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SECTOR FLEET: Anyone found it useful?

Hal

SOC-14 1K
Hello Folks,
I wondered, has anyone used the SECTOR FLEET rules for their campaigns or even run a military campaign with characters being officers aboard a naval warship?

Also along the same lines, has anyone ever WANTED to run such a campaign?

Just curious.

Hal
 
Sector Fleet

I have not been involved in an active Traveller campaign for many, many years, but I have like many purchased/read many of the various editions of the rules (CT, MT, TNE, MgT 1&2). I found Sector Fleet very informative and would like to be involved in a campaign.

K
 
I found the idea of the Naval Regiment to be very intriguing. It has a different flavor than the Marines, which makes the Regiment rife with opportunities.
 
I found the idea of the Naval Regiment to be very intriguing. It has a different flavor than the Marines, which makes the Regiment rife with opportunities.

So, would you ever as a GM, run such a campaign? *teasing grin*

Take for example, the following campaign concept...

The Lunion subsector naval assets, are tasked with security within the subsector. As a captain of a 5,000 dton destroyer, you have at your disposal, various subcraft, some marines used for ship security and manning turrets, along with a crew whose training make them capable crew - just not the best in the subsector.

So, you as an XO, are tasked with handling the various things that come up in the hopes that you're keeping the dumb stuff off the ship commander's plate. You might be looking through the ship records and noticing that you're about to lose a really good sensor operator due to the fact that his separation from service date is coming up fast. Topping that, while you on office of the day duty on a shift, your sensor operator sings out "Jump emergence event, bearing 260 degrees on the eliptic plane. Weak signal either implies a long distance emergence, or a small hull or both."

Do you make a determination to investigate the event, on the presumption that your ship's commander left you enough latitude in his orders to order such a course change, or do you wait until the next shift change to inform whomever takes command of the bridge, or do you think "this is important enough to wake the captain?"

Sensor operator speaks up again saying "Transponder signals read that the recent jump space emergence was the IMS Credit Dew, registered with Lunion as port of registry. No unusual communications traffic to report!"

As you might guess, I look at SECTOR FLEET as a way of maybe exploring what life might be like aboard a ship, along with events that a destroyer might encounter that is routine, along with some not so routine events. Maybe one of boats goes missing along with its crew of two. Organizing a Search and Rescue might be the focus of the adventure that session. Or perhaps the Destroyer reaches port and settles down into a berth at the down port. Organizing a security team to keep the ship secure during its stay in port might prove to be interesting (or not). Having to recover crew on R&R during an emergency call up for the ship to lift and respond to a distress call could be the start of an adventure where the Destroyer is missing elements of the crew it had to leave behind. Does the XO recommend thawing some of the Frozen watch to get back up to operational fully manned status, or does the ship retain its current undermanned state?

Then there is the issue of Frozen watch. How long does one hibernate? Does one get paid to be in low berth? Does the ship's routine work out such that the frozen watch alternates between wakeful status and sleep status so that ships are manned with 1.5 or 2x normal crew any time a ship heads out?

These are all questions that go through my mind as a GM trying to imagine shipboard life in the Imperial empire.

Then of course, there is the fun stuff. Potentially hostile sensor contact has been confirmed, and the Commander orders a course change. What was the contact? Was it a smuggler? Was it perhaps a Sword World spy ship trying to get information from long range? Was it a would be pirate testing the waters (so to speak) to see if this is a good area of operations to set up in? Maybe the unknown sensor contact is probing the commander's responses to see whether he's aggressive in chasing down sensor contacts, or if he's likely to avoid such things as being a waste of time? What if the Commander's orders were to actively slip into Sword World space and render aid or discover what happened to a sensor picket ship in the outer rim of a Sword World star system?

This and many more are ideas inspired either by SECTOR FLEET or other sources for a Traveller campaign.

That I use GURPS TRAVELLER rules for starship building has led me to think outside the box of the standard roles in CT or other Traveller ship building schemes. Having the ability to use stealth systems (which I believe MgT also permits) might make running a naval campaign something FUN - something that is not the usual fare in a Traveller Campaign.
 
If anyone is interested - I posted the information for Hull 48113, Neyahuu Fleet Destroyer-class Destroyer, nicknamed "The Skeever" by its crew. Destroyer hulls aren't given full names in my Traveller universe, and nicknames given by the crew become part of official records only on an internal basis for the most part.

This information can be found in the GURPS TRAVELLER area.

One of the capabilities of the ship is that it can be made to appear as a 750,000 dton hull as part of its electronic warfare capabilities. In addition, its spoofing capabilities against sensors of its own tech level and lower, is that it can mess up firing solutions by giving five additional ghost sensor returns for its own hull. This means that for an enemy to hit the ship, it either ignores five sensor images and concentrates on the one image they think is the real ship, or they portion out their attacks against all of the sensor images. If they pick one, and they're right, the sensor spoofing is ineffectual. If they guess wrong however...

In any event, hope people like the thought that went into the ship's design. Technically, GURPS TECH LEVEL 11 is equal to Traveller Tech level 14. GURPS TRAVELLER is also a mass and volume based system and the maneuver drive is essentially a function of thrust versus mass of ship to get the G ratings. It is somewhat difficult to get GURPS TRAVELLER warships with a high maneuver rating as ends up being so easy to design in say, HIGH GUARD.
 
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