Usually. Though corporate SWAT get the best personal gear and implants.So are PMCs generally the ones with the best weapons and armor and vehicles and such?
How do these compare in capability to their corporate or PMC counterparts generally?Each trading bloc also possesses a small interstellar navy and a star-mobile force-in-readiness, such as the American Federation Marines or the UN Rapid Reaction Force (RRF - also known as the Blue Berets). Their stated mission is to protect the trading bloc's offworld interests, but they often end up called to do dirty military work that corporate SWAT or PMCs (Private Military Contractors - also known as mercs) can't or won't handle. But these are quite small forces - rarely deploying beyond the battalion level, and mostly at the company or even platoon level. The interstellar navy mostly shows the flag around the bloc's flag-for-convenience colonies and does some anti-piracy work.
How augmented/chipped & jacked up are most military personnel, such as rapid reaction forces or PMCs or most corporate security generally?Bloc militaries are large and inefficient and use relatively obsolete equipment. They mostly fight various insurgents, gangs, and non-state entities on Earth, as well as the protracted insurgency on Mars. Rapid reaction forces are better trained and better equipped, approximately on par with the PMCs. However, they are relatively small and, unlike mercenaries, can't be everywhere the corporations need them.
Corporate SWAT are cyborgs - easily outperforming bloc military rapid reaction forces, but usually having smaller units. Corporations are also loathe to put these highly expensive supersoldiers at risk unless absolutely necessary (i.e. in dealing with security problems the rapid reaction forces or PMCs/"transient assets" can't solve). So mercs do most work.
Almost any combatant, including bloc soldiers and even many insurgents, has an implanted military OmniComm, providing a combat HUD and augmented reality features. Simple cybernetics such as internal breathers (providing partial NBC protection) and even implanted blades are common in such echelons, but serious combat cyber such as subdermal armor and reflex enhancers is expensive* and thus you see it on high-end mercs, first-echelon corp security (such as executive bodyguards), and corporate SWAT, as well as the special forces attached to rapid-reaction forces.How augmented/chipped & jacked up are most military personnel, such as rapid reaction forces or PMCs or most corporate security generally?
Like do they generally have a lot of chrome in them?
Would most TSAO Terran Republic citizens be rather disturbed about the amount of cybernetics on display in Hard Space?Almost any combatant, including bloc soldiers and even many insurgents, has an implanted military OmniComm, providing a combat HUD and augmented reality features. Simple cybernetics such as internal breathers (providing partial NBC protection) and even implanted blades are common in such echelons, but serious combat cyber such as subdermal armor and reflex enhancers is expensive* and thus you see it on high-end mercs, first-echelon corp security (such as executive bodyguards), and corporate SWAT, as well as the special forces attached to rapid-reaction forces.
* Though Hard Space cybernetic prices are significantly cheaper than the ones in TSAO, as this is, after all, a cyberpunk setting.
Better "understanding" of Spindles and of ways to manipulate them.Considering Spindles are required for jump drives here, how exactly were advances made in jump drives in your setting?
Does that mean practically all trader or civilian ships here have, potentially, jump-4 drives?Better "understanding" of Spindles and of ways to manipulate them.
I'm using CT-LBB2 (or Cepheus Light) drive potentials so you can have Jump-4 at TL10 for small ships, which depends on computer software. Most small ships are Jump-1 or Jump-2, though, due to economics of payload.Does that mean practically all trader or civilian ships here have, potentially, jump-4 drives?
Like can you reprogram computers to offer better manipulation of Spindles?
This works as in Classic Traveller Book 2: At TL9, you get Drives A-D; at TL10 (current Hard Space TL) you also get drives E-H. They work as in Classic Traveller Book 2, except that Jump Drives in Hard Space do not use jump fuel (the ship's fusion torch rocket uses massive amounts of fuel instead).Interesting~. How much bigger are more advanced drives compared to less advanced ones? Hkw much does fuel tankage for the engines get cut due to the bigger drive?
I know, about the fusion torch stuff I mean. I'm wondering if more advanced drives eat up more space in the ship, thus reducing the size of the fuel tanks for the fusion torch instead.This works as in Classic Traveller Book 2: At TL9, you get Drives A-D; at TL10 (current Hard Space TL) you also get drives E-H. They work as in Classic Traveller Book 2, except that Jump Drives in Hard Space do not use jump fuel (the ship's fusion torch rocket uses massive amounts of fuel instead).
Potentially so.I know, about the fusion torch stuff I mean. I'm wondering if more advanced drives eat up more space in the ship, thus reducing the size of the fuel tanks for the fusion torch instead.
How would most TSAO humans react to the amount of cybernetics one finds on most HS humans?Almost any combatant, including bloc soldiers and even many insurgents, has an implanted military OmniComm, providing a combat HUD and augmented reality features. Simple cybernetics such as internal breathers (providing partial NBC protection) and even implanted blades are common in such echelons, but serious combat cyber such as subdermal armor and reflex enhancers is expensive* and thus you see it on high-end mercs, first-echelon corp security (such as executive bodyguards), and corporate SWAT, as well as the special forces attached to rapid-reaction forces.
* Though Hard Space cybernetic prices are significantly cheaper than the ones in TSAO, as this is, after all, a cyberpunk setting.
There is a stark contrast between highly controlled "suit" culture in the arcologies, with a relatively "high" quality of life but tight control of the individual, the Blight culture (criminal and with high street gang involvement), Wilds culture (techno-tribal survivor culture), and frontier culture (think Wild West/Gold Rush).What do you have on culture in your setting here?
Corporate drones are "Suits" or "Salarymen"/"Salarywomen". A street cyborg is a "Razor", a particularly heavily-cybered one is a "Merka" (Merc + Merkava tank). "Clank" is a degeratory term to cyborg.Is there slang for various styles of cybernetics or for various things like corporate drones or whatever?
(Deus Ex is a major inspiration) - "Razor" or "Merka" would be apt, while Gunther Hermann from the original Deus Ex would be a "Clank" or a "Merka".What would someone like say Adam Jensen be considered in Hard Space?