Tuesday, 15 April 2014

Website Update #28

It's taken a while, but here's a belated website update, with a new link - as my host has managed to munt the original link.

Sunday, 23 March 2014

Buying Used Starships

The topic of buying used starships came up during a Traveller Facebook Group discussion recently and it got me thinking about what sort of trade-offs one might make if one picked up a slightly used ship.

Firstly, price. Most merchant or “Adventurer” class ships are financed over a 40 year period. It might be possible to pick up a second hand ship part way through this payment cycle and continue on with the payments, or the ship may have been seized for debts or other mischief and been condemned by an Admiralty or Prize Court. In that case, the price of the ship may be lower, but the risk of malfunction may be higher, particularly if money had been tight and annual maintenance had been skimped or skipped.

Given a reasonably regular maintenance programme, there is no reason why a ship might not continue in service for well over a century. Like Grandad’s axe, we might replace the head a couple of times, and replace the handle a couple of times, but it would still a good axe. The most likely case for scrapping a ship is if its hull was no longer capable of withstanding the stresses of atmospheric  re-entry. And even then, in backwater systems, it might be possible to find semi-gutted merchant starships relegated to insystem haulage duties – dragging supplies and raw materials from gravity well to gravity well, only semi-pressurized and partially flare shielded.

Ships for sale at A and B Class Starports are more likely to have current registrations and be up to date with their maintenance. Though, if one is looking for bargains, and considers maintenance regulations more of a guide line, then it is still possible to pick up an inexpensive junker. In all cases, the ancient concept of caveat emptor – buyer beware – still holds sway.

Age of the Ship
2d6Age of Starship
2Ship is 2d6 years old
3Ship is 10 + 2d6 years old
4Ship is 20 + 2d6 years old
5Ship is 30 + 2d6 years old
6Ship is 40 +2d6 years old
7Ship is 50 +2d6 years old
8Ship is 60 +2d6 years old
9Ship is 70 +2d6 years old
10Ship is 80 +2d6 years old
11Ship is 90 +2d6 years old
12Ship is 100 + 2d6 years old

Determining the Ship’s Age helps determine the Ship’s Base Price. Base Price = Ship’s New Price – 1% per year of Age to Age 50 and then 0.5% per year thereafter (so a 50 year old ship’s Base Price should be 50% of the same model’s New Price, while a 70 year old ship’s Base Price should be 50%+ (20 years x 0.5 = 10) or 60% of New Price).

Condition of the Ship
2d6Condition of the Ship
2 - 3The ship is 3d6 years behind in its annual maintenance. Reduce Base Price by 1% per year behind and add three extra rolls on the Quirks and Foibles Table.
4 – 5The ship is 2d6 years behind in its annual maintenance. Reduce Base Price by 1% per year behind and add twoextra rolls on the Quirks and Foibles Table.
6 – 7The ship 1d6 years behind in its annual maintenance.  Reduce Base Price by 1% per year behind and add one extra roll on the Quirks and Foibles Table.
8 –12The ship’s maintenance logs are up to date. No modifier to Base Price.

Any ship behind in its maintenance will have to undergo immediate servicing before it will be permitted to carry freight, cargo or passengers. The annual maintenance cost is increased by 1% per year the ship is behind in maintenance.

DMs:
+/- 1 per level of Streetwise (the character may opt to either find a cheap ship, or a good ship) on a
successful Streetwise roll.
-1 year of missed maintenance per level of Engineering on a successful Engineering roll (representing maintenance
work an Engineer can carry out with a standard tool kit).
+1 if the ship is for sale at a Class B Starport
+2 if the ship is for sale at a Class A Starport

Quirks and Foibles
Ships are complex machines and tend to develop little eccentricities during the course of their working lives. These quirks are often hard to diagnose, and locate but rarely compromise safety. Roll once on the Quirks and Foibles table for every ten years, or part thereof, of age of the Ship.

Quirks and Foibles
d66Quirks and Foibles
11Power Plant always displays a voltage drop just before Jump and dims all the lights throughout the ship. A service engineer will mutter something about “darn Vilani distribution busses”.
12Manoeuvre Drive becomes sluggish in non-standard gravity fields. Manoeuvring within 10 Diameters of a planet of Size 7 or less or Size 9 or larger becomes one level of Difficulty greater.
13Jump Initiator is laggy. When the Jump Drive is engaged, there is a 2d6 second delay before the Jump Initiator engages and the ship Jumps.
14The Engineering deck is always five to ten degrees warmer than the rest of the ship and the hottest part of the Engineering deck is around the Power Plant.
15Under low power, the port side (or starboard side) Manoeuvre Drive Impulse module vibrates. These vibrations reverberate through the deck plates along the port (or starboard) side of the ship.
16No matter how the Jump Drive is tuned, it always seems to use 2% more fuel than expected per Jump. At some stage, a cross tank pump was installed that makes up the deficit by siphoning fuel from the Power Plant supply. This reduces standard Power Plant endurance from 28 to 20 days.
21The Library Computer is buggy. On a roll of 8+ it will have partially scrambled the particular entry a user wishes to consult. Sometimes, this data is recoverable on a subsequent search, or if the character has Computer Skill.
22The Navigation Computer is buggy. If the Navigator fails a Navigation roll, on 1d6: 1 – 2 the Navigation computer suddenly reboots; 3 – 4 the Navigation computer throws up an error message that requires a successful Computer Skill roll to clear; 5 – 6 The Navigation Computer tape drive shreds any Jump tape in the drive, or suddenly starts spooling madly if there isn’t a tape in the drive.
23The Gunnery Computer is prone to lock up. All Gunner Interact and Targeting programmes will crash if they have been used together for more than 1d6 combat turns. Turrets will still function under local control.
24The Life Support Computer is prone to flagging errors. On 7+ on 2d6, these are false errors, otherwise they are actual errors. On 1d6: 1 – 2 Carbon dioxide levels in crew quarters are dangerously high; 3 – 4 atmospheric humidity controls default to Bwap-comfort levels; 5 – 6 Oxygen levels begin to drop to planetary Thin Atmosphere classification.
25The Ship’s Artificial Gravity will start to fluctuate. It will cycle either up or down from Standard Gravity, one Planetary Size Band per 1d6 minutes over the course of 1d6 hours before resetting to Standard Gravity. The effect can be ship-wide or localised.
26The Galley Entertainment module will spazz for 1d6 minutes every 1d6 hours. During this time, the tri-D viewer will play random files from all directories, the lighting module will fluctuate, and the audio module will cycle through random audio files while the volume fluctuates wildly.
31One State Room is always five to ten degrees colder than the rest of the ship.
32When anyone uses the fresher, the smell of wet locker room permeates the crew area.
33Atmospheric Humidity fluctuates. As more systems come on line, the humidity increases until it reaches Bwap-comfort level. As systems go off line, humidity levels decrease until they reach Deep Desert levels.
34All plant life brought aboard the ship will die within 1d6 weeks.
35The lights in the common areas fluctuate from pitch black to complete white out over a period of 1d6 minutes. This light fluctuation will be triggered by 1d6: 1 – 2 preparations for jump; 3 – 4 enforced system idle time during Jump; 5 – 6 system idle time when the ship is in port.
36The ship’s water supply will become brackish after 1d6 weeks. While not harmful, it will taste unpleasant and be hard on skin and hair. Replacing filters and flushing the system will alleviate the problem for 1d6 weeks, when it will occur again.
41A cabin door will jam half open, or half closed, every 1d6 days.
42Cooking odours from the Galley will permeate the ship for 1d6 hours after any cooking has finished.
43One iris valve sticks. It takes 1d6 seconds longer to fully close or fully open.
44All clothing washed in one of the Galley’s washer units will come out stained slightly pink.
45One cabin always smells slightly of wet fur.
46There is a stain on the deck carpet in the Galley. There does not seem to be a carpet cleaner in Known Space that can remove it.
51One landing jack always leaks fluid from a pinhole in a line up in the gear well.
52The rear cargo ramp is prone to jamming. During extension or retraction, on an 8+ the power drive will jam. It will take 1d6 hours to clear the jam.
53One of the main Ship’s Riding Lights will fail every 1d6 Jumps. If the ship is operating within the Traffic Control Zone of a Class C+ Starport, it will be fined Cr5,000 for the violation and written up. All subsequent visits to that port will attract additional official interest.
54During Jump, an unpleasant odor permeates the cargo hold, contaminating anything stored within. For certain cargoes, this will make them unsaleable.
55The Ship’s sensor array will jam in the deployed position during landing or docking approach every 1d6 port calls. This will delay landing or docking 1d6 hours until the array can be retracted. A successful Engineering roll will reduce the time required by half.
56The main airlock control is sticky. Every time the lock is cycled, on a 2d6 roll of 8+ it will jam. It will take a successful Engineering, Computer or Electronics roll to clear the jam and allow the lock to cycle.
61One turret is always 1 -2 degrees off target when under Computer assisted fire control.
62The truck in the missile/sand hoist for one turret squeaks when in use. This intensely irritating squeak can be heard through all surrounding compartments.
63One turret will always lock-up on traverse if under Computer assisted fire control. It will respond perfectly under manual fire control.
64The Gunnery Station for one turret always smells slightly of vomit.
65Power supply for one turret fluctuates. After 1d6 combat rounds, roll 1d6: 1 – 2 Power drop, lasers cease to function and missile racks fail to reload; 3 – 4 Power surge, lasers fire at double effect and then burn out, requiring an Engineering and Gunnery roll to repair, missile racks cook off, firing their missiles in random directions; 5 – 6 Turret goes offline. A successful Computer or Engineering roll will bring the turret back on line.
66The Manual Fire Controls for one turret are prone to short out. After 1d6 Combat Rounds on Manual Fire Control roll 1d6: 1 – 2 Manual Controls short out, turret off-line for 1d6 hours, reduced to 1d6 minutes on a successful Electronics roll; 3 – 4 Manual Controls short out, turret off-line for 1d6 days, reduced to 1d6 hours with successful Electronics and Engineering rolls, turret operator takes 1d6 damage from flashover; 5 – 6 Manual controls short out, fire at Gunner’s station, operator takes 2d6 damage and turret off-line until serviced at a Class C+ starport.

An older, second-hand starship may be an economical way for a party of Adventurers to get into space, but older ships should also have character.

Tuesday, 11 February 2014

Another Light Goes Out

"Here we see a long forgotten starport on a long forgotten backwater planet in a forlorn system, deep into the Long Night. The ghosts of the once great Imperium, now long gone can be seen here, in the skeletons and rotting hulks of once proud starships.

"Here, under the light of a distant binary star the planet never truly has a night - in light brighter than an earthly full moon, the dim night light reveals the last vestiges of a star spanning civilization brought to ruin and leather flyers wing over it all in unconcerned ease.

"How melancholy indeed to see mans achievements brought so low, here on the Derelict planet."
- Bryan Gibson
I learned today that Bryan Gibson had finally lost his battle with Double Pneumonia and has passed on.

A well-known craftsman associated with the Society of Creative Anachronism, Bryan was also an artist and has contributed to several editions of Traveller, as well as to numerous adventure books and supplements over the last thirty years. A selection of his art - the picture, above, a melancholic piece that reflects my mood this evening, is taken from the collection - is currently hosted on deviantART. Bryan was also the author of Field Manual for Spica Publishing.

I never met Bryan in person, but I did have the privilege of taking part in a couple of mIRC Traveller games he ran, as well as chatting with him, off and on, via IM. I understand that he was a man of fairly firm views, and could be rather prickly to deal with on occasion, but I always found him immensely creative and interesting to talk to.

"Stand easy, soldier, ere the setting of the sun.
Stand easy, soldier. Job well done."



Sunday, 2 February 2014

Armed Forces of the Outrim Alliance

The Outrim Alliance is a collection of at least seven small, non-Imperial Interstellar Polities lying to Spinward of Gamelea and Miazan Subsectors in Per Vulia, Entorth, Lymethius and Cabria Subsectors. Coalescing as an alliance during the late 8th Century, the disparate states were united in their opposition to Imperial expansion to Spinward. While membership has fluctuated over the course of two and a half centuries, the current alliance consists of: the Geithurian Republic; Huiha Esoyatre; Hand of Ssra'Ka Aissr; Khedivate of Nutharal; Huiha Khysokhou; Hunt of Rronurl; and the Johdari Association.

Initial skirmishes along the Spinward-Rimward frontier of Daltharmai Subsector led to a state of undeclared war as Imperial colonists moved into the Trailing end of the Tallu Cluster in Lymethius Subsector. During the 2nd Rimward War of 793 - 794, Sector Duke Liarb I launched a series of reprisal raids against the Geithurian Republic which galvanized that state to ally with the neighboring Aslan of the Huiha Esoyatre. Following the end of the Rimward War, Sector Duke Liarb II sought to pacify the Geithurians with a rapid campaign of deep Cruiser strikes against their trade and starport facilities. Unfortunately for Liarb II, the Ko of Huiha Esoyatre had been actively recruiting allies from amongst the scattered minor polities to Spinward and these responded to the Imperial raids with overwhelming force. Duke Liarb II's death in a skirmish in the outer system of Anar in 810 resulted in a temporary peace that lasted for over a century as the Imperial Sector Government became distracted by its own internal upheavals.

By the early 10th Century, the Imperium began to push into Lymethius Subsector again, only to find that the Outrim Alliance was still firmly opposed to their expansion. A series of four wars fought between 925 and 1085 have resulted in stalemate, with the political borders essentially unchanged. A Black War run against the Geithurian Republic by Siridar-Lord Elmar Hendrian, Head of Imperial Intelligence under Sector Duke Kanus II, during the decade prior to the outbreak of the 4th Outrim War in 1080, effectively paralyzed the Republic politically for nearly twenty years after the Battle of Anthorann and the end of the war in 1085.

Since the end of the Kalar-Wi War in 1105, and the accession of Konzevr Ashtebr Edlchtel of Appaer/Lymethius as President of the Geithurian Republic, the Outrim Alliance has shown increasing signs of a resurgence. This development is beginning to worry Imperial Officials, especially as relationships with the Kalar-Wi, who were instrumental in the military defeat of the Outrim Alliance at the end of the 4th Outrim War, are still at a low ebb.

It is against this background that I take a look at the Ground Forces of the Outrim Alliance.



As before, I am using GURPsTraveller: Ground Forces by Douglas Berry as my guide. As with the development of figures for Imperial armed forces, it seems logical that non-Imperial planets above a certain population and Tech Level will produce "Battalion Equivalents" from a percentage of their population. These "Battalion Equivalents" can either be grouped into Battalions and higher formations at the producing planet's tech level, or traded-in/amalgamated into Elite formations, or higher Tech Level formations. In the latter case, the assumption is that the planetary Government imports higher Tech equipment, which makes individual formations more efficient, and permits the Government to enlist fewer soldiers.

In the case of non-Imperial planets and polities, it would seem unlikely that they would be able to import Tech Level 15 equipment as I have yet to generate a non-Imperial Tech Level 15 planet. This indicates that the degree to which local armed forces may be upgraded is more limited than with the Imperial Unified Army.

As previously, to determine the number of Battalion Equivalents each planet produces, the Battalion Equivalent Table is used. This table is my adaption of the original Classic Traveller table that appeared in Journal of the Travellers' Aid Society Issue 10, rather than the one from Ground Forces as I find it easier to use.

Defence Battalions or Battalion Equivalents (BEs)
Population
3
4
5
6
7
8
9
A
TL
3
-
1
10
1C
1K
10K
50K
100K
4
-
1
10
1C
1K
2K
20K
200K
5
1
2
3
30
3C
3K
30K
300K
6
1
2
3
30
3C
3K
30K
300K
7
-
1
2
20
2C
2K
20K
200K
8
-
1
2
20
2C
2K
20K
200K
9
-
-
1
15
150
15C
15K
150K
A
-
-
1
15
150
15C
15K
150K
B
-
-
1
12
120
12C
12K
120K
C
-
-
1
12
120
12C
12K
120K
D
-
-
1
10
1C
1K
10K
100K
E
-
-
7
7
70
7C
7K
70K
F
-
-
-
5
50
5C
5K
50K

Working with these figures and applying them to Lymethius Subsector, we begin to see the following emerge:


Lymethius Subsector Worlds
Planet
Port
Pop
TL
BEs
Reserve
Raw BE
Units
Bilas
C
2
A
-
-
-
Nil
Geithur
A
9
A
15C
24C
8C
1 TL12 Elite Armoured Division, 1 TL12 Elite Armoured Regiment, 2 TL12 Elite Infantry Divisions, 1 TL12 Elite Infantry Brigade, 2 TL12 Armoured Divisions, 1 TL12 Armoured Brigade, 2 TL12 Infantry Corps, 1 TL12 Infantry Brigade, 1 TL12 Regiment (overstrength)
Evvikkim
D
4
6
1
2
1
1 TL6 Infantry Battalion 
Welthor
C
4
9
-
-
-
Nil
Lysarnor
B
8
8
2C
3C
1C
1 TL12 Elite Armoured Regiment, 1 TL12 Elite Infantry Regiment, 1 TL12 Infantry Regiment, 1 TL12 understrength Regiment (4 battalions)
Tian
C
6
A
1
-
1
1 TL10 Infantry Battalion
Vermorzol
A
6
7
20
30
10
1 TL7 Brigade
Appaer
B
A
C
120K
180K
60K
1 TL14 Elite Armoured Field Army, 1 TL14 Elite Armoured Division, 1 TL14 Elite Armoured Regimrnt - the Konzevr's Guard, 2 TL 14 Infantry Field Armies, 2 TL 14 Infantry Corps, 2 TL14 Infantry Divisions, 1 TL14 Infantry Brigade, 27 TL12 Armoured Field Armies, 54 TL12 Infantry Field Armies.
Hiona
C
5
B
-
-
-
Nil
Yuwe
A
5
C
-
-
-
Nil
Atlasiykh
C
5
A
-
-
-
Nil
Jul'ni
B
8
9
14C
21C
7C
1 TL14 Elite Armoured Division, 1 TL14 Elite Armoured Regiment, 2 TL14 Elite Infantry Divisions, 1 TL14 Elite Infantry Brigade, 4 TL14 Infantry Divisions 
Faiwawhwe
C
5
A
-
-
-
Nil
Yuakteisye
A
A
A
150K
225K
75K
5 TL13 Elite Armoured Field Armies, 10 TL13 Elite Infantry Field Armies, 10 TL13 Armoured Field Armies, 50 TL13 Infantry Field Armies
Dysa Metharoth
B
4
9
-
-
-
Nil
Fiona
A
4
9
-
-
-
Nil
Coroson
C
6
8
2
3
1
1 TL8 Infantry Battalion
Tallu
A
5
C
1
-
1
1 TL12 Infantry Battalion
Auru
C
3
B
-
-
-
Nil
Kidan/Yaitlaorail
C
4
7
-
-
-
Nil
Kalar-Wi Empire
Masaad
B
3
8
-
-
-
Nil
Kalar-Wi/Gamelea
A
7
C
120
180
60
1 TL12 Armoured Brigade, 2 TL12 Infantry Divisions
Loa-Wi/Cabria
A
8
B
120
18
60
1 TL12 Armoured Regiment, 1 TL12 Infantry Division
Gaidon/Cabria
B
9
9
15K
24K
8K
1 TL12 Armoured Corp, 2 TL12 Elite Infantry Divisions, 1 TL12 Elite Infantry Brigade, 2 TL12 Infantry Corps, 2 TL9 Elite Armoured Corps, 2 TL9 Elite Armoured Divisions, 1 TL9 Elite Armoured Brigade, 1 TL9 Elite Infantry Field Army, 10 TL9 Infantry Field Armies, 2 TL9 Infantry Corps, 1 TL9 Infantry Division, 1 TL9 Infantry Regiment  
Yolurlund/Cabri
A
5
C
-
-
-
Nil
Geithurian Republic Expeditionary Force - Ingeki Kargesu
Personnel for the Geithurian Republic Expeditionary Force are recruited from all member worlds of the Republic
3060
TL12
2 TL14 Elite Infantry Corps, 2 TL14 Elite Infantry Divisions, 1 TL14 Elite Infantry Brigade - Geithurian Republican Marines, 2 TL14 Armoured Corps, 2 TL14 Armoured Divisions, 1 TL14 Armoured Brigade, 5 TL14 Infantry Corps, 1 TL12 Armoured Corp, 3 TL12 Armoured Divisions, 1 TL12 Armoured Regiment, 3 TL12 Infantry Corps, 1 TL12 Infantry Division, 1 TL12 Infantry Brigade
Huiha Esoyatre Expeditionary Force
Personnel for the Huiha Esoyatre Expeditionary Force are primarily recruited from E'kho Oakhwohkyal of Yuakteisye
3000
TL12
1 TL14 Elite Armoured Corps, 1 TL14 Elite Armoured Division, 1 Elite Armoured Regiment, 2 TL14 Elite Infantry Corps, 2 TL14 Elite Infantry Divisions, 1 TL14 Elite Armoured Regiment, 3 TL12 Armoured Corps, 2 TL12 Armoured Divisions, 1 TL12 Armoured Brigade, 7 TL12 Infantry Corps
Kalar-Wi Empire Mobile Force - JKW/Orsh
Personnel for the Kalar-Wi Empire Mobile Force are recruited from all member worlds of the Empire
286
TL12
1 TL14 Elite Infantry Brigade, 1 TL14 Infantry Division, TL14 Infantry Brigade - Kalar-Wi Marines, 2 TL12 Armoured Divisions, 1 TL12 Armoured Brigade, 1 TL12 Infantry Corps, 3 TL12 Elite Infantry Battalions

Since the end of the 4th Outrim War in 1085, both the Huiha Esoyatre and the Geithurian Republic have been upgrading the equipment and training of their respective Ground Force Lift Formations as well as Planetary Defense units. Much of the High Tech equipment is being sourced from the Hand of Ssra'Ka Aissr and the Johdari Association to Spinward.

Website Update #27

After a surprisingly successful painting month, I managed to both finish off some fun figures and start to sketch out a ground force conflict in my Traveller campaign to game with, initially, 5150: Star Army.

Website is here.

Sunday, 12 January 2014

Imperial Army - Gamelea Subsector


Following on from my earlier post on the Miazan Subsector Imperial Unified Army, I decided to continue the process by working up the UA for Gamelea Subsector.

As before, I am using GURPsTraveller: Ground Forces by Douglas Berry as my guide. Ground Forces postulates that all Imperial planets above a certain population and Tech Level produce "Battalion Equivalents" from a percentage of their population. These "Battalion Equivalents" can either be grouped into Battalions and higher formations at the producing planet's tech level, or traded-in/amalgamated into Elite formations, or higher Tech Level formations. In the latter case, the assumption is that the planetary Government imports higher Tech equipment, which makes individual formations more efficient, which permits the Government to enlist fewer soldiers.

Firstly, to determine the number of Battalion Equivalents each planet produces, the Battalion Equivalent Table is used. This table is my adaption of the original Classic Traveller table that appeared in Journal of the Travellers' Aid Society Issue 10, rather than the one from Ground Forces as it is easier (for me) to use.

Defence Battalions or Battalion Equivalents (BEs)
Population
3
4
5
6
7
8
9
A
TL
3
-
1
10
1C
1K
10K
50K
100K
4
-
1
10
1C
1K
2K
20K
200K
5
1
2
3
30
3C
3K
30K
300K
6
1
2
3
30
3C
3K
30K
300K
7
-
1
2
20
2C
2K
20K
200K
8
-
1
2
20
2C
2K
20K
200K
9
-
-
1
15
150
15C
15K
150K
A
-
-
1
15
150
15C
15K
150K
B
-
-
1
12
120
12C
12K
120K
C
-
-
1
12
120
12C
12K
120K
D
-
-
1
10
1C
1K
10K
100K
E
-
-
7
7
70
7C
7K
70K
F
-
-
-
5
50
5C
5K
50K

Working with these figures and applying them to Gamelea Subsector, we begin to see the following emerge:

Gamelea Subsector Imperial Worlds
Planet
Port
Pop
TL
BEs
Reserve
Raw BE
Units
Varch
B
5
B
1
-
1
1 TL11 Infantry Battalion - 1st A'Varchi Ranger Battalion
Acorlis V
C
6
7
20
30
10
1 TL12 Infantry Battalion, 2 TL7 Armoured Battalions, 2 TL7 Infantry Battalions
Julnar
A
5
F
-
-
-
 Nil
Leminkainen
D
5
4
10
15
5
1 TL8 Infantry Battalion - the Freedom Militia
Anthorann
C
9
B
12K
18K
6K
1 TL15 Elite Armoured Brigade, 1 TL15 Elite Infantry Brigade, 1 TL12 Elite Armoured Corp, 2 TL12 Armoured Corps, 2 TL12 Infantry Corps, 2 TL11 Armored Field Armies, 4 TL11 Infantry Field Armies, 1 TL11 Armoured Corp, 1 TL11 Elite Infantry Brigade, 2 TL11 Infantry Divisions
Kerak
C
0
B
-
-
-
Nil
Rimbaud II
B
4
D
-
-
-
Nil
Tulvan
C
7
8
20
30
10
1 TL12 Armoured Battalion, 1 Elite TL8 Infantry Battalion - the Civil Guard, 3 TL8 Infantry Battalions
Kalath
B
4
9
-
-
-
Nil
Feor
A
8
9
15C
21C
8C
1 TL15 Elite Armoured Brigade, 2 TL15 Elite Infantry Divisions, 2 TL12 Armoured Brigades, 2 TL12 Armoured Regiments, 4 TL12 Infantry Divisions, 1 TL12 Elite Infantry Battalion
Vanvlack VII
B
5
B
1
-
1
1 TL11 Infantry Battalion - The Vanvlack Volunteer Defence Force
Gamelea
A
A
F
50K
75K
25K
1 TL15 Elite Armoured Field Army, 3 TL15 Elite Infantry Field Armies, 100 TL15 Armoured Field Armies, 200 TL15 Infantry Field Armies
Ventura
B
9
C
12K
18K
6K
1 TL15 Elite Armoured Division, 1 TL15 Elite Armoured Brigade, 1 TL15 Elite Armoured Battalion - the Parliamentary Guard, 1 TL15 Elite Infantry Corp, 1 TL15 Elite Infantry Division, 1 TL15 Elite Infantry Regiment, 6 TL12 Armoured Corps, 24 TL12 Infantry Corps
Bryak
D
A
9
150K
225K
75K
1 TL15 Elite Armoured Field Army, 2 TL15 Elite Infantry Field Armies, 27 TL9 Armoured Field Armies, 56 TL9 Infantry Field Armies
Canblyne
A
5
D
1
-
1
1 TL13 Infantry Battalion - Citizens' Defense Battalion
Gilanda
B
4
3
1
-
1
1 TL3 Infantry Battalion - Republican Guard
Lymethius Subsector Imperial Worlds - part of the Duchy of Gamelea
Ouron
C
4
7
-
-
-
Nil
Finduil
C
8
8
2K
3K
1K
1 TL15 Elite Armoured Brigade, 1 TL15 Elite Infantry Brigade, 3 TL8 Armoured Divisions, 2 TL8 Infantry Corps, 3 TL8 Infantry Divisions, 1 Elite TL8 Infantry Battalion - the Finduilan Rangers
Por'via
D
5
8
1
-
1
1 TL8 Infantry Battalion
Anar
A
7
A
15
21
7
1 TL15 Infantry Battalion, 1 TL10 Armoured Battalion
Unified Imperial Army Units for Gamelea Subsector
Personnel for each Field Force of the Unified Imperial Army are recruited from all Imperial planets within the subsector the Field Force is assigned to.
3366
1 TL15 Elite Armoured Division, 1 TL15 Elite Armoured Regiment, 2 TL15 Elite Infantry Divisions, 1 TL15 Elite Infantry Brigade, 2 TL15 Elite Infantry Commando Battalions, 6 TL12 Armoured Corps, 3 TL12 Armoured Divisions, 3 TL12 Armoured Regiments, 2 TL12 Infantry Field Armies, 3 TL12 Infantry Corps, 3 TL12 Infantry Divisions

It is Imperial policy to equip all Unified Imperial Army Units to at least Tech Level 12 standard. This ensures a unity of equipment across formations. Subsector Army Commands are permitted to upgrade units under their command to higher Tech Levels, but the cost for this upgrade is to be born at Subsector level.

House Juharl-Zarquestuir have been Dukes of Gamelea since the beginning of the Ninth Century. It was Duke Petron IV (reigned 1041 - 1065) who, following the Ulanor succession to the Sector Duchy in 1044, began to upgrade the Gamelea Unified Army to Tech Level 15. This was partly in response to increased activity by the Outrim Alliance, and partly in response to the shift in power amongst the Houses Major of the Rimward Subsectors.

The major Imperial recruiting grounds in Gamelea Subsector are Bryak, Gamelea, Ventura, Anthorann and Feor. Duke Petron encouraged the system Governments to upgrade a portion of their Planetary Defense Forces to Tech Level 15 even as he ensured funds were available for the Unified Army. Duke Pahran continued his father's initiatives but his death in 1080 at the beginning of the 4th Outrim War delayed further progress as the Unified Army found itself heavily committed to resisting incursions by the Outrim Alliance.

In spite of the political lethargy that paralyzed the Gamelea Subsector government under Duke Petron's grandson, Adryos Urzov IV (reigned 1080 - 1105), the current Subsector Duke, Kolin II Andralistain, has indicated that he intends to complete Duke Petron's plans to upgrade the Gamelea Subsector Unified Imperial Army formations to Tech Level 15 over the next five years.

Wednesday, 25 December 2013

Happy Christmas


Happy Christmas to all and best wishes for the New Year.