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Post by Kage2020 on Jun 19, 2004 6:43:54 GMT -5
Right, I'm actually temporarily reunited with all my RPG books and I came across this potentially interesting chapter in the GURPS Traveller: Star Mercs book. I thought that I would transcribe some of this information here. ( Note: TL are in the GTL system, not the TTL system that is used as part of the Guide. The information is still useful, however.) Be nice and don't post comments here until I've finished! IntroductionEven in the more peacable societies, the need for armed defense is generally recognised. What is the point o eveloping an infrastructure, education system and a fine standard of living if the barbarians tear it down or take it over next week? Most worlds, nations and states maintain body of armed personnel for local defense, settlement of disputes and generally "just in case". In situations as vried as civil unrest, natural disaster, fire or flood, trained personnel, loyal to the government and armed to prevent interference with their tasks, are a valuable "crisis resource". Troops can keep order on the streets or protect the aid convoys from looters or bandits. They can be sent in to rescue hostages or search for earthquake victims. They can prop up a failing regime or bring it down. They can keep the populace in line when they start rioting over last week's interplanetary grapple-ball defeat or they cn be used to invade a neighbouring state, subjugate the population and strip their resources. Using this ChapterThis chapter allows the referee to etermine what armament will be avaiable to a mercenary unit or (more importantly) its opposition. Entries are by tech level, allowing a suitable level of armament to be selected at a glance. The bulk of a state's armed forces are equipped at the nation's (or world's) tech level, as locally produced weaponry is the cheapest options and can be effectively maintained without recourse to imported spares. Crude home-made copies of weapons from the next TL may be issued to some units. Older, lower-tech gear might be in use by militar or civilian paramilitary use. Such gear is gnerally left over from some ware or other. Even though the rifle rattles when you pick it up, why replace it if it still works acceptably? As a rule of thumb, elite units serving a nation will be equipped with the very best their TL can provide, and will probably have a considerable amount of higher-technology gear brought in through offworld trade. Maintenance of such high-tech equipment is very difficult, so these weapons are limited to very small quantities and reserved for "special occasions". The bulk of regular troops will be equipped with reliable standard weaponry from the nation's T, or brought in if a suitably depenedable and cheap supplier can be found. These will be basic weapons of not great sophistication, easy for the troops to maintain and cheap enough to mass-issue. The actual weapon system issued will depend on what the troops are expected to have to do - urban combat, security, desert or arctic wrfare - and local preferences for individual ecellence, harsh conition tolerance or cost will influence the weapon choice. This locally prouced hardware will often be augmented by rugged and "idiot proof" imports that are plugged into existing systems to create hybrids of variable effectiveness. For militia, civilian police, reserves and training units, weapons might be of a TL one lower than the nation's listed value. This depends on circumstances. I modern firearms are avilable, the local police will not be using flintlocks, but a group of backwoodsmen-turned-rebels might. Reservits tend to be issued lefotovers, but most governments recognise that while obsolescent equipment is cheap, truly obsolete gear is just a waste of maintenance costs. Large states might still maintain reserves of osbolete weaponry for special purposes, such as to arm sympathetic insurgent forces in an enemy state at minimum expense (during WWII on Terra, the United States armed Burmese guerillas with weapons almost 75 years out of date). Unless a world is interdicted or otherwise cut off from trade, quantities of higher-tech weapons will find their way into the hands of the local soldiery. Small arms tkae up little room in a starship's cargo by. Such equipment will not be vastly higher-tech than local gear, being mainly TL6 or TL7 rifles and light support weapons. Some imported items are so useful that they become "must haves" on the ruler's list of offworld trade needs. These items must be rugged enough to survive without much high-technology maintenance and cheap enough to be affordable. Small arms and cheap radio communicators are at the top of this list, usually followed by light support weapons and protable air-defense weapons. The referee needing to quickly generate armed opposition for th eplayers can sfey assume that the TL of the worl dis the TL of the troops, with elite unit equipped on TL higher and militia one lower. If more preparation time is avaiable, the referee has the option of tailoring equipment to the sort of opposition forces he is creating. Example: Planet Ecks has a TL of 7 (circa 1990). The planet is maintined by a president-for-life who maintains a standing army of TL troops, equipped with gear from the ow end of the tech level (1950s equivalent). Their rifles are TL7, but their supporting electronics are poor - TL6. The place guard units have been equipped with TL9 ACRs and body armour brought at great cost offworld. Anti-armour and anti-aircraft gear is TL8. The cost of maintaining this forces, hiring offworld techs to keep the palace defense grid active and so on. Two factions are currently waging a guerilla war against the president. One is a renegade faction of troops, armed with TL7 gear in poor repair and TL6 weapons sized from reserve armouries. The other is a group of hillmen who have long opposed the present's regime. Their TL is only 5. Their warriors fight with home-made muskets unless they can capture more modern gear. Such higher-tech equipment is impossible to maintain and ammunition is hard to come by so the guerillas' TL remains 5, with a scattering of TL6-7 weapons. Import PolicyMost worlds import at least a small quantity of gear, generally of a TL or two higher than can be locally produced. For the vast majority of worlds, the same list of imports appears - small arms, communications equipment, sensors, anti-armour weapons, anti-aircraft weapons - but each state has its own import policy. Some states seem to just buy up whatever is cheap at the time, then try to ingtegrate it with existing systems. This policy usuall fails, as a TL7 world cannot for long maintain a force of TL10 interceptors, though for a time the local forces will have gained a powerful asset. Other states buy specific complete systems - for example, a particular armoured vehicle or ground-to-air missile system - to equip local troops, while still others just purchase components and build hyrid systems with local technology. It is in these states that ironclads festooned with jamming aerials and missile launchers, or crude jeeps mounting plasma guns, can be encountered. It is not really feasible to equip an entire state's armed forces with imported weapons. Nor is it desirable, as an interruption in the supply of spares and ammunition would render the weapons useless. This is doubly true in the case of complex systems. The technical expertise to properly maintain them may be beyond the local capabilities (mercenary cadre units are often employed to instill this level of competence). The imported systems are chosen to address a specific need or not enhance the capabilities of a particular unit or branch. Thus, imported gauss sniper weapons might be issued by a TL8 world, or combat armour purchased for the assault units. One policy is repeated again and again: every government seeks to import enough technology to equip a small guard force to protect the government as well as possible. At TL3 this might mean buying 200 revolvers and a couple of crates of ammuniition for the palace guard. At TL8 it might mean an aerospace tracking station and missile launchers to defend the capital buildings, plus sufficient anti-armour weapons to prevent a small grav cavalry unit from launching a decapitation strike on the government. One thing, however, always remains constant: nobody is ever satisifed with what they have. However good a nation's weaponry may be, there is always an edge to be gained from importing something. And if there is an edge to be gained, some one will want it. Individuals within a world's armed forces may well have access to high-tech gear imported for their personal use. Such equipment varies greatly, but usually consists of sidearms and body armour for personal defence, or special equipment such as laser rangefindersor night-vision goggles for specialist troops. The tools of death and destruction (or defense and deterrence) are, as they have always been, big business.
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Post by Kage2020 on Jun 19, 2004 7:04:40 GMT -5
Tech Levels and Tactics
As a general principle, the increasing range and lethality of high-tech weapons, combined with advances in communications and mobility, cause soldiers on the battlefield to become increasingly dispersed for survival (partially mitigating the effects of those weapons in the process). Massed formations give way to skirmish lines and eventually to scattered soldiers (or small groups) fighting individually but cooperating to achieve a decisive result.
As the value of defensive armour (partialy for the individual soldier) lags behind the peentrating power and rate of fire of offensive weapons, armies will resort to field fortifications and terrain for protection and concealment. When materials technology or mobility redresses this balance, soldiers will again fight in the open. This is also the effect of a great disparity in sensor technology: battles will be sought on terrain and in circumstances that at least partially negate the advantages of the high-tech force.
Dispersion will also occur in time, as outgunned forces wil use hit-and-run tactics to offer battle only on favourable terms. These effects will be felt based on the highest tech level prevalent in a theater other forces will adapt their tactics to suit.
Fighting dispersed (and perhaps dug in) places a tremenous burden on the individual soldier, and greatly ncreases both the level of initiative he is required to exercise an the amount of training he will need to develop it. This usually precludes truly "citizen" irregular forces from being effective on the field, although warrior peoples and cultures may not have problems with this style of warfare, and defensive "home guards" can still free regular forces for offensive operations. Mass armies are still possible, using stndardised reaction drills at lower tech levels for most common situations and orders, and can be quite effective. In most cases, the intent is to subtitute the massed effects of fire for massed (and highly vulnerable) concentrations of troops.
The usual mercenary ticket involves relatively small, high-tech mercenary forces arrayed against a larger, less-well equipped indigenous troops or insurgents (indigs in merc slang). In these situations, the advantages to the mercenaries are fairly obvious, those of the indigs less so. First and foremost is the "home field" advantage: the indigs not only can be expected to know their own territory better than any outsider could, but also can blend into the population (whether they enjoy its support or not) - something ofworld mercenaries will amost never be able to mnage. This cn be used to harass and impede the mercenaries through terrorism and guerilla operations, by depriving them of any rest or safe haven. Second is the advantage of numbers: if 100 million natives are facing 100 mercenaries (and their native patrons, no doubt), it may well be worth 100 or 1,000 native lives to take out just one mercenary. Finally, although the mercenaries may have a variety of weak points to exploit among their opponents (only some of which will work), the weakest link on their side will most always be their reltionship with their employers. Goading the mercenaries into a few well-publicised atrocities, forcing them to disobey orders to achieve results, sowing dobuts bout their motives in the mminds of their patrons - all these may cut a ticket short and give the indigs their victory.
Other low-tech, high-touch operations (unconventional warfare, psychological operations, propaganda, intelligence and information warfare, politics and economics) can be used equally well on both sides of a conflict. Provoking Imperial intervention is the one thing that will probably be avoided by both sides, because the results are highly variable depending on the personality of the Imerial commander or diplomat in question.
Weapons Systems by TL: Early TL 5
Local industry produces reasonable black-powder weapons, but most states choose to import cheap mass-produced firearms from TL6-7 worlds. Generally, TL5 economies are not usualy able to purchase large quantities and cannot maintain complex systems.
Infantry At early TL5 the main locally produced infantry weapon is a smoothbore flint-lock musket (e.g. Brown Bess), backed up by a socket bayonet designed to allow the musket to be fired with the bayonet fitted. The musket is sturdy enough to be used at close quarters as a club or with the bayonet as a short pike.
Offworld trade will allow ground troops to be armed with bolt-action or semi-automatic weapons and hand grenades. Body armour is very rare due to cost.
Infantry Support Very light smoothbore cannon (e.g. galloper gun 3-pounder) are sometimes deployed at the battalion level for close support.
Offworld weapon systems include general purpose machine guns and infantry mortars.
Cavalry TL5 forces do not have access to large numbers of vehicles, and cannot properly maintain those that buy. Cavalry mounted on riding animals is common, equipped with melee weapons such as the saber and the lance. These may be augmented by imported firearms, either pistols or SMGs if the cavalry are to continue in their traditional role, or carbines and rifles if the cavalry ar to be used as mobile mounted infantry.
Artillery Local field artillery consists of a smoothbore cannon with a maxium range of a few hundred yeards. Crude mortars are available. Rocket batteries are occasionally seen, being reasonable effective in bombardment of large static targets, but very unreliable and occasionally dangerous to the firer.
Light artiller pieces are often imported, usually crude and rugged light artillery and anti-aircraft guns. most are fitted to an animal-drawn carriage.
Transport Infantry marches or travels by water in sailing vessels, boats or canal barges. The local beasts of burden are used to draw wagons, artillery, etc.
A few imported vehicles are used, but fuel availability is a problem unless they are designe to run on alcohol, hydrogen or fusion (in which case maintenance and spare parts will be the bottleneck).
Nautical Wooden sailing ships with very large cannon are available. They can bombard positions very close to the coast, but mainly affect the land ction by transport and blockade actions.
Communications Visual methods of communications such as heliograph or flag signals supplement runners or gallopers. Animals such as trained dogs or carrier pigeons ay be used if a suitable species is available an the environment allows their use.
Simple radio equipment (and a large supply of batteries) is among the first imports acquired by low-tech states, often coming before artillery on the "wish list".
Modes of Combat Local troops will at least be familiar with the capabilities of modern firearms, though the occasional massed bayonet attack or cavalry charge will be attempted. More common will be skirmishing tactics using whatever weapons have been issued (the mercenary soldier should remember that even a musket is deadly in the hands of a skilled sharpshooter), with mounted troops acting as mobile reserves for pursuit and exploitation. Strongpoints will be defended by AA guns and artillery, though the latter will be very slow-moving and only useful in defence.
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Post by Kage2020 on Jun 19, 2004 7:25:47 GMT -5
Late TL5
The invention of percussion-cap weapons in the middle of the TL5 period and, later, self-contained cartridges make it possible for local troops to present a considerable threat to mercenaries without needing to purchase offworld arms.
The enhanced capabilities of higher-technlogy weapons still make them attractive, however. Greater industrial efficiency enables the late TL5 state to afford better weaponry, or more of it. States are also able to produce copies of imported or captured weapons. These copies are soetimes constructed under license or just given a new name. They are usually inferior to higher-tech models, but have the advantage of being cheap.
Infantry At late TL5, local production is capable of arming infantrymen with a single-shot rifle (e.g. Springfield Trapdoor .45-70), accurate to several hundred yards. The revolver (e.g. Colt .36 "Navy") is a popular sidearm for officers. Snipers use effective but clumsy telescopically sighted rifles, often of very large caliber (e.g. Sharps "Big Fifty").
Imported equipment is generally TL6-7, being mainly semi-auto riles and SMGs to provide troops with a measure of automatic fire capability. Robust and simple weapons such as rocket-propelled grenade launchers are popular.
Cavalry Cavalry acts as mounted infantry, dismounting to fight with carbines (e.g. Springfield Trapdoor carbine). Imported vehicles are used to supplement the riding animal, but fuel and maintenance remain problems.
Artillery Imported artillery pieces of no great sophistication can be properly maintained by local troops. Light tube artillery (howitzers and field guns) is mostly drawn by animals.
Transport Steam ships and the steam reailroad make rapid strategic transfer of troops possible. Armed and armoured trains are employed on some worlds (athough large railway guns do not become common unti TL6). Very early steam tractors see us for engineering and artillery transport use. Tactical movement is on foot.
Nautical Steam vessels begin to carry armour plate and heavy rifled guns. Armoured riverine gunboats support infantry organisations.
Communications The telegraph allows the transmission of information very quickly over great distances and is evetualy replaced by the telephone (which is easier to use). Imported radios are vital to effective battlefield communications.
Mode of Combat Late TL5 troopers fight with relatively crude weapons, but they fight like modern soldiers. Grter familiarity with the capability of firearms has taught the TL5 infantryman that his best friend is his space or entrenching tool.
Troops are very skilled at using skirmishing tactics, cover and prepared fields of fire. Tactical mobility is not great, though strategically troops are fairly mobile.
Early TL6
Local industry is cpable of building armoured vehicles. Imports can be properly maintained, and local vehicles are often used as weapons carriers to mount imported systems. Local small arms manufacture is adequate for most purposes, so imports tend to be specialist systems and support equipment.
Infantry Local industry can equip troops with bolt-action rifle (e.g. M1903 Springfield .30-06), a bayonet and crude fragmentation grenades, plus an entrenching tool, gas mask and a steel helmet for protection against shell fragments. Locally made automatic pistols, revolvers, shotguns and crude SMGs are also issued, along with excellent quality sniper weaons to specialists.
Imported equipment includes light body armour, NBC protection and light armour weapons such as fire-and-forget missile launchers.
Infantry Support Infantry are supported at the company level by light mortars (actually early grenade launchers) capable of firing HE and smoke rounds (e.g. Stokes 2 Inch). Locally built machine-guns are very bulky and generally found in defensive positions (the size differences between early TL6 and later machine-guns aren't that great; beyond this point the tradeoff is portability vs. range and striking power). Imported LMGs see heavy use.
Cavalry Calvary units operate light scut cars armed with machine-guns in the reconnaisance role. Crude and unreliable tnks can be locally manufactured, but are uncommon. Far more common is a hybrid vehicle built on the chassis of a local scuot car or jeep equivalent, mounting an imported machine-gun, recoiless rifle or missile launcher. Such weapon carriers are about as effective as locally made tanks, and more reliable.
Animal-mounted cavalry remains in existence in some places, but is vanishing.
Artillery Local artillery is fairly good, with rocket and tube systems delivering HE, smoke and gas shells, or armour-piercing shells in the direct fire role. Vehicles are available to artillery systems.
Some states import a vehicle chassis or engine to mount or tow locally built guns, while others augment the effectiveness of their own weapon systems with TL7-8 radar and communications equipment.
Transport The railway, steamship and forced march remain the means by which infantry moves. Artillery tractors using internal-combustion engines become available, but animal power remains common, due to the expense of machines. Large, very long tube railway guns are also available (e.g. Paris Gun).
Nautical Steel battleships mounting huge guns form the backbone of the battle line, and incidentlly bombard inland targets. Early submarine and the torpedo craft remain in use, often by nations without a powerful battle line.
Aviation Crude piston-engined aircrat are used for reconnaissance and artillery observation, while heavier fixed-wig craft and lighter-than-air craft are used for bombing raids. Attempts to drive off the scouts and the bombers lead to the creation of the armed fighter plane.
States that import higher-tech aircrat usually find that they are difficult to maintain and deteriorate rapidly. They do, however, provide a significant advantage while they last.
Communications Radio is available, though sets are bulky and somewhat unreliable. Imports are used to give leaders better tactical communications.
Mode of Combat Greater reliance on home-built weapons systems mean that more troops can be equipped to a level where they present a threat to the modern mercenary unit. Local systems are adequately deadly, though mobility is not great and reconnaissance is a weaness. With the availability of military vehicles, local forces are better able to attempt manoever warfare, and are less surprised by the mobility of opposing forces.
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Post by Kage2020 on Jun 19, 2004 13:24:45 GMT -5
Late TL6
States of late TL6 and higher tend to produce almost all of their own weapons. Imported systems are usualy specific to a perceived need - an air-defence missile, a light armoured vehicle or a communication system - but are sometimes just whatever the last arms dealer to visit had on special.
Infantry Self-loading riles (e.g. M1 Garand) have replaced the bolt-action rifle, and light automatic weapons (e.g. MG34) are integrated into the infantry squad. The SMG (e.g. MP40) is issued to assault troops and vehicl ecrews. Rifle grenades with various warheas including chemical and anti-armour rounds become available.
Most infantry units have some means of anti-armour warfare and air defense. These are the most commonly imported systems.
Infantry Support Light machine-guns and infantry anti-tank weapons (e.g. Bazooka) are issued at the platoon level. Flamethrowers are used in the assault role (they become available at TL3, but only by TL6 are they reliable enough for man portable use). The light mortar and heavy machine-gun are the main platoon and company-level support weapons.
Cavalry/Armour In addition to increasingly effective armoured cars, local industry turns out large numbers of track-laying tanks. Light tanks with primarily infantry-support weapons back up advances, whie medium and heavy tanks, with heavy armour and large-caliber guns, achieve the shock effect that was once the preserve of heavy cavalry.
Armoured vehicles also include specialist engineering vehicles, bridgelayer tanks, flame-thrower tanks and armoured personnel carriers. Tank destroyers, a cheaper turretless or think-skinned alternative to the thnk, are deployed by some nations.
Artillery[/i] Traditional towed artillery is supplemented by various anti-tank guns, truck-mounted rocket artillery, and early self-propelled guns. Self-propelled artillery includes anti-tank guns, light autocannon in the air-defense role and armoured assault guns for infantry support. Air defense comprises searchlight btteries and heavy AAA emplaceents, with imported missile systems defending key installations.
Transport Some infantry still marches, and some artillery is horse-drawn, but wheeled trucks and other vehicles are used to increase the tactical mobility of infantry forces. Armoured personnel carriers mounting light machine-guns are available for elite mechanised forces. Animal transport is almost unknown.
Nautical The sumbarine and the aircraft carrier dominate sea combat, with battleships relegated to the role of shore bombardment and air-defense ships. Aircraft also launch strikes against inland positions and naval infantry formations use specialised craft to make beach assaults.
Aviation Piston-engined aircraft are at their pinnacle of development and are eployed in large numbers. While primitive jets and helicoptiers can be constructed, it is generally more effective to import a few craft than go through length development processes.
Heavy bombers armed with defensive machine-guns can rain poorly aimed high-explosive and incediary bombs on ground targets, but are no threat to any unit with more than a token air defense. The difficulty is in hitting an individual unit without hitting your own troops. Most bombers at this TL fly too high to be effectively engaged by ground-based AAA. Higher-TL guided missiles are another story, and might force low-level, high-speed bombing techniques.
Light tactical strike and reconnaissance aircraft assist the ground offensives, often acting as highly mobile artillery for mechanised and amphibious forces, while piston-engined air-superiority fighters battle for air supremacy. Transport aircraft deliber supplies and reinforcements to the front and drop paratroops to make airborne assaults.
Communications Radio equipment is relatively commonplace, and electronic warfare with it. Early radar is used for fighter control and naval gun-laying.
Missiles and Special Weapons Unguided missiles and radio-controlled glide bombs are available. These are more nuisance than real threat, but with cruide nuclear explosives and biological and chemical weapons available, these systems can be used to deliver weapons of mass destruction.
Mode of Warfare Mobility is the key, with armoured assaults supported by tactical air strikes achieving deep penetration of enemy positions. Armoured battles in the open, heavy aerial bombardment of industrial and population centers, and bitter urban fighting are all prevalent at TL6, as at later TLs.
TL 7
Sophisticated electronics and computers make "smart" weapons pssible, greatly increasing the lethality of munitions. Sophisticated night vision devices make "round-the-clock" operations feasible, and convey an enormous advantage over less-well equipped forces. Nuclear explosives and chemical weapons are relatively easy to construct. The guided missile is prevalent in all theaters of war.
Locally made weapons are effective and lethal. Imports are chosen to enhance effectiveness in key areas. Local industry is capable of supporting and maintaining many highly effective high-tech systems. States can thus add Imperial-standard equipment to their arsenal where is it needed, gaining high effectiveness in key areas.
Infantry The TL7 infantryan counters nuclear fallout biological agens and chemical weapons by either donning a bulky locally-made NBC Suit (hot and uncomfortable to wear, it reduces effectiveness and is thus reserved for special alerts rather than being worn as a matter of course) or importing a combat environment suit.
Body armour, consisting of a flak jacket and ballistic nylon helmet, greatly improves the infantryman's chances of survival. Anti-fragmentation clothing is also available, which is useless gainst bullets but protects reasonably well against grenade fragments or shell splinters.
The assault rifle (e.g. Colt M16), capable of fully automatic or burst fire and often equipped with telescopic, thermal or low-light sighting, is a deadly personal weapon. It is backed up by a bayonet that rarely sees use in combat anymore, but which mkes a handy tool.
Infantry Support A variety of grenade launchers (e.g. M79) and rifle-launched anti-bunker charges (improved rifle grenades) are in use at the squad level. The primary infantry support weapon is still the light machine-gun (e.g. M60), with the mortar at company level (e.g. M29 81mm).
Cavalry/Armour Track-laying tanks are reliable and have good cross-country speed. Armament is generally a 4" (100mm) o higher plus smoothbore or rifled cannon, capable of firing a variety of ammunition. Guns are stabilised, allowing first-shot kills at 3,000 yards on the move.
MIFVs (Mechanised Infantry Fighting Vehicles) carry and support infantry, using machine-gns, light autocannon and missiles. Lighter vehicles - wheeled and tracked - perform reconnaissance and screening duties, supplemented by a variety of helicopters and VTOL aircraft.
Missile-armed tanks are experimented with, and in some defensively minded states the missile-armed tank destroyer replaces the MBT (Main Battle Tank).
Artillery MLRS (Multiple-Launch Rocket Systems) allow devastating barrages to be fired by a single vehicle. Counter-battery fire becomes real threat due to shell-tracking radr, so a shoot-and-scoot policy is adopted, with almost all front-line artillery being self-propelled.
Long-range missiles are used for standoff strikes, and sometimes in the support role.
Missiles and Special Weapon Support weapons include large ballistic weapons for delivery of massive HE, chemical or tactical nuclear warheads over hundreds of miles. Long-range cruise missiles can carry almost any warhead with impressive accuracy. Such missiles are used to attack installations and to break up enemy formations.
Battlfield tactical missils (tac missiles) are mounted on vehicles or fire from man-portable disposable launchers. Antitank and anti-aircraft missiles of considerable effectiveness are available.
Transport The truck, APC and MIFV provide tactical movement. Helicopters are also used for "vertical envelopment" (airmobile assault) missions, resupply and casualty evacuation.
Nautical The nuclear-powered attack submarine is a deadly weapon at sea, capable of launching anti-ship or cruise issiles at targets icluding land installations. Missile subs carrying strategic weapons hide in the deep oceans.
The aircraft carrier dominates sea areas, defended by missile-armed destroyers and sub-hunting frigates. Missie cruisers form the centerpiece of surface action groups. Naval strategy generally revolves around sea control to allow naval airstrikes, sub hunting and amphibious interventions to be carried out at need. Most ships carry a single medium-caliver gun (3-5 inch) and a mix of surface-to-srface and surface-to-air missiles.
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Post by Kage2020 on Jun 19, 2004 13:34:17 GMT -5
Aviation/COACCJet fighters mount sophisticated missiles and autocannon. Interceptors are capable of reaching high-altitude and even of launching anti-orbital weapons. Strike aircraft deploy "smart" precision munitions to deliver cluster bomblets (bombs that scatter dozens or hundrds of small bomblets or grenades), air-delivered mines, fuel-air explosves, napalm or conventional high-explosive. Strategic bombers carry a vasty array of electronic-warfare equipment and can function as missile platforms, launching standoff strikes from hunreds of miles away. Air missions are supported by airborne tankers and electronic warfare aircraft. Early warning, fighter control and reconnaissance aircraft are all operated. The attack helicopter, carrying anti-tank missiles, autocannon and rockets, is a lethal tank-hunter. Naval helicopters hunt subs and launch missile strikes against small vessels. Killer satellites and anti-satellite missiles give a small measure of anti-space defense. Space shuttles and disposable launch vehicles can be converted to carry missile packs, but orbital defense is not truly feasible at TL7 without imported systems. CommunicationsElectronic warfare, including jamming of enemy missile control systems, is vital as a "force multiplier". Local communications equiment is vulnerable to jamming and electronic warfare (EW) conducted by higher-tech units. Satellite reconnaissance, communications and position-finding equipment is locally produced and in common use. Mode of CombatControl of the air is vital in all-out war. Air attcks on communications and suppoly centers, interdiction and logistics strikes are used to degrade the capability of the main enemy forces. Heavy losses can be expected to both sides' air forces. Ground combat is characterised by incredibly rates of ammunition and equipment expenditure. The arly hours of any war see rapid gains by one side, with massive precision airstrikes and armoured exploitation. Urban combat is common, and it is in cities that the close-quarter fighting is bloodiest. Thanks are just big tracked targets for infantry antitank weapons and laser-guided munitions are difficult to use in the confusio; here the infantryman once again dominates the house-to-house fighting. Chemical weapons are a constant threat. From TL7 onward, the mercenary soldier is fighting in the modern environment. Local weaponss are less sophisticated than his, and he still has advantages in communications and reconnaissance, but local forces are a real threat. TL 8Note: This is where the Traveller universe begins to diverge in technological assumptions. Keep that in mind as you continue to read, assuming that you've managed to stay awake to this point! ) Local industry becomes capable of maintaining grav vehicles at TL8, though locally produced grav equipment is crude and unrealiable. Caseless and liquid propelllant ammunition (also known as binary propellant) begin to be used in small arms, tank guns and artillery. InfantryThe TL8 infantryman is dressed in combat armour that provides some fragmentation protection. Vital areas are covered by a flak jacket and a light infantry helmet with built-in communicator, an a respirator. Armament is the assault rifle, often with a built-in grenade launcher (e.g. M16 with M203 GL and 121 RAM grenades). Early laser carbines are available, but are generally reserved for forward observers and elite troops who use their weapons as laser designators. Some units are equipped for zero-g combat, where the laser comes into its own. Other weapons in common use inclue the snub revolver and its autopistol variant. Ablative anti-laser armour and early hardened vacc suits are issued on an experimental basis. Infantry SupportThe 20mm LAG (Light Assault Gun) is in use for squad support, as well as the much heavier LSG (Light Support Gun) of the same caliber, for use aginst light armour and highter-tech troops using battle dress. Infantry missile launchers are in widespread use at the platoon level, with various battlefield tac missiles availalbe. Cavalry/ArmourTracklaying tannks have reached full development, mounting 5-6" (120-150mm) hypervelocity smoothbore cannon capable of delivering nuclear rounds or missiles in addition to standard rounds. Composite armour makes tanks difficult to penetrate with infantry antitank weapons. Infantry assault vehicles, armoured like an MBT but carrying infantry and support weapons instead of a main gun, are deployed. Light wheeled APCs and armoured cavalry vehicles are also in common use. Hovercraft strike vehicles mounting missile launchers and light autocannons make an appearance on some worlds, attempting to outmanouevre the armoured behemoths. ArtilleryOrtillery (orbital artillery) is available, though the technology is in its infancy. Satellites or spacecraft dispense kinetic-energy rods to hom on designated targets. Tube artillery is largely supplanted by light missile launchers and MLRS systems. Mass drive guns (electromagnetic accelerators) become more common throughout the period. TransportThe wheeled or tracked APC and rotary-wing transport are still standard means of moving torops in the tactical environment. NauticalThe vulnerability of surface vessels to ortillery drives most from the oceans. Those few surface ships remaining are armed with laser or particle accelerator weaponry to defeat incoming missiles and with mass driver guns in addition to their own missile armament. Sumbersible vessels are common, however, surfacing only when necessary for the mission. Aviation/COACCHupersonic aerospace interceptors capable of reching low orbit launch missiles at enemy vessels, whie orbital stations are used to launched unstreamlined combat spacecraft and missiles for beyond-atmosphere interceptors. Air-superiority aircraft can mount laser weapons in addition to missiles. Strike aircraft are capable of using ballistic trajectory to reach distant targets, though this relies on a lack of interception capability. The helicopter is supplemented by a jet-powered vehicle using rotary wings for takeoff before locking them for rapid flight. CommunicationsSecure microwave and laser comms go some way to offsetting the advances in eletronic warfare being made. However, these depend upon direct-line relays such as satellites, which are vulnerable to attack. Interception o sidelobes from tight-beam communications yields dividends in the signals intelligence field. The portable battlefield computer system makes collation of information automatic, greatly simplifying the command process. Missiles and Special WeaponsThe infantry missile comes with a variety of warheads - anti-bunker, anti-armour, anti-air, antipersonnel, bomblet nd so on. Each warhead incorporates appropriate guidance systems to its tsk, allowing the infantry platoon to counter most threats with one weapon system. Mode of CombatMost TL8+ combat falls into one of two categories: either close-quarters fighting in urban or other confined areas or else fluid actions in the open, dominated by aerospace craft and contests for control of the "high ground" - close orbit. Close Orbit and Aerospace Controll Command (COACC) replaces the Air Force of many nations. Aerospace combat dominates the ground and water theatres. Close-orbit craft are used for reconnaissance and bombardment of anything that stands still long enough. Installations are very well hidden or else have impressive aerospace defences. Combat is three-dimensional in high-intensity areas. Against insurgents and in built-up areas (including space vehicles and installations), small units of infantry are stil the primary means of taking and controlling ground.
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Post by Kage2020 on Jun 20, 2004 1:17:59 GMT -5
TL 9
At TL9 and above, worlds can construct their own grav sleds (a generic term for transport and utility grav vehicles) and grav tanks. Imports are mainly key components rther than whole systems.
Infantry The TL9 infantryman is armed with the ACR (Advanced Combt Rifle) with its sophisticated built-in sighting and RM grenade launcher capability. He wears a combat environment suit as standard, which offers light ballistic protection and is sealed against gs and other chemical agents. Heavier body armour is sometimes issued for wear over the suit. This armour may incorporate reflect for anti-laser protection.
Units deployed for low-G operations are issued accelerator rifles or laser rifles.
Infantry Support At the squad level, the ASW (Advanced Support Weapon) is in use. This is simply a heavier version of the ACR, having many components in common. The LAG sees common use, and the ARL (Assault Rocket Launcher) is introuced for assault troops.
The mortar is gradually replaced by disposable remote-controlled rocket launchers. Grav sles mounting direct-fire support weapons are somtimes integrated at the platoon level.
Cavalry/Armour Early grav tanks mounting beam lasers, gauss guns or basic plasma weapons form the backbone of armoured forces, supported by grav sleds serving as APCs and weapons carriers. Fast wheeled vehicles are still in use, but the tracklaying tank has largely disappeared.
Artillery Mass drivers and MLR systems are common. VRF gauss mounts are used for point defence.
Transport Most tactical transport is by contragrav vehicles, with wheeled vehicles and hovercraft rapidly being superseded.
Nautical Only submarines remain viable as nautical combat vessels. Many installations lurk in the deep ocean, and subs are the means to neutralise them without resorting to weapons of mass destruction.
Aviation/COACC Line-of-sight anti-air weapons make low-level capability essential for strike aircraft. Grav vehicles replace helicopter gunships, being capable of far grater speeds, and merge with contragravity-equippe armour until any distinction is effectively lost. Air-superiority crat are grav powered, allowing orbital interceptions, though craft designed for atmosphere are less efficient in space, and vice versa.
Surface missile and beam emplacements are common.
Communications Advanced broadcast radio-frequently, laser and microwave are in use. Countermesures still manage to achieve a measure of interception and jamming of broadcast media, and direct attacks upon communication relay devices can disrupt tight-beam comms.
Mode of Combat The battlefield is completely three-dimensional, with any region reachable by fast gravitic craft. Grav tanks are capable of reaching orbit, though they routinely stay low to avoid becoming easy targets. Manoeuvre is the key to vehicular warefare - anything staying still is an artillery or ortillery target, or else will be intercepted by aircraft. Infantry survives by being too small to detect and individually too insignificant to earn a high priority for destruction, but can carry tac missiles capable of useful battlefield effects.
Urban combat remains the commonest theatre of warfare, whether defense of built-up areas in major war or low-intensity counterinsurgency warfare.
TL 10
Note: Despite the different assumptions between the Traveller and the 40k universes, this is the maximum large-scale manufacturing capacity of the adeptus mechancius. GTL11 technology is available, but extremely limited in production in the form of 'novel' tech. GTL12-13 is only available in the form of archaeotech...
Infantry While most TL10 infantrymen are dressed in advanced versions of the combat environment suit, some units are clothed in combat armour. The ACR is the standard infantry weapon, though gauss rifles are on issue in small numbers for specialist troops. RAM grenade launchers remain in common use.
Infantry Support Crude plasma guns such as the PGMP-10 are integrted at the platoon level. Squad support is still the advanced support weapon and LAG.
Cavalry/Armour Fast grav tanks mounting heavy plasma guns or missile racks and support sleds mounting gauss weapons operate in conjunction with grav APCs (G-Carriers).
Artillery Plasma weapons are deployed in the air defense role, along with BRF gauss weapons. Missiles and ortillery hve mostly supplanted conventional artillery, though some highly mobile mass-driver guns and rocket batteries remain in service.
Transport The grav APC or G-carrier remains the tactical transport of choice. Mounting a VRF gauss gun or missiles, it doubles as a support vehicle.
Communications Communication systems constantly improve to deal with developments in the electronic warfare field.
Aviation/COACC Advanced aerospace interceptors engage space vehicles more evently.
Plasma support guns on fast grav gunships are the standard air support weapons, though the distinction between air support and armour is increasingly blurred.
Mode of Combat This follows the standard Imperial model for al TLs 10 or higher.
TL 11
Worlds of TL 11 and higher do not need to import weapon systems. They are the source of the imports sought by lower-tech worlds.
Infantry Most first-line infantrymen are now encased in combat armour and armed with gauss rifles (often using RAM grenade launchers). Specialist assault units are armoured in battledress and equipped with either early fusion guns (FGMP-11) or advanced plasma weapons (PGP-11).
Infantry Support Non-battledress equipped units employ gauss machine-guns at the squad level and missile launchers or heavy pulse laers at the platoon level. Battledress units use the plasma or fusion weapons.
Cavalry/Armour Light grav tanks mount rapid-fire plasma guns while heavy versions carry powerful fusion weapons capable of engaging orbital targets. Grav vehicles have replaced all forms of ground transport.
Artillery Nuclear dampers make possible the use of very short half-life materials held in stasis before. Weapons firing 20mm californium rounds are used aboard remotely-piloted drones,the round having sufficient mass to go critical and cause a small nuclear explosion upon impact. Heavy direct-fire fusion guns are employed on the battlefield.
COACC Advanced aerospace craft utilise wings for lift as well as grav propulsion. Response times are very short, and weapons are comparable with small spacecraft.
TL 12
The meson accelerator takes its place as the ultimate battlefield weapon system. Nuclear dampers remove the nuclear threat.
Infantry Most troops are equipped with combat armour and gauss rifles.
Battledress is worn by all elite and some specialis regular units, who employ grav belts and fusion guns (FGMP-12) for devastating individual firepower.
Cavalry/Armour Grav thanks and G-carriers continue to operate as at lower TLs, but become even more advanced.
Artillery Damper fields render all forms of nuclear munitions useless within their range and are deplyed by all major forces. Meson accelerators are deployed for battlefield support. They are expensive and bulky, but incredible deadly.
COACC Aerospace interceptors are still in use, and have reached high levels of sophistication.
The deep-site meson gun, bured deep inside a planet's rocky crust, is the ultiamate ground-defense weapon for those militaries that can afford it.
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Post by Kage2020 on Jun 20, 2004 1:54:08 GMT -5
Right, that's it. Thanks for not posting until I got that finished... Now you can take it apart. While things go a bit pear-shaped at TL8 because of the introduction of 'grav vehicles' I still think that the above is useful to think about since we have worlds of different TLs and how this might effect PDF, etc. I'll try and get to posting the 'equipment' associated with a 'standard' GURPS Space military troops... less useful, but it can be quite funny to see how things work with tech progression. And now the interesting bit is to apply it to the 40k universe! (And from the above, one can see that the common interpretation of the 40k universe puts military technology and tactics somewhere around the late GTL5 early GTL6 level... but with the odd gadget. Just a thought...
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Post by malika on Jun 20, 2004 5:23:40 GMT -5
This all looks cool and interesting, perhaps something with planets have local vehicles and weapons, but still...I dont really see them fly around in F16's and stuff like that.
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Post by CELS on Jun 21, 2004 15:54:59 GMT -5
Finally read through it now. While I don't think we should be too hung up on the GTL stuff at higher levels, it's certainly very useful for TL 5-7, as you say. It also brings up the interesting point of cost of high tech weaponry, maintenance, import, and - a quite uncommon concept in 40k - mercenaries.
Definitely something that I will take into consideration when building planets.
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Post by Kage2020 on Jun 22, 2004 1:07:39 GMT -5
Finally read through it now. While I don't think we should be too hung up on the GTL stuff at higher levels, it's certainly very useful for TL 5-7, as you say. Although one must remember that in the terms presented that the adeptus mechanicus operates at TL10. Marine equipment is TL8-10... Some Guard equipment is TL9 (at most), etc. Higher technologies beyond TL7 are evidenced and will have a concomittant effect on strategy. The obvious problem here is, of course, that GW tends to think in WWII terms (at most) and from there extend the rest of the argument... It doesn't quite work, but it is something that we do have to think about. As mentioned previously, the above also has to be moderated by the different tech assumptions between the universes. Standard Traveller has introduction/full development of "anti-grav" at GTL8/9, while in the 40k universe it is arguably not seen until GTL10 (predicated upon the fact that the indications are that it can be produced by the adeptus mechanicus or, alternatively, it is archaeotech at the transitional cusp between GTL10/11). This means that a 2d battlefield is still going to be present in terms of transportation and the utilisation of more 'standard' vehicles that we in the real world are familiar with, but such things ortillery are going to exist... Furthermore, one concept does come into play. A number of individuals have created worlds with a manufacturing capacity of GTL9, meaning that 'secondary' troops are operating at GTL8 (pre-lasgun, arguably, and around the level needed to produce 'bolters'). Frontline troops are therefore GTL9 (lasguns), which would be consistent... Elite troops would be operating at GTL10 (advanced power armour level). Again, just something to throw into the melee when considering PDF and the Founding of Guard regiments (etc.). It also brings up the interesting point of cost of high tech weaponry, maintenance, import... As a general rule in terms of cost, I work on a minimum cost increase of an order of magnitude between the TL. Thus, a 'lasgun' costs d3,000 (the 'd' being a reference to denarii the term that I'm currently using as the 'standard' currency of the Imperim) and that's GTL9. Minimum cost of importing it to a world with GTL8 technology is 30,000 per unit... ... which is rather large when you look at it in those terms, and another reason why people would prefer to use local technology... To a GTL7, that would up to 300,000... Maintenace would require the hiring of indiviudals appropriately knowledgeable, which for most would mean the TechPriests and an appropriate 'manufactory'... Ooh, more expense. Another reason for, where possible, getting a darned franchise for systems integration for higher-tech components... (And this is where the true power of the adeptus mechanicus lies rather than the more generic statement of the canonical 'fluff' that they are present, essentially, everywhere there is technology... It supports the statement but gives a reason for it!) ...and - a quite uncommon concept in 40k - mercenaries. Oh yes. Gets into the whole "right to bear arms" concept that has been brought up elsewhere. It seems as a local phenomenon (i.e. to an individual system) they wouldn't be such a bad thing, but to 'interstellar mercenaries'? That might be more difficult to explain... Definitely something that I will take into consideration when building planets. Which is ultimately what it was intended to do!
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Post by CELS on Jun 22, 2004 1:40:57 GMT -5
Although one must remember that in the terms presented that the adeptus mechanicus operates at TL10. Marine equipment is TL8-10... Some Guard equipment is TL9 (at most), etc. That's true, but what you posted on TL8-10 doesn't really seem applicable for any of the above mentioned forces, and certainly not the PDF. "Gee, is that a battleship up there? Hang on, I'll just take my grav tank into orbit and have a peek" (Fantastic exaggeration, I know) You really see world with TL9 or even TL10 having elite troops in power armour? From what I gather from the fluff, power armour like that of Space Marines is extremely rare and difficult to manufacture for the Imperium. Hmm, while those calculations might be apt for another universe, do you really think it would be equally expensive in the 40k universe? Lasguns are supposed to be remarkably cheap after all, and I imagine that the Imperium would be happy to give their less advanced world some help at affordable prices. The GTL8 world wouldn't really have to buy it from a neighbouring industrial world, it could buy it from the Imperium in the form of tithes (with the Imperium already having been given the lasguns from another world as their tithes) Difficult to explain? Balkanised world with Imperial commander being chosen by worldwide council. Some big shot warmonger decides to do a worldwide coup and hires mercenary ex-IG to aid him in his little blitzkrieg. No?
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Post by Kage2020 on Jun 22, 2004 2:00:55 GMT -5
That's true, but what you posted on TL8-10 doesn't really seem applicable for any of the above mentioned forces, and certainly not the PDF. Which is what I subsequently say, IIRC. However, the point that the information presented there is relevant to forces that do maintain AG/CG 'tanks' is useful... eldar, tau... that type of thing. (Fantastic exaggeration, I know) Not so fantastic since that is possible... admittedly, your sensors would tell you before you got to eye-ball it, but there we go. You really see world with TL9 or even TL10 having elite troops in power armour? Yep, although it would in no way come up to the specifications of adeptus astartes variants. They're more like late GTL9 units which are then subsequently foisted off... Let's just face it, it would be powered carapace armour. And GTL10 worlds are adeptus mechanicus worlds, so do I see them as being able to field troops in power armour? Yes, of course I do. Don't you? Oh... this is obviously not in a wargame sense. You'd have to use the standard options that the army lists provide, but there is no reason why not and every reason why they could do this. From what I gather from the fluff, power armour like that of Space Marines is extremely rare and difficult to manufacture for the Imperium. Yep, that's the standard route. Which is, again, why I restrict them to adeptus mechanicus forgeworlds in terms of production. But there is no reason why lower-tech analogs could not be produced either locally or on these forgeworlds for 'export'. Hmm, while those calculations might be apt for another universe, do you really think it would be equally expensive in the 40k universe? As always, I put them up as suggestions. The order of magnitude thing is just the standard suggestion based upon the relative cost of producing these weapons locally (i.e. research costs, materials costs, production costs). An adpetus mechanicus world producing the same weapon or, indeed, a franchise operating on a non- adeptus mechanicus world could produce the same weapon for one-tenth that cost, i.e. d300. In fact, now that I think about it the order of magnitude thing refers to the presence of something in local production. Transportation costs, etc., are in no way going to come to (in the example above) d29,300 for a single unit... Dufus that I am. But what this does do is offer further reasons about the common nature of adeptus mechanicus "franchise", though not specifically for lasweapons which can be produced in a large number of locations without strict adeptus mechanicus intervention. Lasguns are supposed to be remarkably cheap after all... Again, the 'order of magnitude' for tech import is just a guideline which tries to bring across their relative value in the local economy, as well as concepts such as maintenance, etc. It is useful as this guideline and as a means of looking at the type of imports you're bringing in... Furthermore, one must always remember the inherent bias of the wargame as different from those that are produced by RPG. The two are meant to work in harmony which means that, every now and again, glitches will appear... or statements. (For example, since I come at this as an RP'er it's always amusing to see that the technology used in the production of the bolter is actually GTL8, for me, whereas that of the lasgun is GTL9... and the bolter is cheaper. ) The GTL8 world wouldn't really have to buy it from a neighbouring industrial world, it could buy it from the Imperium in the form of tithes... A very valid point... one which works with the concept of the Franchise, as mentioned above.
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