Showing posts with label IMTU. Show all posts
Showing posts with label IMTU. Show all posts

10 May 2024

Higher Technology Items on a Low Tech World

If they run, they're barbarians!
This is a post that's been brewing in my head for a while about how technology can leak down the technology levels in Traveller. It will cover mandatory high technology, common imports to both governments and private concerns, and bootstraping technology. It was heavily influenced by this image of Roman Legion re-enactors manning a machine gun.

There is, as I see it, one item of mandatory high technology that will occur on any world that has an operating starport. That is a base station to communicate and offer some space traffic control. As in, keep the free trader from crashing on approach. It's going to be a standardized design from the IISS and Starport Authority. The Imperium is heavily run by the corporate classes, and one thing I do feel safe in stating is that certain navigation features will be standardized. The minimum outfit would be a simple antenna farm, a central computer with attached communications, and geostationary satellite. On worlds lacking indigenous electricity production, or where connecting to a grid is impractical, the rudimentary standardized system is powered by low maintenance generation. Typically, 'walk away' capable fusion plants, solar arrays, geothermal, and radiothermal generators are used for surface installations, of designed power outputs. Important factors for this equipment include reliability and minimal need for spare parts for all elements. This applies to small scale, Class E, ports, in newly established areas. In my vision of the Traveller Universe, inhabited worlds rarely have a Class E starport for more than a few decades, particularly on trade routes. The development of the surrounding area may easily push it into the Class D rating. Considering how GT: Starports notes that setting up a Class I (E) port is as simple as landing two cutters, clearing an area, establishing an extraterritoriality line, and maybe setting up an office, along with a communication station. It also notes that many have an 'artist's conception' of a future starport.

04 March 2019

Connecting Starports with their Worlds

Traveller cannon does have several good publications about how Starports work, particularly John Ford's GT Starports. However, I am more interested in what the actual crossing is going to be like, how to relate the Starport to the local society, and my views on rules and regulations that exist in Starports. From the various sector books, I see three major kinds of Starports. On major worlds where the Imperium is a considered a benevolent presence, you have what I call a 'Ramstein' type port, where the locals and the Imperium mostly in harmony. Where the Starport is seen as a 'necessary evil', the Starport resembles 'Cold War Hong Kong'. Also, small Starports may be established to set up a claim to a territory, not unlike colonial St. Augustine, FL.
From GT Starports, Original

What I'm calling a 'Ramstein' port is not unlike the US Ramstein Air Base in Rhineland-Palatinate, Germany. It is a locality under control of a separate sovereignty, but a close relationship between the two is maintained. Frictional issues between the two are routine, and rarely end up shutting down the port. This is a gross oversimplification, as there will be issues between authorities. Roads and construction standards in the port conform to those in the surrounding area, and local symbols are displayed alongside those of the Imperium. The largest difference would be a mandatory use of Anglic on all signage. Otherwise, with languages, the Starport will use Anglic, and there is a high possibility the locals will have some understanding of Anglic, if it isn't the primary language While checks do exist crossing the line, they are more around ensuring authorized personnel come in and out, customs regulations would be applied inside the starport's lines for the most part, rather than at the line. Concessions in the port will do most of their business in Imperial Credits, but the local currency maybe used by some, particularly 'temporary' concessionaires, like the burger truck that stops by the tramp pad. Local currency, if used, can be bought and sold at fairly reasonable rates. This is the ideal for many worlds.

Source
A 'Cold War Hong Kong' port is one where the Imperium has an uneasy relationship with the world government for a multitude of reasons, such as local isolationism. One example is a large urban area is present inside the extraterritorial line, and the line is a heavy duty border. In some cases, the local authorities find the idea of a 'open commercial zone' useful in obtaining information and hard currency from off-world, and others, it is 'minimize cultural contamination" from offworld. Either result is similar, with a large scale startown, a hard line, and people wanting to cross it for a variety of reasons. Building and road standards maybe radically different, resulting in electrical goods from the Startown requiring extensive modifications to operate properly across the line. Linguistically, Anglic will be used for business and law in the enclave, but the local language may have be used as well, especially if there is a 'thaw' in relations. Currency will almost always be different across the line, and exchange rates will be rigged to reduce offworld purchasing power, unless you hit the black market...

Source
A 'colonial St. Augustine' port is an outpost of the Imperium. Small, mostly a garrison, and the presence is there to claim a location. The locals and the port community rarely acknowledge each other, and there may be turf wars if a sophont is a 'local' or an 'Imperial'. Money may not be that common, and if it's there, the preferred tender would be Imperial Credits, or whatever the garrison is paid in. Also, anything for a trader would be very difficult to find, as distant outposts rarely have trade goods worthwhile. There maybe other settlements, many of them a long distance away, or others hidden on the world. Remember, a planet is a very large place, and it would be possible to hide a society for a long period of time.

In role-playing games, it seems players have an expectation of being able to take weapons wherever they please, and extraterritoriality often means Starports are assumed to have a low law-level. However, this wouldn't be much of the case. Generally, unless carried concealed, locked for transit, or authorized by the management, carrying of weapons is prohibited. This is mostly a safety measure, as a Starport with excessive violence is bad for business. An example of authorized carry would be a Mercenary officer assigned to work with the security force while his unit is on liberty. The mere act of transportation, such as a hunter on a safari expedition, is guaranteed through Imperial Commerce Regulations. Also, most Starports from Class C up do have at least one 'Outdoor Equipment' concession, that offers a wide variety of weapons, as well as more pedestrian survival equipment, that delivers inside the line, with containers sealed and ready for transport. The Starport Authority has an extensive corpus of laws and regulations built up over millennia, with commentaries available when needed. Generally, there is a procedure available for any situation, up to, and including doomsday incidents. As for goods import, ships and containers 'under seal' and transiting can carry almost anything. However, the Imperium does frown upon importing things that threaten life on world, generally, if it would cause death and destruction on world, the Starport may even ban a craft from landing. Remember the first rule: does it make sense at the gaming table?

These are just some connected ideas I have had on Starports. There are some that are part of but separate from the worlds they are on, some that are barely tolerated, and some that are staking a claim. I also gave a few thoughts on how I see Starports run, particularly with respect to weapons laws. These gateways to adventure are places to run adventures out of, as much as the class fantasy gaming tavern.

27 January 2019

Big Computers, No Problem

A long running joke about Traveller has been the size of computers for starships, usually measured in displacement tons as being unrealistic. I find it to be acceptable because of what the machines are doing, the actual size of shipboard and mainframe computers, and general requirements. Also, traditionally, space opera has had large computers. A bit of background, I was assigned to a Ohio-class submarine, in Travller terms, a TL7 design with extensive TL8 electronics, and specialized in working with the computer system for the strategic weapon system.

https://www.vanone.co.uk/vans-volumes-for-removals/van-removals-15-cubic-metres-in-a-van
Close enough to a displacement ton. Original
A Model 1 computer takes up one displacement ton of the ship's volume. Considering a DTon is defined as exactly 13.5 Cubic Meters, that can be hard to visualized for those of us who don't deal with volumes every day. I found this from a moving company on how big their 15 cubic meter trucks are. Moving boxes are a good substitute here. Fan Lore in Traveller has been the Model 1 computer is roughly equivalent to a Cray-1 from the 1970's. Sized up, one of those units was 263 cm across the base, and 196 cm tall, taking up a volume of 10,647,740 cubic centimeters, or 10.64774 cubic meters. Throw in a bit of space for an operator, access and some ready spares, and 1 Dton is a nice round figure for design purposes.

Official US Navy Photo, Original
As a strategic weapons system tech, I worked in a space just like the one at left. The brown doors in the background house various FCS components, and are integrated into a large scale forced air cooling system. Most of the doors contain power supplies to Versa Module Eurobus racks. Others have older, bulkier systems that have not been phased out, or high frequency AC power rectified into DC. Each one of those islands is about a Dton and a half of space. The beveled edges on the overhead into the islands are fan plenums, for cooling, and the deck is raised for an air return. Not pictured are the flat-panel displays for system control. I have said there is a minimum size for control units based on sophont physiology and ergonomics, so I don't see those getting much smaller. Also, there are various other computers running sonar and fire control, navigation, and communications.

30 September 2018

Modeling United States Navy Officers in Using Traveller: A Variant


This is a sort sequel to a post from when I first started this blog. While enlisted personnel have long been specialists, in the United States Navy, officers are often generalists, expected to go from contact coordinator one day to Engineering Officer of the Watch the next. Since the first edition of High Guard was published, there's been career tracks for officers in the Navy career. However, these place officers in the same narrow fields as enlisted, and just don't seem quite right to me. While Sector Fleet is an interesting book, at times it's very much an attempt to give the game a veneer of plausibility. One item from there, the idea of the Naval Regiment, I like. Reminiscent of the the Royal Naval Division of World War I, or the US Navy's Naval Expeditionary Combat Command and Seabees, it started off as local defense and ad-hoc units from remnants at Navy Bases, as well as security troops supporting the Marines.

Why do this for Traveller?
This provides more 'chrome' and a varied route through the ranks. Some officers are not going to be specialized like enlisted personnel, and this gives a path for defining officers who may have been the Chief Engineer and then went on to command their own ship. Also, I see the Imperial Navy as having four socially distinct groups of officers. First, is the Nobles and other Gentry (SOC A) who enter the Navy as a means for social advancement, and social responsibility. Those who join from both social responsibility and advancement. My own LT Brickley is one of those who joined to gain status. Considering how end of generation Navy promotions give an increasing to Social Standing, this is reasonable. Second, you have professional Navy Officers. The guys who Get Things Done aboard ship, and while not explicitly angling for command, they are ready for the responsibilities should the Navy need to expand. Third, is officers commissioned from the ranks. Long serving professional spacers who have skills and leadership above that of an enlisted man and deserve a different sort of recognition than princes using the Navy as a pathway to success. There's also the appointment of various personnel as officers to give them military authority equal to their professional status. This would be military doctors and the like. Uniformed professionals whose rank is consummate with expertise are also in the service, like doctors, are always going to exist.

08 April 2018

Solomani Security In My Traveller Universe

While the common and popular depiction of Solomani Security is of a Secret Police force with a vast network of informants and a ruthless prosecution of anyone it deems a  threat to the Solomani Cause. As I see it, it's a much more complex organization.

SolSec has two missions in practice; serving as the political police of the Solomani Confederation, and as the primary intelligence agency for the Confederation. The political police role has two functions; keeping the Party and populace aligned with the Solomani Cause, and preventing problems from disrupting the Confederation. At times, these roles come into conflict, but the guidance from the Committee of Consolidation and the Coordinator General generally resolve these on  case by case basis. Also, SolSec agents are often seen as "S-Men" working for the benefit of Solomani society.

The political police work in the general populace is minimal. While hundreds of millions, if not more, Monitors do file reports about what they see and hear, few citizens end up directly in front of a SolSec officer for a criminal issue. Planetary agencies, like the Krypteria of Polyphemus/Capella (SR 1537), are more likely to deal with the Solomani in the street. Local police and security forces will have liaison arraignments with SolSec, where information appropriate to the level of enforcement is exchanged. Also, Old Solomani worlds with independent-minded populaces, like Sequoyah/Capella (SR 1337), require SolSec to have it's own arrest force. However, interstellar travelers of any stripe will have encounters with SolSec. Partially, SolSec wants to know as much as possible about the workings of what actually happens, and every report helps them. It is frequently in the form of a minor functionary that just asks to see the logs at landing, or performs immigration checks.

Active members of the Solomani party are more closely investigated than ordinary citizens, and members of the Secretariat most of all. Generally, a local member of a cell will receive party discipline rather than SolSec attention, but a senior member, usually a delegate to a major party conference, may have issues investigated by a SolSec officer. The factionalism inherent in the Solomani Party means that only the most egregious political crimes are treated harshly; corruption is one of them. The differences between factions are not unlike Cold War era "Kremlinology" for outside observers, but there is more transparency than in a truly closed political environment.

The internal monitoring of the Army and Navy has two major components. First, there are monitors inside military units. Most understand the difference between military duties and typical complaints of them, and actual disagreement with the Cause. Few of these monitors are "Zampolits" in the sense of being an explicit representative of the Solomani Party and SolSec, more often they serve as staff officers, or just have connections. The personnel (S-1) and logistics officers (S-4) are common covers, but some monitors are operational personnel, even up to unit commanders. The additional role as the criminal investigation departments for the military means there are some open SolSec officers at most bases, working with the Military Police. They can either be uniformed personnel, or a plain clothes operation. Generally, the teams assigned to a deployable unit will be uniformed, and one that operates at a base will be plain-clothes.

The monitor program provides much of the small scale information that SolSec uses to work with crude psychohistorical simulations and understand how to operate on a particular world. The general rule for monitors is not to provide salacious gossip that jams the networks, but information directly related to consideration. Current cultural ideas are welcome as well, as it allows SolSec to deeply understand the nature of Solomani society, particularly on different worlds. Given the size of the database, favored researchers are sometimes offered access to older portions. Also, the nature of monitors varies. Some are quiet recorders, others are highly patriotic citizens, and some just have spy fantasies. The ones with spy fantasies tend to get asked to leave the monitor program.

An internal officer may spend a tour assigned to an investigative team, followed by an intervention unit. Senior internal officers end up in the Administration, and they are the leads for many units. It is not unknown for senior investigative officers, while nominally administration, to operate with Field agent teams. Secret agents, of course, do exist, but are far less common than popular media thinks.

The External Directorate is a fairly standard intelligence agency in Charted Space, and it has earned a healthy respect from Imperial Intelligence agencies. Despite a well-earned reputation as a group of fanatical agents sneaking in and destroying Imperial targets, many quickly realize there's no real romance in their sordid business. They employ open agents as attaches to various missions, and under official cover. Secret Agents are more common than in Internal, but many operate under various forms of cover, such as merchants or tourists. On occasion, agents may be lent from one directorate to the other, and transfers do occur. However, to maintain the correct outlook for each role, this is unlikely.

31 January 2018

Adapting Fantasy Materials

http://www.sjgames.com/gurps/traveller/starports/art.html
From GT: Starports
On the OSR Google Plus Community, which has lots of good ideas, I found "20 Port Town Encounters" from Red Dice Diaries. Taking a look at the entries, I found many of them easily translatable to Traveller.

While the Black Ocean of Space is far different from the Blue Oceans of Earth, the workings of both seaports and starports are going to be similar. Cargo moved, and an interface between lands. The crew of a ship after a long journey is going to be looking for something different. Stevedores and longshoremen will move cargo. While some of the encounters are more early modern in origin, like a fortress firing a noon-gun, even a starport may have some sort of daily ceremony, if only to break the workday up. A side-show, as seen in the opening of The Message, is another thing you could have as a random encounter.

One of the themes I find implicit in Traveller is how humanity has not changed much over time. A setting over three thousand years in the future, where wars are still fought, societies divided and fighting among themselves, and yet still curiosity to grow and change. So I feel fine in borrowing from fantasy settings. In this case, a place where societies meet is going to be relatively similar over time. As for it being a D20 table, are you really a role-player if you don't have a collection of polyhedrals?

15 January 2018

A Traveller's Guide to Peraspera/Sol (SR 2028)

From https://www.nasa.gov/mission_pages/kepler/multimedia/images/red-dwarf-planet.html
One of the many minor worlds circling Red Dwarf stars in what is known as the Outback of the Sol Subsector, Peraspera/Sol is a relatively low population backwater with little to recommend it to most visitors. A cold world with an exotic atmosphere and fluid oceans, the center of the system is in orbit of the main world, rather than on it. Despite these setbacks, the population manages to subsist off of a local diet.

History
Peraspera was first settled during the Interstellar Wars, as a Terran Research station. During the Rule of Man, the system was abandoned with the exception of a skeleton crew supporting a small refueling depot and minor search and rescue during that time. For the Long Night, there was the occasional long term attempt to maintain an operational base there by both the Terran Mercantile Community, and the early Old Earth Union, but it largely was an empty system with an automated beacon for accurate navigation. The wave of prosperity that proceeded the Third Imperium to the Rim allowed the for the construction of the First Orbital Complex and the development of material processing equipment from the Fluid oceans and Exotic atmosphere. As a resource extraction colony in a hostile environment close to major worlds, Peraspera never developed it's own culture, as many families seek to return to Terra or Prometheus rather than live there permanently. During the Solomani Rim War, the Tenth Orbital Complex surrendered rather than fight, as the lack of manpower and dependence on the Orbital Complex made any battle in the system a forgone conclusion. The local government remained in power under a Military Governor until 1063, when civilian rule was reintroduced. An Eleventh Orbital Complex was completed in 1115, replacing the over century old Tenth.

Society
As a small, extraction dependent economy, Peraspera is unusually dependent on its larger neighbors, Terra and Prometheus. Much of the population is on four year work contracts to a few chemical production companies, and thus, it leans younger than average, with fewer families present than expected. The government is largely unresponsive to their needs, as  could be expected from a mining area. The population is about split between the Orbital Complex at 30% and the world itself 55%, while belting operations are present and support 15% of the population. Despite restrictive weapons control laws, society is accepting of those passing through, with conforming to the norms of the work-group is seen as essential for those there on contract.

Economy
As mentioned above, the world is largely dependent on resource extraction. There are several specialized chemical companies present on world, with links to Delgado, General Products, and Ling-Standard Products. Sternmetal Horizons is also present with a small office, with a few other independent concerns. GSbAG operates a small craft yard and overhaul facility at the Orbital Complex as well. Approximately 15,000 belters work the two asteroid belts. While some agrarianism is present in the surface habitats, one of the major industries on the Orbital Complex is hydroponics, with imported carniculture as the primary protein supply. The wealthy can obtain high quality food products from Terra and Prometheus.

Law, Government, and Military
At this time, the government is classified as a "Self-perpetuating Oligarchy" by the IISS. It is largely run by the representatives of the resource extraction corporations and leading figures from the various cities on the surface, as well as the Orbital Complex. Theoretically, voting rights for the legislature may be obtained after 10 years 'clean' residence, as in no major criminal record or public dependence, but this rarely occurs, and it keeps the government in the hands of the elite. The nature of the envriroment leads to a moderate law level, with restrictions on firearms on the Orbital Complex and the world itself. In the Belt, however, there is defacto Belter Custom ruling. Planetary Defense Forces consist of the System Patrol and the Guard. The System Patrol has a single Dragon class SDB of 400 dTons, the Adzel, four 50 dTon Customs Cutters, and a squadron of Iramada type fighters. The Guard is a single battalion of local veterans and mercenaries. Present in the system is a small Imperial Navy Station, including a reinforced company of Marines, and usually present is a Patrol Cruiser from either the Imperial Navy's Sol Subsector Fleet or the Duchy of Sol's Patrol Force.

18 October 2017

Naval Stations

The stereotype of commanders of Stations, out of regulations, and not caring.
On worlds that are not defensive nodes or on communications nodes, the Imperial Navy establishes a Station in the starport. These offices serve as standing liaisons for the Navy in the system, providing a presence in the system, and running in naval business required.

Organization
These stations are organized in a fairly standard manner, with a Commanding Officer, Executive Officer, and several departments. It is not uncommon for some departments to have Imperial Civil Service personnel in key roles, and many Civil Servants are retired Navy personnel or former spacers who just stopped wearing the uniform to work. The commanding officer of a Naval Station is often only a Commander, and has authority only over personnel, not over units.

The Executive Department consists of the Commanding Officer, Executive Officer, Senior Enlisted Leader, and a few general clerks. These personnel are concerned with running the unit and talking with the outside authorities, including the SPA.

Admin Department contains many of the personnel assigned. Their primary role is personnel administration, and pay records, and ensuring the Navy's database is up to date. They also support the affairs of Reserve and Retired personnel and their interaction with the Navy. A station is capable of authorizing retirement voucher payments. 

Supply Department ensures the Station and visiting ships get the equipment required for missions, food and quarters are available, and any on world suppliers to the Navy meet supply standards. Also, they arrange passage aboard Navy ships if required. Munitions bunkers, if present, will be under control of Supply Department, but located well away from the rest of the starport. Finally, the Disbursing Officer maintains records of payment in both Imperial Credits and any local currency.

Security is a major department. Often staffed by a mixture of Navy personnel and civilian law enforcement, they provide physical security to the ship's arriving at the station, and organize the Shore Patrol. They have a particularly thorny relationship with some Marine units that have a 'tradition' known as "System D".

Operations Department does all work required for ships themselves and support Navy specific communications equipment. They operate any docking and servicing equipment, and monitor any hired ship repair facility present. If any small craft are assigned, their operation is conducted by a Boat Division in Operations department.

Medical Department operates at extremes. Stations on major worlds will have only a few spacers assigned as medical administration, with actual doctors being local contractors or reservists. At larger stations, the Navy operates a small clinic capable of most medical needs.

Recruiting activities on most worlds are technically under the authority of the station, but more often answer to recruiting command at the Subsector and Sector levels.

The Marine security force provided to the Starport operates out of the Station as well. As the Imperial Marines are notoriously short on support personnel, Navy Station personnel often find themselves either serving as drivers or mechanics for the Marines, or suddenly becoming the alert medic in crisis times.

Public Works departments are the construction workers and sanitation engineers of a Station. They maintain system connections on more populated worlds, and actually run major physical plants on more barren worlds.

Size and Layout
Stations are part of the spaceport on the worlds they are present. Generally, they are fairly small commands, no more than a few hundred personnel at most. Around habitable worlds, if a high port is present, Operations Department will be based there, along with detachments from most departments. Command and thus, the Executive department will colocated with the starport administrator's office.

Generally, a Station will consist of a HQ, supply stores, and a perimeter area. Many support facilities are contracted out to the starport. A planet-side Station will be some buildings at the starport with their own razor wire fence. On worlds under Imperial Occupation, Operations also finds itself supporting the local patrol forces present in addition to supporting Navy operations.

Location
Navy Stations are found on worlds with Class A, B, and C starports most often, with a few strategic class D starports receiving them. Generally, the facilities the Navy sets up for its own use are enough to build a startport almost up to the quality of a Class  C facility, but use by non-governmental users, including detached duty scouts, can be highly limited. Stations will generally be on worlds with populations under 1 million and feature limited space defense abilities.

Subsector Navy bases, when present, will replace these facilities, and Imperial Navy craft are supported on a contract basis. The Imperial Navy is represented by a simple office, little more than requirements for recruiting and supporting reserve and retired personnel. An area with limited colonial and subsector fleet assets available will have more Navy Stations.

In the Sol and Gemini Subsectors of the Solomani Rim, there are Navy Stations at Peraspera, Midway, and Forlon supporting patrol units and anti-terrorist forces. These are smaller stations, and have only a few personnel assigned to them.

Personnel
Navy Stations have a reputation as being the place to allow officers with limited talents to serve out their twilight tours. In some areas, they are vital nodes, and are standard shore duty assignments for personnel. The nature of a Navy Station in some cases receives far less oversight than larger commands. In some areas, it is rumored that some of the Station personnel are assigned to Naval Intelligence, while in others, there is an attache on world openly collecting information.

Some stations have an old drunkard as the commander who is being eased out of the Navy. While others have noble screw-ups commanding whose fumbling marks them as dangers on active service, but have too important of connections to force out. A third stereotype is the high flyer who is only there for a short time, and assigned to the Station as a deserved break from real action.

Adventures
Navy Stations provide limited services to retired military adventurers. They can cash pension checks, and provide a source for Navy related patrons in systems with out a formal military presence. If your characters just look wrong during a bar fight, they could be hauled into the Stations' brig, and some embarrassment may occur upon their release. As well, it's a place to put a vindictive screw up where he cannot hurt the Navy and Imperium too much, but instead has power in one spot.

08 September 2017

Order of Solar Excellence

          There are many orders of chivalry throughout the Third Imperium. All of them, of course, recognize the Emperor as sovereign, but are in practice overseen by one or more nobles. In 1065, Duke von Ritterberg of Sol sought to establish an order to recognize the accomplishments of Imperial citizens in his demesne. In 1067, it was authorized by the Imperial Household, with the first inductions to the order made on 001-1068. Unusually, it provides the following levels:
            Knight or Dame of the Order of Solar Excellence (KSE/DSE)
            Companion of the Order of Solar Excellence (CSE)
            Officer of the Order of Solar Excellence (OSE)
            Member of the Order of Solar Excellence (MSE)
            Medal of the Order of Solar Excellence (OSEM)
A sketch of the Medal, used for proofing purposes.
Original work by Michael Thompson
Only Knights and Dames receive titles, the other levels are decorations, and merely make the awardee a prominent member of society. There are two divisions, the Military and General for all levels except for Knights and Dames. The motto of the Order is “For Sol and the Emperor”
            The ribbon of the Order is dark blue, with central symmetrical stripes of pale green and purple, differenced by a narrow yellow stripe at each end for the Military Division. Recipients of the medal are awarded a hexagonal gilt medal bearing with a stylized map of the subsector on the obverse, and “For Sol and the Emperor” in Anglic on the reverse. The Medal is worn on the left breast. Members receive a similar award, with a miniature hexagon mounted on a Maltese Cross, and also worn on the left breast. Officers receive the award as a neck order, but made of gold, using a medal similar to that the Medal. Officers receive the award as a neck order, in gold with the same design used for the Medal of the Order of Solar Excellence. Companions wear the award as a neck order as well, in gold and mounted on the Maltese Cross. Knights wear the hexagon upon a gold disc on the left breast below any medals, with the home world of the recipient picked out with a gem of the appropriate color of the star, and the rest noted with diamonds. If the Knight is not native to the subsector, the world he is most associated with is used instead. For informal use, the ribbon is worn with a following differentiations, Medal plain, Member a miniature of the hexagon in gold, Officer a miniature of the hexagon in silver mounted on a bar, Companion a gold miniature of the hexagon mounted on a bar with the left side gold and right side silver, and Knights wear the gold miniature of the hexagon on a gold bar.
            Officers of the order include the Sovereign, Grand Master, and Secretary. The current Sovereign in Strephon, Duke Mazun Tomas von Ritterberg is the Grand Master, and his Seneschal is the Secretary. Currently, Knights and Dames include Marchioness Alessandra Ribeira da Silva of Terra, Archduke Kiernan Langos Adair of Sol, the Count of Nusku, as well as many other nobles resident in the subsector.
            The Medal is awarded for long meritorious service in the Sol Subsector Unified Armies and Fleet personnel, as well as for ordinary sophonts performing a service worthy of particular recognition. Membership in the General Division is for “service in a particular locality or field of activity or to a particular group”, and the Military, “exceptional service or performance of duty,” and limited to 1020 persons per year. Officers of the order are have “Distinguished service of a high degree to the Sol Subector or to the Imperium at large” or “Distinguished service in responsible positions,” with a limit of 430 per year. Companions have “Eminent achievement and merit or service in duties of great responsibility,” and are limited to 100 per year. Knights and Dames have “Extraordinary and pre-eminent achievement and merit of highest degree in service to the Sol Subesctor or to the Imperium at Large,” with a very hard limit of twelve per year. Any Imperial citizen in good standing can nominate another for an award. The Duke’s staff is responsible for ensuring they are proper.

Game rules:
In UPP based Traveller games:
Rank
SOC
Notes
Knight/Dame
11
If received with a higher SOC, note the postnominals
Companion
+1 to a max of 10

Officer
+1 to a max of 10

Member
+1 to a max of 9

Medal
+1 to a max of 8



GURPS Third Edition Traveller:

A Knight or Dame is Status 2. Other grades of the Order may give Status 1 at the Referee’s discretion, or else a +1 Reaction from everyone in the Solomani Rim with sometimes recognition as a 2-point advantage. Use the character’s background to make the determination.

17 June 2017

What do You Mean it isn't Just a Liner: Armed Merchant Cruisers

By Source, Fair use, 
I recently re-read David Weber's Honor Harrington up to Honor Among Enemies, and I thought the idea of and use of Armed Merchant Cruisers in the Official Traveller Universe. Armed Merchant Cruisers are a type of auxiliary warship, converted from merchant ships. Generally, they would be equipped with older weapons, and feature limited fire control with no armor.

These ships come about because of commerce raiding as both the wolves and the sheepdogs around helpless merchants. The predatory ones, like the German Auxiliary Cruisers such as Von Luckner's SMS Seeadler. These ships operate under false flags, which are theoretically replaced with the real one to give the victim a chance to surrender. The other reason, like the ill-fated HMS Jervis Bay, are built to be readily available escorts and protection. Q-ships were a subset of these, smaller ships equipped to trap commerce raiders, submarines usually, with a hidden armament.

Thus, an Armed Merchant Cruiser exists because purpose built warships are for some reason unable to complete either commerce raiding or commerce protection and patrol duties. In some cases, you could find a peace time force of such auxiliary ships, especially in Navies looking to ensure a knowledge continuity in unusual craft, or as aggressors. A Naval Depot could include a few as part of it's defense and exercise force, or as part of a Convoy operations school that can be re-tasked in a time of war.

There is a couple of official designs for a Q-ship, also useful as an Armed Merchant Cruiser. First, in SJ Games Deckplan 3: Empress Marava-Class Far Trader, there's the Empress Arbellatara class variant, that replaces the cargo space with Rampart fighters. Another is provided on page 71 of Mongoose Publishing's Traders and Gunboats, based on the Type R "Fat Trader". These are both common enough designs a competent referee could set them on the players as a joker if the PC's have become a bit too ethically challenged. More may be in other books I do not own.

An Open Armed Merchant Cruiser would be operating as a Navy unit in all respects, squawking a Navy Transponder code, and operating as a normal patrol ship or as the escort for a convoy. In some ways, a converted merchant hull would make sense, as it would have similar performance to the ships it is escorting. On patrol operations, it could be set up for a longer duration operation (in-system performance).

The piratical LCDR Tom Dodge in "Down Periscope"
A Hidden Armed Merchant Cruiser would be looking more like a scruffy tramp or fat trader, and suckering in unsuspecting prey of a variety of sources. It wouldn't act Navy in any fashion, until it's too late for it's enemy to escape. In many ways, it's a completely legal pirate. It's a sucker punch like a System Defense Boat wing in the gas giant killing fuel skimmers.

Of course, these could be working together, where an open Armed Merchant Cruiser is 'escorting' a convoy of hidden ones, Most commerce raiders might consider turning tail when the entire convoy starts spitting nukes, and a large group of fighters are being launched.

In my view of the Official Traveller Universe, the Imperium is big and powerful, but just can't be everywhere. In many cases, local Dukes are unable to get the effective ships commerce protection, even in peace time, from the Imperial Navy, or else a world finds its commerce is under attack, and need mildly combatant starship of its own to ensure fewer merchants are lost. As I see it, the Imperium is more willing to give them Armed Merchant Cruisers than 'real warships', as they are not as emphatically Navy as a Patrol Cruiser, or a Destroyer. In some cases, along the lines of various other vessels navies have in war time, but prefer to get rid of as they are not part of the 'proper fleet' and offer opportunities for junior officers to show up their seniors. The subsectors and systems near the Vargr Extents (Coreward frontier of the Imperium) will have Armed Merchant Cruisers on their permanent Navy Lists, while those on the interior will normally see few if any.

Navies might not be the only operators of Armed Merchant Cruisers. A shipping line of type R's or A2's may buy an Armed Merchant Cruiser based on their fleet hull, as a way to ensure their cargoes get through. An mercenary Armed Merchant Cruiser could operate beyond the Imperium, supporting various small states against both pirates and rival small powers, particularly in the Extents.

In a campaign, an Armed Merchant Cruiser would be a different way to run a war, and to keep it at the players scale. A group of middle aged spacers looking to get out of a boring retirement would be a very skilled crew for one. Former Navy and Scouts would be the crew, boarding parties for Marine and Army characters, a Merchant type would add believably to the ruse of being a trader. Reformed pirate types would be useful as well; for understanding the piratical mindset better than some stuffy Navy type. Encounters would help the referee determine the course of the war. Successes help move the front along, but failures lead to losing the war. It can also be a mechanism to draft the party into the Navy, "Since you have been successful in this, we're promoting you, and sending you to a new cruiser," could be the response they get from success. It helps keep it at the Adventure Class ships level, where it's all smaller ships, and the PC's make the important decisions. The fleet units are escorting the Megafreighters, while the small Armed Merchant Cruisers are stuck herding cats forming Free Traders into a convoy.

23 March 2017

Adventure Review: The Kinunir

A snip of the Kinunir from p. 14 of the adventure for review purposes
Adventure 1 The Kinunir was the first official adventure published for Traveller in 1979, two years after the release of Classic Traveller. It's an interesting read, and it has some ideas. But here's what I got from it

For running, it's a very bare bones set up. There's three entry points, and it's largely up to the referee to get the characters from the entry to the adventure itself. It's a more bare bones approach than the current ideas on how to write an adventure. This is less the modern adventure with everything scripted out, more of a frame work to build into your universe.

In a fundamental difference, the Imperium is not as pleasant in this incarnation as it is later on. The Imperium disappears politicians it doesn't like and locks them in prison hulks. They ruthlessly use Ancients technology and Anagathics for the ruling class, and make it difficult for lesser nobles and players to get access to it.

Warships are built with imported components. The scrapped Adda Dubsar lays on its ways on Regina, a TL A world, fitted for a Model 7 computer. At least for its own purposes, the setting is implicitly allowing for equipment on a world to be produced outside of it's stated tech level. It can either be a plot point or something like current era ships built in China but fitted with Western weapons and sensors. I see "Tech Level" as mostly relating to what is commonly available on the world.

Also, we begin to see information about the wider setting. Somewhere in this Imperium is a Vegan Autonomous District-this won't be detailed until 1982 when Solomani Rim is released. For a J-4 ship presumably built in the Spinward Marches, it's a long journey in the Official Traveller Universe. There's also mention of the Fourth Frontier War, and Express Boats. It's starting to merge the small ships of the initial release into the large ships of High Guard and later editions. Also, Strephon and Iolanthe are mentioned, complete with UPP's.

Generally, this is an interesting addition to any Traveller collection, and a fodder for ideas as well. The Kinunir and similar ships can make give your Free Traders a real threat with out a big ship, or be Big Daddy for merc campaigns, especially if the Marines are deployed. It's setting neutral for the most part, and easily adapted. A lost starship is a great adventure hook in any science fiction setting.

21 December 2016

Is this Some Vindication?

So this news came out recently, the U.S. Navy is getting its ratings back. Needless to say, there has been much rejoicing. I feel what I said back in October was accurate
Found Here. I don't own.
Having spent far too much of my life around the U.S. Navy, I project parts of my experiences on to how I see Traveller's Imperial Navy. I think that other people's experiences affect some of how they see their gaming. I read some entries at The Word of Stelios, and his profession comes up in writing about various historical works. His last line in one review was pretty much: don't pay attention to the details if you know about an era; you'll go mad, is important. Bellisario's Maxim: "Don't examine this too closely," from the famous TV producer, is another item to remember. I try to do this as much as possible in settings. I try for a 'just right' amount of detail. There's enough where I think it is important, but not so much I get lost in the details.

The hard part there is, knowing how much is enough!

I'm not sure where I'm going here, but perhaps, for some it's a way to make comments, for some it is to relax, and others, a way to open up and write. Why are you gaming?

09 December 2016

Amber Zone: The Unseen Institute

Believed to be an image of the faculty...
Somewhere on the rimward border rumor has a small group of highly skilled, rather mad psionicists who run an effective near open Psionics Institute. The Solomani frequently claim it's in Imperial Space in the Dabei, Magyar, Solomani Rim, Alpha Crucis, and Old Expanses. The Imperials ususally claim it's on the Solomani side of the truce line. Those of a diplomatic bent claim it's on some backwater in the Reaver's Deep or Hinterworlds. What is known about them follows:

In appearance, it is a normal college from the outside, with a staff of Porters running well manicured grounds. Allegedly, there are far too often ongoing events that spill over from the Psionic talents of the staff and students to escape notice. Unusually, it is almost all men who study here with two exceptions.

The Institute is headed by a man referred to as the Archchancellor. A very powerful psion, he is a large fit man, apparently in his mid 60's. His talents include Clairvoyance and Telepathy. By his manor, he suggests the sort of upper class hunter who would have his own Safari Ship. In addition to his Psionic skills, his skill with a hunting crossbow is unnatural. Don't try and talk to him, he won't even pretend to understand you.

The Bursar of the Institute was once quite talented in Awareness and Telepathy, but was mostly interested in numbers. He still can run the books effectively despite having lost his sanity. Highly skilled and powerful telepaths from the staff are able to induce a hallucination of sanity into him, along with substances derived from poisonous Terran Tree Frogs.

The Dean is an even larger man, requiring two chairs to sit on. This powerful Telekentic and Telepath has two major jobs, attending various functions in the city the Institute is hidden in, and amplyifing any sort of crazy psionic affect in the area. He is rather found of trying martial arts, but the local instructors have been terrorized into understanding that you don't tell a rather powerful psion 'No, you don't have a clue' at their gyms.

Curiously, the Librarian is an uplifted orangutan(1), whose sole psionic talent is Awareness. The most pleasant member of the faculty, he enjoys going to starport bars, playing the organ, and is a member of the local police force's reserve. Only speaking in "Ook" and "Eeek", he nevertheless understands Anglic fluently. Rumor is that calling him a 'Monkey' is a surefire way to find the speaker in the hospital the next morning. He is one of the two exceptions to the Insitute's rule that it's adepts are human males, the other was an extremely strong young woman who gave of the aura you would expect of their usual students. Needless to say, that adept died shortly thereafter.

The Head of Inadvisably Applied Psionic Technology is the youngest member of the faculty, having just completed some of his own studies. He is skilled at Telekinesis and Telepathy, but is really an expert at Psionology. He's also the man the Institute ought to be having talking to the outside world, but this maybe intentional, as this young man is actively involved in a variety of projects inside the Institute, including a combination of psionic talents and high tech computers.

15 October 2016

Hell No, We Want to Go! The Draft and the Third Imperium IMTU

The Draft mechanism has been around since Classic Traveller, and is an interesting artifact of the rules at this point. Considering that Marc Miller is a Vietnam War veteran, and the generation who wrote the game, the idea of a military draft seem natural to them. The problem, lies in scale and the gradual end of conscription in most countries since the 1970's.

With the changes in military technology in the past decades, a short term draftee is no longer a good idea for a solider, and considering that most Traveller characters are going to be experienced with technology at least as advanced to us as ours is to Stephenson's Rocket, the end of conscription for many forces makes sense, as the sheer complexity of the equipment most troops will be equipped with.

Then I come to scale. The massive Third Imperium has enough sophonts that mass conscription would destroy an enemy under sheer weight of numbers, yet this would be impossible due to bottlenecks in interstellar transport. Ships that can carry people are reasonably common IMTU, as anyone from most worlds should have seen one, but the idea of moving a million-man ground force is impractical. The requirements to man most military forces could easily be met by volunteers. As an example, the 1980's US military had over 2,000,000 all volunteer personnel out of a population of 224,000,000. The Imperial forces should be easily manned from volunteers in any case.

That leaves us with the 'Draft' mechanic then, and how to square the circle, metaphorically speaking, of a draft yet having an all volunteer force. Rather than the Chinese model of there being a draft board with a quota for an area that always meets it quota from volunteers, here's how I think of it.

"The Draft" is formally known as the Imperial Service Lottery in law. Unlike traditional forms of conscription, where young men are pulled into the armed forces, the Imperial Service Lottery works in reverse. Any citizen of the Imperium can apply to the Navy, Marines, Army, Merchant hiring service, Scouts, or an Imperial intelligence service or Law Enforcement agency to join. If the prospective recruit cannot obtain a volunteer slot in a service, during a set period,  the prospect is entered in to the Draft. This happens usually on a monthly or quarterly basis. The recruiting managers for the world pull the names entered into the Lottery, and thus receive a partial draft of recruits in this fashion. The service, even if they initially rejected the prospect, must take a draftee. Draftees are required to spend their first term in an enlisted status in the Navy, Marines, and Army. Merchant draftees are assigned to lines with mail contracts, or to a Subsidized Merchant. Scout draftees are infamous for their short careers. Law Enforcement draftees are often assigned to Gendarmes or Starport Security, or other manpower intensive, low skilled tasks. This is, of course, a one-time chance for any applicant.

01 October 2016

Ignoring Current Foolishness

Last year, I put together a fairly long post on assigning rates in the Imperial Navy, and now there is this piece of insanity to abolish the rating system. I am not much of a fan of this for a variety of reasons. It also does not change my vision of the Imperial Navy's enlisted personnel.

Found via other social media
First, the ratings system is and was evolutionary. It has changed over time, if one looks at lists over time, the different professions have come and gone. Boatswain, Gunner, Quartermaster, and Yeoman (it doesn't matter if they are wearing short red skirts) are long standing titles that I see never disappearing as they directly relate to work being done and have vital roles. Some, like Sailmaker, have gone over time. Others may come back.

Second, it's an incredibly unpopular personnel decision. This reminds me a bit of the 1970's change to put everyone in Officer/CPO style uniforms. Those were gone within a decade. There was nobody really asking to change the system for the ratings, and the push back at this point with a petition already available tells me this will only last until there is enough time to find out how little people like the idea.

Third, it's in My Traveller Universe. I can run it any way I want. Enough for you? And I wanted to say something about the current mess we're in.

Even Obi-Wan feels it.
Just as an FYI, I am still interested in how the Royal Navy and similarly organized fleets have their divisions set up.

26 September 2016

The Veteran's Jacket

In some regions, it is common to see men and women who have served in an armed force or who have traveled for long journeys across the stars to either purchase or obtain a jacket of this type.

Usually, it is either a jack or mesh jacket, but in some areas a synthetic fiber jacket is the base. The left breast has the individual's name, final rank, and service in all cases. Pilot will wear flight wings appropriate to their service, Army veterans may wear regimental insignia here, and Marines wear the badge of their Corps. Call signs would go here as well. The right often has a command insignia, or may be blank. The right shoulder carries the national or mercenary command logo the wearer is most comfortable with. The left may have a different command's insignia, especially if the wearer served in combat. The back of the jacket, though, is often the most intricately decorated. It often has patches of vehicles the wearer drove, ships served on, major exercises, and historic incidents avoided or participated in. It is almost a visual resume of the wearer's experiences. So if you hear the old Sarge is going out to the frontier, a good retirement gift is a mesh or jack with something to note his service. It might save his life or get him in with the right people.

Cost: Easily twice to three times the base cost for jack or mesh armor. This could be Cr 300 or more.

Legality: Because these are mostly seen as 'keepsakes' and a part of Travelling culture, most law enforcement will not overly harass wearers of these jackets. However, if the 'privilege' is being abused, expect some kind of social sanction, such as being followed, or denouncement by a local veterans organizations.

I got this idea from having seen customized MA-1 jackets by more recent US veterans, and the old flight jackets with custom paint jobs. My grandfather had a custom silk embroidered jacket made for him in Japan during the Korean War.

Adventure Seed: The Old Jacket in the Window
While going about their business in startown, one of the characters (preferably of a military or related background) notes the presence of a veteran's jacket in the window of a pawn shop. The insignia is one of the familiar 179th Fighter Squadron (The Bulldogs), with several familiar looking emblems. Examining the jacket, it turns out it was the property of one Lieutenant Willem Amador, an acquaintance of the character's. A check with the owner turns out that it had been sold to him a few weeks before by a spacer who was in need of quick cash. It's on sale for only Cr 200, well under what these jackets are made for, and it's sentimental value.

1. The jacket was sold by Amador. He was medically retired, and can barely support himself and his family. He will be grateful for any assistance, and would greatly appreciate it's return.
2. Amador died on a journey to or through this world. It was sold by the crew of the ship he was traveling on. His body is preserved in a cryogenic capsule in the starport morgue, with no next of kin on world. It turns out his homeworld is a nearby world. Would the character help an old comrade home one last time?
3. There is a storage chip hidden in the lining, containing a message. It turns out that Amador was murdered while serving as an officer courier. The message tells the characters to turn in the message to the Senior Naval Officer present in a nearby system. What the information does is up to the GM. It may start a war, prevent a war, or draw the characters into a web of espionage.
4. As above, but the message reveals the free trader Amador was on working with a pirate gang. He gives valuable information about where this gang operates from.
5. Amador is very much alive. His jacket was lost on a voyage near the system, and the man who sold it to the pawnbroker was a spacer who was ordered to get rid of it. Help Amador embarrass the man who wanted to be rid of the jacket rather than return it, and earn either a hefty reward, or an ongoing patron, as well as maintain a contact.
6. Amador passed away, but the Bulldogs would like his jacket back. It turns out their main ready room has a collection of fallen members jackets. Return it to them, and become members of their family. Merchant PC's may get charters to support them on operations, and passengers from time to time from the squadron. Who knows what help a network of fighter pilots might offer you.

Image by Rod Thompson at http://alesmiter.blogspot.com/
UPDATE: 9:46 PM:  here's my grandfather's jacket from the Korean War era.

09 September 2016

Uniforms and Rank Insignia In My Traveller Universe

I admit: I enjoy militaria, and can get really engrossed in the minituae of uniforms. If I wore them more often, I would get a set of liberty cuffs for my dress blues. My preference for the Imperial Navy in Traveller is heavily based on modern, since World War II, navy uniforms

Interestingly, the Navy has not recieved the sort of description of it's  uniforms in the materials I have available. GURPS Traveller: Ground Forces notes:
The Marines of two levels of full dress uniform. The first, more common outfit is dress black. This uniform is a variation of the Navy's dress uniform and is cut the same way, a black high-collared, single-breasted jacket, trimmed in Maroon, with a prominent Imperial sunburst. (p.39)
Of course, the Navy's would have a gold sunburst, and no maroon trim. Marin J. Dougherty's Sector Fleet, provides for a "Duty Suit" on page 88, noting "The standard duty uniform of the naval personnel is a TL-14 tailored vacuum suit," and goes on to describe it as more of a plug-in to a ship's system than an independent duty suit. Standard vacc suits are available for personnel whose duties require them.

Sean Connery in "The Hunt for Red October." Image from IMDB
So, I am thinking the standard dress uniform looks kind of like the picture at right, except a large gold Imperial sunburst on one sleeve at the seam. I also would replace the Russian-style rank insignia with a more common one. I prefer the ranks of the Royal Canadian Navy as a basis, with the obvious addition of the Royal Navy Admiral of the Fleet sleeve insignia. Part of it is how Naval officer insignia, especially sleeve insignia, are easily recognized internationally. Another is how the Imperial Navy, like the Third Imperium, draws it's legitimacy and past from the Rule of Man, which was set up by the Terran Navy, who I would think, being descended from the various National contingents of the Interstellar Wars, would have standardized on insignia quickly. It may be parochial, but it's also an easy visual shorthand, and immediately understandable.

Artist:  http://robcaswell.deviantart.com/
Found at https://www.facebook.com/groups/travellerrpg/
Then, there's the Scout Service. Largely an informal group of people doing a great deal of things for the Imperium. In my Traveller Universe, they don't really wear official uniforms. Yes, they will have a largely similar appearance, but that's more from function. I am thinking of some sort of European Imperialist trying to set up a 'government' in Darkest Africa circa 1870, or Roy Chapman Andrews in Outer Mongolia. Hardwearing clothing, sometimes in various shades of tan, or whatever color the scout desires. The cut and design may be different, but there is always the blood-red on black sunburst, and field office emblem. Larger ships, like the Lightning-class cruisers assigned to the IISS are going to have more official uniforms, and may even wear airline style epaulets designating rank. Members of the bureaucracy working in offices are going to mostly be in pretty standard civilian dress for their jobs. Personnel, administrators would be dressed for an office, scientists will be appropriately set up for a lab, base crew ready for work in the worst possible weather. Office bound types in suits would wear the blood red sunburst as a lapel pin, while many ground crew would also have a badge or jersey denoting function. X-boat pilots, as part of their complete disregard for other sophonts and good taste, wear Aloha shirts and cargo shorts. The other exception would be security forces for large scout bases. They could wear typical police or army duty uniforms, but with Scout Service badges.

So, comments, questions, or do you think I am barking up the wrong tree here?