Solomani Confederation (Military)

Confederation Navy: Meat the Tokouea’we

1. Finally got hold of my Humble Bundle.

2. We can assume that the Glorious Empire is the peak of Aslan technological level thirteen.

3. It might be that few, if any, Aslan clans have a technological level fourteen industrial base, which would explain the heavy push towards trading with the Imperium.

4. Are they trading with the Solomani?

5. I don't know, though having human enclaves, they probably are.

6. Though I suspect that they want to build a wall, and have the Aslan pay for it.

7. Despite being in decline, the Tokouea’we appear to be holding their own, which sort of indicates the extent of the general Aslan industrial base.

8. Their military organization is interesting.

9. And seems increasingly tempered by pragmatism.
 
Confederation Navy: Meat the Tokouea’we

A. The technological level thirteen Syoakhtei class battleship at two hundred kilotonnes seems the pinnacle of Aslan naval architecture.

B. After centuries of use, the aging jump drives have become sensitive to gravity wells and are best employed when well beyond the 100-diameter limit.

C. What surprised me, in proportion to volume, was the factor one meson gun, at technological level twelve.

D. It sort of implies that deploying the somewhat two century old technological level twelve, refurbished Victory class battlecruisers, now redesignated grand cruisers, is proportional.

E. Starship hulls in the Glorious Empire are by and large the same ones seen in Hierate space.

F. The concept of capital ships flies in the face of tradition; ihatei require flexibility and mobility.
 
Confederation Authorized Volunteer Armed Long Range Yeomanry: Organization

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A. Fundamentally, CAVALRY troopers have volunteered to serve or join.

B. Units recruited from prisoners, whether from Confederation jails or prisoner of war camps, are not tolerated.

C. However, youthful offenders, when offered the choice to undertake service for the Confederation, are not considered convicted felons.

D. Nor prisoners of war who have defected, after capture, to the Confederation.

E. Specialists who are needed for the more technically complex positions might have a psychological operation undertaken against them, to persuade them to join.

F. Like pop up ads, when they're browsing, or passing by a billboard.
 
Confederation Authorized Volunteer Armed Long Range Yeomanry: Organization

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PERSONAL DEVELOPMENT

11 Social Standing plus one
12 Carousing
13 Deception
14 Gambling
15 Persuasion
16 Steward

21 Education plus one
22 Art
23 Broker
24 Gambling
25 Profession
26 Science

31 Dexterity plus one
32 Endurance plus one
33 Strength plus one
34 Athletics
35 Melee
36 Vacuum Suit

41 Strength plus one
42 Athletics
43 Driver
44 Flyer
45 Melee
46 Streetwise

51 Endurance plus one
52 Animals
53 Mechanic
54 Navigation
55 Seafarer
56 Survival

61 Intelligence plus one
62 Electronics
63 Medic
64 Streetwise
65 Survival
66 Jack of All Trades


SERVICE SKILLS
1 Athletics
2 Driver
3 Heavy Weapons
4 Melee
5 Stealth
6 Vacuum Suit

ADVANCED EDUCATION requirement minimum Education/six
1 Electronics
2 Explosives
3 Mechanic
4 Medic
5 Profession
6 Reconnaissance

OFFICER Warrant or Commissioned
1 Administration
2 Advocate
3 Diplomat
4 Investigate
5 Leadership
6 Tactics


RANK Paygrade
0 C0 Volunteer Gun Combat/one
1 C1 Trooper Reconnaissance/one
2 C2 Lancer Tactics/one
3 C3 Watchmaster Leadership/one
3 C4 Scoutmaster Administration/one
4 C5 Quartermaster Social Standing/eight, requirement profession/Logistician/one, Broker/one, Athletics/zero, Gun Combat/two
4 C6 Cornet Leadership plus one
5 C7 Captain Diplomat/one
6 C8 Colonel Social Standing/(ten or plus one - whichever is higher), promoted through the ranks
7 O9 Colonel General of the CAVALRY requirement Grand Admiral of the Solomani Confederation Navy

RANK Paygrade Specialist Administration
2 C2a Clerk requirement Administrator/zero, Athletics/zero, Gun Combat/zero
3 C3a Administrator requirement Administrator/one, Athletics/zero, Gun Combat/zero
4 C5a Paymaster requirement profession/Accountant/one, Administrator/two, Athletics/zero, Gun Combat/two

RANK Paygrade Specialist Combat Engineers
2 C2c Sapper requirement Explosives/zero, Athletics/zero, Gun Combat/zero
3 C3c Miner requirement Explosives/one, Athletics/zero, Gun Combat/zero
4 C4c Engineermaster requirement profession/Civil Engineer/one, Explosives/two, Athletics/zero, Gun Combat/zero

RANK Paygrade Specialist Maintenance
2 C2m Mechanician requirement Mechanic/zero, Athletics/zero, Gun Combat/zero
3 C3m Technician requirement Mechanic/one
4 C4m Ironmaster requirement profession/Gunsmith/one, Mechanic/two, Athletics/zero, Gun Combat/zero

RANK Paygrade Specialist Medical and Nutrition
2 C2y Cook requirement profession/Cook/zero, Athletics/zero, Gun Combat/zero
3 C3y Chef requirement profession/Cook/one, profession/Dietician/zero, Athletics/zero, Gun Combat/zero
2 C2b Medic requirement Medical/zero, Athletics/zero, Gun Combat/zero
3 C3b Corpsman requirement Medical/one, Athletics/zero, Gun Combat/zero
4 C4b Dockmaster requirement profession/Dietician/one, Medical/two, Athletics/zero, Gun Combat/zero

RANK Paygrade Specialist Signals
2 C2s Electronician requirement Electronics/zero, Athletics/zero, Gun Combat/zero
3 C3s Signaller requirement Electronics/one, Athletics/zero, Gun Combat/zero
4 C4s Webmaster requirement profession/Hacker/one, Electronics/two, Athletics/zero, Gun Combat/zero

RANK Paygrade Specialist
4 C5t Taskmaster requirement Tactics/two, Athletics/zero, Gun Combat/two
4 C5i Spymaster requirement Deception/zero, Streetwise/zero, Advocate/zero, Investigate/zero, Electronics/zero, Athletics/zero, Gun Combat/zero
3 C4d Drillmaster requirement senior Scoutmaster
1 C1z Marksman requirement Athletics/zero, Gun Combat/two, Stealth/zero
2 C2z Sharpshooter requirement Athletics/zero, Gun Combat/three, Stealth/zero
3 C3z Sniper requirement Athletics/zero, Gun Combat/four, Stealth/one

RANK Paygrade Specialist Flight
1 C1f Flight Cadet
2 C2f Aerospatialist requirement Pilot/zero, Athletics/zero, Gun Combat/zero
3 C3f Aerospacenaut requirement Pilot/one/smallcraft, Gunner/zero, Athletics/zero, Gun Combat/zero
4 C4f Flightmaster requirement Pilot/two/smallcraft, Gunner/one/turret, Athletics/zero, Gun Combat/zero
4 C5f Ridingmaster requirement Pilot/three/smallcraft, Gunner/two/turret, Athletics/zero, Gun Combat/zero
4 C6f Flight Officer/Cornet requirement Pilot/three/smallcraft, Gunner/two/turret, Athletics/zero, Gun Combat/zero


#### Provisional Squadron [nominal organization]

Binom - one Volunteer, one Trooper [senpai/kohai]
Lance - three Binoms, one Lancer [basically, expecting attrition from casualties and resignations] three Volunteers, three Troopers. one Lancer
Patrol - three Lances, one Watchmaster [highly experienced] nine Volunteers, nine Troopers, three lancers, one Watchmaster
Troop - three Patrols, one Scoutmaster, one Cornet; twenty seven Volunteers, twenty seven Troopers, nine Lancers, three Watchmasters, one Scoutmaster, one Cornet
Squadron - three Troops [plus Headquarters Troop] eighty one Volunteers, eighty one Troopers, twenty seven Lancers, nine Watchmasters, three Scoutmasters, three Cornets

Headquarters Troop - balance ninety five
Headquarters - Captain, Lieutenant Captain/Senior Cornet, Cornet/Ensign, Quartermaster, Paymaster, Spymaster, Taskmaster, Scoutmaster/Drillmaster

Administration detachment - (Paymaster), one Administrator, three Clerks
Combat Engineers detachment - Engineermaster, three Miners, six Sappers
Maintenance detachment - Ironmaster, one Technician, three Mechanicians
Medical and Nutrition detachment - Dockmaster, four Corpsman, nine Medics, one Chef, three Cooks
Signals detachment - Webmaster, three Signallers, six Electronicians

Weapons detachment - (Lieutenant Captain/Senior Cornet), one Watchmaster, three Lancers, nine Troopers, one Sniper, two Sharpshooters, four Marksmen
Logistics detachment - nineteen Volunteers
Guard detachment - (Cornet/Ensign), one Lancer, four Troopers


### Composite Squadron

Division - one to three spacecraft
Flight - one to three Divisions (plus Headquarters Division)
Squadron - one to six Flights (plus Staff Flight, Maintenance Flight, Security Flight, and Training Flight)


Light Fight Flight
ten light fighters
Fighter Flight
ten medium fighters
Transport Flight
ten (medium) shuttles

Spacetime Patrol Flight
 
Confederation Authorized Volunteer Armed Long Range Yeomanry: Organization

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G. Next up would be the Composite Squadron.

H. This more complex than it should be, since it would be quite easy to have a single type unit.

I. To a certain point, it comes down to what I think doctrine should be for the Confederation Navy, if they should have large numbers of smallcraft formations, or let others contribute that, and let the Confederation Navy focus on the line of battle.

J. The top ten percent of graduating pilots would be invited to specialize in steering capital (five kilotonne plus) spacecraft.

K. The question came, what would the other ninety percent be encouraged to do, specialize in smallcraft or inbetweeners?
 
Confederation Authorized Volunteer Armed Long Range Yeomanry: Organization

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RANK Paygrade
0 C0 Volunteer Gun Combat/one
1 C1 Trooper Reconnaissance/one
2 C2 Lancer Tactics/one
3 C3 Watchmaster Leadership/one
3 C4 Scoutmaster Administration/one
4 C5 Quartermaster Social Standing/eight, requirement profession/Logistician/one, Broker/one, Athletics/zero, Gun Combat/two
4 C6 Cornet Leadership plus one
- C60 officer cadet
- C69 Captain Lieutenant, Squadron second in command
5 C7 Captain Diplomat/one
- C70 captain, spacecraft commanding officer
- C71 Staff Captain,
- C72 Flight Captain,
- C73 Group Captain, smallcraft senior commander
- C74 Senior Captain,
- C75 Captain Major, senior Captain, battalion equivalent or flotilla
- C76 Great Captain, appointed, brigade equivalent or argosy
- C77 Grand Captain, appointed, division equivalent
- C78 Lieutenant Colonel, appointed, regimental commander representative
- C79 Captain General, appointed, corps equivalent or armada
6 C8 Colonel Social Standing/(ten or plus one - whichever is higher), promoted through the ranks
7 O9 Colonel General of the CAVALRY requirement Grand Admiral of the Solomani Confederation Navy
 
Confederation Authorized Volunteer Armed Long Range Yeomanry: Sidearms

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1. After extensive analysis, and the fact it's mentioned in The Imperial Navy, plus the alternative experimental carbine, it has to be the lowest common denominator in the Confederation military.

2. To be precise, the default model listed in the Central Supply Catalogue.

3. This would allow the luxury of supplying Solomani insurgents in the Occupied Territories with rifles, without actually the Imperium intelligence services being able to trace it back to a Confederation origin.

4. I tend to think that the CAVALRY would opt for a quick change barrel, to optimize the firearm for either combat in the field, or the more confined urban or spacecraft combat ranges.

5. I considered the assault rifle in a sort of auxiliary role, considering technological level ten against more easily maintainable technological level seven, but you always have to remember that technological level twelve is about the interstellar standard, and there we have the gauss rifle, which makes the advanced combat rifle, in that relationship, the auxiliary.

6. The next step in that direction would be determining the all around civilian smallarm, since the advanced combat rifle would definitely be considered a military grade weapon.

7. For anyone rated a sniper, they'd get issued a gauss sniper rifle.

8. Despite the five dice of damage, it's skill category would be Gun Combat/slug thrower.

9. Sharpshooters get extended barrel advanced combat rifles, with better optics.
 
Confederation Authorized Volunteer Armed Long Range Yeomanry: Sidearms

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A. Either no one has a pistol, or everyone has a pistol.

B. You want to remove clues for enemy snipers to pick up on as to who's in charge.

C. I'd say there was some tolerance as to the personal choice for a pistol, but the CAVALRY standard issue would be the snub pistol.

D. All CAVALRY troopers would be required to have a personal sidearm on or near them at all times, though not necessarily loaded.

E. They would be required to purchase from the regimental or Squadron armoury, discounted, a snub pistol, if they do not have a personal pistol.

F. If the armoury does not have suitable ammunition for the personal sidearm, the sidearmee has to arrange to have an adequate supply of the requisite ammunition, himself.
 
Confederation Authorized Volunteer Armed Long Range Yeomanry: Sidearms

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G. If snipers can discern Ceremonial Revolvers, at a distance, that would be a dead giveaway.

H. You probably could put a shell over one, just like a smartphone, to more or less disguise the fancy parts.

I. Years ago, I thought that the Solomani would have a sort of mythical attachment to some prominent historical firearms.

J. What I had in mind was the pump action shotgun, the Winchester, the Armalite, the Nineteen Eleven, and apparently, the six chambered revolver.

K. By this time, probably would have adopted some more useful features, like the Nagant gas seal, considering the cost.
 
Confederation Authorized Volunteer Armed Long Range Yeomanry: Sidearms

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L. I'm not sure why the decision was made for the Confederation Navy officers to wear six chambered Ceremonial Revolvers.

M. The Grand Admiral is gifted a seven chambered one.

N. So let the Confederation Army officers wear a Nineteen Eleven (semi)auto(matic)pistol with an eight round magazine.

O, General of the Armies of the Confederation would have ivory handled pistols.

P. Quite a number of officers like a Luger configuration.
 
Confederation Authorized Volunteer Armed Long Range Yeomanry: Sidearms

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Q. In terms of pistols, in terms of being iconic, it's more variations on a theme.

R. I would think that for a gunpower propelled slugs, in Traveller design mechanics, it peaks at technological level nine.

S. Next would be magnetically propelled ones at technological level twelve.

T. I think you end with anti gravity repulsion, assuming you can make that mechanism small enough to fit in your hand.

U. It's a pity that for rocket propelled projectiles, performance is mostly conjectured.
 
Confederation Authorized Volunteer Armed Long Range Yeomanry: Sidearms

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V. Generally speaking, you should design firearms around the cartridge.

W. Obviously, this would principally be the default advanced combat rifle cartridge.

X. But the platform, though relatively cheap, could be upgraded to Confederation military requirements.

Y. Question would be if you actually could tinker around with the default advanced combat rifle.

Z. Because neither the cost nor the performance can be reconciled with the Field Catalogue design rules.
 
Confederation Authorized Volunteer Armed Long Range Yeomanry: Sidearms

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1. Since we like homogeneity, and advanced combat rifle bullets are (relatively) cheap, we could use them in our pistols.

2. I'm clueless how that turned out in real life, though I seem to vaguely recall something similar to a Mauser Broomstick with a wrist brace.

3. Field Catalogue design rules, however, rifle calibres in assault barrel lengths and below, lose a damage dice.

4. For intermediate rifle calibre, which is the one used for advanced combat rifle, that's a modified two dice of damage.

5. Range is less of a factor, since we'll assume what we want, besides the same ammunition, reaction time.

6. And you start losing penetration and increasing the physical signature.

7. The minimum acceptable barrel length would be carbine, where you just drop a point of damage.

8. The advanced combat carbine in The Imperial Navy doesn't conform to those rules, it has a full three dice, and three hundred fifty metres range, as opposed to three dice minus one, and 281.25 metres.

9. So you're stuck with pistol calibres for short barrelled handguns, since even a twenty two light pistol would compete with NATO standard under those conditions.
 
Confederation Authorized Volunteer Armed Long Range Yeomanry: Organization

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A. A handgun compensates for two points of recoil.

B. Which then makes sense to use light handgun ammunition with two dice, which makes it recoil neutral.

C. Assuming handgun barrel, that's ten metres range.

D. Then you look around to see if you can upgrade the effect, rather like the snub pistol.

E. Most interesting being Enhanced Wounding (two dice plus four/penetration minus two), though check legality; Explosive (three dice/penetration minus one), legality not being mentioned; Gas within three times three times three metres.

F. Without the zero gee feature, you'd need to make an athletics check, which could get awkward in low gravity conditions.
 
Confederation Authorized Volunteer Armed Long Range Yeomanry: Organization

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G. You probably want a weapon system that can be used in a lot of different environments, so that you don't need to either accumulate as lot of different ones, nor train personnel to specialize in each.

H. Handguns are really more deterrence, until you get to touching distance.

I.

J. Going by the rules, I'm surprised that the snub ammunition isn't optimized for four dice of damage.

K. Considering that the handgun is two, and snub ammunition eliminates two points of recoil.
 
Confederation Authorized Volunteer Armed Long Range Yeomanry: Organization

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L. Body pistols are basically stealthed light pistols.

M. It has the same range as snub pistols, though no zero gravity feature, also no recoil in a handgun receiver.

N. Accuracy of the snub pistol is off by two, and penetration by one.

O. Rapid firing automatic/four snub weapons have an extra dice of damage due to three full dice, therefore four dice minus three, which a light pistol two dice would not get.

P. That's seven points of recoil, minus two for snubbery, two for handgun receiver, or four for an assault receiver, which you'd want to assign for a soldier with gun combat/slug thrower/one to neutralize recoil, considering inherent minus two inaccuracy.
 
Confederation Authorized Volunteer Armed Long Range Yeomanry: Organization

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Q. The advantage of the light pistol is cheaper ammunition, low physical signature, and no recoil for semiautomatic fire.

R. The granny gun being perfect for plinking and practice, at least at lower technological levels.

S. Though with the athletics check, not suitable for low and zero gravity conditions.

T. Bondian utilization in Traveller is minimal.

U. I think an advanced air pistol or rifle probably supercedes it.
 
Confederation Authorized Volunteer Armed Long Range Yeomanry: Organization

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V. You can stealth a snub pistol, since at that type of operation, cost is less of a factor.

W. The issue would be inherent inaccuracy of minus two, but operatives should be highly trained, and would get up really close, where the bullet would have to deviate at sixty degrees to miss.

X. Automation of two in a handgun receiver would still be recoil neutral, and damage would be upgraded to three dice minus one, if you thought that was worth it.

Y. A higher teched snub pistol, with advanced projectile weapon feature, would increase range to an default fifty metres.

Z. Actually, if your body is braced, either in the sniper position, or your back against the wall, the Athletics check should be automatically passed in low and zero gravity conditions.
 
Confederation Authorized Volunteer Armed Long Range Yeomanry: Organization

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1. An advanced snub pistol would need advanced snub ammunition.

2. Though you can utilize default snub ammunition.

3. If the Confederation was the only one utilizing it, and the only ones manufacturing their requisite platforms, smuggling them in masses to Solomani insurgents is pretty much giving the game away.

4. As such, advanced snubbery would be confined to the Confederation Navy and Marine Corps, as well as any other Confederation paramilitary organization who is interested.

5. I'm going to speculate that the Confederation Army isn't going to find any need to acquire them, either default or advanced.

6. There's going to be more accurate handguns, accuracy might not matter in a tight spacecraft corridor, where the target is going to have little room to manoeuvre.

7. Worse, in zero gravity doesn't have the time to get out of the way.

8. Outside of disposable handguns, the cost of the platforms isn't going to matter in relation to the cost of the ammunition, assuming it defaults to that quoted in the Field Catalogue.

9. These can take the form of derringers, howdah pistols, revolvers, semiautomatic pistols, and submachineguns.
 
Confederation Authorized Volunteer Armed Long Range Yeomanry: Organization

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A. The design rules clarify that the snub pistol is using a short barrel, hence five metre range.

B. Give it a handgun barrel, and it's ten metres, twelve and a half with advanced.

C. Submachinegun with assaults receiver and barrel moves that to twenty five metres at advanced, long range at fifty metres.

D. Quickdraw upto twenty five metres gives plus one.

E. Laser pointer upto fifty metres.

F. So doctrine would be get within twenty five metres of your target, or for assassination, six and a quarter metres with an assault variant.
 
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