; Cold Temperature)
Hydrographics: 5 (~50% water covered; due to cold climate most coastal areas are actually ice sheets or floes)
Population: 5 (~900,000 persons)
Government: 7 (Balkanized; 7 factions)
Aurora Republic; Representative Democracy, enjoys Overwhelming support of the populace with around 225,000 persons. Average TL10. Armed Forces: 11,000
New Republic; Main Opposition group to Aurora Republic, has significant support. Followers number around 180,000 persons. Average TL9. Armed Forces: 18,000.
Lain Colony; small colony with only Fringe support; population of ~45,000 persons. Neutral in Aurora Conflict. Average TL7. Security Forces: 1,125.
Youk Empire; Charismatic Dictatorship led by General Youk. Has notable support with a population of ~135,000 persons. Officially neutral, but covertly (and not-so-covertly) supports the New Republic. Average TL7. Armed Forces: 16,875.
Brall Administration; Civil Service Bureaucracy with significant support and a population of ~180,000 persons. Neutral in Conflict. Average TL8. Armed Forces: 6,750.
Areck Administration;Another Civil Service Bureaucracy with minor support and a population of ~90,000 persons. Neutral in Conflict. Average TL8. Armed Forces: 3,375.
Gangs of the Neutral Zone; Previous battle campaigns have devastated large tracts of land between the Aurora and New Republics. In this area gangs have risen to take control. There is no allegiance here; every being is looking out for themselves. There are an estimated 45,000 persons living in the Neutral Zone. Though gangs dominate, several towns have succeeded in fortifying themselves and eek out an existence. Average TL6. There are an estimated 3,000 gang members in the Neutral Zone. (nvb: Amni's hometown is in the Neutral Zone).
The many years of war and the breakdown of relations amongst the countries of Hagen have led to the Unusual Custom – Wariness of Travelers on the planet.
Law Level: 3 (Heavy Weapons Illegal to carry)
Starport: E (There are actually six starports, one each in Aurora, New Republic, Lain, Youk and both Administration Zones.)
Average TL: 8
TAS Travel Rating: AMBER
Trade Rating: Poor

Combatants
Aurora Republic; 11,000 troops; TL10; Veteran.
New Republic; 18,000 troops; TL9; Veteran.

Neutrals
Brall and Areck Administrations; 10,125 troops (6,750 and 3,375 respectively); TL8; Regular.
Lain Colony; Security Force of 1,125 troops; TL7; Elite.
Youk Empire; 16,875 troops; TL7; Trained.

Battle “Kit” (Read Infantry Weapon/Sidearms; Armor; Heavy Weapon)
Aurora Republic: Laser Rifle/Laser Pistol; HEVC-9; Rocket Launcher-9
New Republic: Accelerator Rifle/Snub Pistol; HEVC-8; Rocket Launcher-8

Lain Colony: Assault Rifle/Auto Pistol; Flak Jacket; Rocket Launcher-7

Brall/Areck Administrations: Assault Rifle/Snub Pistol; HEVC-8; Rocket Launcher-8

Youk Empire: Assault Rifle/Auto Pistol; Flak Jacket; Rocket Launcher-7

Gangs of the Neutral Zone: Varies; mostly captured items. Some indigenously produced/acquired Auto Rifles/Auto Pistols. Armor tends to equal Mesh. No heavy weapons (though few towns may have grenade launchers). Quality ranges from Raw to Trained (some larger towns may even be considered Regular).

Campaign Plan
The Church of Nonac has chosen to support the Aurora Republic in subduing the New Republic once and for all. The Aurora Republic, with a superior TL equipped force, is confident that they can defeat the New Republic, if the Youk Empire is prevented from intervening. All six regiments of the Knights of Lockehaven are being dropped in the Neutral Zone astride the main avenues of approach Youk forces will have to use if they come to the aid of the New Republic. The mission of the Knights of Lockehaven is to prevent Youk reinforcement of the New Republic. Although the Knights expect to be outnumbered nearly 3:1, they plan on using the quality their superior technology (TL9) to offset the quantity of the Youk forces.

The Ticket
This is a DREAM MISSION. It is a LONG (3 months), HIGH PROFILE FIELD EXERCISE (Offensive Target – Group). The Bonding Authority rates the mission as DIFFICULT. Given the need for speed, there was no Pre-Ticket support provided. Knowing that three months may not be enough time for an Auroran victory, there is an option of Repeated Ticketing. Amni stands to gain 10,000Cr...if he survives! With that thought in mind, Amni pays particular attention to the 50% Repatriation Bond and uses his last Ticket Adjustment to get an Average Escape Clause.

[This ends my campaign for the weekend. Next time I will explore the Mass Battle system.]
 
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