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Armed Forces of the Gateway

Originally posted by Antares Administration:
</font><blockquote>quote:</font><hr />Originally posted by eclipse:

One view of the Imperial Army is that it's actually made of units of Planetary Armies that get "Imperialized".

So they have to use certain standards, rank, organization, equipment, but still would have distinctive characteristics.

Sorta like NATO.
That was my understanding as well, which is why I never listed "The Imperial Army" as a single volume. There are some Imperial UNITS, recruited centrally, but no homogenous formations. You have different homeworlds with different TLs and species. Accordingly, you have different doctrines, customs and traditions, appropriate for the size of forces deployed by the homeworld.
</font>[/QUOTE]On that note, I'd say that is truer for newer Imperial member worlds and frontier-region member worlds, but the core worlds and long-established ones would have militaries so used to training and working with the Imperial ones that they are almost 100% to the Imperial military standard.

Shane
 
Originally posted by Shane Mclean:

On that note, I'd say that is truer for newer Imperial member worlds and frontier-region member worlds, but the core worlds and long-established ones would have militaries so used to training and working with the Imperial ones that they are almost 100% to the Imperial military standard.

Shane
I agree. Even those units would have some interesting history and characterst that would be fun to expand on.

You can also have fun with different types of units.

A heavy Cav unit, with lots of grav APCs and grav tanks.

An Engineering unit.

A medical unit.

A PsyOps unit.
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A USO type entertainment unit. :eek: :rolleyes:

They don't have to be Imperial units either.

I pulled the name 4th Kentari Jaegers off the top of my head. Since then I decided that they are a Solomani light infantry unit that saw action in the Rim War.
 
Originally posted by Garf:
Western Doctorine for attacking an enemy, for example is a 3:1 numerical advantage. It's a testament to the value of Air power that Desert Storm had barely a 1:1 advantage in actual ground troops.
Don't read too much into the Air Force's Public Relations. There is a famous quote from a battalion commander of the Republican Guard,
"I went into Kuwait with 31 tanks. After three weeks of air attack I had 28. Ten minutes after meeting the M1 tank, I had none."

Still, I expect the Marines are the "kick in the door troops." They would depend on fire support from low orbit and would use battledress and landing boats.

The Imperial Army would have a more robust supply system and will depend on meson sleds and grav tanks. I think the Army will get more peacekeeping jobs, but I don't think the Imperial idea of "peacekeeping" calls for less-than-lethal weapons. Combat armor certainly as I expect it calls for less maintenance and support than battledress.
 
Originally posted by Antares Administration:
</font><blockquote>quote:</font><hr />Originally posted by T. Foster:
Anyway, to get back on track: by keeping the focus small-scale and local, you are providing info for those who want it without constraining (even if just theoretically) the visions of those who don't, and that is (IMO) the best of both worlds. Put yet another way: Planetary Surveys yes, Behind the Claw no.
This is exactly the way that I want to approach the topic. When we were talking about traditions in the "Marine Traditions" thread, my original concept was a six or eight pager, intended for those who don't need the authorative source, but want to get the essentials right. At that point, I was thinking elite units: mercenary, planetary or Imperial (very much like the Huscarles article in JTAS #9 - probably still the best regimental writeup ever for Traveller).

I guess my point of view is that when it comes to the Imperial Forces, we don't need more canon, but we do need "enough" adequate background info in one source, so that it's useful to someone who doesn't own all of the source material.

To start with, though, it would be less "controversial" ;) to document something less known.
</font>[/QUOTE]--------------------------------------------------
I agree, keep the articles small, and in ccanonesque text. The local/"colonial" forces are also a resource for PCs to draw background history from, not just opponents, or offstage NPCs.
 
Originally posted by Antares Administration:
</font><blockquote>quote:</font><hr />Originally posted by T. Foster:
Anyway, to get back on track: by keeping the focus small-scale and local, you are providing info for those who want it without constraining (even if just theoretically) the visions of those who don't, and that is (IMO) the best of both worlds. Put yet another way: Planetary Surveys yes, Behind the Claw no.
This is exactly the way that I want to approach the topic. When we were talking about traditions in the "Marine Traditions" thread, my original concept was a six or eight pager, intended for those who don't need the authorative source, but want to get the essentials right. At that point, I was thinking elite units: mercenary, planetary or Imperial (very much like the Huscarles article in JTAS #9 - probably still the best regimental writeup ever for Traveller).

I guess my point of view is that when it comes to the Imperial Forces, we don't need more canon, but we do need "enough" adequate background info in one source, so that it's useful to someone who doesn't own all of the source material.

To start with, though, it would be less "controversial" ;) to document something less known.
</font>[/QUOTE]--------------------------------------------------
I agree, keep the articles small, and in ccanonesque text. The local/"colonial" forces are also a resource for PCs to draw background history from, not just opponents, or offstage NPCs.
 
Originally posted by Antares Administration:
</font><blockquote>quote:</font><hr />Originally posted by T. Foster:
Anyway, to get back on track: by keeping the focus small-scale and local, you are providing info for those who want it without constraining (even if just theoretically) the visions of those who don't, and that is (IMO) the best of both worlds. Put yet another way: Planetary Surveys yes, Behind the Claw no.
This is exactly the way that I want to approach the topic. When we were talking about traditions in the "Marine Traditions" thread, my original concept was a six or eight pager, intended for those who don't need the authorative source, but want to get the essentials right. At that point, I was thinking elite units: mercenary, planetary or Imperial (very much like the Huscarles article in JTAS #9 - probably still the best regimental writeup ever for Traveller).

I guess my point of view is that when it comes to the Imperial Forces, we don't need more canon, but we do need "enough" adequate background info in one source, so that it's useful to someone who doesn't own all of the source material.

To start with, though, it would be less "controversial" ;) to document something less known.
</font>[/QUOTE]--------------------------------------------------
I agree, keep the articles small, and in ccanonesque text. The local/"colonial" forces are also a resource for PCs to draw background history from, not just opponents, or offstage NPCs.
Agreed, the differing techs/ worlds give the "NATO" analogy with same ammo types a lot of credence too. But unifoms, unit badges will vary.
Some of their kit will vary as well.
A lot has been done already on Imperial Frontline units. The smaller unit universe needs a hand, if only in fitting into the context of the small-ship adventure universe.
Sizes of units wil vary from the Brigade to a handful of specialists, like platoon or squad size. (especially if you figure in the mercenary outfits, and their mission parameters).
The farming out of units to differing worlds to make up one larger unit is a current day concept used in the US ARNG: ie, three brigades (Oregon, Oklahoma, Arkansas, now make up the "body" of the 7th Inf division (Lt). These in turn are scattered across their states into company or half-company sized armories.).
One can take this model and extrapolate it to the Trav frontier universe.

heretically yours,
 
Being a bit of a military fiend in Traveller terms, I think this is a great idea. A large proportion of the games I played have been miltarily orientated.

For military type games, in order to give them some extra detail and diversity I have collected a whole host of publications within and without Traveller e.g. Phoenix Command Combat System, Living Steel (for ideas about power armour/battle-dress).

However, if I had to single out one publication it would have to be Striker II with it's detailed organisation charts (e.g. the Imperial Guard Cavalry Regiment 'The Emperor's Hammer') and listing of all the Imperial Guard regiments.

If you can flesh this out and bring together all the other material without upsetting canon then I think that would be great (although a significant undertaking).

I can see why you would want to give the local, small scale units a 'leg up' in adventure game terms but the large Imperial units are part of Traveller lore and deserve this kind of treatment - a definitive work of 'future history', if you like.

It would be rude not to.
 
Just to get the discussion rolling, here are some of my thoughts on some of these issues from the stuff I've written up for MTU.

The Imperial Army has one mission: to conduct terrestrial military operations to protect the Imperium against all enemies, foreign and domestic for protracted periods if necessary. In practice this is actually two missions: First, to assist local Armies in defense of Imperial Territory from all foreign enemies, and second to put down rebellion within the Imperium. For, though the Imperial Marines can remove a rebellious government, they do not have the manpower to subdue a rebellious population.
As a general rule, the Imperial Army will maintain a regular force capable of defeating the single largest planetary army in a subsector to ensure that it can put down any local rebellion successfully. Imperial Army units will always be at least one and preferably at least two Tech Levels above the best local army in the border regions.
The main tactical organization for the IA is the Combined Arms Brigade. Each brigade is capable of independent action, or can be combined with other brigades to from larger formations. Divisions are common, but Corps are not, and Field Armies are rare. Training units are Branch “pure” Regiments.
In determining the size of a local Imperial Army garrison, the Army will determine the size of the largest local army and then determine the proper combination of tech level and force size needed to defeat it with Imperial “Space Superiority”. This will normally be a one to one troop ratio reduced by one organizational level for each tech level advantage. For example, Jewell has a local army consisting of a TL12 Grav Cavalry Corps. The Imperial garrison would be one TL 13 Division, or one TL 14 Brigade of the same troop type.

Just food for thought,

Rob
 
Some more stuff.

Household Troops

Nobles are allowed to raise household troops. These forces are usually small and intended for the security of the Noble, their family, and valuable household property. In the case of high ranking nobles, these forces may be very large and significant. Most Dukes have a force large enough to deal with minor rebellions within their sub-sector (much better to deal with it quietly without having to bother the imperial admirals and marshals). Household troop will normally be veterans of other services as few nobles have the wealth to establish a permanent training base of their own.

Local Armies

The Imperial Army gives wide latitude to local governments in organizing and equipping their forces provided they meet the force minimums set by the Imperial Ministry of War. The general pattern that emerges is one of large standing forces closer to the borders diminishing to cadres and reserves in the core of the Imperium. Organization, uniforms, and doctrine of local armies are heavily influenced by local cultures and terrain.

Mercenaries

Since Imperial Army intervention usually results in the replacement of local security officials and military officers with Imperial personnel, local governments are reluctant to call on the Imperial Army until the survival of the regime itself is threatened. To fill the gap between the need for outside military forces and the imperative for Imperial Army intervention a large number of Mercenary organizations have developed. The Imperium accepts and licenses these organizations, provided they to not operate against Imperial forces and abide by the Imperial Rules of War.

Rob
 
hey - how come everyone forgets about the COOKS and FOOD SERVICES....What??....no Chow Lines....What kinda chicken SH** outfit is this???
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get it....toast....toast.....heheheheh :D :D
 
I started putting the 4th Kentari Jaegers down on paper. I'm writting them up as a Soli unit in the Rim War. Their history goes back to the Interstellar Wars between the Terran Confederation and the Vilani Empire.
 
Lookin' good! For anyone thinking of posting new work in this genre, could I suggest that we try and standardize the layout? That way, users will always know where to look for the info that they want.

The outline I suggested earlier was:

a. Introduction
b. History of the Service/Force/Unit
c. BASIC Equipment
d. TO&Es (Organization)
e. Intro Doctrine/Tactical Manual?
e. Campaign/Mission/Ticket Suggestions (not like "Linkworlds Cluster", but rather some basic guidelines and plot suggestions for GMs)
e. Famous/infamous characters (possible NPCs)
f. General service NPCs

So to date, I'm aware of two units that are being put together:

1. Star Legion - Julian Protectorate (Falkayn)
2. 4th Kentari Jaegers - [affiliation?] (eclipse)

I'm starting on one as well, for a mock-up.

Any others?

Paul Nemeth
AA
 
Not at the moment.

I busy getting my W40k army list ready for a nearby Tournament.

(mental popup) WARCON in 12 DAYS!!! (close popup)

maybe I'll try translating my Imperial Guard Regiment into something legible for Traveller.

The original is based on a couple of inside jokes, my paint scheme and some scattered knowledge about Col. Chamberlain and the 20th Maine Reg. in the US Civil War.
 
Originally posted by Antares Administration:
Lookin' good! For anyone thinking of posting new work in this genre, could I suggest that we try and standardize the layout? That way, users will always know where to look for the info that they want.

The outline I suggested earlier was:

a. Introduction
b. History of the Service/Force/Unit
c. BASIC Equipment
d. TO&Es (Organization)
e. Intro Doctrine/Tactical Manual?
e. Campaign/Mission/Ticket Suggestions (not like "Linkworlds Cluster", but rather some basic guidelines and plot suggestions for GMs)
e. Famous/infamous characters (possible NPCs)
f. General service NPCs

So to date, I'm aware of two units that are being put together:

1. Star Legion - Julian Protectorate (Falkayn)
2. 4th Kentari Jaegers - [affiliation?] (eclipse)
I'm starting on one as well, for a mock-up.
Any others?
Paul Nemeth
AA
The 4th Kentari Jaegers are a Solomani Unit, with a history going back to Interstellar Wars, where the Solomani liberated Humaniti from the Vilani Yolk.
 
Originally posted by trader jim:
hey - how come everyone forgets about the COOKS and FOOD SERVICES....What??....no Chow Lines....
Up to the 19th century most armies divided up into "messes" of 6-10 men who cooked together, usually by thowing their issued food in a stewpot. In the 19th century specialized cooks were found in most companies. Typically each company had a mess sergeant, two cooks and a baker. With the help of a couple of "kitchen police" (privates assigned daily to fetch, peel, cut wood and clean up) this team cooked all the food for the company in the mess hall or in the field kitchen (a complete kitchen on a small trailer).

Ready-to-eat field rations became available in the 20th century, so by WWII the American GI ate canned "C" rations in his foxhole while a German landser sent his mess kit back to be filled at the company kitchen and hoped the cold, greasy sausage, potatoes and stale bread came back by morning.

Today, in the American army cooks tend to cluster at battalion. Meals-Ready-to-Eat are available in foxholes. For enough back to have tents the army has it's meals on pre-packaged trays, like airline food on steroids.

Troops in permanent housing eat in giant cafeterias, where the cooks actually cook.

Aren't you sorry you asked?
 
And the civilian contractors one intake year had just lost their deal with the Corrections dept. We were being fed food not fit for convicts. Yumm...

BTW We'd get some of our rations just back of the line fed to us cafeteria style from 'hayboxes' (olive drab sealable steam trays)

Avoid the powdered eggs.
 
Kinda long, but here you go...
Location/Homeport of call 0135- Harper E647ABC-9 Hi In 215/ (a Non Charismatic Dictatorship)/ Gateway Sector.

Harper’s Hoplites
Mercenary Light Infantry Unit, / Regiment strength (3x 1,500+ personnel Brigades, and one training battalion of 500 personnel). 5,000 personnel total.

A) Unit History:
Harper’s Hoplites were formed in the 990’s during the Solomani Rim war, as a replacement garrison unit by several worlds suddenly bereft of their home Imperial units leaving for the war. Since War’s end, they have done Cadre and Security work in the Gateway and Ley Sectors, notably on the balkanized worlds of Dummar (0433) & Baker (0334), in cadre roles; Security on Caldwell (0332) at their A-class Starport-an ongoing mission for 1st BN; and the ongoing occupation of Renaldo (0233), where an entire brigade is deployed (the 3rd).
The regiment owes its allegiance and taxes to the world government of Harper, though it recruits across Subsector M/Gateway. They can be considered a Niche-Unit, having carved out such lucrative contracts as Starport Security Forces on several worlds within the subsector.

B) Equipment: Basic gear is TL-9: 7mm ACRs, 10mm auto-pistols, ballistic weave body armor, helmets, IR/NVG equipped. Also come equipped with personal communications devices, squad Comm. devices, company, and battalion level comms. Light anti-armor vehicle capable (RAM GLs, disposable AT weapons, grenades). Mortar sections with each company organic (6cm), with 1 Mortar platoon (8.1cm).
Vehicles of the D-Coy.s are 4-6 WD, 4-5 personnel each, and carry either anti-armor ATWGM’s,
4cm Auto GLS (usually HE, HEAP, and Anti-personnel rds) or the Imperial 2cm LAG (belt fed). Light APC’s (6-8WD) are armed with 2Cm autoguns, and 7mm MMG’s.

C) Organization: Organized into three brigades (1st, 2nd 3rd), under an HHC Battalion (Command & Control). Each Brigade consists of 3 battalions of 500 personnel; each battalion consists of five companies each (A, B, C, D, & HHC). Companies A through C are “line units”. D-coy is the Light vehicle Anti-armor/ Recce/ Riot control company; HHC supports companies A-D, and carries a Scout PLT, and an 8.1cm Mortar PLT, as well as a Medical PLT, Command Section, Transport & Support section (which includes Quartermaster & Cooks for entire Battalion).

D) Deployment: Harper’s Hoplites are usually deployed in battalion strength to client worlds at a minimum, usually in Garrison and Cadre “tickets”. Due to over population of Harper, mercenaries are one of this world’s chief exports. Usually found on planets with TL: 4-A, in either security, garrison, or cadre roles. Client arranges transportation to destination, and billeting.

E) Tactical Doctrine:
Harper’s Hoplites Regt. is trained in the Riot control, security and suppression roles, usually against forces or populations with no heavy armored vehicle assets. Those in Starport security Forces generally have Vacc Suit training and 0-Gee Environment training, if employed at an orbital Highport (Caldwell’s & Renaldo’s are two examples). Company level and Platoon level tactics against possible insurgency, patrolling/ controlling of urban areas are the regiment’s forte. Rules of engagement are heavily negotiated on a per-contract basis.

F) Campaign/Mission Tickets/GM plot suggestions:

1) PC’s can be mustered out from Unit, and use available Unit history for Character references, former Starport Security personnel have openings aboard vessels as “Security Specialists”.

2) PC’s can be used in a mission against this unit (say on a balkanized world (Dummar/Baker, i.e.) by another local power wanting to wage war against the Starport owning power that has employed them).

3) PC’s can be part of the unit involved in the occupation of Renaldo versus insurgents, part of hearts and minds ops, or in humanitarian relief in the wake of the recent conflict.

4) Recurrent villains: PC’s might run across them in the customs work at downports, and run afoul of the various downside Security teams at various starports in the Gateway (M) or Ley (P) Sectors. This could lead to long term animosity between members of this unit, and the players.

G) Famous/Infamous NPCs:

Brigadier General Reynaud Abernicht: first CO of the regiment, killed in action on Renaldo by insurgents in an ambush in 998.

RSM Artoer Huunek: first CSM of the Regiment, retired. Serves in the Training battalion. Only man to escape the ambush that killed Col. Abernicht on Renaldo. Three others who survived have since deserted, and are personae non grata with the regiment, suspected of “selling” out. Huunek walked 28km to evade capture, while wounded. Has more wound scars than most men have whiskers.

Brigadier General Vanya Koniev: first female CO the regiment has ever had. Has personally shot her personnel for being asleep on duty, in a training exercise. A former Imperial Marine Colonel.

RSM Vaaledek Ghaniish: current Regimental Sergeant Major. A Vilani born, traditionalist when it comes to infantry tactics, discipline who finds his CO a bit too Unconventional.

SGT Ibrim Holst, Troopers Wilson Deitz, Garri Yuuban: The three deserters, AKA the Three Judas’. Their names have been placed on a basalt plinth on Renaldo, at the base of which are three human head shaped stone bowls, one for each man. They have yet to be filled. The reward from the regiment was their 6Mcr paycheck for that campaign. It has yet to be paid, but draws interest on a planetary bank on Monopoly.

By Liam Devlin.
 
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