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 Post subject: Traveller organisations
PostPosted: Tue Jan 31, 2012 3:36 am 
Lieutenant

Joined: Wed Nov 02, 2011 3:18 am
Posts: 139
Location: New Zealand
Like I suspect more than a few other TW players, I am also a Traveller player. A marriage made in heaven I think! Anyway, I thought this thread might be a good place for us to post our ideas for modding TW for Traveller and orgs for canon Traveller units. Here is my interpretation of a Vargr corsair band (sources: The Traveller Adventure p79, JTAS No.21 p9):

Kforuzeng Vargr Corsair Band

Basic Force Attributes

Initiative Level: D8

Confidence Level: High Confidence

Supply Level: Normal

Body Armour: 2D (TL2)

Troop Quality/Morale: D8/D8

Overall TL: 2

Attributes: Animosity, Natural Melee Weapons, Poor Initiative (always check to see Who Got Shot).

Vargr Corsair Squad (normally mounted in grav sled or G-carrier)

Fire Team Alpha

1 x Squad Leader w/Laser Carbine

1 x Grenadier w/GL (Lt.AP:1/AT:0) TL2

1 x Gunner with Hvy Laser Rifle (Lt.AP:1/AT:1(L)) TL2

2 x Riflemen w/Laser Carbine

Fire Team Bravo

1 x Fireteam Leader w/Laser Carbine

1 x Plasma Gunner w/PGMP14 (Med.AP:2/AT:2(M)) TL2 EWS

2 x Rifleman w/Laser Carbine

Vargr Corsair Platoon

1 x Platoon Leader w/Laser Pistol

1 x Sniper w/Laser sniper rifle

1 x Forward Observer w/Laser Carbine

1 x Medic w/Laser Carbine

Usually carried in several Buccaneer Grav Platforms.

Up to 5 x Corsair Squads

Vargr Ghoerruegh G-carrier
TL: 2
Class: L
Type: G2
Main Gun: Beam Laser (TL2 AP:4/AT:2(L))
MGs: 3D
Front Armour: (TL2) 3D8
Side Armour: (TL2) 2D8
Rear Armour: (TL2) 2D6
Deck Armour: (TL2) 1D6
Crew: 1+12
Attributes/Notes: TL2 Armour and advanced sensors; Countermeasures; TL2 Stealth.

Vargr Buccaneer Grav Platform
TL:2
Class: S
Type: G2
Main Gun: HMG (TL2 Hvy.AP:4/AT:1(L))
MGs: -
Front Armour: (TL2) 1D6
Side Armour: (TL2) 1D6
Rear Armour: (TL2) 1D6
Deck Armour: Nil
Crew: 1+1
Attributes/Notes: TL2 Armour and sensors; Open-topped.

Vargr Oeghaeghz Rruerrgh (Luck's Paw) Air/Raft
TL:2
Class: S
Type:G2
Main Gun: - (may have pintle MG fitted 3D)
MGs: -
Front Armour: 1D6
Side Armour: 1D6
Rear Armour: 1D6
Deck Armour: Nil
Crew: 1+6
Attributes/Notes: TL2 Armour & advanced sensors; Open-topped.


Last edited by jakec on Sat Jun 23, 2012 8:26 pm, edited 4 times in total.

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 Post subject: Re: Traveller organisations
PostPosted: Thu Feb 02, 2012 4:08 am 
Lieutenant

Joined: Wed Nov 02, 2011 3:18 am
Posts: 139
Location: New Zealand
Vilani Gisadia Ziru Sirka (Army of the Grand Empire of the Stars)
Sources: MegaT Vilani & Vargr; GURPS Trav Interstellar Wars.

Basic Force Attributes

Initiative Level: D6-D8

Confidence Level: Confident

Supply Level: Abundant

Body Armour: 2D (TL2)

Troop Quality/Morale: D6-D8/D10

Overall TL: 2 On Grid: Normally Yes.

Attributes: Despised (by Terran civilians); Poor Initiative; Vilani units seldom take prisoners and may use Caveman casevac.

Vilani Binom

1xRifleman
1x Grenadier w/Rifle+UGL (Lt.AP:1/AT:0 TL2)

Vilani Squad

4xBinom as above.
Squad Leader w/rifle
Asst Squad Leader w/Spt Wpn (Med.ABW AP:2/AT:0 TL2)

Vilani Platoon

1 x Platoon Leader w/Pistol
1 x Asst Platoon Leader w/rifle
1 x Fwd Obs
1 x Medic
Missile Team:
1 x Gunner w/AT missile (Hvy.AP:4/AT:4 (H) TL2 so Negates ERA, Performs deck attack)
1 x Loader w/rifle

1 x 'Elite' Squad (D8 TQ) organised as a squad above but only 2 binoms)

Up to 4 x Vilani Squads


Last edited by jakec on Tue Feb 14, 2012 1:45 am, edited 3 times in total.

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 Post subject: Re: Traveller organisations
PostPosted: Thu Feb 02, 2012 12:48 pm 
Lieutenant

Joined: Wed Nov 02, 2011 3:18 am
Posts: 139
Location: New Zealand
Zhodani Lift Infantry
Sources: JTAS No.11 p.29-31, TNE/Striker-II.

Basic Force Attributes

Initiative Level: D8 (D10 if Consular Guard)

Confidence Level: Confident

Supply Level: Normal

Body Armour: 2D (TL3) (TL3 Power Armour 3D if in Grav Tank, Mech Inf and Lift Cav Regt)

Troop Quality/Morale: D8-D10/D10

Overall TL: 3 On Grid: Normally, Yes.

Attributes: Officers are Psionic (treat as like Old School if the Grid goes down), TL3 sensors.

Zhodani Lift Infantry Squad

Fire Team 1
Squad Ldr w/rifle
Grenadier w/rifle and GL (Lt.AP:1/AT:0) TL3
Gunner w/PGMP-14 (EWS Med.AP:2/AT:2(L)) TL3
2 x Rifleman
1 x Zho. Medibot

Fire Team 2
Fireteam Ldr w/rifle
Grenadier w/rifle and GL (Lt.AP:1/AT:0) TL3
Gunner w/rifle and F&F ATGW (Hvy.AP:4/AT:4(H)) TL3 - so negates ERA, Performs Deck Attack, -1 to APD
Asst w/rifle

Carried in Diziyanatl Grav IFV w/2-person crew.

Zhodani Lift Infantry Platoon

-PHQ
Plt Cdr w/pistol
Plt NCO w/rifle
1 x Zho. Medium Warbot
Carried in command sled w/3-person crew

-Point Defence Team
One Point Defence Sled w/3-person crew.

-3 x Zhodani Lift Infantry Squads as above.

Zhodani TLI-960 Diziyanatl Grav APC
TL: 3
Class: M
Type: G3
Main Gun: Advanced light Autocannon (TL3 Med.AP:4/AT:1(L))
ATGM launcher (Hvy.AP:4/AT:4(H)) TL3 - so negates ERA, Performs Deck Attack, -1 to APD
MGs: 3D
Front Armour: (TL3) 3D10
Side Armour: (TL3) 2D10
Rear Armour: (TL3) 2D8
Deck Armour: (TL3) 1D6
Crew: 2+9
Attributes/Notes: TL3 Armour and advanced sensors; Countermeasures; TL3 Stealth, Life Saver.

TLI-960/2 Command APC as above but no ATGM.

TLI-960/4 Point Defence Sled
TL: 3
Class: M
Type: G3
Main Gun: Light Energy Cannon (TL3 Med.AP:4/AT:3(L))
MGs: 3D
Front Armour: (TL3) 3D10
Side Armour: (TL3) 2D10
Rear Armour: (TL3) 2D8
Deck Armour: (TL3) 1D6
Crew: 3
Attributes/Notes: TL3 Armour and advanced sensors; Countermeasures; TL3 Stealth, Life Saver, TL3 APD, Local C-RAM system.


Last edited by jakec on Sat Jun 23, 2012 8:48 pm, edited 6 times in total.

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 Post subject: Re: Traveller organisations
PostPosted: Sat Feb 11, 2012 7:05 pm 
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Joined: Fri Dec 30, 2011 6:12 pm
Posts: 35
Looking to create a small unit in Tomorrow's War, I drew inspiration from Classic Traveller Adventure 7 -Broadsword. The ship carries a 28-troop mercenary contingent along with a pair of modular cutters and an air raft and ATV for the ground force.

The Vargr require special rules. Treat the Vargr squad (Third Squad) as an Irregular Unit. Vargr attributes are Augmented Senses (see exception) and Natural Weapons. Generally speaking, a Vargr unit has higher morale but lower confidence than a human unit. Vargr units use the Morale of the Leader for all Morale Checks. If the Leader dies the next-highest leader assumes command. If there are multiple leaders of the same rank the unit takes on the Animosity Attribute, though Vargrs will only snipe amongst themselves. Vargr have Augmented Senses except for at night where the Night Fighting rules (TW p. 80) apply unless using night vision equipment. Twice per game, a Vargr may use Special Rapid Movement which is 2x the usual Rapid Movement distance. Once both Special Rapid Moves have been used, the unit can only use Tactical Movement (no more Rapid Movement allowed) for the remainder of the game.

Using the data and personnel presented in the adventure, the unit in Tomorrow's War terms could looks like this:

Basic Force Attributes
Initiative Level: D8
Confidence Level: High
Supply Level: Normal
Body Armor: Combat Armor (TL2/2D)
Fusion Gunners wear TL2 Standard Power Armor (3D)
Troop Quality/Morale: D10
Overall TL: 2 On Grid: Normally, No.
Attributes: Medic, Old School
(Vargr use special rule; see Third Squad)

Broadsword Mercenary Contingent
Command Element
Troop Commander w/Auto Pistols (Gauss Rifle Available) (Leader +2)
Leading Sergeant w/ Gauss Rifle
Runner (Vargr) w/Gauss Rifle

First Squad
Squad Leader w/Gauss Rifle
Fire Team Leader w/Gauss Rifle
3x Trooper w/Gauss Rifle
ATV Driver w/Auto Pistol
Medic (Unarmed)
Fusion Gunner w/FGMP-14 (TL3, Hvy. AP: 4/AT:4 (H)

Second Squad
Squad Leader w/Gauss Rifle (Leader +1)
Fire Team Leader w/Gauss Rifle (Leader +1)
3x Trooper w/Gauss Rifle
ATV Driver w/Auto Pistol
Medic (Unarmed)
Fusion Gunner w/FGMP-14 (TL3, Hvy. AP: 4/AT:4 (H)

Third Squad (Vargr)
Squad Leader w/Gauss Rifle (Leader +2)
Fire Team Leader w/Gauss Rifle
3x Trooper w/Gauss Rifle
Demolitions Specialist (Carries Breaching Charges, Sticky Bombs, Satchel Charges/Limpet Mines)
Medic (Unarmed)
Fusion Gunner w/FGMP-14 (TL3, Hvy. AP: 4/AT:4 (H)

Available Assets
[Asset/Operational Momentum Points Expended]
ATV/4
Man-Portable Tac Missiles/2 (Different versions available: Anti-Air – treat as Light AD Environment; Anti-Armor – treat as TL2 ATGM; Anti-Personnel – TL 2 ABW Lt AP:2; each soldier can carry a single round; can be fired in lieu of regular weapon)
Modular Cutter in Interface Strike Mode/12
Modular Cutter with Assault Boat Module/10
Modular Cutter with ATV Module/10
Modular Cutter with Weapons Module/8

Vehicles/Landers
ATV
TL:2, Wheeled
Armament: Gatling Laser (TL 1 EWS, Lt. AP: 2/AT:1 (L)
Front/Side/Rear/Deck Armor: each 3D8
Crew: 1+15
Attributes: TL2 Armor, Amphibious
Note: The ATV does not carry a dedicated gunner; gunner must come from carried passengers

Air Raft
TL 2, AGV (but treat as DTV for movement)
Armament: Light MG (TL2 ABW, Lt AP: 2)
Armor: Soft-Skinned 1D6
Crew: 1+3
Attributes: Open-topped

Modular Cutter
As Interface Strike (6x Medium PGM)
As Dropship - Combat Modules Carried:
- ATV Module (1xATV)
- Assault Boat Module (16x troops in 2x sections; upon landing power spades scoop out entrenchments and troops drop through bottom doors; troops in entrenchments are in Improved Cover (+2D))
Other Combat Modules Available:
Weapons Module (Triple Laser Turret, TL2 EWS, Hvy AP: 4/AT:2(H); can only fire when Cutter is grounded)

Sources Used: Adventure 7 Broadsword (Classic Traveller), Alien Module 3 Vargr (Classic Traveller), Mongoose Traveller Pocket Rulebook, Mongoose Traveller Supplement 4: Central Supply Catalogue


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 Post subject: Re: Traveller organisations
PostPosted: Sat Feb 11, 2012 7:25 pm 
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Joined: Mon Feb 06, 2012 3:03 pm
Posts: 43
Location: Central Virginia
jakec wrote:
Zhodani Lift Infantry
Sources: JTAS No.11 p.29-31, TNE/Striker-II.

Basic Force Attributes

Initiative Level: D8 (D10 if Consular Guard)

Confidence Level: Confident

Supply Level: Normal

Body Armour: 2D (TL3) (TL3 Power Armour 3D if in Grav Tank, Mech Inf and Lift Cav Regt)

Troop Quality/Morale: D8-D10/D10

Overall TL: 3 On Grid: Normally, Yes.

Attributes: Officers are Psionic (treat as like Old School if the Grid goes down).

Zhodani Lift Infantry Squad

Fire Team 1
Squad Ldr w/rifle
Grenadier w/rifle and GL (Lt.AP:1/AT:0) TL3
Gunner w/PGMP-14 (EWS Med.AP:2/AT:2) TL3
2 x Rifleman
1 x Zho. Medibot

Fire Team 2
Fireteam Ldr w/rifle
Grenadier w/rifle and GL (Lt.AP:1/AT:0) TL3
Gunner w/F&F ATGW (Hvy.AP:2/AT:4(H)) TL3 - so negates ERA, Performs Deck Attack, -1 to APD
Asst w/rifle

Carried in Dravar Grav IFV w/2-person crew.

Zhodani Lift Infantry Platoon

-PHQ
Plt Cdr w/pistol
Plt NCO w/rifle
1 x Zho. Medium Warbot
Carried in command sled w/3-person crew

-Point Defence Team
One Point Defence Sled w/3-person crew.

-3 x Zhodani Lift Infantry Squads as above.



the dravar? I didn't see that in any listed sources..... anyway Adventure 7 would be a good campaign.

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 Post subject: Re: Traveller organisations
PostPosted: Sun Feb 12, 2012 5:30 am 

Joined: Sat Feb 04, 2012 10:18 am
Posts: 3
Rockymountainnavy wrote:
Looking to create a small unit in Tomorrow's War, I drew inspiration from Classic Traveller Adventure 7 -Broadsword.

Nice, I was just doing the same thing! I think the scenarios will make for some good TW games. Just one thing, remember the mercs' gauss rifles can fire RAM grenades. I'm thinking of classifying them as Lt. AP:1/AT:1).


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 Post subject: Re: Traveller organisations
PostPosted: Sun Feb 12, 2012 9:45 am 
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Posts: 35
I originally made the design decision to ignore the 4cm RAM GL but your comments have (in a friendly way) made me reconsider.

Some of the color commentary from Central Supply Catalogue (CSC p. 81) is needed to understand a few of my (new) design decisions:

"Rifle, Gauss 4mm...The round itself consists of a dense armour piercing core...excellent stopping power and good armour penetration...A single-shot RAM grenade launcher is fitted...takes two full combat rounds to load a new grenade...either the rifle or the grenade launcher may be fired in a given round...."

Comparative damage in Traveller terms is 4d6 AP for the Gauss Rifle and 6d6 for a 40mm grenade (CSC p. 81/p. 109).

With all that in mind, I propose:

Gauss Rifle w/4cm RAM GL, TL2 (Lt. AP:0*/AT:1(L) *Note: Armor Piercing - When used in Infantry Combat target reduced by 1D of armor/cover; Grenade Launcher can be used as Support Weapon (Lt. AP:1) in lieu of Gauss Rifle in ONE Round of Fire or Close Assault per turn (no armor piercing bonus)

The Lt. AP:0 looks funny but this is to avoid making the Gauss Rifle a super weapon. With Lt. AP:0 each figure has a Firepower of 1D when firing the Gauss Rifle; whereas if you call it Lt. AP:1 each figure would get 2D Firepower (Number of Figures + Special Weapon Dice - see Firepower Table on P. 62 of Tomorrow's War). Also, by making it Lt. AP:1 (representing the 4cm GL) you get the advantages of a Support Weapon - making it worth 2D FP in combat (TW p. 60-61) - but not so much that it counts as an Advanced Support Weapon (TW p. 74-76).

Thoughts?


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 Post subject: Re: Traveller organisations
PostPosted: Mon Feb 13, 2012 3:42 am 
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Joined: Wed Nov 02, 2011 3:18 am
Posts: 139
Location: New Zealand
1. Dravar was just a name we made up that sounded kewl. GT Alien Races 1 calls them TLI-960 Diziyanatl (the colour text says they are named for a famous infantry commander of the Second Frontier War). As far as I'm aware, that is the only canon name - JTAS and Striker-II just call them Zhodani Grav APC (which struck me as a bit boring).

2. Traveller orgs can rapidly get out-of-hand in TW firepower terms if you give everyone a shoot-thru grenade launcher. I'm inclined to give one man a fireteam a GL AP:1 rather than everyone - even if the Traveller colour text suggests all have them. I can't imagine a fireteam IRL humping around all the ammunition needed for multiple 40mm grenade launchers. And, if they only have a handful of grenades each, then I figure they probably don't deserve to be rated as providing bonus die in combat.
But, each to his own!
(even worse is a Marine fireteam with every man carrying an FGMP-14. If you rate it AP:3 then you're looking at 16 dice firepower - far exceeding the cap!)


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 Post subject: Re: Traveller organisations
PostPosted: Wed Feb 15, 2012 8:18 am 

Joined: Sat Feb 04, 2012 10:18 am
Posts: 3
Rockymountainnavy wrote:
Gauss Rifle w/4cm RAM GL, TL2 (Lt. AP:0*/AT:1(L) *Note: Armor Piercing - When used in Infantry Combat target reduced by 1D of armor/cover; Grenade Launcher can be used as Support Weapon (Lt. AP:1) in lieu of Gauss Rifle in ONE Round of Fire or Close Assault per turn (no armor piercing bonus)
That sounds okay at first glance. I'll have to try it on a table and see how it works out.
jakec wrote:
Traveller orgs can rapidly get out-of-hand in TW firepower terms if you give everyone a shoot-thru grenade launcher.
That's true, but in the strictly limited sense of the Adventure 7: Broadsword scenarios, equipping the merc company with these will work out okay (I hope). They will be severely outnumbered in all of the scenarios, first by irregulars (whom they will have to identify before firing on), then by the Tanoose Freedom League, and then the Gram Mechanised Battalion. And after that ...
jakec wrote:
(even worse is a Marine fireteam with every man carrying an FGMP-14. If you rate it AP:3 then you're looking at 16 dice firepower - far exceeding the cap!)
The Zhodani Commandos will be pretty formidable, but I expect they will be split up into pairs to maximise the effect of their fire power.


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 Post subject: Re: Traveller organisations
PostPosted: Wed Feb 15, 2012 9:00 am 
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Joined: Sun Feb 07, 2010 12:45 pm
Posts: 165
Location: Bloomington Illinois
great stuff guys... couple of questions though

1. Teleporter Commandos?
2. Psionic Scramblers?
3. Psionic Recon?

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 Post subject: Re: Traveller organisations
PostPosted: Wed Feb 15, 2012 9:58 am 
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Location: Central Virginia
shadowcat wrote:
great stuff guys... couple of questions though

1. Teleporter Commandos?
2. Psionic Scramblers?
3. Psionic Recon?


Transplant the striker rules...shouldn't be a hard issue

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 Post subject: Re: Traveller organisations
PostPosted: Wed Feb 15, 2012 1:36 pm 
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Joined: Sun Feb 07, 2010 12:45 pm
Posts: 165
Location: Bloomington Illinois
I would use original Striker, although I have both, I hate the newer version

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 Post subject: Re: Traveller organisations
PostPosted: Thu Feb 16, 2012 2:06 pm 
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Joined: Wed Nov 02, 2011 3:18 am
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Location: New Zealand
The problem I see with the massive firepower per fireteam (or even binom) is the interaction effect with the TW defence rules. Lets say I have an Imperial Marine binom with FGMP-14s. Rated as AP:3. That means I roll 8 firepower dice for my binom. If I'm facing Zhodani commandos in Battle Dress also broken up into binoms then they only roll 5 defence dice (all other things being equal). And the reverse will be true.

I just don't think binoms are any good for defence when attackers are rolling 8+ firepower dice. It becomes a completely uneven contest and unbalances the game.

Whereas, if you say a fireteam has three regular riflemen (one firepower dice each) and then one support gunner with FGMP, they roll 7 dice firepower and 7 dice defence (all else being equal). Much better game.


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 Post subject: Re: Traveller organisations
PostPosted: Thu Feb 16, 2012 2:21 pm 
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Joined: Sun Feb 07, 2010 12:45 pm
Posts: 165
Location: Bloomington Illinois
or 3 riflemen with Gauss Rifles, a FGMP gunner and either a gauss saw or a missile launcher
one thing I never agreed with in orignal striker was that plasma and fusion guns had unlimited
shots. then again in Old Striker a high tech version of the Mk.19 GL outranged the FGMP and
did consistent damage at all ranges, whereas the F and P series weapons lose damage as the
range grows. TL-14 Auto RAM GL loaded with HEAP rounds could even penetrate a basic starship
hull at max range, and thats not even counting the IR Followup rules.

TL-14 Auto RAM GL "Can Opener"
ROF: 2 Max Range 180, pen of 34: its designed for BD troops, due to the weight of the 100 round backpack magazine feed.

that figure is probably a little off, I dont have my notes or books directly handy

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 Post subject: Re: Traveller organisations
PostPosted: Fri Feb 17, 2012 3:50 am 
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Joined: Wed Nov 02, 2011 3:18 am
Posts: 139
Location: New Zealand
Sorry if I wasn't clear. I meant treating three of the guys in an Imperial Marine fireteam armed with FGMPs as ordinary riflemen (one dice each), and one guy as a support gunner.

TW doesn't differentiate between small arms, only support weapons. This is a fundamental difference from Striker. An ACR, a carbine and a gauss rifle are the same in the hands of a grunt in TW, whereas they are distinctly different in Striker. So I'm suggesting treating most of the grunts with FGMPs as using them the same as any other rifle in the TW game and only adding a dice of firepower (obviously tech level differences may come into play to add a dice here and there depending on your adversary).


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