Solomani Confederation (Military)
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- Chief Mongoose
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Re: Solomani Confederation (Military)
Another reason for the Volunteers, would be so that the Confederation can push young Solomani towards the frontier from the interior.
While after their enlistment is up, the Navy offers them transportation to any Confederation planet within reason or their homeworld, the idea is that they'll want to settle on the frontier, which acts as the additional advantage of creating veteran colonies.
I'm sure that the Confederation has a less paramilitary Peace Corps equivalent to act as their evangelistic instrument.
While after their enlistment is up, the Navy offers them transportation to any Confederation planet within reason or their homeworld, the idea is that they'll want to settle on the frontier, which acts as the additional advantage of creating veteran colonies.
I'm sure that the Confederation has a less paramilitary Peace Corps equivalent to act as their evangelistic instrument.
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- Chief Mongoose
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Re: Solomani Confederation (Military)
Solomani Military: Cavalry Squadrons
I will state that I didn't consciously try to conjure them to be Spacemarine Chapters, it's just that when I reflected, they seem awfully derivative. Maybe parallel evolution.
Cavalry squadrons are supposed to be capped at two hundred and ninety permanent personnel, whereas the Smurfs dictate a thousand directly. The Forty Kay variant is based on the classic regimental establishment, whereas mine is to stop short of one man less of what's usually considered the lowest number for an infantry battalion.
The commanding officer would be The Captain, though for what appears to be a heavily reinforced company, you'd usually bump that to major; but Captain fulfills both roles as head of the company, and that of the starship. There can be only one, and he's both ground troops and ship commander.
Since a cavalry squadron would at least need to be nominally independent, it has an organic flight department that flies and maintains the starships and smallcraft attached to the squadron, hence Captain.
I will state that I didn't consciously try to conjure them to be Spacemarine Chapters, it's just that when I reflected, they seem awfully derivative. Maybe parallel evolution.
Cavalry squadrons are supposed to be capped at two hundred and ninety permanent personnel, whereas the Smurfs dictate a thousand directly. The Forty Kay variant is based on the classic regimental establishment, whereas mine is to stop short of one man less of what's usually considered the lowest number for an infantry battalion.
The commanding officer would be The Captain, though for what appears to be a heavily reinforced company, you'd usually bump that to major; but Captain fulfills both roles as head of the company, and that of the starship. There can be only one, and he's both ground troops and ship commander.
Since a cavalry squadron would at least need to be nominally independent, it has an organic flight department that flies and maintains the starships and smallcraft attached to the squadron, hence Captain.
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- Chief Mongoose
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Re: Solomani Confederation (Military)
Confederation Navy: The Surge
Listening to Frank Chadwick mention that you didn't want to waste your best pilots on missions with an estimated casualty rate of twenty percent, and would probably prefer to send in militia level pilots, reminded me that's how I envisioned the Solomani military saw things as well.
The two aspects, other than the romantic one that Chadwick mentions about having meat bodies in cockpits, is that it's easier to manufacture smaller hulls in quantity, and that the Solomani need numbers to match the Imperium's advantages both in technology and sheer size, so they'll surge by drafting all available pilots not needed for other missions and commercial purposes.
If you assume a carrier is a steel box with hangar facilities, you can also assume those are a lot easier and cheaper to build, or convert, than manufacturing dedicated warships.
Of course, the Confederation Navy has to prepare the groundwork by training as many pilots as possible, and adding to a large existing pool of (semi) trained flight crews, and preparing easily manufactured ship designs that are easy and cheap to build, simple to fly and operate.
So basically, TIE fighter analogues.
Listening to Frank Chadwick mention that you didn't want to waste your best pilots on missions with an estimated casualty rate of twenty percent, and would probably prefer to send in militia level pilots, reminded me that's how I envisioned the Solomani military saw things as well.
The two aspects, other than the romantic one that Chadwick mentions about having meat bodies in cockpits, is that it's easier to manufacture smaller hulls in quantity, and that the Solomani need numbers to match the Imperium's advantages both in technology and sheer size, so they'll surge by drafting all available pilots not needed for other missions and commercial purposes.
If you assume a carrier is a steel box with hangar facilities, you can also assume those are a lot easier and cheaper to build, or convert, than manufacturing dedicated warships.
Of course, the Confederation Navy has to prepare the groundwork by training as many pilots as possible, and adding to a large existing pool of (semi) trained flight crews, and preparing easily manufactured ship designs that are easy and cheap to build, simple to fly and operate.
So basically, TIE fighter analogues.
Re: Solomani Confederation (Military)
It would be far cheaper to just fit your 'volunteer' fighter pilots with a wafer jack and then mass produce fighter pilot wafers...
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- Chief Mongoose
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Re: Solomani Confederation (Military)
Our job is to make manned fighters a viable option.
Re: Solomani Confederation (Military)
Wafer tech requires a person in the cockpit...
Re: Solomani Confederation (Military)
Misunderstanding. Condottiere thought you meant wafer jacking the pilots from the Carrier and running the fighters as human linked drones. You mean wafer jacking the pilot in the cockpit with flight programs so they can skip training and just get the skills slotted in and out of the pilots head, I think.
That’s a reasonable way to mass produce cheap pilots.
Re: Solomani Confederation (Military)
Yup, using the Agent of the Imperium/T5 as a guide wafer tech was pretty common in the military.
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- Chief Mongoose
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Re: Solomani Confederation (Military)
I don't make an immediate association of cyberpunk with Traveller.
Now, in my opinion, the Lightning Two is a not just a piece of crap, it's an overpriced piece of crap.
However, I think the Americans do have modern air warfare pretty well conceptualized.
The Raptors are the tip of the spear, followed by the "stealthed" Lightnings, who control a small swarm of drones.
Behind them are second tier aircraft, Growlers for electromagnetic noise, unstealthy fighter bombers, and behind them tankers (which seems unlikely we'll need) and cee three eye pickets as the major hub of an interconnected communications and surveillance system, the Lightnings being minor hubs.
Realistically, you'd send drones out in space battles, the question becomes whether they are autonomous, or coordinate back with their motherships and/or command ships, which encounters lag time, and possibly electronic interference.
The thing about drones is, you can manufacture them on demand, you don't have to train them, they don't sleep, and you don't have to pay out pensions.
You have to figure out a cost benefit model that makes manned militia fighters a viable and attractive option, within the framework of Traveller, not just pure cannonfodder.
Now, in my opinion, the Lightning Two is a not just a piece of crap, it's an overpriced piece of crap.
However, I think the Americans do have modern air warfare pretty well conceptualized.
The Raptors are the tip of the spear, followed by the "stealthed" Lightnings, who control a small swarm of drones.
Behind them are second tier aircraft, Growlers for electromagnetic noise, unstealthy fighter bombers, and behind them tankers (which seems unlikely we'll need) and cee three eye pickets as the major hub of an interconnected communications and surveillance system, the Lightnings being minor hubs.
Realistically, you'd send drones out in space battles, the question becomes whether they are autonomous, or coordinate back with their motherships and/or command ships, which encounters lag time, and possibly electronic interference.
The thing about drones is, you can manufacture them on demand, you don't have to train them, they don't sleep, and you don't have to pay out pensions.
You have to figure out a cost benefit model that makes manned militia fighters a viable and attractive option, within the framework of Traveller, not just pure cannonfodder.
Re: Solomani Confederation (Military)
It's not cyberpunk, it is canonical OTU stuff for the 3I and surrounding states...
Re: Solomani Confederation (Military)
Don't have all the shield controlled from the mothership.Condottiere wrote: ↑Sun Oct 29, 2017 10:42 amRealistically, you'd send drones out in space battles, the question becomes whether they are autonomous, or coordinate back with their motherships and/or command ships, which encounters lag time, and possibly electronic interference.
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- Chief Mongoose
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Re: Solomani Confederation (Military)
Frequency hopping and several hubs, but you'll still end up with lag, unless the controllers are in tactical range.
Re: Solomani Confederation (Military)
In terms of being vulnerable to someone in an acquired spaceship flying up into the mothership and uploading a virus that disables all the shields on the ships dispatched from the mothership.,Condottiere wrote: ↑Mon Oct 30, 2017 7:13 pmFrequency hopping and several hubs, but you'll still end up with lag, unless the controllers are in tactical range.
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- Chief Mongoose
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Re: Solomani Confederation (Military)

Not all of us use macOS.
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- Chief Mongoose
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Re: Solomani Confederation (Military)
Confederation Navy: Canonical Iconic Features
1. Fixed mounts.
2. Cramped quarters
3. Moggy.
4. Lack of medium sized combatants.
5. Wedge shaped warships (Tee Twenty).
6. Adapt features from foreign ship designs.
1. Fixed mounts.
2. Cramped quarters
3. Moggy.
4. Lack of medium sized combatants.
5. Wedge shaped warships (Tee Twenty).
6. Adapt features from foreign ship designs.
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- Chief Mongoose
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Re: Solomani Confederation (Military)
Confederation Navy: Modular Jump Drives
The Tigress class factor four jump drive weighs at fifty thousand tonnes, plus five.
I don't know about you, but that seems like one helluva engineering feat, since the extra five tonnes indicates it's one single unit.
My take on the Confederation Navy is that the largest jump drive they will manufacture is twenty five hundred tonnes, plus five, at technological level fourteen, but up nine of them can be linked together, though I vaguely recall Tee Five at one time giving the option for eighty one.
Like a RAID drive, the combined array function as the lowest performing module, so sometimes it's just better to delink that module.
The Tigress class factor four jump drive weighs at fifty thousand tonnes, plus five.
I don't know about you, but that seems like one helluva engineering feat, since the extra five tonnes indicates it's one single unit.
My take on the Confederation Navy is that the largest jump drive they will manufacture is twenty five hundred tonnes, plus five, at technological level fourteen, but up nine of them can be linked together, though I vaguely recall Tee Five at one time giving the option for eighty one.
Like a RAID drive, the combined array function as the lowest performing module, so sometimes it's just better to delink that module.
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- Chief Mongoose
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Re: Solomani Confederation (Military)
Confederation Navy: Modular Jump Drives
In case no one got the implication behind the Tigress jump drive, it's the size of a medium cruiser.
It's not the Empire's Project Stardust, but building jump drives of that size requires a lot of concentration of resources and specialized facilities, and there might be only a handful of systems in the Imperium where they can manufacture such large engines.
Next up for the standard Confederation jump drive module comes in at two hundred and fifty five tonnes which defaults at ten thousand parsec tonnes.
In case no one got the implication behind the Tigress jump drive, it's the size of a medium cruiser.
It's not the Empire's Project Stardust, but building jump drives of that size requires a lot of concentration of resources and specialized facilities, and there might be only a handful of systems in the Imperium where they can manufacture such large engines.
Next up for the standard Confederation jump drive module comes in at two hundred and fifty five tonnes which defaults at ten thousand parsec tonnes.
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- Chief Mongoose
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Re: Solomani Confederation (Military)
Confederation Navy: Modular Jump Drives
The third standard Solomani jump drive would be at thirty tonnes for a thousand parsec tonnes, which should be popular also among the commercial medium haul crowd.
It's at this point to reach the law of diminishing returns, since you have to account for the five tonne default overhead.
Anything jump drive below this tends to specific to a hull size and performance. considering that the thirty tonne jump drive can move a two hundred tonne courier five parsecs down the road.
The next stage would have been at seven and a half tonnes (disregarding the ten tonne minimum), which might work out for a uniparsec scout, but bot much else.
Though at below a hundred tonnes, most commercial engineering companies probably have no problem manufacturing a jump drive.
The third standard Solomani jump drive would be at thirty tonnes for a thousand parsec tonnes, which should be popular also among the commercial medium haul crowd.
It's at this point to reach the law of diminishing returns, since you have to account for the five tonne default overhead.
Anything jump drive below this tends to specific to a hull size and performance. considering that the thirty tonne jump drive can move a two hundred tonne courier five parsecs down the road.
The next stage would have been at seven and a half tonnes (disregarding the ten tonne minimum), which might work out for a uniparsec scout, but bot much else.
Though at below a hundred tonnes, most commercial engineering companies probably have no problem manufacturing a jump drive.
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- Chief Mongoose
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Re: Solomani Confederation (Military)
Crewing: Navy Piloting and Virtualization
Under the new character generation system, all Navy recruits become familiar with piloting spaceships, so essentially, you incur no extraordinary costs having a pilot available for any number of spaceships in the order of battle.
Virtual crewing costs five million schmuckers at technological level thirteen with a competence level of one for five positions, including pilot; flight crew seem to have a one third chance of picking up another pilot level per year.
Virtualization two wouldn't normally be available for the Confederation, since it requires technological level fifteen, so pilots are essentially free, compared to the United States Air Force estimate of a ten million buck investment per.
Under the new character generation system, all Navy recruits become familiar with piloting spaceships, so essentially, you incur no extraordinary costs having a pilot available for any number of spaceships in the order of battle.
Virtual crewing costs five million schmuckers at technological level thirteen with a competence level of one for five positions, including pilot; flight crew seem to have a one third chance of picking up another pilot level per year.
Virtualization two wouldn't normally be available for the Confederation, since it requires technological level fifteen, so pilots are essentially free, compared to the United States Air Force estimate of a ten million buck investment per.
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- Chief Mongoose
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Re: Solomani Confederation (Military)
Crewing: Autopiloting
It seems like a reasonable investment to have an always on programme that monitors piloting, navigation, sensors, engineering and internal security, for a million schmuckers, even at skill level zero.
This ensure constant monitoring, especially if a human assigned to that station is incapacitated or distracted.
It seems like a reasonable investment to have an always on programme that monitors piloting, navigation, sensors, engineering and internal security, for a million schmuckers, even at skill level zero.
This ensure constant monitoring, especially if a human assigned to that station is incapacitated or distracted.
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