Reserves & Detached Duty

Vormaerin

Emperor Mongoose
The Mongoose Traveller core rules do not mention Detached Duty or Naval Reserves, though they are mentioned in The Imperial Navy sourcebook, the Third Imperium sourcebook, and various write ups on the Scouts in JTAS, etc. Given that the theme of this year's releases is a war, I am curious how folks deal with these issues in their campaign.

Theoretically, all PC scouts are on Detached Duty and subject to recall, as it is very unlikely they'll be too old for recall (Age 66 according to the IISS article). And The Imperial Navy considers anyone recently out of service to be a prime candidate for recall, as well as anyone not to old and with specialist skills. Both things likely to be true of PCs.

How many campaigns actually take advantage of Detached Duty and Reserves concepts in normal peacetime play? Do your scouts ever use the space available barracks at Scout stations? Do your Naval personnel visit Navy bases?

How do you explain not calling up the PCs with appropriate backgrounds if your campaign features the 5FW? Just ignore it?
 
My players are on the Deepnight Revelation. The war is about to start, but their call up notices will be some time in reaching them.
 
Yeah, my players are also outside the Imperium in the Reft sector. They are likely to be caught up in a war there, but not one the Imperium is involved in directly. I doubt they would be called up even if their merchant ship wasn't already a Navy subsidized spy ship.
 
Pointless, without available equipment.
Good thing that the Imperium has mothballed and reserved ships, eh? And the scouts have all those detached duty vessels to recall and fully crew. As well as needing more personnel at bases that have increased activity due to wartime status.
 
Unless, all the fusion reactors of the mothballed space craft have been sold off to metropolitan councils.

And, for annual inspection, they drag out their one, well maintained, starwarship.
 
Unless, all the fusion reactors of the mothballed space craft have been sold off to metropolitan councils.

And, for annual inspection, they drag out their one, well maintained, starwarship.
Third Imperium, page 147,

"Mothball Fleet – The last stop for many of the
navy’s starships is the Depot Mothball Fleet.
Ships are brought to one of Depot’s maintenance
hangars for a thorough inspection, given
preservative treatment and then designated
for one of the following: refit and reassignment
to a colonial or reserve fleet, the breaker yard
to be disassembled for scrap, equipped with
automation and used as targets in live-fire
exercises or storage at one of several auxiliary
facilities on one of the other planets or planetoid
belts in Depot system. Assignment to storage
usually means the navy is uncertain about quite
what they want to do with the ship and that it
requires more time to make the decision."
 
The Mongoose Traveller core rules do not mention Detached Duty or Naval Reserves, though they are mentioned in The Imperial Navy sourcebook, the Third Imperium sourcebook, and various write ups on the Scouts in JTAS, etc. Given that the theme of this year's releases is a war, I am curious how folks deal with these issues in their campaign.

Theoretically, all PC scouts are on Detached Duty and subject to recall, as it is very unlikely they'll be too old for recall (Age 66 according to the IISS article). And The Imperial Navy considers anyone recently out of service to be a prime candidate for recall, as well as anyone not to old and with specialist skills. Both things likely to be true of PCs.

How many campaigns actually take advantage of Detached Duty and Reserves concepts in normal peacetime play? Do your scouts ever use the space available barracks at Scout stations? Do your Naval personnel visit Navy bases?

How do you explain not calling up the PCs with appropriate backgrounds if your campaign features the 5FW? Just ignore it?

nah... not to be ignored but used as they are intended. They would be recalled when the crap really hits the fan... wait about a decade or two when the K'Kree come calling, not to try to take a planet or two but to extinguish and conquer, and hit the soft trailing underbelly of the Imperium and close to the heart. Core Sector, It would make the 5FW look like a barfight.

Recall could easy be explained to only be necessary when some event resulted in the Imperium itself being threatened and you'd need to call back every body who had retired or separated. Other than that.. why bother recalling them. The Imperium has enough active duty scouts and military to deal with normal events, even loftily named frontier skirmishes.
 
I can see a sector wide message going out for anyone in that sector to be recalled but not an Imperium wide recall. If the player characters respond to the recall if they are in the area would be a nice ethics moment for them.
 
Theoretically, all PC scouts are on Detached Duty and subject to recall, as it is very unlikely they'll be too old for recall (Age 66 according to the IISS article).
After the 1989 World Series earthquake, the Army tried to reactivate my grandfather. They didn't notice that he was 64 at the time.

(It wasn't completely on drugs; he'd been a logistics type and way back in the day his name had gone onto a plan that could have been seen as relevant to the situation.)
 
nah... not to be ignored but used as they are intended. They would be recalled when the crap really hits the fan... wait about a decade or two when the K'Kree come calling, not to try to take a planet or two but to extinguish and conquer, and hit the soft trailing underbelly of the Imperium and close to the heart. Core Sector, It would make the 5FW look like a barfight.

Recall could easy be explained to only be necessary when some event resulted in the Imperium itself being threatened and you'd need to call back every body who had retired or separated. Other than that.. why bother recalling them. The Imperium has enough active duty scouts and military to deal with normal events, even loftily named frontier skirmishes.
I don't think there is such a thing as an Imperium wide threat. The time lag in the Imperium is enormous. The Spinward Marches Sector Commands for the Scouts and the Navy would be the ones deciding on a call up, not the Admiralty at Core, IMHO.

Does the Duchess of Mora and her pet Sector Admiral care if there's huge fleets in Vland while the Zhodani are supposedly threatening to scorch her house?
 
The Navy will need technical personnel, so as long as you are certified, there's some leeway on health issues.

Once the Army runs out of armoured fighting vehicles and powered armour suits, you can start drafting.
 
I don't think there is such a thing as an Imperium wide threat. The time lag in the Imperium is enormous. The Spinward Marches Sector Commands for the Scouts and the Navy would be the ones deciding on a call up, not the Admiralty at Core, IMHO.

Does the Duchess of Mora and her pet Sector Admiral care if there's huge fleets in Vland while the Zhodani are supposedly threatening to scorch her house?

gave one example.. if (when) the K'Khee come it will be a Imperium wide threat when they go blown Ghengis Khan and give a planet 24 to either surrender or get vaporized. None of that lay siege and give Chuck Norris the time to don his cape tomfoolery. Canon has already set it up hasn't it... just up to the 4 leggers to pull the trigger and there wouldn't be much between Capital and Core sector once they ran roughshod over Ley and its underpowered fleets. THAT is a full 5 alarm fire of an Imperium emergency and threat to its existance. Especially as the K'Kree match the Imperium for high tech 15 standard and resulting naval ship badassery... and a whole lot of them...

the other of course being a rebellion or civil war which has been done in a (hopefully) alternative future Mongoose future. It would be all hand on deck for that.. old enough to push a button... you're called back up.

that of course is the rub... you call up a bunch of ex Marines or ex-Army. Great.. more meat for the grinder and the Imperium has tens of trillions to throw away as cannon fodder. The Navy though... put 5 retired tankers in a tank they might have never seen before.. with 4 others they have never worked with or operated with and what will you have.. an ineffective and soon to be dead tank

put several 1000 in a starship.. and what do have... a worthless ship unless you have months.. a year to train them and bring them up to speed and working a team. The only way again that happens is when the Imperium is in mortal danger...

and the time lag.. delay... only as slow as the knowledge gets spread there is a mortal danger in the first place I suppose.
 
The minute the war notification went out, all Naval Reservists and Detached Duty Scouts were called back to active duty. That notification propagates along the trade routes at the same rate as the news of the war starting.

Player characters can choose to be members the Naval Reserves, although there aren't any game mechanical benefits in doing so. PC Scouts who have a loaned a ship are Detached Duty; PC Scouts without a ship may report for duty but are not required to.
In both cases, unless they are ordered otherwise, they are to proceed directly to the nearest Naval Base or Scout facility for a physical, issuance of gear, records update, and then to their assigned duty post.

There is also the option for merchant ship captains to make their ship available as a TUFT ['taken up from trade'] naval auxiliary. Naval reservists and Scouts serving aboard a naval auxiliary will receive orders assigning them to their ship as their duty post.

Where TUFT auxiliary gets sticky, mechanically speaking, is how a referee handles the ship payments. IMTU, a TUFT auxiliary has their mortgage payment paid by the Navy with the following understandings:
- The vessel will not be placed in a battle fleet, but she is otherwise in as much jeopardy as any other Navy vessel in wartime.
- The vessel may be ordered to undertake missions that risks the life of those aboard just like any other spacehand.
- The auxiliary's crew will be paid the going civil pay scale [aka 'Core Rules pay rates'], but are not given hazardous duty pay.
- Damage to the ship on Naval duty will be repaired at Naval yards for free... but they will be placed in the repair queue in order of Naval priority. That means that damage to the PCs ship will be repaired after every other Navy owned vessel is made good. And just like with any other Naval vessel, she may only be partially repaired but still sent out on a mission as the exigencies of the service demand.
 
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gave one example.. if (when) the K'Khee come it will be a Imperium wide threat when they go blown Ghengis Khan and give a planet 24 to either surrender or get vaporized. None of that lay siege and give Chuck Norris the time to don his cape tomfoolery. Canon has already set it up hasn't it... just up to the 4 leggers to pull the trigger and there wouldn't be much between Capital and Core sector once they ran roughshod over Ley and its underpowered fleets. THAT is a full 5 alarm fire of an Imperium emergency and threat to its existance. Especially as the K'Kree match the Imperium for high tech 15 standard and resulting naval ship badassery... and a whole lot of them...
I am honestly not sure what you are talking about. I can only assume you are confusing the Lords of Thunder, a fanatical splinter faction of the K'Kree that are a small polity of about 3 subsectors' equivalent with the actual 2000 Worlds. Because there's nothing in the K'Kree Alien books or other materials that suggest that the 2000 Worlds is interested in attacking the Third Imperium, much less actually capable of doing so.

Firstly, there are two full sectors of space between the 2000 Worlds and the Third Imperium. There's like 65 parsecs between the two Empires.

Secondly, while there are some TL15 worlds in the 2000 Worlds, the source material says that most of their warships are built at TL12. Because the various Steppelords are only a little more centralized than the Aslan, so they aren't building to some coordinated standard.

Thirdly, even if the 2000 Worlds had the same industrial output as the Imperium (despite being smaller and having a lower population density because of the size and claustrophobia of their population) and everything was built at TL 15, their ships are still massively inefficient compared to the Imperium's. Because K'Kree are very space intensive and they also spend a lot of space on building a prairie in every ship. So every Imperial battleship will have a lot more firepower than its K'Kree equivalent.

The K'Kree are about the same size as the Zhodani, possibly just a little bigger. They are more likely to destroy things in their raids and attacks, certainly. But the idea that they could just roll through Ley and Fornast to threaten Core is simply not credible. The Imperial fleets over there are much, much stronger than the half assed fleets of the Domain of Deneb.

And, finally, this is all a complete tangent. There is no evidence that the call up of the reserves needs to be Imperium wide or triggered by word from the Core. It's 10 months from Regina to Capital at Jump 4. More than 6 months by Jump 6. Each way. The whole point of the feudal-ish distributed government of the Imperium is that the dudes on the periphery are responsible for handling things in their regions, because waiting a year before you even start calling up the reserves is dumb.

There's also the issue that the Fifth Frontier War book itself explicitly states that a massive call up of reserves began almost immediately. (pg 134, if you were wondering).

So I'm not really interested in discussing whether there is or should be a call up of reserves. I was wondering if anyone actually used the detached duty and reserve rules in their peace time campaigns in an interesting way. And, what people were doing or were thinking about doing (if anything) about PC military vets if they planned on using the 5FW in their campaigns, with or without having done any reservist stuff previously.

The impression I'm getting is that basically no one active on this forum is doing anything along those lines, whether out of personal preference or because the all the information on how those things work are scattered far and wide away from the core rules in MgT2e.
 
I am honestly not sure what you are talking about. I can only assume you are confusing the Lords of Thunder, a fanatical splinter faction of the K'Kree that are a small polity of about 3 subsectors' equivalent with the actual 2000 Worlds. Because there's nothing in the K'Kree Alien books or other materials that suggest that the 2000 Worlds is interested in attacking the Third Imperium, much less actually capable of doing so.

Firstly, there are two full sectors of space between the 2000 Worlds and the Third Imperium. There's like 65 parsecs between the two Empires.

Secondly, while there are some TL15 worlds in the 2000 Worlds, the source material says that most of their warships are built at TL12. Because the various Steppelords are only a little more centralized than the Aslan, so they aren't building to some coordinated standard.

Thirdly, even if the 2000 Worlds had the same industrial output as the Imperium (despite being smaller and having a lower population density because of the size and claustrophobia of their population) and everything was built at TL 15, their ships are still massively inefficient compared to the Imperium's. Because K'Kree are very space intensive and they also spend a lot of space on building a prairie in every ship. So every Imperial battleship will have a lot more firepower than its K'Kree equivalent.

The K'Kree are about the same size as the Zhodani, possibly just a little bigger. They are more likely to destroy things in their raids and attacks, certainly. But the idea that they could just roll through Ley and Fornast to threaten Core is simply not credible. The Imperial fleets over there are much, much stronger than the half assed fleets of the Domain of Deneb.

And, finally, this is all a complete tangent. There is no evidence that the call up of the reserves needs to be Imperium wide or triggered by word from the Core. It's 10 months from Regina to Capital at Jump 4. More than 6 months by Jump 6. Each way. The whole point of the feudal-ish distributed government of the Imperium is that the dudes on the periphery are responsible for handling things in their regions, because waiting a year before you even start calling up the reserves is dumb.

There's also the issue that the Fifth Frontier War book itself explicitly states that a massive call up of reserves began almost immediately. (pg 134, if you were wondering).

So I'm not really interested in discussing whether there is or should be a call up of reserves. I was wondering if anyone actually used the detached duty and reserve rules in their peace time campaigns in an interesting way. And, what people were doing or were thinking about doing (if anything) about PC military vets if they planned on using the 5FW in their campaigns, with or without having done any reservist stuff previously.

The impression I'm getting is that basically no one active on this forum is doing anything along those lines, whether out of personal preference or because the all the information on how those things work are scattered far and wide away from the core rules in MgT2e.
I do not have any Scout or Imperial Navy PCs in My game currently, so I do not yet know how I'd deal with it.
 
So I'm not really interested in discussing whether there is or should be a call up of reserves. I was wondering if anyone actually used the detached duty and reserve rules in their peace time campaigns in an interesting way. And, what people were doing or were thinking about doing (if anything) about PC military vets if they planned on using the 5FW in their campaigns, with or without having done any reservist stuff previously.

The impression I'm getting is that basically no one active on this forum is doing anything along those lines, whether out of personal preference or because the all the information on how those things work are scattered far and wide away from the core rules in MgT2e.

yeah.. sorry about that. I did go off the deep end without a speedo didn't I lol.

And no... nothing like that in the campaign I've got going. It's like ... deciding to settle in Italy after getting out the service. The Nat. Guard or the reserves ain't going to work for you. Traveller's are for Travelling.. not holding down a 9 to 5 on a planet with a mailing address and being part of a sub-sector pool of reserves to be called back up into. Not everyone who does get out of the military becomes a Traveller obviously. Those who settle down after serving and getting out are the ones that would answer the call.

my long digression was aimed more at the Travellers'.. those are the ones that probably only with a mortal threat to the Imperium would stop and find a local reserve unit wherever they were at... and rejoin to defend the Imperium.
 
The DNR captain in my campaign is ex-Navy, and a big part of the stated-out crew is either Navy or Scouts, as well as their being some Army and Marines for security. The ship will probably be passing through the Storm Knights as the FFW starts - word might or might not reach them. It is entirely plausible to run into Zhodani or Zhodani-allied ships, and this might or might not happen before they hear about the war. Given where the Consulate is, Zhodani in the area might know about the war before the DNR does. A lot depends on how much time they spend on shore leaves and side adventures, and what route they take, but I'll make some assumptions about the speed of the news and count the jumps.

Obviously, they aren't going to get called up, but they could well end up involved in some way - what do they do if they see a Zhodani ship? Or a Sword Worlder merchant cruiser? They could see it as their duty to destroy it, if practical. How does knowledge of the war impact their chosen course? Maybe they avoid it, or maybe they hope to do a little damage on their way out of Charted Space.
 
There is also the option for merchant ship captains to make their ship available as a TUFT ['taken up from trade'] naval auxiliary. Naval reservists and Scouts serving aboard a naval auxiliary will receive orders assigning them to their ship as their duty post.
I may be mixing up my editions, but IIRC subsidised merchants are subject to call up as and when required by the Navy, this being part of the subsidy agreement.
 
I may be mixing up my editions, but IIRC subsidised merchants are subject to call up as and when required by the Navy, this being part of the subsidy agreement.
You know, that's a good question. I don't recall that as a contract stipulation, but there are good 'Traveller logic' reasons both for and against the idea.
If it's an IMTU decision, I would have one of the players roll a die... on a 1 or 2 the subsidy contract calls for an automatic recall as naval auxiliary and 3-6 it doesn't.
 
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