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Drop / Jump Troopers source material

Just brainstorming here with everyone for ideas

Due to method of inserting and type of operations – would it make more sense that the majority of Drop/Jump Troops be assigned to Army forces for invasion operations or clandestine Army/Marine operating on planets? I am suspecting that “drop” ships would need special equipment to provide the needed capacity to launch Drop/Jump Troops and required logistics in the support of these operations. In addition, the extra skills needed to provide such a troop would keep troopers in the pipeline longer. Funny, when I think of Marines making a planet assault I think of “drop crafts” like the UD-4L Cheyenne Dropship; however, when I think of fast planet assaults by the Army I think of Drop/Jump Troops. The latter could be due to having family members in airborne units from 1943-1971 fighting in 3 wars, yet I want to keep the idea close as possible to the lineage of Traveller that I can.

Thanks.

JJ

http://en.wikipedia.org/wiki/Marine_Raiders

The raider battalions could also be used as a historical inspiration; also adventure 1 kinunir has a drop troop squad with capsules, etc. .
 
Largely for internal political reasons, and the amount of extra training required was huge. The USMC was running up the beach on a different island in the Pacific every few months, while the Army did theirs all at once.

US (and other allies) army in Europe conducted more than one landing (Sicily, Salerno, Anzio) aside from Normandy, and there were no Marines deployed in the European Theater. I agree reasons were probably political.

The Imperium is a big place, and the Marines are not a big organization all things considered. The implication in various source material is that drop pods are a Marine thing, while drop ships are an Army thing. There will be cross-over, of course, but the emphasis of an Army led planetary landing is generally going to be different than a Marine led landing. The tools follow from there.

Drop ships or grav vehicles, as I outlined above. After all, most Marines are infantry, armor and armored cavalry being more likely to be Army (in all the games told about, the only armored units painted as Marines are the units of the 4518 Lift Infantry Regiment).

Against my own argument, all jump troops (aside fron the 4518) featured in those games are infantry.

Invasion:Earth (which I don't have) should provide some insight into how things were being done a century ago (Which could quite possibly be the same way things are still being done in the Classic Era). Does the countermix have both army and marine units? Which ones are drop troops and which ones aren't? Things like that.

Just listing Imperial jump troops in IE (all are infantry):

Marines: 1 division and 4 regiments (for a total of 30 battalions)

Army: 2 divisions and 6 brigades (for a total of 100 battalions)

Mercs: 1 regiment (5 battalions)
 
US (and other allies) army in Europe conducted more than one landing (Sicily, Salerno, Anzio) aside from Normandy, and there were no Marines deployed in the European Theater. I agree reasons were probably political.

Ah yes, the D-day Dodgers.

Drop ships or grav vehicles, as I outlined above. After all, most Marines are infantry, armor and armored cavalry being more likely to be Army (in all the games told about, the only armored units painted as Marines are the units of the 4518 Lift Infantry Regiment).

Despite the colors used for the counters in FFW, I'd say the 4518th isn't a marine unit and it's debatable if it ever was. It was formed around a cadre of Imperial marines, but that was five centuries ago.

Just listing Imperial jump troops in IE (all are infantry):

Marines: 1 division and 4 regiments (for a total of 30 battalions)

Army: 2 divisions and 6 brigades (for a total of 100 battalions)

Mercs: 1 regiment (5 battalions)
Thank you, that's most interesting. How big a percentage of army, marine, and mercenary units does the jump troops represent?


Hans
 
Errata
Just listing Imperial jump troops in IE (all are infantry):

Marines: 1 division and 5 regiments (for a total of 45 battalions)

Army: 2 divisions and 6 brigades (for a total of 100 battalions)

Mercs: 1 regiment (5 battalions)

Despite the colors used for the counters in FFW, I'd say the 4518th isn't a marine unit and it's debatable if it ever was. It was formed around a cadre of Imperial marines, but that was five centuries ago.

The Huscarles still keep relation with the Imperial Marines, as the articles tell. They still have a Marine cadre (temporary assignments), and their crest still has the Marine Cutlass on it to represent this relation. Also, painting them (as colours) as Marines means that they are jump troops regardless the symbol they have, I guess.

Thank you, that's most interesting. How big a percentage of army, marine, and mercenary units does the jump troops represent?

As listed (and fixed my errata, sorry for it), there are a total of 150 jump battailions among Imperial troops, out of a total of (if I calculated right) 4040 battalions, so they represent about 3.7% of the Imperial troops.
 
As listed (and fixed my errata, sorry for it), there are a total of 150 jump battailions among Imperial troops, out of a total of (if I calculated right) 4040 battalions, so they represent about 3.7% of the Imperial troops.

Ah, I meant what percentage of army battalions are jump troops, what percentage of marines are jump troops, and what percentage of mercenaries are jump troops?


Hans
 
I want to thank everyone that participated in this discussion.

After much debate and ideas, I leaning towards making my special Drop/Jump unit branch independent; this will be along similar lines as the Soviet Airborne unit. The Army and Marines will have their own drop/jump forces and their role unchanged from Traveller canon, but the independent Drop/Jump brigade will accept members from all branches of the services (like Z special units).

Thanks again everyone – this discussion is very enjoyable.

JJ
 
In distinguishing Army from Marines in Traveller, most folks draw the line at the interface. Marines move from space to planetside during combat, Army stay below the interface (except for transport). So, "drop troops" would be dropped out of a spaceship/starship, "jump troops" would land, then be deployed from the air in some fashion to enter the combat arena.
 
Ah, I meant what percentage of army battalions are jump troops, what percentage of marines are jump troops, and what percentage of mercenaries are jump troops?


Hans

In both FFW and IE all marines are jump trops (as said, 45 battalions).

About army, there are a total of 3930 battalions (among Imperial and Colonial), of which 100 (about 2.5%) are jump troops.

About mercenary, there are in total 65 battalions, of wich 5 (about 7.7%) are jump troops.
 
I'm glad to see someone adopting the concepts (and hopefully making them work) of folks outside the normal US/Britain paradigm. Let us know how you see it working out! :)
 
Folks:
What is the max altitude for Grav Belts? Or what could be a good max altitude for Grav Belts?

Thanks
JJ

Why a max altitude? I can understand if you want to limit gravs to needing a certain strength gravity to work - I once had a similar rule - but in Traveller you can fly your air/raft to orbit, so the same should apply to grav belts.

Or did you mean at what altitude the person in the grav belt would need oxygen or a vacc suit? That would depend on the atmosphere of the planet.
 
Why a max altitude? I can understand if you want to limit gravs to needing a certain strength gravity to work - I once had a similar rule - but in Traveller you can fly your air/raft to orbit, so the same should apply to grav belts.

Or did you mean at what altitude the person in the grav belt would need oxygen or a vacc suit? That would depend on the atmosphere of the planet.

SpaceBadger – thanks for the info. I see what you are saying about air/raft, so that would apply to Grav belts as well. On another note – is there a limit range? What do you use for limiting the range of Grav Belts? I am picturing something from Larry Niven’s Ring World.
 
SpaceBadger – thanks for the info. I see what you are saying about air/raft, so that would apply to Grav belts as well. On another note – is there a limit range? What do you use for limiting the range of Grav Belts? I am picturing something from Larry Niven’s Ring World.

About the endurance of a grav belt, IIRC (I cannot find my copy) in MT:WBH it was an explanation for them that included its endurance in hours (IIRC it depended on TL). As for CT, LBB3 page 23 says performance is similar in speed and range to an air/raft. A little above, on the air/raft entry says cruise at 100 kph (...); range in time or distance on a world efectively unlimited (...); require refueling (I'd say recharging) from a ship's power plant every then weeks or so.

About its maximum atlittude, while, as grav vehicles, it can reach orbit, once the 10 diameters threshold is reached grav propulsion power is cut down to half (at least in MT, IIRC also in CT), so I guess that would be its maximum operative ceiling.

And yes, vacc suit equiped troops (or more probably combat armor or battledress equiped ones) could make a drop to planet just with grav belts, without need of jump capsules, as they could in vehicles, as I told before.
 
About the endurance of a grav belt, IIRC (I cannot find my copy) in MT:WBH it was an explanation for them that included its endurance in hours (IIRC it depended on TL). As for CT, LBB3 page 23 says performance is similar in speed and range to an air/raft. A little above, on the air/raft entry says cruise at 100 kph (...); range in time or distance on a world efectively unlimited (...); require refueling (I'd say recharging) from a ship's power plant every then weeks or so.

About its maximum atlittude, while, as grav vehicles, it can reach orbit, once the 10 diameters threshold is reached grav propulsion power is cut down to half (at least in MT, IIRC also in CT), so I guess that would be its maximum operative ceiling.

And yes, vacc suit equiped troops (or more probably combat armor or battledress equiped ones) could make a drop to planet just with grav belts, without need of jump capsules, as they could in vehicles, as I told before.

Excellent - thanks...McPerth
 
I found an article entitled "Parachutes" by John Marshal, in JTAS#19.

He notes that there is no applicable skill for DMs in use of parachutes or related items, so suggests using any aircraft or grav vehicle skill as the use of parachutes would be taught as a safety item in learning use of those vehicles. He also suggests allowing DMs for years of service in Commando or Flyer branches. If the user has none of the above, then JoaT or Survival can be used. If a user has multiple skills or experience that may apply, only the highest is used.

The basic roll to avoid a mishap is the TL of the equipment, or less. A roll of 12 is autofail, regardless of skill or TL.

The roll to land on your target is TL or less for a parachute; 10 or less for a parawing; and automatic (no roll) for grav chute or grav belt.

Here are the items that he discusses:

Parachute - 10-15 kgs - TL 4 - Cr250

Parawing - 5 kgs - TL 7 - Cr400

Grav Chute - 15 kgs - TL 10 - Cr2500

Grav Belt - 10 kgs - TL 12 - Cr100,000

The grav chute is an interesting item that AFAIK was invented in this article. It is primarily a parawing, but also includes a weak grav module that does not provide any lift but effectively reduces the weight of the person using it, allowing more accuracy in use of the parawing and allows deployment of the parawing closer to the ground.
 
About the endurance of a grav belt, IIRC (I cannot find my copy) in MT:WBH it was an explanation for them that included its endurance in hours (IIRC it depended on TL). As for CT, LBB3 page 23 says performance is similar in speed and range to an air/raft. A little above, on the air/raft entry says cruise at 100 kph (...); range in time or distance on a world efectively unlimited (...); require refueling (I'd say recharging) from a ship's power plant every then weeks or so.

Found my WBH (off course, while looking for something else :devil:). Page 42 depicts a grav belt and details its caracteristics for MT. Maximum speed in atmpsphere is 300 kph, cruise speed is 225 kph and endurance is 1 hour at TL 12, 4 hours at TL14 and 8 hours at TL15.

I found an article entitled "Parachutes" by John Marshal, in JTAS#19.

He notes that there is no applicable skill for DMs in use of parachutes or related items, so suggests using any aircraft or grav vehicle skill as the use of parachutes would be taught as a safety item in learning use of those vehicles. He also suggests allowing DMs for years of service in Commando or Flyer branches. If the user has none of the above, then JoaT or Survival can be used. If a user has multiple skills or experience that may apply, only the highest is used.

Personally, when regarding to drop assaults, I'd allow the same modifier given for comandos to any character with experience in the Marines, as they are described as jump troops in FFW and IE.
 
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In my Traveller universe I have the Imperial Marines do drop assaults. Although if the drop target is hot they go in accompanied by their support.

What is their support you ask? They drop in accompanied by members of The Dinochrome Brigade.
 
In my Traveller universe I have the Imperial Marines do drop assaults. Although if the drop target is hot they go in accompanied by their support.

What is their support you ask? They drop in accompanied by members of The Dinochrome Brigade.

That's kinda like carrying a rapier in one hand and a grenade in the other. :devil:
 
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