[GK Games] Hub Federation Ground Forces Now Available!

Gypsy Knights Games

Cosmic Mongoose
Now available at Drive-thru RPG at this link!

Join the adventure!

Strength Through Unity. That's the motto of the Hub Federation Defence Force Militias. Banded together after the collapse of the Conduit back to Earth Sector, the planetary defense forces of the six worlds of the Hub Federation have united to fight the fear and chaos they see as rampant in Clement Sector.

By Space, Air and Land. That's the motto of the Hub Federation Marines. Founded from melding German and British armed forces stranded by the Conduit Collapse, the Hub Federation Marines struggle to protect the Federation from its enemies as well as try to get past their cultural differences.

Hub Federation Ground Forces provides an in-depth look at the Hub Federation's planetside and strike forces. The book gives Referees and players details concerning the force's organization and history as well as its foundation built on the long traditions of the militaries which preceded it.

Hub Federation Ground Forces also provides full character career progressions through seven career tracks usable with almost any version of Traveller. Chart your character's course and take your character through a full armed forces career!

Hub Federation Ground Forces also includes information on all of the forces' equipment. Everything from the full deckplans of the Shadowstrike-class assault carrier to the sidearms and melee weapons preferred by the troops.

Do you have what it takes? Join the Hub Federation Ground Forces!

"Traveller" and the Traveller logo are Trademarks owned by Far Future Enterprises, Inc. and are used with permission. The Traveller Main Rulebook is available from Mongoose Publishing.
 
Hub Federation Ground Forces is now available at Drive-thru RPG, RPGNow and Paizo!

Pictured is the Zusteller-class HAL-V-11 Heavy Assault Lander. Art by Ian Stead.

http://www.rpgnow.com/product/137458/Hub-Federation-Ground-Forces

http://rpg.drivethrustuff.com/product/137458/Hub-Federation-Ground-Forces

http://paizo.com/products/btpy99e1?Hub-Federation-Ground-Forces

Get yours today!

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Alrighty then, I've had the book for a couple days now and had some time to read it through...

If you wanna start - and win - a war, this book's for you!

It features career paths for just about any miliitary career, full history on the Marine Corps within the Clement setting, and of couse weapons and gear.

First of all, you need to transport the soldiers to the planet. The Shadowstrike assault carrier takes care of this, carrying two companies of soldiers, as well as their vehices, supplies and gear. The ship is basically a modified Vulkan, and thus a quick and easy solution both for the writers and in-universe.

The ship might get the soldiers to the right planet, but they need to reach the battle too. Fortunately the Shadowstrike carries landing craft! We've seen the Orbit class before, in Book 4 - small craft. It carries up to 50 infantry and has some space for vehicles. It is also heavilty armed and armored, enabling it to fight its way into a hot dropzone and provide supporting fire after the troops have disembarked. If loaded with a Scimitar or Stoat (more on those later) it could even launch those in mid-air (grav vehicles ftw) before landing, to provide covering fire while the troops disebark.

There's also a new, larger shuttle, for carrying vehicles and supplies.

While groundside, vehicles are needed, and provided. Two grav tanks, a grav APC, light aircraft for air support and a wheeled recon vehicle. I was surprised not to see the transport craft from the recruiting poster though...

Finally, the troops need weapons. This book offers variant ACRs, a submachine-gun, large caliber pistols and a wicked sniper rifle. The smg has a crazy high rof! (That of course has the limitation of crazy high recoil) I love it! Sure, in a prolonged battle it might fire the same amount of attacks as a "normal" smg (the high recoil most likely limits the firer to attacking every other round), but who needs to worry about subsequent rounds when every enemy falls during he first auto-burst? The mp88 might break my arms and crack my nose if I insist on keeping the trigger pressed until the mag's empty, but boy does it clear a room in no time!

Also worthy of note is the wicked high-calibre sniper rifle, 20 mm bullets should put the target down, regardless of if it's armored or a vehicle - bam you're dead!

Of course, marines about to board someone need close-combat weapons, right? Good thing the book provided a combt knife, brutal cutlass and an officers's blade then!

At first, the sniper rifle got me thinking about Starcraft ghosts, but then it dawned upon me.. Large caliber pistol, wicked high rof smg, variety of assault rifles, ultra-Killy sniper rifle, and a wheeled recon vehicle with Gatling gun... These guys must have been playing Halo! ... Or perhaps it's just me... But reminding me of Halo is a good thing in my book!

So, there we have it, more or less. The tools needed to play military chars and/or invade people. Job well done guys, thanks!

A couple of things that would've made the book even better in my eyes though... I've just rolled up my new char, Bob the marine. He's about to embark his shuttle and wage war. What is he carrying? What can be considered standard gear for a marine? A rifle, x amount of extra mag, sidearm, I'm guessing some grenades, perhaps food and a first aid kit...? I can make it up of course, but it would aid to have example lists for standard infantry and specialists. Naturally gear would vary depending on intended combat role, boarding a ship might not warrant the exact same loadout as cityfight or orbital assault.

Another thing, that kinda follows from the prior one: I would have enjoyed a more detailed OOB/TOE. I know from the book that a fire team has four members, and a section is two fire teams plus two. What I do not know is what kind of firepower can a fire team be assumed to always have available, are we talking 2x rifles, 1 rifle with underslung GL and a support weapon perhaps? Are support weapons organic to the units, or are there specialized support squads/platoons? Given that the new Mercenary book so seamlessy integrates large scale warfare within the regular combat rules, and a book on military stuff is kinda made for a more combat-oriented game, it would be a perfect opportunity to provide example lists, say listing an example infantry company, and an armored platoon, ready to lift out from this book and into a battle.

Perhaps even go so far as to list an example loadout for a combat-ready Shadowstrike? From the looks of it, most of the vehicles and gear would be pre-loaded on the landers, so... what are they carrying? Again, I can do this myself, but an example list would be helpful.

(Some day I'd also love to see someone put more detail into the humble combat armor, bringing it more to life, kinda like how the Judge Dredd RPG present standard armor and gear for judges. Granted, the short stories within this book does a good starting job with this along with the pictures, but I want MORE ^^)

Minor issues: The heavy rotary MG on the Scimitar should have auto 10, right? And the Stoat has improved fire control for its small turret? What small turret?

To wrap this up, this is a good book, I do enjoy it. Yes I wanted more, but what I got is in no way bad - far from! Great artwork, stats and writing. I'm feeling ready to wage war now, thanks guys!

(If your artists are ever bored, by all means feel free to produce more pics of vehicles and troops and various scenes - Marines in full combat gear (armor + webbing/ammo/stuff) and vehicles from other angles would be welcome :) )
 
Annatar Giftbringer said:
Alrighty then, I've had the book for a couple days now and had some time to read it through...

Thanks Annatar.

I had to make a decision to how in-depth I had to go. In the end drawing the line at some point. Providing a good balance of examples and information was the best fit and so I culled a lot of stuff out as the book progressed.

My notes have info on the Shadowstrike loadout, but again, leaving that up to a Referee gives more flexibility as missions are tailored depending on situation and scope.

I will look into the vehicle issues you have outlined.
 
Oh I totally understand that, you gotta draw the line somewhere or the project will just keep growing and never getting done! And of course, later on some of the discarded items might even prove enough to make another book :)

Yes I agree that leaving the ship "empty" gives me more flexibility (but if you wanna, I wouldn't object at all if you PMd me the example loadout ^^)

As I said, the stuff I mentioned is just wishlisting and nothing I can't create on my own, and I do enjoy the book, keep up the good work!
 
Quick question: does the clement setting have RAM grenades? If so, which weapons can have underslung launchers? Both ACRs and the gauss rifle, but not the others?

Bonus question: does the Gauss gun mag load in front or behind the handle?
 
Most definitely they are used. Both the ACR's and the gauss rifle may have underslung RAM launchers added, though it is not something the Marines tend to do, preferring a Marine within the section or platoon to carry a RAM launcher. This is usually a heavy weapons specialist.

The PDF are a little more flexible and though they do have heavy weapon specialists carrying RAM launchers, often there are section members carrying the underslung version on their rifles for added firepower.

Neither the ACC or the SMG are equipped to allow the use of an underslung RAM launcher.

The L11A4 ACR and the VL5A3 gauss rifle magazines are in the rear of the weapon in "bull pup" style, integrated into the rifles butt. The VL5A3 magazine also carries a battery with enough charge to energise the magnetic coils of the weapon so to fire the magazines contents.

Hope that helps :)
 
It does indeed help, thanks a lot!

I can understand giving one dedicated rapid-firing support weapon to one trained person, instead of giving an underslung launcher to everyone.

Hmm, the RAM launcher could almost be seen as a replacement for man-portable mortar launchers, couldn't it?

Moving on, a rifle squad would be three rifles and one LMG/SAW of a type corresponding to the rifles? Perhaps underslung RAM for one guy, and/or holographic sights on one rifle to create a marksman.

Unless... The SAW outlives its usefulness with the advent of ACR and gauss weaponry? Both these weapons (especially Gauss guns) have notably larger magazines than modern assault rifles, and the ACR boasts a higher RoF while the gauss rifle packs a heavier punch. Is there still a need for dedicated support weapons? (This is perhaps better suited as a separate thread..)

Whereas a scout/sniper team would probably include at least one Longbow.

Another question: the table on p.102 tells us that a section consists of two fire teams, but numbers 10 people. I assume this means a command element is introduced (or possibly driver/gunner for vehicle based units?). But a platoon is 30 soldiers, meaning no extra bodies. This leads me to guess that either a) one section leader is also in charge of the platoon, or b) that all command elements reside on company level, and get distributed as needed. Or c) I'm just confused and have no idea what I'm talking about :)
 
Hub Federation Ground Forces is now available in print from DTRPG and RPGNow!

http://rpg.drivethrustuff.com/product/137458/Hub-Federation-Ground-Forces
 
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