Solomani Confederation (Military)

Confederation Authorized Volunteer Armed Long Range Yeomanry: Organization

Omnis pugnat, quis renuntiare potest.


G. If you're infantry, or anything that requires (close) contact with enemy infantry, you're going to need Melee.

H. In space, optimal might be (Athletics plus Melee plus Vacc Suit).

I. Electronics, as well, though you probably could just insert a specialist into the squad if you happen to be in a human habitable planet.

J. Driver, because of the need for personal mobility, or in a lance, where one drivers and the other(s) man the weapon system(s).

K. If heavy weapons is partially due to felt recoil, not just size or mass, that would include an automatic rifle.
 
Confederation Authorized Volunteer Armed Long Range Yeomanry: Organization

Omnis pugnat, quis renuntiare potest.


L. Seen as a whole, the anti materiel rifle is a heavy weapon.

M. Automatic rifles are considered gun combat/slug throwers.

N. Technological level twelve gauss sniper rifle has a damage of five, range of one klik, armour piercing of six, and would replace an anti materiel rifle.

O. Might require more advanced maintenance, but easier to transport and utilize for someone versed in gun combat.

P. Law enforcement are going to equally sceptical whether they discover a gauss sniper rifle, or an anti materiel rifle.
 
Confederation Authorized Volunteer Armed Long Range Yeomanry: Organization

Omnis pugnat, quis renuntiare potest.


Q. Gun combat would be allocated to longarm weapons systems and down.

R. The moment your sidearm needs a light support weapon receiver, it requires the heavy weapons skill.

S. So ideally, what you want is a heavy rifle with a very rapid fire feature.

T. A VRF weapon must have Auto 6+, and in addition delivers an extra dice of damage per two full base dice indicated by ammunition type.

U. Heavy rifle has a damage factor of four, so adjusted damage of six dice.
 
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Confederation Authorized Volunteer Armed Long Range Yeomanry: Organization

Omnis pugnat, quis renuntiare potest.


V. Burst fire plus two, plus four, with six round consumption.

W. Heat generation factor six plus twelve, assuming base damage, equals eighteen.

X. Heavy rifle becomes very bulky, presumably like a heavy smoothbore, and multiplies base weight and cost of receiver by five.

Y. Looks like a heavy weapon, but technically, it's still a slug thrower.

Z. Probably would use a tripod at full burst.
 
Confederation Authorized Volunteer Armed Long Range Yeomanry: Organization

Omnis pugnat, quis renuntiare potest.


1. If we move down to intermediate rifle calibre, we should, in theory, remove any ambiguity as to what category it's in.

2. With three dice, that's short of what's required to optimize very rapid fire, though rapid fire does apply.

3. RF weapons do an extra dice of damage per three full dice an automatic weapon of the same calibre would deliver.

4. Burst fire, plus two, plus two, equals four, so four rounds.

5. Damage modified to four dice, at two hundred fifty metres range.

6. Presumably, you double the basic receiver weight, two and a half to five kilogrammes, and it becomes bulky.

7. The basic four hundred starbux cost is multiplied by a factor of six, so twenty four hundred starbux.

8. Armour piercing is three.

9. An RF weapon generates Heat at a rate equal to its Auto score plus twice its damage dice, so an Auto 4 weapon delivering 3D damage generates 4+6 = 10 Heat per round.
 
Confederation Authorized Volunteer Armed Long Range Yeomanry: Organization

Omnis pugnat, quis renuntiare potest.


A. With the Confederation Marines, it's easy.

B. They use assault shuttles, so onboard weapon systems fall under Gunnery.

C. But then you probably need squad support weapons, which would fall under Heavy Weapons.

D. Heavy artillery can easily be spacecraft weapon systems, though if it's on a firmpoint, range is drastically cut, and the turret is singular.

E. Even at five tonnes, it's going to be hard to squeeze the spacecraft into any normal corridor.

F. Which could leave us with some form of robot being the actual platform/gunner for the squad support heavy weapon .
 
Confederation Authorized Volunteer Armed Long Range Yeomanry: Organization

Omnis pugnat, quis renuntiare potest.


G. You can't really get past the numbers, if it's the first career and the term is limited to a year.

H. Responsibly, you need to train the meatshields to Athletics, Gun Combat, and Melee.

I. That's twelve weeks, that could be done onboard a starship with enough training facilities, on the way to the deployment.

J. Say twelve weeks outbound, six months deployment, free transport either back to the depot, or anywhere in the quadrant that the CAVALRY starwarships have a stopover.

K. Or, you could always sign up for another year, and another three skills.
 
Confederation Authorized Volunteer Armed Long Range Yeomanry: Organization

Omnis pugnat, quis renuntiare potest.


L. Second year term should get you an automatic promotion to rank/one, from Volunteer to Trooper.

M. Also, by my reckoning, from possible seven skills (six basic plus rank/zero), you now have eight (plus rank/one), of which five are still to be assigned.

N. If they stuck with the ground forces, Driver (mobility), Vacc Suit (protected forces), and Heavy Weapons.

O. Then, another six months combat deployment.

P. Same demobilization conditions.
 
Confederation Authorized Volunteer Armed Long Range Yeomanry: Organization

Omnis pugnat, quis renuntiare potest.


Q. Sign up for a third term, and you have a final two skills, not three, since you would need four years of experience to be promoted to rank/two.

R. At this point for groundpounders, we've covered basic soldierly skills, and start moving into specialization(s).

S. Admin would for those who have a knack for the more bureaucratic aspects of military life.

T. Electronics would be in charge of communications, sensors, and any robots tagging along.

U. Explosives if you wanted to be a sapper, which means you get to plant, and demine, anything of an explosive nature.
 
Confederation Authorized Volunteer Armed Long Range Yeomanry: Organization

Omnis pugnat, quis renuntiare potest.


V. Mechanics for the mechanically inclined, though I'm a little confused if this extends to armourer/guns.

W. Medic for those who like to ease human suffering, or mostly get to stick to the rear.

X. Recon sounds like a mandatory skill for the CAVALRY, since you're supposed to interpret what's going on in front, and report back.

Y. Steward is an encompassing skill, but pretty important in the overall scheme of care and feeding of privates.

Z. I think we need to make Recon mandatory, but you get to choose the eighth skill, from a separate list of those available.
 
Confederation Authorized Volunteer Armed Long Range Yeomanry: Organization

Omnis pugnat, quis renuntiare potest.


1. So what we have here is a three year term, with half of the time spent in training, and three half year deployments, which in theory, if all end up in a combat zone, should be enough for a lifetime.

2. For second termers, it shouldn't be too difficult to be promoted to Lancer, since a lance is nominally three troops, with the lancer directing his two juniors.

3. A Lancer gets tactics/zero, since he has to know how to integrate his subunit with the rest of the Squadron.

4. Though, if you think about it, it doesn't matter whether the acquired skill is factor one or zero, since in both cases, study period is eight weeks.

5. I guess you could push it to skill factor zero for promotions, whereas basic skills acquired in the first term would be factor zero.

6. Volunteers get Gun Combat/one.

7. Service skills would be Athletics, Driver, Heavy Weapons, Melee, Stealth, Vacc Suit.

8. Troopers get Recon/one, since that's supposedly their primary role.

9. Therefore, Lancers would be trained to Tactics/one skill level.
 
Confederation Authorized Volunteer Armed Long Range Yeomanry: Organization

Omnis pugnat, quis renuntiare potest.


A. Masters are issued warrants, and are eligible for both pensions and commissions in the CAVALRY, though they have to sign long term contracts, and can't quit.

B. Temporary warrants, lasting a year or until the end of a deployment, can be issued to serving Confederation Marine and Confederation Navy non commissioned officers, who are seconded to the CAVALRY.

C. There are three paygrades dedicated to Masters, just as there are three paygrades for the enlisted personnel, and three for the commissioned officers.

D. Entry level are the Watch Masters, who once promoted from Lancer get an automatic Leadership/one.

E. Nominally, they lead a patrol and are in charge of three lances with nine enlisted men.

F. In practice, patrols get reinforced with specialists, and heavy weapon teams.
 
Confederation Authorized Volunteer Armed Long Range Yeomanry: Organization

Omnis pugnat, quis renuntiare potest.


G. All CAVALRY Squadrons have a foursome of senior warrant officers running things, as the staff of the Squadron's Captain.

H. That would be, in order of seniority, the Quartermaster (logistics), the Paymaster (administration), the Taskmaster (operations), and the Spymaster (intelligence).

I. Scoutmasters are troop leaders, and assist the Cornet, nominally the troop commander.

J. Nominally, there are ten Scoutmasters per Squadron.

K. And twenty five Watchmasters.
 
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Confederation Authorized Volunteer Armed Long Range Yeomanry: Organization

Omnis pugnat, quis renuntiare potest.


L. Squadrons need specialists, either to assist the combat elements, or because the Squadrons have (a) specialized role(s).

M. The Dockmaster is the Squadron's surgeon and primary care provider.

N. The Ironmaster is the squadron's armourer

O. The Webmaster is responsible for the Squadron's cyber security, and any other electronic activity; optional.

P. The Drillmaster is usually the most senior Scoutmaster, in a Provisional Squadron, principally composed of Recruits.
 
Confederation Authorized Volunteer Armed Long Range Yeomanry: Organization

Omnis pugnat, quis renuntiare potest.


Q. It's pretty obvious you now have to integrate the support aspect rather more closely to the combat element.

R. The requirement for a two hundred and ninety nine man unit would be nine medics, supervised by the Dockmaster, distributed with six Medic/zero, and three Medic/ones.

S. Likewise with the Webmaster in charge of six Electronicians (Electronics/zero), and three Signallers (Electronics/one).

T. Craftmaster would be in charge of three Technicians (Mechanics/one), and six Mechanicians (Mechanic/zero).

U. For combat engineers, we start off with six Sappers (Explosives/zero), three Miners (Explosives/one), led by an Engineermaster.
 
Confederation Authorized Volunteer Armed Long Range Yeomanry: Organization

Omnis pugnat, quis renuntiare potest.


V. Administratively, it's more obvious it's the clerical pool.

W. The Paymaster would be in charge of that, and distribute (human) resources where needed.

X. Six Clerks (Admin/zero), and three Administrators (Admin/one).

Y. Heavy weapons teams would be led by either Lancers or Troopers, who have the Heavy Weapons skill.

Z. The best Gun Combat skilled troopers would be designated marksmen, sharpshooters, or snipers.
 
Confederation Authorized Volunteer Armed Long Range Yeomanry: Organization

Omnis pugnat, quis renuntiare potest.


PERSONAL DEVELOPMENT
1 Dexterity plus one
2 Endurance plus one
3 Strength plus one
4 Carousing
5 Gambler
6 Melee
7 Jack of all Trades

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

ADVANCED EDUCATION
(MIN. EDU 8)
1 Electronics
2 Explosives
3 Mechanic
4 Medic
5 Profession
6 Steward

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


DEPLOYMENT
Survival
Navigation
E


1 Electronics Vacc Suit Vacc Suit
2 Mechanic Athletics Heavy Weapons
3 Drive or Flyer Gunner Recon
4 Medic Melee (blade) Melee (blade)
5 Heavy Weapons Electronics Tactics (military)
6 Gun Combat Gun Combat Gun Combat

C0 Volunteer Gun Combat/one
C1 Trooper Reconnaissance/one
C2 Lancer Tactics/one
C3 Watchmaster Leadership/one
C4 Scoutmaster Administration/one
C4c Craftmaster mechanics/two expoplosives/two
C4e Engineermaster profession/Civil Engineer
C4w Webmaster requirements Electronics/two
C4i Ironmaster profession/Gunsmith/one
C4d Dockmaster requirements Medic/two profession/Nutritionist
C5t Taskmaster requirement Tactics/two
C5s Spymaster requirement deception streetwise, advocate, Investigate
C5p Paymaster requirement profession/Accountant
C5 Quartermaster requirement profession/Logistician/one, Broker/one
C6 Cornet Leadership plus one
C7 Captain Diplomat/one
C8 Colonel Social Standing/(ten or plus one - whichever is higher), promoted through the ranks
C2m Medic requirement medic/zero, athletics/zero, gun combat/zero
C2s Explosives (sapper)
C2e Electronician requirement Electronics/zero
C3s Signaller requirement Electronics/one
C2m Mechanician requirement Mechanic/zero
C3t Technician requirement Mechanic/one
C2a Clerk Admin (clerical)
C3a Administrator
C3s Steward (food and beverage).
C3c Corpsman
 
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Confederation Authorized Volunteer Armed Long Range Yeomanry: Organization

Omnis pugnat, quis renuntiare potest.


PERSONAL DEVELOPMENT
03 Animals
04 Intelligence plus one
05 Education plus one
06 Dexterity plus one
07 Endurance plus one
08 Strength plus one
09 Art
10 Broker
11 Carousing
12 Deception
13 Gambler
14 Melee
15 Persuasion
16 Streetwise
17 Survival
18 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 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 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 C2f Cook requirement profession/Cook/zero, Athletics/zero, Gun Combat/zero
3 C3f 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, Streetwise, Advocate, Investigate, Electronics, Athletics/zero, Gun Combat/zero
3 C4d Drillmaster requirement senior Scoutmaster
 
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Confederation Authorized Volunteer Armed Long Range Yeomanry: Organization

Omnis pugnat, quis renuntiare potest.


PERSONAL DEVELOPMENT
03 Animals
04 Intelligence plus one
05 Education plus one
06 Dexterity plus one
07 Endurance plus one
08 Strength plus one
09 Art
10 Broker
11 Carousing
12 Deception
13 Gambler
14 Melee
15 Persuasion
16 Streetwise
17 Survival
18 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 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 C2f Cook requirement profession/Cook/zero, Athletics/zero, Gun Combat/zero
3 C3f 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


#### 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
 
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Confederation Authorized Volunteer Armed Long Range Yeomanry: Organization

Omnis pugnat, quis renuntiare potest.


1. The Provisional Squadron would be the primary introduction for most most Volunteers to the CAVALRY.

2. For every hundred Volunteers, you wrap around them one hundred ninety nine experienced troopers, to induct them into the mysteries of the military calling.

3. In theory, since these are ideal numbers.

4. At short notice, when the Navy is required to suddenly raise a large number of CAVALRY Squadrons, experienced personnel may find themselves tinned out, and the proportion of neophyte Volunteers would increase.

5. While it's usually assumed that Volunteers are recruited from inner systems, transported and then deployed on foreign worlds, if for some reason the local military and paramilitary forces are considered inadequate for the perceived tasks to be accomplished, and the Confederation Army is not expected to have an expeditious arrival.

6. It's also a live exercise in rapidly raising ground forces on planets that are earmarked to be liberated in the Occupied Territories.

7. Somewhat cynically, it's to gather the reins of potential organized violence in a disciplined hand.

8. Logistics detachment is basically the holding unit for unassigned troops, and act as an immediate reserve for replacements or reinforcements.

9. In the meantime, they get to act as warehouse workers and delivery drivers.
 
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