I never really liked the mercenary cruiser from Classic Traveller. Once I was in the army, I liked it less. So I took the opportunity to make my version of a mercenary unit and cruiser for my new Traveller campaign!
A blog for Rick Stump, gamer since 1977. Rants from my fevered brain about Old School Gaming, the state of the industry, my ongoing campaign (it began in 1979) and the supplements created by Harbinger Games
Showing posts with label Traveller. Show all posts
Showing posts with label Traveller. Show all posts
Saturday, October 21, 2017
Saturday, October 14, 2017
Classic Traveller: Ships for the Clash of Stars Campaign
As I wrote just today I am gearing up for a CT campaign focused in a TL 9 interstellar nation. Here are a few of the homebrew ships.
Classic Traveller Campaign the Clash of Stars: Setting Details
Hi, everyone! Posting has been light due to a new contract keeping me at work long hours, but gaming has been going on in the background.
I have mentioned the general setting before.
I have mentioned a few more details and even a starmap before [althought the final map will differ].
Let's get down to some nuts and bolts!
Tuesday, February 21, 2017
Classic Traveller: Reactionless Drives and Repulsor Tech
Let's get nerdy and jump into the deep end of the scifi RPG pool - reactionless drives.
You'd think that such a rather nerdy, niche, obscure issue wouldn't be that big a deal, right? I mean, it isn't as if people obsess over things like food or fuel sources in fantasy rpgs, right?
But reactionless drives are a Big Deal in SF TRPGs, so much so that one side of the debate has the slogan 'friends don't let friends use reactionless drives'.
Part of the problem is classic Traveller.
If you are among the few guys who might read this blog who don't know what Traveller is, hoo-boy: you are missing out.
As I remember, Traveller hit the FLGS in Spring of 1977. Dad owed me a huge favor involving a situation straight out of a 1980's sitcom
Two weeks after I got it, I saw Star Wars for the first time.
Great timing.
Traveller is a pretty crunchy game. The original books are full of mathematical formulae you need for play, including an intro to the use of vectors. The ship building rules, planet generation rules, sub-sector generation rules, etc. are essentially minigames. The game is developed enough that you can run a full game that is all about being explorers based on a remote, agrarian frontier world: you slip out into barely-explored space and come back with valuable knowledge and rare items. Or you can run a full game that is all about being mercenaries based on a remote, agrarian frontier world; you are guns-for-hire for the brush wars that erupt far from centralized power. Heck, you can run a full game that is all about being merchants based on a remote, agrarian frontier world; you are trying to corner the market on farm machinery!
Oh, yeah - the trade system is another mini-game.
Anyway, Traveller supports SF RPG play from asteroid prospectors trying to earn enough for more oxygen to intrigue among galactic nobles at imperial court where entire solar systems are used as currency and everything in between. A seminal game in the early days of tabletop RPGs.
And it uses reactionless drives.
I can remember the debates about this from Back in the Day, and they were pretty serious on the old Traveller Mailing List from time to time. I remember particularly when T4 was coming out with new ship construction rules.
Personally, I have never had an issue with reactionless drives for one simple reason - we are surrounded by 'reactionless acceleration' all the time.
Gravity.
"But, Rick!," I hear you say, "Gravity involves mass! The mass of the attractors!"
Yeah. I know.
As a little aside, I have fond memories of my Physics 360 prof telling us a humorous aside as we discussed gravity. He was quoting someone else (whose name I don't think he mentioned) and I am paraphrasing,
"The Medieval world used the concept of Crystal Spheres to predict the movement of the sun, moon, planets, and stars and were very, very accurate about it. If you pushed a Scholastic to tell you what it was that made the celestial objects move he couldn't tell you exactly what it was - he could measure its effects, he could make very accurate predictions about the future, etc. but what it was? He only had measurements and formulae. So he said it was the angels."
"Today people laugh about that, and say 'it is gravity!' But all we have done is give the angels a new name. We can measure its effects; we can make very accurate predictions; but as to what it really is? Could be angels."
Anyway, the idea of a gravity-based drive being 'reactionless' is actually kinda' goofy. The reaction mass is just other places.
Here is an analogy - beam powered propulsion. This is the 'planet based laser pushing a vessel with a light sail' idea. In this case the reaction mass is the planet that holds the laser - the vessel doesn't carry reaction mass for the main trip.
With sub-light thrust using gravity fields the 'reaction mass' is, well, the rest of the universe, really. Even some of the biggest proponents of 'reactionless drives are broken' admit this (not all - just some).
We know Traveller uses artificial gravity (it is explicitly mentioned in the books) and even use a form of defensive gravity generator, the repulsor. So I assume that the drive systems in spaceships are gravity-based in any spacefaring civilization in Traveller unless otherwise noted.
One of the things I like about classic traveller in particular is a lot of things are implied, giving a GM plenty of room to move around. Look at gravity technology in books 1 through 8 of Classic Traveller and you see a lot of discussion about artificial gravity in use. Indirectly, usually. It really lets you go off on your own and has some interesting little quirks. G-carriers, air/rafts, repulsors, grav belts - artificial gravity tools are all over the background clutter of the CT game.
Looking at the development of ships by tech level I decided to add something to a campaign I wrote up in 1986, re-wrote in 1988, and eventually never got to run. I have ported it over to my about to be launched campaign. That is....
Repulsor Shields
High Guard stats:
Repulsor Shield Tech Level Table
Tech Level- 11 12 13 14 15
Shield Rank- 2 3 4 5 6
this is the maximum shield rating available at each tech level
Repulsor Shield Displacement Table
Rank 1 2 3 4 5 6
Displacement- 2 5 8 11 14 17
this is the percentage of the ship required for the shield generator
Repulsor Shield Cost Table
Rating- 1 2 3 4 5 6
Cost- 1.5 0.7 0.5 0.5 0.5 0.5
in millions of credits
Repulsor Shield Power Requirement
is calculated by: R 0.01M
Where R equals the rating of the repulsor screen and M is the total displacement of the ship.
Feel free to point out any errors I am making as I am recreating these really experimental devices from memories about 30 years old!
If you do more than glance at this, you'll realize that repulsor shields are just another maneuver drive! Rather than provide thrust for the ship, though, they push away any inbound missiles. In combat a ship with active repulsor shields applies its shield rating against all incoming missiles! This is, naturally, in addition to any counter-fire, dedicated repulsor bays, and nuclear dampers.
The downside is that a ship with active repulsor shields cannot launch or recover any sub-craft, regardless of size, and also cannot fire any missiles or even use deadfall ordnance.
Thoughts?
In short, the reactionless drive 'issue' boils down to this:
1) So far, in Real Life, it appears that in a vacuum and microgravity (or close enough) you need to expel reaction mass to generate thrust. Burn a rocket and shoot out the exhaust; use magnetic bottles to eject ionized gas; have hydrogen bombs detonated by a shock plate; whatever. In short, to move mass X through space you somehow hurl mass Y in the other direction and the reaction generates thrust.
The RF Resonant Cavity Thruster which is being tested in space about now might change the 'in Real Life' part of this post. We live in interesting times
The issue is this - with this as true travel through space is hard, expensive, short-range, and slow because you have to use mass to move mass.
2) In fiction lots and lots of people use reactionless drives - ships move, but they don't have to throw mass 'that way'.
3) So some people say 'Yay, reactionless drives are fun! They let my book/game/whatever be Horatio Hornblower in space!'
Other people say, 'Boo, reactionless drives are no fun! They break my ability to accept the book/game/whatever and mean that everyone should just be hurling planets at one another at 99.9999% C!'
As much as some would like to label the latter group 'pearl-clutching ninnies' in the what was perhaps the very first fictional portrayal of reactionless drives (Doc Smith's Lensman books) the characters did, indeed, escalate until they were destroying planets by hitting them who two other planets.
From opposite directions.
Both doing 99.9999999% C.
And both were made of antimatter.
The father of Space Opera wrote BIG stories.So there is a risk there.
You'd think that such a rather nerdy, niche, obscure issue wouldn't be that big a deal, right? I mean, it isn't as if people obsess over things like food or fuel sources in fantasy rpgs, right?
But reactionless drives are a Big Deal in SF TRPGs, so much so that one side of the debate has the slogan 'friends don't let friends use reactionless drives'.
Part of the problem is classic Traveller.
If you are among the few guys who might read this blog who don't know what Traveller is, hoo-boy: you are missing out.
As I remember, Traveller hit the FLGS in Spring of 1977. Dad owed me a huge favor involving a situation straight out of a 1980's sitcom
...but that is a story for another time...so I got it that week and started reading it.
Two weeks after I got it, I saw Star Wars for the first time.
Great timing.
Traveller is a pretty crunchy game. The original books are full of mathematical formulae you need for play, including an intro to the use of vectors. The ship building rules, planet generation rules, sub-sector generation rules, etc. are essentially minigames. The game is developed enough that you can run a full game that is all about being explorers based on a remote, agrarian frontier world: you slip out into barely-explored space and come back with valuable knowledge and rare items. Or you can run a full game that is all about being mercenaries based on a remote, agrarian frontier world; you are guns-for-hire for the brush wars that erupt far from centralized power. Heck, you can run a full game that is all about being merchants based on a remote, agrarian frontier world; you are trying to corner the market on farm machinery!
Oh, yeah - the trade system is another mini-game.
Anyway, Traveller supports SF RPG play from asteroid prospectors trying to earn enough for more oxygen to intrigue among galactic nobles at imperial court where entire solar systems are used as currency and everything in between. A seminal game in the early days of tabletop RPGs.
And it uses reactionless drives.
I can remember the debates about this from Back in the Day, and they were pretty serious on the old Traveller Mailing List from time to time. I remember particularly when T4 was coming out with new ship construction rules.
Personally, I have never had an issue with reactionless drives for one simple reason - we are surrounded by 'reactionless acceleration' all the time.
Gravity.
"But, Rick!," I hear you say, "Gravity involves mass! The mass of the attractors!"
Yeah. I know.
As a little aside, I have fond memories of my Physics 360 prof telling us a humorous aside as we discussed gravity. He was quoting someone else (whose name I don't think he mentioned) and I am paraphrasing,
"The Medieval world used the concept of Crystal Spheres to predict the movement of the sun, moon, planets, and stars and were very, very accurate about it. If you pushed a Scholastic to tell you what it was that made the celestial objects move he couldn't tell you exactly what it was - he could measure its effects, he could make very accurate predictions about the future, etc. but what it was? He only had measurements and formulae. So he said it was the angels."
"Today people laugh about that, and say 'it is gravity!' But all we have done is give the angels a new name. We can measure its effects; we can make very accurate predictions; but as to what it really is? Could be angels."
Anyway, the idea of a gravity-based drive being 'reactionless' is actually kinda' goofy. The reaction mass is just other places.
Here is an analogy - beam powered propulsion. This is the 'planet based laser pushing a vessel with a light sail' idea. In this case the reaction mass is the planet that holds the laser - the vessel doesn't carry reaction mass for the main trip.
With sub-light thrust using gravity fields the 'reaction mass' is, well, the rest of the universe, really. Even some of the biggest proponents of 'reactionless drives are broken' admit this (not all - just some).
We know Traveller uses artificial gravity (it is explicitly mentioned in the books) and even use a form of defensive gravity generator, the repulsor. So I assume that the drive systems in spaceships are gravity-based in any spacefaring civilization in Traveller unless otherwise noted.
One of the things I like about classic traveller in particular is a lot of things are implied, giving a GM plenty of room to move around. Look at gravity technology in books 1 through 8 of Classic Traveller and you see a lot of discussion about artificial gravity in use. Indirectly, usually. It really lets you go off on your own and has some interesting little quirks. G-carriers, air/rafts, repulsors, grav belts - artificial gravity tools are all over the background clutter of the CT game.
Looking at the development of ships by tech level I decided to add something to a campaign I wrote up in 1986, re-wrote in 1988, and eventually never got to run. I have ported it over to my about to be launched campaign. That is....
Repulsor Shields
High Guard stats:
Repulsor Shield Tech Level Table
Tech Level- 11 12 13 14 15
Shield Rank- 2 3 4 5 6
this is the maximum shield rating available at each tech level
Repulsor Shield Displacement Table
Rank 1 2 3 4 5 6
Displacement- 2 5 8 11 14 17
this is the percentage of the ship required for the shield generator
Repulsor Shield Cost Table
Rating- 1 2 3 4 5 6
Cost- 1.5 0.7 0.5 0.5 0.5 0.5
in millions of credits
Repulsor Shield Power Requirement
is calculated by: R 0.01M
Where R equals the rating of the repulsor screen and M is the total displacement of the ship.
Feel free to point out any errors I am making as I am recreating these really experimental devices from memories about 30 years old!
If you do more than glance at this, you'll realize that repulsor shields are just another maneuver drive! Rather than provide thrust for the ship, though, they push away any inbound missiles. In combat a ship with active repulsor shields applies its shield rating against all incoming missiles! This is, naturally, in addition to any counter-fire, dedicated repulsor bays, and nuclear dampers.
The downside is that a ship with active repulsor shields cannot launch or recover any sub-craft, regardless of size, and also cannot fire any missiles or even use deadfall ordnance.
Thoughts?
Sunday, February 12, 2017
Classic Traveller Book 5: High Guard - Implications for World Building
I do love classic traveller. From that fantastic box cover giving us the mayday from Free Trader Beowulf to the crisp aesthetic to the crunch. Toss in the mini-games of ship design and it was an instant classic.
Book 5: High Guard was one of the best splat books ever added to a game, in my opinion. Advanced character generation, advanced ship design, detailed yet streamlined space combat.
Hard to top and it might not have seen its equal in the 37 years since it came out.
Lots and lots of people use HG to build ships, but I also use it to look at the 'Domain Game' of Traveller (or as Traveller calls it, the Pocket Empires game).
Let's talk about what the shipbuilding charts in HG tell us about building a campaign setting for Classic Traveller looks like.
First, a quick glance at FTL travel with the Drive Tech Table:
You need to have Tech Level 9 to have any FTL ships and you don't get longer than 1 parsec until TL11+.
Impact: To have interstellar travel you must have worlds capable of at least maintaining and repairing TL9 jump drives. To have real strategic speed you have to have TL11+. This means TL9 and 10 civilizations will be very 'local' compared to higher techs.
Now let's look at Weapons and Defenses, starting with major weapons weapons, i.e., stuff that's big for starships:

At TL9 you have access to heavy bay Particle Accelerators (or PAs), PA spinal mounts, and heavy missile bays. TL10 adds heavy repulsor bays and bigger PA spinal mounts as well as some light bay weapon systems. TL11 is a big jump where you gain Meson spinal mounts.
Let's look at turrets:
It can be hard to see, but the heavier energy weapons aren't available until TL10+ and they get more powerful fairly rapidly.
Last in this section, screens;
You can't have nuclear dampers or meson screens until TL12+.
I am not going to post the huge combat charts showing the various target numbers to hit and then penetrate, but the end result is - until TL10+ missiles, especially nuclear missiles, dominate space combat because they are more likely to hit and penetrate. Repulsors eat up some of (ok - a lot of) the advantage of missiles at TL10 and TL11, but once nuclear dampers are added to the mix missiles are matched by energy weapons. If you track missile reloads in large scale, long-term space battles energy weapons can take the edge, especially at higher TLs.
Impact: Missiles rule until TL12. After TL12 ship-killer mesons spinal mounts appear.
Now it is time to talk about a rather odd fact or two. Here is the computer chart:
This chart is important because more powerful computers = bonuses to hit and penetrate with weapon fire. This chart is critical to world building because of ship size.
Yes, really.
See that column that is headed'Ship'? That column is 'the hull tonnage size that requires that model of computer as a minimum'. In other words, that code is the largest ship hull available with that computer model. This means hull size is limited by tech level.
Here is the hull chart:
By cross-reference you can see that at TL9 maximum hull size is D, or 4,000 displacement tons while at TL12 maximum hull size is R, or 100,000 displacement tons.
There are some very interesting implications from this! For example, at TL9 the smallest PA spinal mount is 5,000 displacement tons while the largest possible space ship is 4,000 displacement tons. As a result, at TL9 PA spinal mounts are for planets, moons, etc., not ships. The most powerful weapon that can be put into a TL9 ship is a 100 ton missile bay with a weapon factor of 7. Next would be a PA bay or a total of 30 missile tube, both of which have a weapon factor of 7. A capitol ship for a TL9 navy might look like;
4,000d dt, Jump-1, Manuever-3
1 x 100 dt PA bay (factor 6)
10 x triple sand turrets (1 battery of factor 7)
10 x triple missile turrets (5 batteries of factor 3 each)
10 x triple beam turrets (5 batteries of weapon factor 4 each)
Armor factor 12
Agility 1 (emergency 3)
Computer factor 3
So while it has a relatively low agility it has fair survivability with the beam lasers capable of anti-missile fire and the sand to stop heavy energy attacks and decent armor.
On the other hand, TL12 is a big leap in capabilities. Ships get very big, meson spinal mounts, meson screens, and nuclear dampers are on the table, armor gets tougher, etc. The differences are pretty stark - the TL9 navy's capital ship isn't a match for a TL12 navy's frigate - the TL12 frigate would have Jump-2, heavier armor, better agility, and a more powerful computer in the same size hull. This means the higher TL ship chooses the range of engagement, hits more often, penetrates more often, gets hit less often, etc.
TL12+ capitol ships should be able to engage entire TL9 battle groups alone and prevail.
So how could a TL9 navy face a TL12 navy?
Two words - zergling rush.
The TL9 navy could put so many ships into play at so many locations that the TL12 navy would be forced to pick what it defends. With the TL12 navy pinned the TL9 navy could then swarm selected fleets, or even ships, with an overwhelming number of attackers. This depends on a few things, though:
1) They need to have that many hulls
2) They have to be able to lose a lot of hulls
3) They have to be willing to lose a lot of hulls
4) They must be committed to a long conflict
5) Their own economic and supply bases must be secure from counter-attack
That is a tough combo to pull off.
Impact: When doing world building within CT to achieve anything approaching parity between a TL( civilization and a TL12+ civilization the TL9 group must be much larger and have a lot more population and have well-defended manufacturing. If not the TL12+ group will be able to overwhelm the other at will.
Next time - how I used these elements to make my new CT campaign setting.
Book 5: High Guard was one of the best splat books ever added to a game, in my opinion. Advanced character generation, advanced ship design, detailed yet streamlined space combat.
Hard to top and it might not have seen its equal in the 37 years since it came out.
Lots and lots of people use HG to build ships, but I also use it to look at the 'Domain Game' of Traveller (or as Traveller calls it, the Pocket Empires game).
Let's talk about what the shipbuilding charts in HG tell us about building a campaign setting for Classic Traveller looks like.
First, a quick glance at FTL travel with the Drive Tech Table:
You need to have Tech Level 9 to have any FTL ships and you don't get longer than 1 parsec until TL11+.
Impact: To have interstellar travel you must have worlds capable of at least maintaining and repairing TL9 jump drives. To have real strategic speed you have to have TL11+. This means TL9 and 10 civilizations will be very 'local' compared to higher techs.
Now let's look at Weapons and Defenses, starting with major weapons weapons, i.e., stuff that's big for starships:

At TL9 you have access to heavy bay Particle Accelerators (or PAs), PA spinal mounts, and heavy missile bays. TL10 adds heavy repulsor bays and bigger PA spinal mounts as well as some light bay weapon systems. TL11 is a big jump where you gain Meson spinal mounts.
Let's look at turrets:
It can be hard to see, but the heavier energy weapons aren't available until TL10+ and they get more powerful fairly rapidly.
Last in this section, screens;
You can't have nuclear dampers or meson screens until TL12+.
I am not going to post the huge combat charts showing the various target numbers to hit and then penetrate, but the end result is - until TL10+ missiles, especially nuclear missiles, dominate space combat because they are more likely to hit and penetrate. Repulsors eat up some of (ok - a lot of) the advantage of missiles at TL10 and TL11, but once nuclear dampers are added to the mix missiles are matched by energy weapons. If you track missile reloads in large scale, long-term space battles energy weapons can take the edge, especially at higher TLs.
Impact: Missiles rule until TL12. After TL12 ship-killer mesons spinal mounts appear.
Now it is time to talk about a rather odd fact or two. Here is the computer chart:
This chart is important because more powerful computers = bonuses to hit and penetrate with weapon fire. This chart is critical to world building because of ship size.
Yes, really.
See that column that is headed'Ship'? That column is 'the hull tonnage size that requires that model of computer as a minimum'. In other words, that code is the largest ship hull available with that computer model. This means hull size is limited by tech level.
Here is the hull chart:
By cross-reference you can see that at TL9 maximum hull size is D, or 4,000 displacement tons while at TL12 maximum hull size is R, or 100,000 displacement tons.
There are some very interesting implications from this! For example, at TL9 the smallest PA spinal mount is 5,000 displacement tons while the largest possible space ship is 4,000 displacement tons. As a result, at TL9 PA spinal mounts are for planets, moons, etc., not ships. The most powerful weapon that can be put into a TL9 ship is a 100 ton missile bay with a weapon factor of 7. Next would be a PA bay or a total of 30 missile tube, both of which have a weapon factor of 7. A capitol ship for a TL9 navy might look like;
4,000d dt, Jump-1, Manuever-3
1 x 100 dt PA bay (factor 6)
10 x triple sand turrets (1 battery of factor 7)
10 x triple missile turrets (5 batteries of factor 3 each)
10 x triple beam turrets (5 batteries of weapon factor 4 each)
Armor factor 12
Agility 1 (emergency 3)
Computer factor 3
So while it has a relatively low agility it has fair survivability with the beam lasers capable of anti-missile fire and the sand to stop heavy energy attacks and decent armor.
On the other hand, TL12 is a big leap in capabilities. Ships get very big, meson spinal mounts, meson screens, and nuclear dampers are on the table, armor gets tougher, etc. The differences are pretty stark - the TL9 navy's capital ship isn't a match for a TL12 navy's frigate - the TL12 frigate would have Jump-2, heavier armor, better agility, and a more powerful computer in the same size hull. This means the higher TL ship chooses the range of engagement, hits more often, penetrates more often, gets hit less often, etc.
The Fun Lads Four refer having a more powerful computer in space combat "The Traveller Bless spell".
TL12+ capitol ships should be able to engage entire TL9 battle groups alone and prevail.
So how could a TL9 navy face a TL12 navy?
Two words - zergling rush.
The TL9 navy could put so many ships into play at so many locations that the TL12 navy would be forced to pick what it defends. With the TL12 navy pinned the TL9 navy could then swarm selected fleets, or even ships, with an overwhelming number of attackers. This depends on a few things, though:
1) They need to have that many hulls
2) They have to be able to lose a lot of hulls
3) They have to be willing to lose a lot of hulls
4) They must be committed to a long conflict
5) Their own economic and supply bases must be secure from counter-attack
That is a tough combo to pull off.
Impact: When doing world building within CT to achieve anything approaching parity between a TL( civilization and a TL12+ civilization the TL9 group must be much larger and have a lot more population and have well-defended manufacturing. If not the TL12+ group will be able to overwhelm the other at will.
Next time - how I used these elements to make my new CT campaign setting.
Sunday, February 5, 2017
Traveller: The Lanxing Comity - a short take
It has been a heck of a fortnight: I went to a Red Hat conference week f=before last and had a blast, then last week:
One of my employees who is also a family member got shingles.
I slipped a tore a muscle in my lower back.
I found out I have about 20 hours of hoops to jump through to become an approved vendor for 3 major potential clients. 20 hours each.
So today as the rest of the family is at Mass I am sitting at the interwebz machine with ibuprophen, a heating pad, tea, and smelling of Thera-gesic (my analgesic heat rub of choice) working on stuff to relax.
Last June I wrote about a Classic Traveller campaign I have been doodling on for about a decade without putting pen firmly to paper, so I decided today is a good day for it. Behold the Lanxing Subsector-
Legend: Yellow Line = official interstellar trade routes of the Lanxing Comity; Light blue lines = official trade routes of the 12 Moon Trade Cooperative; Light purple lines = independent merchant routes; Diamonds = Jump-capable starship manufacturing facilities; five-pointed stars = Jump-Capable Warship Bases; triangles = Civilian-accessible stardocks with refined fuel and jump repair facilities.
The Lanxing Comity is the focus, naturally, of this subsector.
I'll have planet write ups and such in the near future.
I used hexographer for the mapping. It took me about 20 minutes to cobble this together.
One of my employees who is also a family member got shingles.
I slipped a tore a muscle in my lower back.
I found out I have about 20 hours of hoops to jump through to become an approved vendor for 3 major potential clients. 20 hours each.
So today as the rest of the family is at Mass I am sitting at the interwebz machine with ibuprophen, a heating pad, tea, and smelling of Thera-gesic (my analgesic heat rub of choice) working on stuff to relax.
Last June I wrote about a Classic Traveller campaign I have been doodling on for about a decade without putting pen firmly to paper, so I decided today is a good day for it. Behold the Lanxing Subsector-
Legend: Yellow Line = official interstellar trade routes of the Lanxing Comity; Light blue lines = official trade routes of the 12 Moon Trade Cooperative; Light purple lines = independent merchant routes; Diamonds = Jump-capable starship manufacturing facilities; five-pointed stars = Jump-Capable Warship Bases; triangles = Civilian-accessible stardocks with refined fuel and jump repair facilities.
The Lanxing Comity is the focus, naturally, of this subsector.
I'll have planet write ups and such in the near future.
I used hexographer for the mapping. It took me about 20 minutes to cobble this together.
Friday, June 10, 2016
The Clash of Stars: My Traveller campign
Traveller was the second game I actually owned. I loved the Doc Smith feel.
I have played in some great Traveller campaigns, all Classic Traveller rules, and I have run a few games. I have been working on a campaign off and on for 12 years. here is the outline.
General Setting
- The Terran Confederation is so long collapsed no one in the sectors of space near the game setting is certain in which *direction* Man's homeworld may be found.
- No intelligent aliens, at all.
- 80% or so of inhabited worlds are 'stand alone' and have no interstellar government
- Interstellar trade is almost ubiquitous and mainly of three sorts
a- run by local planets out 1-3 parsecs
b- trade guilds and co-ops on runs between 3-8 worlds
c- independent freighters running either their own routes or wandering about
- General tech level for independent worlds is 7-9 with 9 a pretty hard ceiling and 7 a soft floor
- There are scattered interstellar nations of 2-7 inhabited worlds. Almost all are Tech 9
- Although most planets have a Dorsai universe median (meaning that while some worlds are heavy into farming, others into manufacturing, some into arts and soft science, etc. they all are still close enough to each other culturally for it to not interfere with communications and trade) some worlds have gotten very strange.
Specific Setting
-Players start in the Lanxing Comity, an alliance of 3 inhabited worlds all within Jump 1 of each other. The worlds have a mixed Chinese/Spanish heritage with a relatively strong class structure and their economy and culture based upon a Manorial system. The blending of Catholic religion and Confucian social ideas led to them weathering the long centuries the Cycles of Collapse with a strong social cohesion, positive outlook, and a commitment to charity and justice.
-Nearby is Marduk, a kingdom that has 7 inhabited worlds (in 5 systems) and close alliances with 3 more. In the dim past Marduk held a Confederation Navy Shipyard that was not destroyed in the Long War or the Cycles of Collapse. A series of computer systems that had been hidden away were rediscovered just a few centuries ago and have helped Marduk advance: allied planets are TL 8, all others but the throneworld are TL 9, and the throneworld is TL 10. Some elements of their navy are actually TL 12! Marduk's navy is small in number of hulls but pack a real punch.
-Throughout this region of space are the members of the Order of Our Lady the Queen of the Stars, called the Starmen because of their shoulder patches. They provide transport and protection to religious pilgrims and maintain communications with a number of worlds that do not have FTL.
Most of the Order are workers, pilots, techs, etc. About 10% of them (still a large number) are highly-trained soldiers. And the elite among them are the full Knights of the order; extremely well-trained commandos that use unique gravity weapons in the form of swords and shields, and have psionic powers.
-The Polity is a TL 9 interstellar government of 38 worlds. New leadership and economic pressures have made the Polity very aggressively expansionistic. They are looking for excuses to expand into surrounding space.
- The Lanxing Comity is smack dab between the Polity and Marduk.
One of these days, I'll run it!
I have played in some great Traveller campaigns, all Classic Traveller rules, and I have run a few games. I have been working on a campaign off and on for 12 years. here is the outline.
General Setting
- The Terran Confederation is so long collapsed no one in the sectors of space near the game setting is certain in which *direction* Man's homeworld may be found.
- No intelligent aliens, at all.
- 80% or so of inhabited worlds are 'stand alone' and have no interstellar government
- Interstellar trade is almost ubiquitous and mainly of three sorts
a- run by local planets out 1-3 parsecs
b- trade guilds and co-ops on runs between 3-8 worlds
c- independent freighters running either their own routes or wandering about
- General tech level for independent worlds is 7-9 with 9 a pretty hard ceiling and 7 a soft floor
- There are scattered interstellar nations of 2-7 inhabited worlds. Almost all are Tech 9
- Although most planets have a Dorsai universe median (meaning that while some worlds are heavy into farming, others into manufacturing, some into arts and soft science, etc. they all are still close enough to each other culturally for it to not interfere with communications and trade) some worlds have gotten very strange.
Specific Setting
-Players start in the Lanxing Comity, an alliance of 3 inhabited worlds all within Jump 1 of each other. The worlds have a mixed Chinese/Spanish heritage with a relatively strong class structure and their economy and culture based upon a Manorial system. The blending of Catholic religion and Confucian social ideas led to them weathering the long centuries the Cycles of Collapse with a strong social cohesion, positive outlook, and a commitment to charity and justice.
-Nearby is Marduk, a kingdom that has 7 inhabited worlds (in 5 systems) and close alliances with 3 more. In the dim past Marduk held a Confederation Navy Shipyard that was not destroyed in the Long War or the Cycles of Collapse. A series of computer systems that had been hidden away were rediscovered just a few centuries ago and have helped Marduk advance: allied planets are TL 8, all others but the throneworld are TL 9, and the throneworld is TL 10. Some elements of their navy are actually TL 12! Marduk's navy is small in number of hulls but pack a real punch.
-Throughout this region of space are the members of the Order of Our Lady the Queen of the Stars, called the Starmen because of their shoulder patches. They provide transport and protection to religious pilgrims and maintain communications with a number of worlds that do not have FTL.
Most of the Order are workers, pilots, techs, etc. About 10% of them (still a large number) are highly-trained soldiers. And the elite among them are the full Knights of the order; extremely well-trained commandos that use unique gravity weapons in the form of swords and shields, and have psionic powers.
-The Polity is a TL 9 interstellar government of 38 worlds. New leadership and economic pressures have made the Polity very aggressively expansionistic. They are looking for excuses to expand into surrounding space.
- The Lanxing Comity is smack dab between the Polity and Marduk.
One of these days, I'll run it!
Friday, September 12, 2014
Planetary Assault Operations: A White Paper
A blast from the past, this was originally written for Freelance Traveller in 2002! It is largely unchanged since then.
Overview
There are a number of references to planetary sieges and the taking/retaking of planets by opposing navies in the Traveller Canon, especially during the Frontier Wars. And while the Imperium mainly controls the space between the stars, there are times when the enemy isn't only in space. And while a hostile planet can be interdicted, bombed, and talked to from orbit, only troops on the ground can truly control it. This paper is my attempt to explain how I think a planetary assault would work and how one could be set up in a campaign as background, plot device, or adventure. I have also included a brief glossary at the end of the paper.
Assumptions and Givens
- This is my opinion and IYTU YMMV. Much of this is based upon my knowledge of airborne operation as a former member of a U.S. Army Airborne unit.
- I am using the Third Imperium from about the time of the Fifth Frontier War as a baseline for the assaulting force; this implies an average TL-13 with a top TL-15. Switching this to other races should be relatively simple and I will include some notes.
- I am primarily a CT GM, but I will include references to other milieux. I hope to keep this as generic as possible.
- I am assuming that the Imperial Army will undertake large-scale planetary actions. IMO, Imperial Marines are 'johnny-on-the-spot'; they are the visible might of the Imperium and deal with brush fires. In large-scale actions they will concentrate on 'traditional' marine roles - boarding actions and quick assaults. With 'organic' support (artillery, medical units, etc.) and heavy units the Imperial Army and its colonial units are going to be the major players in ground actions.
- The relative superiority of near-space by the navy of the attacking force is a given. Without close orbit superiority planetary assaults are effectively doomed. This does not mean that the attacker must absolutely control close orbit, just that they must be capable of projecting great force into near orbit at specific times.
- Specific tactics will vary based upon the tech level of the planetary forces. Against foes of TL-0 through TL-5 or so the Marines just set down in grav vehicles and move out. While a large TL-5 army with heavy support could actually mount a credible defense against TL-15 marines in battle dress, they will not prevail. At higher tech levels, however, you can face serious opposition as those large armies gain nuclear weapons and more sophisticated armor and aircraft. I have divided assault procedures into TL-6 through TL-10 and TL-10+.
- I am taking it as a given is that military forces will generally be smaller as tech level increases. This will, of course, vary based upon law level, political stability, war footing, etc. But just as many modern armies are smaller than they were in previous generations, I am assuming that the increased efficiency of higher tech levels will reduce the number of sophonts under arms.
- This all assumes that the attacking force actually wants to capture the planet mostly intact. If there is no interest in preserving the structures, resources, or population, I assume that a heavy orbital bombardment until the defenders were unable to resist would be sufficient.
Planetary Assaults
- Objectives
- A clear military objective is the key to clear military success. The ultimate goal of a planetary assault is to control the planet. In order to do this, the military objectives should be (not necessarily in order):
- Render defending military forces unable to effectively resist ('combat ineffective').
- Control or neutralize the defender's governmental or administrative functions.
- Control or contain major population centers.
- Secure means of resupply/reinforcement of attacking/occupying force.
- Methods
- Initially naval forces will conduct ortillery attacks against strategic targets. Defensive emplacements, command and control centers, sensor clusters, military bases, and downports will be primary targets. It is also highly likely that general infrastructure will be targeted to reduce the enemy's will to resist. Civil engineering (dams, mass transit, etc.) will be targeted. Depending on the level of resistance and the volume of ortillery fire available it is possible to reduce a planetary population to using flashlights and shipping water in trucks in a week.
- The initial phase of ground assault is usually the use of drop troops (also called jump troops). Inserted from orbit, drop troops rely upon surprise, speed, and violence to secure a landing zone ('LZ'). Once secured, the landing zone is used to land heavy weapons, grav vehicles, landing ships, etc., etc. A secured LZ is called an 'orbit head'. The orbit head(s) are the start points for ground attacks against defenders and can quickly transform into the equivalent of a class C starport.
- The main ground assault is performed by a mix of light and heavy infantry, mechanized infantry (infantry and g-carriers), armor, artillery, and support units. Because of the mix of units the force as a whole is called a 'combined arms army' or just 'combarm'.
- Assuming the ground assault is successful, there are follow-on units that help secure the planet. Ranging from psychological warfare units to military journalists, these units strive to replace the destroyed or removed infrastructure and government of the planet with the tools of the Imperium.
- Tactics
- Although it may be unusual to think of an operation as large as attacking a planet as tactical, but to a military force capable of such an action it is. The most critical decision is; where to insert drop troops? While this should remain fluid to allow changes based upon the differences from one operation to the next, it is often very advantageous to insert an orbit head near a population center of the defenders. In addition to allowing the operation to immediately threaten defenders, it will reduce the ability of the defending military to respond with full force without endangering their own populace. The simultaneous insertion of multiple orbit heads is also preferred. This will force the defenders to split their forces and the attention of their command staff. The use of deadfall ordnance at the same time can add confusion since gravity bombs can easily be configured to 'look' like drop pods to sensors.
- Drop Troop Insertion
- The most critical period of planetary assault is the insertion of drop troops. Although supported by orbital fire the drop troops are very exposed to defenders and can suffer significant losses before reaching the ground.
- To increase their chances of securing an orbit head they are accompanied by a number of tools configured to resemble troop pods to sensors.
- The first such tools are 'Landing Zone Preparation Devices', also known as daisy cutters or Sylean scythes. These explosive devices are the first pods fired and are designed to mimic troop pods. About one third of these devices detonate about the LZ and use gravity lensed explosives to direct a concussive cone toward the surface. The massive overpressure is designed to detonate any mines in the LZ and knock down most plant life and structures. The remaining devices detonate on impact and are grav-focused to concentrate their force in a 3-meter high plane parallel to the surface, flattening any remaining foliage and obstacles.
- The most common devices that drop amongst the troops are jammers. In addition to radio and radar jammers, there are also meaconers (devices that distort navigation signals, i.e., give false GPS results), repeaters (devices that record defenders' radio communications and repeat them over on over on a number of frequencies), and mimics (devices that send electronic and radar 'chatter' that resembles the defender's communications but give false data).
- Also accompanying the drop pods on the outer fringes are defense pods. These grav-stabilized devices have radar/lidar sensors and a laser cannon, all powered by a fusion generator. These air defense systems are designed to shoot down enemy aerospace fighters, missiles, etc. Once they are on the planetary surface they will continue in this role until out of power or shut down by the drop troops.
- Last but not least, each squad will have an equipment pod. The equipment will vary based upon each squad's particular mission, but will include heavy weapons, air defense systems, telecomm gear, and combat engineering tools.
Tech Levels 6 through 10
- Overview
- While never easy, planetary assaults against worlds at tech levels 6 through 10 are less difficult.
- Defending forces do not have access to meson weapons or powered battle dress. Also, the heavier man-portable weapons are not found at these tech levels.
- As mentioned above, however, a large force with the support of nuclear weapons can mount a stiff resistance. The attackers must be sure that orbiting ships can provide nuclear damper support until the drop troop can set up their own. The drop troops themselves will be optimized to repel a large number of attackers with little special attention to heavy weapons. The average trooper in battle dress with an FGMP can deal with a great many main battle tanks of a TL-8 army, after all.
- The defenders will also have less sophisticated sensors, making deception more effective. Combined, these make it likely that there will be more deadfall ordnance attacks and fewer actual orbit heads (no more than one per continent, likely only one or two).
Tech Levels 11 and higher
- Overview
- When the defenders approach or equal the technical ability of the attacker the risks become greater.
- The inherent advantage possessed by the defenders forces the attackers to take greater risks. The high mobility and concentrated firepower of high-tech forces almost compels the attacker to try and overwhelm defenses with the number of attacks.
- The best option for the attacker is to release a near-flurry of troop drops and deadfall attacks combined with heavy ortillery barrages. Preparatory ortillery must especially focus on meson sites and aerospace fighter bases. The drop troops must be prepared to face a number of threats, including grav armor and meson gun artillery.
Special Note
The use of nuclear weapons to generate an electromagnetic pulse (EMP) effect is very common during planetary assaults. Against TL-6 through 10 defenders this can be a devastating attack. And the effect against high tech opponents can be more severe than may be assumed. Although most TL-11+ electronics (especially military electronics) are shielded against EMP effects it will still temporarily overload most sensors, increasing the survivability of drop troops as they enter the atmosphere. Also, while civilian communications systems may be shielded, often their antennae are not. While the means of communication will remain intact after an EMP attack, large areas of communications blackout will exist until antennae are replaced. This will add to the fear and confusion of the defenders.
Support Operations
- Intelligence
- Intelligence preparation can be a critical force multiplier in planetary assaults, especially against high tech level defenses. In addition to the routine strategic intelligence gathered by Imperial Intelligence, a planetary assault requires an in depth analysis of tactical response measures, apparent willingness of defenders to endanger their own populace, and overall readiness of the defenders ground forces. Effective counter-intelligence operations can also increase the levels of tactical and strategic surprise of the attacking force.
- Commando
- Commando operations in support of a planetary assault are extremely dangerous and prone to failure. However, when they are successful they can have a considerable impact upon the defender's will and ability to fight. For these reasons, they are often popular with players. If strategic surprise can be obtained commandos can be infiltrated and supplied in a large number of ways.
- Their initial targets will generally be command and control, telecommunications, and strategic defense systems. The following scenario is a demonstration of the potential impact of successful commando operations in support of planetary assault:
- Three commando squads are infiltrated onto a TL-13 world in advance of a planetary assault. Arriving as workers, tourists, and ship crew, they are supplied with a full combat load, including battle dress, smuggled in by intelligence operatives. In a coordinated series of attacks, two major telecomm hubs are sabotaged by pre-set explosives, a similar attack damages the refueling facilities of the major aerospace defense center, and teams of commandos in battledress armed with FGMPs assault the members of the planetary government, planetary defense commanders, and a deep meson site that defends a section of the planet. During the resulting confusion reports are received that an enemy fleet has jumped in-system and is on vector for planetary orbit. In addition to potentially neutralizing the defender's civil and military commanders and seriously disrupting planetary defenses these actions could very well panic the defenders, degrading their ability to fight.
- Logistics
- While the first step is getting troops on the ground, the key to winning is supplying and reinforcing those troops. As soon as the orbit head is secured the follow on forces must begin to arrive. Initially these forces will be as 'heavy' as possible, i.e., g-carriers, grav tanks, and artillery pieces, preferably in large landing ships. This will be followed by a mix of combat and support units.
- Naval
- The job of the Navy is not over once the troop pods are fired. Without continued naval support the ground offensive will almost certainly fail. In addition to continued ortillery, naval aerospace fighters can provide direct close support to ground troops and engage tactical targets in the enemy's rear areas. Marines can conduct assaults against orbital facilities and can even be deployed by drop ships in support of threatened ground forces. If done properly, combined Army/Navy operations can achieve true vertical envelopment.
N-Hour Sequence
The N-hour sequence is a planning tool for military commanders, logistics planners, and political leaders. It is a rough outline of what will happen and when during a particular type of attack. The initial letter may change to determine what type of attack the sequence is for (for example, a ground attack plan can be called a G-hour sequence while a boarding action against an orbital spaceport could be an M-hour sequence). And certain times can be very broad or based entirely upon the success or failure of a different operation. They key to using an N-hour sequence is to remember that it is a tool, not the plan.
This N-hour sequence is, by necessity, abbreviated. It does not include frontier refueling, naval actions on approach to the planet, or orbital combat and boarding actions. It also omits a great many logistical steps that would be included in a 'real' sequence, as well as the preparatory steps that occur before the assault fleet enters jumpspace. Again, this is a rough estimation to give an idea of the flow of battle:
- N minus 2 weeks: Assault squadron enters jumpspace.
- N minus 1 week: Assault squadron enters normal space in target system.
- N minus 2 days: Ortillery bombardment begins.
- N minus 16 hours: Decoy deadfall ordnance attacks begin.
- N minus 8 hours: Naval aerospace fighters increase tempo of attacks against tactical surface targets.
- N minus 6 hours: Decision phase - commanders determine if planetary defenses are suppressed enough to allow close orbit insertion of drop ships. If so, drop ships move into close orbit. Bombardment ships direct their fire to both overwhelm defenders and clear a number of possible landing zones.
- N minus 2 hours: Drop troops finish insertion preparation.
- N minus 30 minutes: Decision phase - commanders determine if landing zones are prepared and the drop troops are likely to secure an orbit head. If so, drop troops are secured for insertion and troop carriers prepare for drop.
- N minus 15 minutes: Naval forces trigger EMP effects.
- N minus 5 minutes: Secondary EMP effects are triggered to disable automated responses. Naval forces begin blanket jamming from close orbit.
- N-Hour: Simultaneous insertion of drop troops begins, accompanied by numerous decoy insertions with deadfall ordnance accompanied by jammer pods. Naval aerospace fighters deploy for close air support.
- N+1 minute: Naval bombardment shifted to cover approaches to landing zones.
- N+4 minutes: Landing zone prepped by daisy cutters.
- N+5 minutes: Drop troops begin reaching surface. Drop ships begin move to high orbit.
- N+7 minutes: Drop troops begin deploying to secure orbit head.
- N+10 minutes: Drop troops finish landing on surface. Drop troops begin deployment of heavy weapons and support equipment. Aerospace fighters initiate close air support.
- N+15 minutes: Decision phase - commanders determine if orbit head is secure. If so, landing ships with armor and mechanized forces begin planetary insertion.
- N+20 minutes: Drop troops complete deployment of heavy weapons and support equipment.
- N+25 minutes: Drop troops complete initial defensive positions.
- N+35 minutes: Landing ships begin to reach the planetary surface. Mechanized and armor forces begin to deploy.
- N+45 minutes: Decision phase - commanders determine if orbit head is ready for deployment of support elements. If so, landing ships begin cycling support units and equipment to the orbit head.
- N+1 hour: Combarm begins offensive operations.
It should be obvious that the N-Hour sequence needs to be flexible. Planets with dense atmospheres will require more time for drop troops to reach the surface than planets that have no atmosphere, for example. Deployment of follow on forces may be delayed if there is a threat of significant air defense by the defenders. The number of changes that may need to be made are almost infinite. Recognizing this uncertainty, called 'the fog of war', and being able to anticipate and react to change without panic is what separates good commanders from great generals.
Non-Imperial Forces
- Zhodani
- The Zhodani are very likely to use warbots exclusively in their initial insertion. They have very good warbot technology and prefer to risk machines over their own soldiers. With the capabilities of their elite psionic troops, they are also highly likely to mount a number of commando raids in support of their use of drop troops.
- Hivers
- While the Hivers are unlikely to ever engage in planetary assault, if it necessary they will almost certainly use a variety of warbots in every phase of the operation.
- Solomani
- After the Rim War the Solomani have a fair amount of experience with planetary assault operations. They will probably use tactics very similar to Imperial forces, but with a greater emphasis on commando operations to offset any advantages in manpower and technology.
- Aslan
- Aslan forces are very professional and capable. They will tend to have more landing zones in an attempt to overwhelm defenders with the number of threats rather than with a small number of highly massed forces.
- Vargr
- The nature of Vargr command and control means that their planetary assault operations will be less organized. They may actually have waves of insertions coming at different times rather than a mass drop and may have trouble coordinating naval support for ground troops. On the other hand, their desire for personal glory and achievement means that they are more likely to initiate 'breakout' actions where they focus on specific target rather than engaging defenders directly. This can force the defenders to commit a significant portion of their forces to protecting targets rather than repelling invaders.
- Mercenary Units
- While it is extremely unlikely that mercenaries would undertake a full-scale planetary assault, they may occasionally be hired to perform small-scale operations that are very similar in execution, if not scope or breadth of support. And mercenary units in the wrong sub-sector at the wrong time may end up 'assisting' colonial or imperial units during a planetary assault.
Glossary of Terms
- Aerospace fighters
- Space fighters capable of atmospheric operations.
- Air Defense
- All defensive measures designed to destroy attacking enemy aircraft or missiles within a planet's envelope of atmosphere, or to nullify or reduce the effectiveness of such attack.
- Armor units
- Refers to tank forces.
- Artillery unit
- A military unit composed of artillery pieces and their support crews.
- Assault ships
- Heavily armed and armored small craft capable of atmospheric operations, usually with the capability of transporting ground forces. Often used to escort landing ships when there is a high threat of air defense. Sometimes used to land ground troops in enemy-controlled terrain.
- Close aerospace support
- The use of aerospace fighters and assault ships to attack enemy ground forces that are close to or in combat with friendly ground forces.
- Combarm
- Abbreviation for Combined arms army.
- Combat ineffective
- A unit or group of units that is not longer capable of combat operations for any reason.
- Combined arms army
- A large ground forces unit composed of infantry, armor, mechanized infantry, artillery, and support units capable of extended combat operations without external support.
- Command and control
- The issuance of orders by military commanders. Can also refer to the military commanders themselves.
- Deadfall ordnance
- Explosives devices that have no internal propulsion system. They can be launched on specific trajectories, but are usually released within a gravity well and allowed to fall.
- Decision phase
- A pre-planned time or place where a choice must be made between two or more military options by commanders.
- Heavy infantry
- Infantry with a greater than standard percentage of heavy weapons per unit. Usually refers to battle dress armored infantry.
- Heavy units
- In general refers to units with heavier weapons or with the ability to concentrate a great amount of fire in a small area in a short amount of time. Generally used to refer to battle dress infantry and tank units.
- Intelligence
- Information about an opposing force gathered through observation and analysis. Also refers to the process of gathering intelligence.
- Jamming
- The deliberate radiation of electromagnetic energy for the purpose of preventing or reducing an enemy's effective use of the electromagnetic spectrum, and with the intent of degrading or neutralizing the enemy's combat capability.
- Landing ships
- Small craft or spaceships capable of atmospheric operations and surface landings that are configured to carry ground troops and equipment.
- Landing zone
- An area designated for drop troop or landing craft insertion.
- Light infantry
- Infantry units with a smaller than standard ratio of heavy weapons per unit. Such units also usually have a lighter than standard equipment load.
- Logistics
- In its most comprehensive sense, those aspects of military operations which deal with:
- design and development, acquisition, storage, movement, distribution, maintenance, evacuation, and disposition of materiel;
- movement, evacuation, and hospitalization of personnel;
- acquisition or construction, maintenance, operation, and disposition of facilities; and
- acquisition or furnishing of services.
- Meaconing
- The process of broadcasting false navigation signals to give inaccurate measurements of locations, speed, distance, etc.
- Mechanized infantry
- Infantry units that enter combat zones riding in and fighting from lightly armored vehicles. Such units often have organic armor units.
- Mimicking
- The broadcast of radiation designed to appear as the broadcast of an opponent, but conveying false or misleading information. Also called Electromagnetic Intrusion.
- Orbit head
- A designated area in a hostile or threatened territory which, when seized and held, ensures the continuous landing of troops and materiel from orbit and provides the maneuver space necessary for projected operations. Normally it is the area seized in the assault phase of a planetary assault operation.
- Organic support
- Elements assigned to and forming an essential part of a military unit.
- Ortillery
- Heavy weapons fire from orbit; an abbreviation of orbital artillery.
- Repeaters
- The rebroadcast or reflection of electromagnetic energy for the purpose of preventing or reducing an enemy's effective use of the electromagnetic spectrum.
- Superiority
- The degree of dominance in the aerospace battle of one navy over another which permits the conduct of operations by the former and its related forces at a given time and place without prohibitive interference by the opposing force.
- Supremacy
- The degree of aerospace superiority wherein the opposing force is incapable of effective interference.
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