Solomani Confederation (Military)

Discuss the Traveller RPG and its many settings
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Re: Solomani Confederation (Military)

Postby Condottiere » Sun Aug 22, 2021 5:58 pm

Confederation Authorized Volunteer Armed Long Range Yeomanry

Originally, I had Recruit as zero tier enlisted rank, pretty much the same as the Marines; I had read Pournelle, and I like the concept that you are a trainee until you prove yourself.

I was examining German ranks, and I came across of what you could translate as First Year Volunteer; that resonated with me, because the emphasis is that you can volunteer for the C.A.V.A.L.R.Y., and terms tend to be limited to a year; though the idea is that you have to volunteer to join the Confederation Armed Forces in any case, there is no conscription, but you need to be qualified to do so, which is why they have the pick of the best and brightest.

However, as long as you can follow orders and carry out your duties, the C.A.V.A.L.R.Y. has to accept you (which, of course, is Heinleinian) and find something for you to do, for the next year and a day.

So, zero tier is Volunteer, and is anyone who has minimal military experience, or none, if C.A.V.A.L.R.Y. turns out to be your first career choice.

Next tier is Trooper, equivalent to Private First Class or (Space Marine) Brother, but Trooper has cavalry associations.

Team leader would be Lance Corporal, lance being rather low hanging fruit.

Squad leader is Corporal; tradition has it that cavalry units, at least the British ones, tended to be rather snobby, and sergeant etymology comes from one who serves (which ironically is about the same meaning as samurai), and cavalrymen self image doesn't proceed along those lines.

Depending on the tradition, next up would be troop leader, and at this point I got stuck; originally, I was fine with structuring it around sergeants, the peak being regimental sergeant major, and then I started messing around with the job titles.

I had wanted (Quarter) Master Sergeant to be the senior non commissioned officer in the squadron, since he would know where all the bodies were buried (and non authorized equipment), and once sergeant is off the table as a job title, you have to sort of scramble to fill in the holes.
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Re: Solomani Confederation (Military)

Postby Condottiere » Sun Aug 22, 2021 6:24 pm

Confederation Authorized Volunteer Armed Long Range Yeomanry

I had already placed a limit on nine paygrade tiers, and I wanted Regimental Sergeant Major, or the equivalent, about as high as you can aspire to in the C.A.V.A.L.R.Y., with any rank and file concerns that couldn't be handled at the subsector/regimental kicked over to the nearest Confederation Navy Command Chief Petty Officer.

I theory, I could shorten Lance Corporal to Lancer.

Anyway, I have five other slots to consider, and digging around German ranks, Riding Master is the translation for Captain equivalency; in charge of training and discipline, this could be the senior non commissioned officer in the regiment.

There's also Quartermaster, Farrier, Adjutant, Underofficer, Marshal and Constable.
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Re: Solomani Confederation (Military)

Postby Condottiere » Mon Aug 23, 2021 1:10 pm

Confederation Authorized Volunteer Armed Long Range Yeomanry

Since there are nine pay grades, instead of dividing it cleanly in half, you could have three sets of three tiers.

Colonel General, like Captain General, sort of implies first among equals; Inspector General implies a more supervisory role, and auditing accounts.

Field grades would then be Colonel (of the Regiment), Inspector, and Captain (squadron commander).

Junior ranks Cornet (officer candidate and/or Gentleman Volunteer), Subaltern (section commander), and Lieutenant (troop commander).

For rank and file, Volunteer (no military experience), Trooper (experienced), and Lancer (team leader).

Non commissioned officers, Corporal (squad leader),

Warrant officers, Quartermaster (squadron senior non commissioned officer), Adjutant, and Provost.
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Re: Solomani Confederation (Military)

Postby Condottiere » Mon Aug 23, 2021 9:58 pm

Confederation Authorized Volunteer Armed Long Range Yeomanry

Wanted to see if I could squeeze in Quartermaster Sergeant Major General, but probably not.

There's also Magister Equitum, or Master General of Horse; Master of Horse being a field grade.

I think I'll stick to pay grade eight as being Colonel General, whose purpose is to lobby for the interests of his (sub)service to the Grand Admiral and the Secretariat, authorize more establishment of regiments as the Confederation expands, and project what their budgetary needs.

Pay grade seven is nominally a lieutenant general, but I'm pretty sure I couldn't get away with Master of Horse as a rank title, so that's where you get Inspector General, whose job is to figure out what the regiments within his sector need, that they behave, and that shrinkage is minimal.

So currently the question is if you extend general rank to pay grade five, or keep it at pay grade six.
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Re: Solomani Confederation (Military)

Postby Condottiere » Tue Aug 24, 2021 8:45 pm

Confederation Authorized Volunteer Armed Long Range Yeomanry

The Colonel of the C.A.V.A.L.R.Y. regiment, though supposedly sedentary, is going to have the responsibility of a brigadier or divisional commander, considering the potential size of the regiment, though widely dispersed throughout the subsector.

Originally, I had ranks such as Sky Marshal and Sky Captain, and decided they were too corny; Marshal is associated with horses, though now also with law enforcement. Martial Marshal wouldn't really clarify things, and now you have Marshals of the Confederation, which just as easily could have been termed Legates or Praetors, as they appear to have imperium, or represent the authority of the Secretariat. I had wanted to skip the permanent army corps formation, moving from reinforced army division to field army, and making the Corps a designation for a service branch, such as the Paymaster Corps, or an ad hoc field formation, controlling all ground military formations within a star system and coordinating with insystem naval units, under command of a Field Marshal, being a purely brevetted rank.

Similarly, I had the ranks of Admiral General and General Admiral; they tone a little awkward in English. Admiral general would have been slotted in between Fleet Admiral and Grand Admiral, but I had established a cadence of having the descriptor first, which would have me end up with general Admiral, since I had planned to leave Commodore as a brevet rank, as unlike Brigadier general, there was no tradition of Commodore Admiral.

Flotilla Admiral was an option, but I didn't want to have a specific formation as descriptor, so having weighed the remaining options, I finally settled on Contra.

General Admiral could be a brevet rank for a joint forces commander.

The Germans got rather specific when it came to their upper tier general officers, and full generals were subdivided into specific branch titles, such as General of Infantry, General of Cavalry, General of Artillery, and so on. Next tier tends to be mistranslated to Colonel General, but really is uppermost General (though originally regimental commanders were considered the uppermost officer of it). Leaving aside Imperial Field Marshal, you could say the highest rank would be General: Field Marshal, of course, joined in one word.

I could have gone with General of Cavalry, but this and associated ranks really belongs to the Army, if it were applied. You'd also end up with General of Marines. Well, there is Colonel of Marines, awarded to Navy Captains for distinguished service, as a sinecure, since apparently, they were underpaid.

I could homogenize the ranks, but I'm going to lay the blame on Traveller for trying to give some unique tweaks to their promotional tree(s), which may have been a little similar to Dungeons and Dragons trying to give unique level titles for each character class.
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Re: Solomani Confederation (Military)

Postby Condottiere » Tue Aug 24, 2021 9:52 pm

Confederation Authorized Volunteer Armed Long Range Yeomanry

Colonels can tweak the table(s) of organization and equipment of their regiment and squadrons, to suit particular situations or circumstances.

But I think they have some templates to base their customizations off.

The basic squadron would be the Leg Infantry.

Ideally, you have a rifle cell made up of a Lancer (team leader), Trooper (experienced soldier), and a Volunteer (trainee); and yes, it's a minimal version of the maniple from Falkenberg's Legion.

The rifle squad would be led by a Corporal, and have three rifle cells.

The rifle section would be two rifle squads, commanded by a Subaltern, assisted by a First Corporal.

The rifle troop is commanded by a Lieutenant, assisted by a Staff Corporal, and consists of two rifle sections, and a command section.

The rifle squadron is commanded by a Captain, assisted by the Quartermaster Corporal, and consists three rifle troop, a heavy weapons troop, and a headquarters troop.

The heavy weapons troop would have heavy mortars, heavy machine guns, man portable anti aircraft missiles, recoilless rifles, and man portable anti tank missiles.

The headquarters troop would have a motor pool, administration, medical, stores, cyber warfare (communications and sensors), and a colour guard.
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Re: Solomani Confederation (Military)

Postby Condottiere » Wed Aug 25, 2021 10:36 pm

Confederation Authorized Volunteer Armed Long Range Yeomanry

0 Volunteer
Unproven enlistee.

︿ 1 Trooper
Proven soldier.

︽ 2 Lancer
Lance leader.

△ 3 Corporal
Patrol leader

◬ 4 Watchmaster
Banner senior non commissioned officer

▲ 5 Quartermaster
Troop senior non commissioned officer.

◯ 6 Zenmaster
Squadron Senior non commissioned officer.

⦿ 7 Master at Arms

⍟ 8 Sergeant Major
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Re: Solomani Confederation (Military)

Postby Condottiere » Sat Aug 28, 2021 10:56 am

Confederation Authorized Volunteer Armed Long Range Yeomanry

So I had a little fun looking over the possibilities of airships, which I suspected is pretty much exhausted of it's entertainment content, though I haven't touched on it's drone possibilities. The chassis attractiveness would be being cheap, and lack of complexity, in the sense of sophisticated engineering; sensor packages are scalable, which could just easily be installed on an anti grav drone, so it's a question, as with all things C.A.V.A.L.R.Y., a question of proportionality and budget.

The primary transport mode for C.A.V.A.L.R.Y. personnel are light ground vehicles, in it's most basic form, a four seat buggy for three men lances, which I think is about as feasibly cheap as you can get.

Modern militaries have uparmoured the basic jeeps light transports to protect their personnel, which considering the current threats does make sense, and the fact that a lot of counter insurgency appears to make patrols and sweeps along predicted routes and times, but increases weight and cost.

It's an interesting question whether you want an actual armoured fighting vehicle, which with the requisite heavy ground vehicle chassis, would cost a default four times more, or just squeeze as much as you can out of the light ground vehicle; I don't know enough to make that determination for Mine Resistant Ambush Protected military light tactical vehicles, though I'd configure a twenty spacer light ground vehicle to reflect their features as far as possible.

Next up would be armoured personnel carriers or infantry fighting vehicles.

There's some variation, as I don't think one size fits all, or different militaries have come up with different solutions.

When they retired the bicycle battalions, I thought that was kind of a pity, because you don't need roads to get around, and if you do have an extensive road infrastructure, you get around a helluvalot faster; but the logic was quite clear, trained soldiers are a limited and valuable resource, and you want them deployed at the correct place as fast and safely as possible. It's possible that once the frontlines get bogged down, and control of the air is heavily contested, the bicycle could make a come back. Pournelle does make a humorous allusion to it's possibility when he has the advanced reconnaissance company continue pursuit of the enemy with them, in Falkenberg.

My take on the Confederation C.A.V.A.L.R.Y. is that they prefer using wheeled vehicles (mostly because I figure that's the easiest to use as a skill slot, and they are cheaper than air/rafts, which would also require flyer). It's an interesting question on how large to make the capacity, and the solution most have come up with would be about section or squad size, reasons include that if the transport gets mission killed, you only lose about a quarter or a third of a platoon.

With tanks, it seemed the British appear to have the most epiphanies, like inventing them, and coming to the conclusion that you need a one size fits all, though unfortunately, not soon enough.

The concept of battle taxis means you need a protected, or non protected vehicle, that can take your troops to the combat zone and disembark them, then withdraw to a safe area, to either repeat the process, or collect them. Modern battlefields seem to deny, at a minimum, an immediate rear area where you can conduct operations somewhat securely, so you'll probably want a lightly armoured vehicle.

To minimize fatigue and exposure to other battlefield dangers, you might want to get the troops closer to the action, which requires more protection, if you don't want to set up a relay.

And since your (mediumishly) protected battle taxi is now really close enough to be in range of the enemy, you might want to equip it with weapons that can support the infantry it just deployed.
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Re: Solomani Confederation (Military)

Postby Condottiere » Sat Aug 28, 2021 7:58 pm

Confederation Authorized Volunteer Armed Long Range Yeomanry


The C.A.V.A.L.R.Y. Corps has two basic personnel requirements, grunts and specialists. Grunts tend to be drawn from characters looking for anothr career, usually military veterans, or first careerists, who would need to undergo basic training to acquire the requisite skills that C.A.V.A.L.R.Y. doctrine believes it requires from it's rank and file.

First career term is considered as basic training, which means that characters get all the six skills listed in the Service Skills table at Level Zero.

Service Skills
1. Athletics
2. Gun Combat
3. Driver
4. Heavy Weapons [or optionally, Explosives, from the second term onwards]
5. Melee
6. Vacuum Suit

Basic training includes military etiquette, and reflects the skills required for the role that the C.A.V.A.L.R.Y. Corps have planned for their grunts.

Athletics would be the first skill requirement, especially if entry enlistment requirements were a little loose. Probably wouldn't be necessary if candidates had at least strength seven and endurance seven, though considering game mechanics, I guess you could lower it to six.

So once the trainees are fit enough, they get taught how to not shoot themselves in the foot, or the other trainees, their primary purpose.

The trilogy is closed off with learning how to drive any ground vehicle, as remaining mobile is the point of being cavalry.

Interesting enough, these are skills you could, or should, be able to learn pre career, especially on a frontier world; it does seem strange that gun combat (or archaic or sluggers), doesn't appear to be an option.

Comments: nothing controversial, driver reflects their reliance on ground vehicles, as the Army operates grav vehicles, while the Navy compensates with extensive utilization of spacecraft equipped with lifters; to be fair, a CAVALRY Squadron isn't expected to widely range from and within their deployment area.
Basic training would cover military etiquette, athletics, gun combat and driver; advanced would be how to survive in an hostile environment, operating heavy machinery, and understanding what's going on around you without losing your head.

Which was what I had in mind when I originally tried to create the skill tables.

The sequel trilogy has supporting skills, useful to carry out their missions.

Heavy weapons are likely to be installed in vehicles.

Melee, for the times that you get up close and personal with the enemy.

The vacuum suit for Protected Forces in hostile environments, including space.
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Re: Solomani Confederation (Military)

Postby Condottiere » Sat Aug 28, 2021 9:19 pm

Confederation Authorized Volunteer Armed Long Range Yeomanry

Service Skills
1. Athletics [or optionally, Stealth, from the second term onwards]
2. Gun Combat [or optionally, Reconnaissance, from the second term onwards]
3. Driver [or optionally, Navigation, from the second term onwards]
4. Heavy Weapons [or optionally, Explosives, from the second term onwards]
5. Melee [or optionally, Tactics, from the second term onwards]
6. Vacuum Suit [or optionally, Survival, from the second term onwards]


Stealth, if you plan or had to sneak around.

Reconnaissance, the other primary function of cavalry.

Navigation, if you lost access to Google Maps.

Explosives, when you need to make things go boom (or not).

Tactics, if you want options other than direct confrontation.

Survival, when you got lost.
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Re: Solomani Confederation (Military)

Postby Condottiere » Tue Aug 31, 2021 2:21 pm

Confederation Authorized Volunteer Armed Long Range Yeomanry

Equipping a C.A.V.A.L.R.Y. trooper is an interesting exercise, with implications for doctrine, or does doctrine drive equipage?

The basics have to be a dagger/bayonette, (semi)auto(matic)pistol and hand grenades; ad hoc implements, such as entrenching tools, maces, hatchets.

The traditional sidearm for the cavalry is a sabre, and a squadron would probably keep around some for ceremonial purposes, as could some commissioned and senior non commissioned officers.

Any other handgun wouldn't be standard issue, except snub pistols, which would be either a personal choice as a backup weapon, or kept in shipboard armories.

Officers have the option to take along a personal sidearm, whether a ceremonial pistol, or something a little more lethal; ammunition is likely their problem.

The Phoenix Project clarified in the minds of Confederation military planners the most effective scaling of military sidearms, and came to the conclusion that the assault rifle combined the essential characteristics of, if not in it's most idealized form, the most practical for lotech warfare. It can easily be tweaked to adjust for local conditions, doesn't take much maintenance, and ammunition is cheap. Modularization allows exchanging of common parts that can create carbine and marksman versions, as well as a squad automatic weapon.

Veteran troopers and units could carry the advanced combat rifle; grenadiers prefer the more dedicated grenade launcher to provide support, and rifleman a more robust rifle grenade when faced with power armoured soldiers.
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Re: Solomani Confederation (Military)

Postby Condottiere » Tue Aug 31, 2021 10:13 pm

Confederation Authorized Volunteer Armed Long Range Yeomanry

I'm always sort of amazed how prescient Pournelle was.

He predicted nothing will fly unless you have secured local aerospace control, and then only when it's urgent; this includes orbitting satellites.

Even the C.A.V.AL.R.Y. with a light footprint has to have layered anti aircraft and area defence systems.

There's also an amount of proportionality involved, as the appearance of cheap drones would be to draw out defences, and subject them to counterbattery fire.

First layer would be the personal sidearm, followed by a sniper or anti material rifle; then machine guns and a man portable anti aircraft missile, which I can't seem to locate.

The second layer would non man portable, such as vulcan machine guns, heavy machine guns, light autocannons, and tac launchers.

Third layer would be gauss cannons, heavy autocannons and rail guns.

Final layer would be spacecraft weaponry, missile launchers with dogfight missiles upwards (since dogfight missiles are tots more cheaper than dirtside variants), point defence system (rather large and unwieldy dirtside at twenty tonnes), and the more practical beam laser.
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Re: Solomani Confederation (Military)

Postby Condottiere » Tue Aug 31, 2021 10:56 pm

Confederation Authorized Volunteer Armed Long Range Yeomanry

For actual artillery support, dirtside heavy weapon systems cannot compare to spacecraft ones.

Also, they seem larger and less efficient in comparison.

While the default cost of a spacecraft missile launcher is three quarters of a megastarbux, dogfight missiles inflict one deadly dice, and can cost a tad over one kilostarbux, with a range of ten klix, and interdictor ones with what we term intermediate ballistic at twelve hundred fifty klix.

That leaves a sort of medium range of dirtside weapon systems, which would weigh less than three tonnes, and I suppose heavier than a human can schlep along by themselves.
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Re: Solomani Confederation (Military)

Postby Condottiere » Wed Sep 01, 2021 12:31 pm

Confederation Authorized Volunteer Armed Long Range Yeomanry

If I did stick to the two/three cadence.

Lance - lancer, trooper, volunteer

Patrol - corporal, three lances, grenadier, sniper, squad automatic weapon gunner

Banner - watchmaster, two patrols, radio operator, medic, machine gunner, assistant machine gunner, loader

Troop - scoutmaster, three banners

Squadron - quartermaster, two troops, headquarters troop, heavy weapons troop
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Re: Solomani Confederation (Military)

Postby Condottiere » Wed Sep 01, 2021 6:14 pm

Confederation Authorized Volunteer Armed Long Range Yeomanry

I'm, of course, heavily influenced by Pournelle, and West of Honor emphasizes a rather tightfisted approach to infantry support weapons.

You have (probably eighty one millimetre) mortars, recoilless rifles (suspect one hundred five millimetres), and presumably heavy machine guns.

Falkenberg's Legion is light infantry, so the Sixties/Seventies definition would be that they'd have to mostly hoof it; the tempo of modern warfare has changed, not only that you need mobility, if not to only obtain and retain the initiative, but to be able to react to the enemy. The C.A.V.A.L.R.Y. squadron is nowhere near the size of the Legion, even at it's default size regimental combat team, and being supposedly independently deployed, has to be self sufficient, easier with economies of scale.

Armenia proved that nothing is safe on the ground if the enemy has the high ground, so you either keep moving about, or if you stay put, dig deep. Artillery is going to attract counterbattery fire, so you would have to shoot and scoot. There's also a high probability that inflight shells can be shot down.

A C.A.V.A.L.R.Y. Squadron should have access to nearby ortillery for what would normally have been provided by divisional artillery assets with kinetic strikes and spacecraft missiles. Sixty and eight one millimetre mortars are not likely to have enough punch for close support, so I'm going to speculate that leaves one hundred twenty millimetre heavy mortars, which will either be towed or self propelled. If the Squadron can scrounge up other artillery assets, and can obtain ammunition for them, they can utilize them, but only the heavy mortars will be part of their official table of organization and equipment, and tend to be shipped out with a squadron.

At technological level eleven, nine dice, eleven kilostarbrux, and one hundred starbux ammunition, that can be embedded in one space (quarter tonne); mechanics probably can switch the mortar between self propelled and towed. It's probably sufficient to hammer insurgents, four should be enough per squadron, in theory five man crew, placed under one banner, but easily divided in two to support each troop.

For really close support, troopers will have to make do with oversized rifle grenades and Rocket Assisted Multi Purpose grenade launchers, for the bang aspect.
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Re: Solomani Confederation (Military)

Postby Condottiere » Wed Sep 01, 2021 7:17 pm

Confederation Authorized Volunteer Armed Long Range Yeomanry

Machine guns are used more for suppressive fire, as few combatants nowadays are enthusiastic for frontal bayonette charges.

Also, throwing a lot of lead down range at a small flying target does tend to ensure a higher chance of shooting it down, at a reasonable cost.

Each trooper is supplied with a semi automatic pistol, primary usage more for deterrence, and to be armed at all times; while the assault rifle has have the range of the advanced combat rifle, and a third of the gauss rifle, C.A.V.A.L.R.Y. doctrine calls for closing with the enemy to close quarters, where the range difference wouldn't matter, and more effective use can be made of grenades, supported by the squad automatic weapon.

Exchanging fire at a distance would be carried out by the sniper and heavy machine gun teams.

Rapid fire machine guns allow the option of swamping a target for a short window of opportunity with gunfire, with the assumption that the enemy has an incentive to minimize exposure.

I'm going to drop the heavy machine gun for the light autocannon, which while costing double and weight two and a half times as much, either has cheaper ammunition, or someone forgot a zero, though even then, it's only a twenty percent difference; also, fifty percent more punch.

I think we can dispense with the vulcan machine gun, as it weighs the same as the light autocannon, and it's pointless to try and maintain a lot of weapon system that have overlapping capabilities.

The largest that you can justify would be the heavy autocannon, which weighs in at a tonne, and does seem to be able to strike out at almost double damage of that of a light autocannon.
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Re: Solomani Confederation (Military)

Postby Condottiere » Thu Sep 02, 2021 11:57 am

Confederation Authorized Volunteer Armed Long Range Yeomanry

I think I can have three degrees of sniper for C.A.V.A.L.R.Y. squadrons.

Marksman - some one picked at the patrol level to carry around a rifle carefully selected for it's (presumably) better statistical accuracy by the armourer, probably tweaked and equipped with better optics, who is instructed by his patrol leader as to which targets he should pay special attention to.

Sharpshooter - a specialist with at least one or two levels in a gun combat category related to the longarm he's carrying, which let's default to sniper rifle/eight, but I'm thinking heavy advanced combat rifle/ten, attached to the troop command patrol.

Sniper - a two plus level specialist who is grouped together with an observer, attached directly to squadron headquarters and equipped with a gauss sniper rifle/twelve; there might be two sniper binoms, but likely there's probably only one at a time.
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Re: Solomani Confederation (Military)

Postby Condottiere » Thu Sep 02, 2021 12:46 pm

Confederation Authorized Volunteer Armed Long Range Yeomanry

Anti materiel rifle - issued one to each banner, since I doubt that leaving it at troop command level probably doesn't allow to be able to react fast enough; hundred starbux per bullet is rather expensive.

Cryojet - primary use is to freeze the joints of sealed armour, so you have to calculate the odds of running into one, or several; leave it in the Squadron armoury, but available.

Disposable plasma launcher - for when the excrement hits the ventilator; while the range is kinda short, eight kilostarbux seems a tad high, the potential damage of two deadly dice, but it's smart, at eight kilogrammes man portable, so it's esy to position it to intercept or ambush an enemy.

Flamethrower - more for psychological effect, kept in reserve.

Plasma jet - far more effective, but also kept in reserve.

Rocket launcher - comparatively expensive, but man portable.

A case can be made for the guided munition/seven high explosive bomb/four, in terms of cost and technological level, especially as I'm not quite sure how expensive and how effective barrel bombs are.
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Re: Solomani Confederation (Military)

Postby Condottiere » Thu Sep 02, 2021 9:54 pm

Confederation Authorized Volunteer Armed Long Range Yeomanry

There are three reasons I'd include flame throwers, despite the fact that due to ethical issues (cruel and unusual) and pragmatic ones (tanks tend to explode and the schmuck carrying it is going to be an obvious target):

1. Aliens

2. Forty Kay

3. Thermobaric warheads

Hand flamer/ten - less obvious, and likely a surprise when it's initially used; while spacecraft corridors tend to be tight, probably more effective dirtside. Going by the Forty Kay model, optional for enough brownie points.

Flame rifle/nine - easier to lug around; demoralizing.

Flame thrower/eight - I'd emplace it on a drone; I'm not sure who'd volunteer to carry this, except a pyromaniac. Bunkers, cave systems, weeds. Maybe an indigenous auxiliary.

Plasma jet/fourteen - the Marines and the Army might have this in their armouries, the C.A.V.A.L.R.Y. doesn't (officially).

Plasma jet/twelve - unless I find a vehicular scaled version of the flame thrower, this would be attached to a specialized engineering vehicle.
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Re: Solomani Confederation (Military)

Postby Condottiere » Fri Sep 03, 2021 11:57 am

Confederation Authorized Volunteer Armed Long Range Yeomanry

I've looked over available dirtside artillery, though I tend to think what's described as vehicular category would logically overlap.

I'm quite sure that the Confederation is not going to authorize the C.A.V.A.L.R.Y. Corps to use weapons of mass destruction (because you'd end up with a mortar based nuclear round, which even at extreme range, would be too close), despite their rather cavalier doctrine to nuking civilian infrastructure with spacecraft missiles and torpedoes.

I tried to figure out what were practical weapon systems for a mobile dirtside force, but the support mortar is about the best compromise between effect, cost, and weight.

Interestingly enough, it does tend to confirm the move to use smaller, more expensive missiles to respond to threats, and modern bazookas as bunker busters; I assume that's part of the popularity of using rocket propelled grenades in the anti personnel sniper role.

In the Traveller context, still navigating the possibilities of dirtside rockets and tac missiles.

The point being, sure a missile costs more, but it's more accurate, and more easier to move in place.

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