Showing posts with label Classic Traveller. Show all posts
Showing posts with label Classic Traveller. Show all posts

Sunday, 25 October 2015

The 5th Outrim War: 297th Imperial Fleet - Gamelea Redux

Once I realized I had messed up the set-up budget for my campaign, I had to sit down and recrunch the numbers. While I was about it, I expanded the Fleet Support Squadron to include Medical Transports, Troop Carriers capable of moving a brigade-sized ground force per ship, and a number of fast, heavy Planetoid Monitors for system defense. The Support Squadron also includes a small flotilla of Heavy Carriers - each capable of lifting a Planetoid Monitor. As the Fleet Battleships are also 200,000 dtons in size, these Heavy carriers can retrieve up to Battleship sized ships that have suffered Jump Drive failure.

The Duchy of Gamelea has a population of 142.687 billion sophonts. Out of a Navy Budget of approximately TCr28.85, Gamelea Subsector contributes TCr10.119 to support and sustain 297th Imperial Fleet. For the set-up for this campaign, 297th Imperial Fleet was given the equivalent of thee years' budget - TCr30.358 - for initial assigned ships.

Lymethius (L) and Gamelea (R) Subsectors
There are five Naval Bases in Gamelea Subsector: - Gamelea (0508), Feor (0407), Varch (0108), Canblyne (0705), and Ventura (0607). There is also a Naval Base at Anar (Lymethius 0805) and a patrol station at Findual (Lymethius 0802).

The senior Navy Command Officers are as follows:
Gamelea/Gamelea
Fleet Admiral Dame Silvera Gaarthorn hault-Opernarcy, Baron Ythelorn
Vice-Admiral Sir Ankorl hault-Criolarsos
Rear-Admiral Dame Anastasia Eppo, Count Cappatachi
Rear-Admiral Sir Jerhon hault-Anseen
Varch/Gamelea
Rear-Admiral Sir Adryos Juharl
Feor/Gamelea
Vice-Admiral Sir Lexon Zarquestuiir
Rear-Admiral Sir Clyn hault-Asheranon of Exxilon
Ventura/Gamelea
Vice-Admiral Sir Constantine Fairweather von Lukaskow of Kartivia/Gazul
Canblyne/Gamelea
Commodore Dame Gessemina Mahoult
Anar/Lymethius
Commodore Dame Erika Santo Killmany-Ustmar
Finduil/Lymethius
Commodore Sherri Li Kem

Squadron Deployment
GameleaVarchFeorCanblyneVentura
BatRon 215BatRon 220BatRon 219BatRon 231BatRon 224
BatRon 216BatRon 229BatRon 221BatRon 227
BatRon 226
CruRon 634CruRon 665CruRon 663CruRon 640CruRon 666
CruRon 667CruRon 638CruRon 639CruRon 655
CruRon 650CruRon 648CruRon 661
CruRon 670CruRon 668
DesRon 821DesRon 822DesRon 823DesRon 824DesRon 825
DesRon 847DesRon 853DesRon 848DesRon 854DesRon 849
DesRon 860DesRon 856DesRon 855DesRon 865DesRon 851
DesRon 862DesRon 861DesRon 857DesRon 890
DesRon 892DesRon 868DesRon 864DesRon 893
DesRon 867DesRon 869
SupRon 1183
AnarFinduil
CruRon 664
DesRon 850DesRon 858
DesRon 852DesRon 859
DesRon 891

297th Fleet has 998 ships assigned to it, crewed by 598,515 personnel, with a total tonnage of 48, 075,000 tons. 3180 Marines are deployed as Ship's Troops, drawn from 351st Marine Division, as well as 37,845 Navy Security personnel.

BatRons 215, 216, 219, 220, 221, 224, 226, 227, 229, 231 consist of:
4 x 200,000 dton Kalsorlicalii Class Battleships
6 x 60,000 dton Kiirvular Class Strike Cruisers
4 x 10,000 dton Reshanan Class Heavy Destroyers
8 x 5,000 dton Alicapanii Class Destroyer Escorts

CruRons 648, 650, 655, 661, 664, 665, 666 consist of:
8 x 60,000 dton Kiirvular Class Strike Cruisers
1 x 60,000 dton Kiirvular Class Strike Cruiser Leader
8 x 5,000 dton Alicapanii Class Destroyer Escorts

Heavy CruRons 663, 667, 668, 670 consist of:
8 x 60,000 dton Kiirvular Class Strike Cruisers
1 x 60,000 dton Kiirvular Class Strike Cruiser Leader
8 x 10,000 dton Reshanan Class Heavy Destroyer

CruRon 634, 638, 639
8 x 60,000 dton Kiirvular Class Strike Cruisers
1 x 60,000 dton Kiirvular Class Strike Cruiser Leader
Carrier Group 232, 238, 239
1 x 35,000 dton Niiarsanor Class Escort Carrier
7 x 5,000 dton Alicapanii Class Destroyer Escorts
1 x 5,000 dton Alicapanii Class Destroyer Leader
DesRon 855, 865, 866
8 x 5,000 dton Gilsurmii Class Destroyers

CruRon 640
8 x 60,000 dton Kiirvular Class Strike Cruisers
1 x 60,000 dton Kiirvular Class Strike Cruiser Leader
Carrier Group 241
1 x 35,000 dton Niiarsanor Class Escort Carrier
6 x 5,000 dton Alicapanii Class Destroyer Escorts
1 x 5,000 dton Alicapanii Class Destroyer Leader
DesRon 867
6 x 5,000 dton Gilsurmii Class Destroyers

DesRons 821, 822, 823, 824, 825
8 x 7,000 dton Matador Class Destroyer Escorts

DesRons 847, 848, 849, 850, 853, 854, 855, 859, 864, 865, 867, 868, 869, 893
8 x 5,000 dton Alicapanii Class Destroyer Escorts

DesRons 851, 852, 856, 857, 858
7 x 5,000 dton Alicapanii Class Destroyer Escorts
1 x 5,000 dton Alicapanii Class Destroyer Leader

DesRons 860, 861, 862, 890, 891, 892
8 x 5,000 dton Gilsurmii Class Destroyers

SupRons 1183
100 x 2,000 dton Oudiir Class Medical Transport Frigates
5 x 50,000 dton Da'sanai Class Marine Troop Carriers
60 x 104,000 dton Corosanear Class Troop Carriers
80 x 200,000 dton Goiir Class Planetoid Monitors
7 x 370,000 dton Albachoor Class Heavy Carriers


Saturday, 17 October 2015

The 5th Outrim War: Eanzhshent Geithurebr Epliavlefr - The Republic of Geithur Naval Force

The Geithurian Republic is an alliance of ten non-Imperial systems in the Lymethius subsector, and a member polity of the Outrim Alliance. With a total population of 101.121 billion sophonts, the Republic is dominated by humans of mixed Zhodani, Solomani and Vilani origin (99.2% of the population). Non-human Minor Races (Aaronites of Lysarnor and Tharoysa of Dysa Metharoth, plus smaller sophont groups) make up about 0.7% of the total population.
While supposedly a democratic alliance, in reality the Council of the Geithurian Republic has been dominated by the Edlchtel Clan, hereditary Konzevrs of Appaer and Presidents of the Republic, for the last two centuries. Of Zhodani origin, the Edlchtels have driven both the Geithurian Republic's, and the Outrim Alliance's, opposition to Imperial expansion into Lymethius Subsector.
- Library Data: Geithurian Republic

The Geithurian Republic has a Navy budget of TCr14.222 The bulk of the shipbuilding for the Navy passes through the Tech Level 12 yards of Appaer. TCr0.142 is deducted from the Navy Budget to maintain bases and support personnel. While the Trillion Credit Squadron rules suggest an initial start-up campaign budget of ten times the annual Navy budget, I decided to limit this initial budget to four times the annual budget, or TCr56.866.

The Geithurian Republican Navy - the Eanzhshent Geithurebr Epliavlefr, or EGE -  currently favors a tactical doctrine of Battleriders over Battleships in potential conflicts with the Imperium. With a maximum native technology level of 12, Republican planners believe that inefficiencies in Drive technology can be addressed by building Navy Combat Groups around several massive Carriers and their attendant Riders. Recently, the EGE has acquired a squadron of TL14 Carriers and Battleriders from the Hand of Ssra'Ka Aissr - a Tsalur-dominated polity in the Entorth Subsector, spinward of the Geithurian Republic.

The EGE has four main bases: Geithur (0202), Lysarnor (0302), Vermorzol (0304) and Dysa Metharoth (0601). Patrol Stations are maintained at Hiona (0206), Fiona (0602) and Jul'ni (0505). An unofficial Fleet Station is maintained in the Appaer system.

The senior Navy Command Officers are as follows:
Geithur/Lymethius
Fleet Admiral Stietlchiapr Jinchniz Jdiezhdodrzdikr
Vice Admiral Zashi Iiarki
Rear-Admiral Ergur Prebrtsafl
Vermorzol/Lymethius
Vice Admiral Sara Kashgiish
Rear-Admiral Frensi Kuusnashkhaa
Lysarnor/Lymethius
Vice Admiral Zhdil Shiirgishe
Rear-Admiral Ikiaan Qletl
Dysa Metharoth/Lymethius
Vice Admiral Sluritmav Spiap
Rear-Admiral Ibrde Ietsiivr
Appaer/Lymethius
Vice Admiral Octavian Eprkaiad
Rear Admiral Kupuud Gadu
Hiona/Lymethius
Commodore Dana Evriaprzheqr
Fiona/Lymethius
Commodore Herrod Jabline Eudiish
Jul'ni/Lymethius
Commodore Gusam Gelish Afrzho'

Squadron Deployment

GeithurLysarnorAppaerVermorzol
1 Epl Staql3 Epl Staql2 Epl Staql4 Epl Staql
10 Epl Staql8 Epl Staql7 Epl Staql6 Epl Staql
11 Epl Staql
202 Epl Stiabsedr204 Epl Stiabsedr203 Epl Stiabsedr205 Epl Stiabsedr
209 Epl Stiabsedr211 Epl Stiabsedr207 Epl Stiabsedr212 Epl Stiabsedr
215 Epl Stiabsedr216 Epl Stiabsedr213 Epl Stiabsedr214 Epl Stiabsedr
217 Epl Stiabsedr218 Epl Stiabsedr
104 Epl Ienshbresh101 Epl Ienshbresh110 Epl Ienshbresh102 Epl Ienshbresh
107 Epl Ienshbresh108 Epl Ienshbresh115 Epl Ienshbresh111 Epl Ienshbresh
112 Epl Ienshbresh113 Epl Ienshbresh121 Epl Ienshbresh116 Epl Ienshbresh
120 Epl IenshbreshIvl Epl Pianta


Dysa MetharothHionaFionaJul'ni
5 Epl Staql
9 Epl Staql
206 Epl Stiabsedr200 Epl Stiabedr201 Epl Stiabedr
208 Epl Stiabsedr
210 Epl Stiabsedr
219 Epl Stiabsedr
105 Epl Ienshbresh100 Epl Ieshbresh106 Epl Ieshbresh103 Epl Ieshbresh
109 Epl Ienshbresh117 Epl Ieshbresh118 Epl Ieshbresh119 Epl Ieshbresh
114 Epl Ienshbresh

The Geithurian Republican Navy - the Eanzhshent Geithurebr Epliavlefr, or EGE - consists of 1414 ships, crewed by 503,105 personnel, with a total tonnage of 63,240,000 dtons. 19,004 Marines are deployed as Ship's Troops, drawn from 9th (Marine) Division, as well as 34,630 Navy Security personnel.

Epl Staql - Combat Group. The EGE is built around 11 Combat Groups.
1, 3 - 4, 6 - 7 and 11 Epl Staql consist of:
1 x 300,000 dton Khalermu-L Class Battleship
12 x 70,000 dton Tedr Edrial Class Battle Riders
3 x 700,000 dton Edfrevl Class Fleet Carriers
8 x 70,000 dton Plaljansh Class Heavy Cruisers
8 x 20,000 dton Datsshianzh Class Heavy Destroyers
12 x 10,000 dton Dlazhchteb Class Destroyers
16 x 5,000 dton Stojiebl Class Destroyer Escorts

2 and 5 Epl Staql consist of:
1 x 300,000 dton Khalermu-L Class Battleship
18 x 40,000 dton TL14 Nophla Class Battle Riders
3 x 500,000 dton TL14 Hituphl Class Fleet Carriers
8 x 70,000 dton Plaljansh Class Heavy Cruisers
8 x 20,000 dton Datsshianzh Class Heavy Destroyers
12 x 10,000 dton Dlazhchteb Class Destroyers
16 x 5,000 dton Stojiebl Class Destroyer Escorts

8, 9 and 10 Epl Staql consist of:
1 x 300,000 dton Khalermu-L Class Battleship
5 x 300,000 dton Khalermu Class Battleships
8 x 70,000 dton Plaljansh Class Heavy Cruisers
8 x 20,000 dton Datsshianzh Class Heavy Destroyers
12 x 10,000 dtons Dlazhchteb Class Destroyers
16 x 5,000 dtons Stojiebl Class Destroyer Escorts

Epl Stiabsedr - Strike Group.
200 Epl Stiabsedr consists of:
6 x 70,000 dton Plaljansh Class Heavy Cruisers
2 x 90,000 dton Diefshto' Class Strike Carriers
8 x 10,000 dton Dlazhchteb Class Destroyers
10 x 5,000 dton Stojiebl Class Destroyer Escorts

201 - 214 Epl Stiabsedr consist of:
6 x 70,000 dton Plaljansh Class Heavy Cruisers
2 x 90,000 dton Diefshto' Class Strike Carriers
8 x 10,000 dton Dlazhchteb Class Destroyers
8 x 5,000 dton Stojiebl Class Destroyer Escorts

215 - 219 Epl Stiabsedr consist of:
6 x 70,000 dton Plaljansh Class Heavy Cruisers
8 x 10,000 dton Dlazhchteb Class Destroyers
8 x 5,000 dton Stojiebl Class Destroyer Escorts

Epl Ienshbresh - Escort Group.
100 - 121 Epl Ienshbresh consist of:
8 x 15,000 dton Si'zenz Class Destroyers

Ivl Epl Pianta - Support Group.
72 x 75,000 dton Ebr Shtodiz Class Troop Carriers, also known as "Brigade Carriers".
50 x 10,000 dton Itlprie Class Medical Transports
36 x 99,900 dton Shukshaiin Class TL11 Gunned Planetoids
36 x 40,000 dton Ishkhashre Class Light Carriers - each carries 4 x 1100 dton System Defense Boats

Note: Now that I have worked out the Geithurian Republican Navy with my revised and self-imposed campaign budget rules, I will have to give the 297th Imperial Fleet another pass to ensure that it complies.

Monday, 28 September 2015

The 5th Outrim War: 297th Imperial Fleet - Gamelea

Working out the details of Imperial Task Force hault-Criolarsos, a division of 297th Imperial Fleet, required me to also work out 297th Imperial Fleet in detail.

Each Imperial Subsector has an Imperial Fleet assigned to it. All Subsector Imperial Fleets fall under Imperial Navy Sector Command based at the Sector capital, Thiroor/Gazolan. Each Subsector contributes to the maintenance and upkeep of the Imperial Fleet units stationed within its volume.

The Imperial Duchy of Gamelea covers most of Gamelea Subsector and consists of 17 systems, plus the Protectorate of Por'via (consisting of Por'via, Finduil and Ouron), administered from Julnar/Gamelea; and the Barony of Anar (currently consisting of the Anar System, but with claims to Auru and Nearo). Por'via, Finduil, Ouron and Anar all lie within Lymethius Subsector but are considered administratively to be part of the Duchy of Gamelea. The Kalar-Wi system is the capital and homeworld of the Kalar-Wi Minor Race, and is not part of the Imperium.

The Duchy of Gamelea has a population of 142.687 billion sophonts. Out of a Navy Budget of approximately TCr28.85, Gamelea Subsector contributes TCr10.119 to support and sustain 297th Imperial Fleet.

Lymethius (L) and Gamelea (R) Subsectors
There are five Naval Bases in Gamelea Subsector: - Gamelea (0508), Feor (0407), Varch (0108), Canblyne (0705), and Ventura (0607). There is also a Naval Base at Anar (Lymethius 0805) and a patrol station at Findual (Lymethius 0802).

The senior Navy Command Officers are as follows:
Gamelea/Gamelea
Fleet Admiral Dame Silvera Gaarthorn hault-Opernarcy, Baron Ythelorn
Vice-Admiral Sir Ankorl hault-Criolarsos
Rear-Admiral Dame Anastasia Eppo, Count Cappatachi
Rear-Admiral Sir Jerhon hault-Anseen
Varch/Gamelea
Rear-Admiral Sir Adryos Juharl
Feor/Gamelea
Vice-Admiral Sir Lexon Zarquestuiir
Rear-Admiral Sir Clyn hault-Asheranon of Exxilon
Ventura/Gamelea
Vice-Admiral Sir Constantine Fairweather von Lukaskow of Kartivia/Gazul
Canblyne/Gamelea
Commodore Dame Gessemina Mahoult
Anar/Lymethius
Commodore Dame Erika Santo Killmany-Ustmar
Finduil/Lymethius
Commodore Sherri Li Kem

Squadron Deployment
GameleaVarchFeorCanblyneVentura
BatRon 215BatRon 220BatRon 219BatRon 224
BatRon 216BatRon 221
CruRon 634CruRon 665CruRon 663CruRon 640CruRon 666
CruRon 667CruRon 638CruRon 639CruRon 655
CruRon 650
DesRon 821DesRon 822DesRon 823DesRon 824DesRon 825
DesRon 847DesRon 853DesRon 848DesRon 854DesRon 849
DesRon 860DesRon 856DesRon 857DesRon 851
DesRon 862DesRon 861DesRon 855DesRon 890
DesRon 892DesRon 893
AnarFinduil
CruRon 664
DesRon 850DesRon 858
DesRon 852DesRon 859
DesRon 891

297th Fleet has 518 ships assigned to it, crewed by 118,374 personnel, with a total tonnage of 14, 282,000 tons. 2240 Marines are deployed as Ship's Troops, drawn from 351st Marine Division, as well as 7852 Navy Security personnel.

BatRons usually consist of:
4 x 200,000 dton Kalsorlicalii Class Battleships
6 x 60,000 dton Kiirvular Class Strike Cruisers
4 x 10,000 dton Reshanan Class Heavy Destroyers
8 x 5,000 dton Alicapanii Class Destroyer Escorts

CruRons 650, 655 consist of:
6 x 60,000 dton Kiirvular Class Strike Cruisers
1 x 60,000 dton Kiirvular Class Strike Cruiser Leader
6 x 5,000 dton Alicapanii Class Destroyer Escorts

CruRons 664, 665, 666 consist of:
7 x 60,000 dton Kiirvular Class Strike Cruisers
1 x 60,000 dton Kiirvular Class Strike Cruiser Leader
8 x 5,000 dton Alicapanii Class Destroyer Escorts

Heavy CruRons 663 consists of:
6 x 60,000 dton Kiirvular Class Strike Cruisers
1 x 60,000 dton Kiirvular Class Strike Cruiser Leader
8 x 10,000 dton Reshanan Class Heavy Destroyer

Heavy CruRons 667 consists of:
7 x 60,000 dton Kiirvular Class Strike Cruisers
1 x 60,000 dton Kiirvular Class Strike Cruiser Leader
8 x 10,000 dton Reshanan Class Heavy Destroyer

CruRon 634
6 x 60,000 dton Kiirvular Class Strike Cruisers
1 x 60,000 dton Kiirvular Class Strike Cruiser Leader
Carrier Group 232
1 x 35,000 dton Niiarsanor Class Escort Carrier
7 x 5,000 dton Alicapanii Class Destroyer Escorts
1 x 5,000 dton Alicapanii Class Destroyer Leader
DesRon 855
8 x 5,000 dton Gilsurmii Class Destroyers

CruRon 638
6 x 60,000 dton Kiirvular Class Strike Cruisers
1 x 60,000 dton Kiirvular Class Strike Cruiser Leader
Carrier Group 238
1 x 35,000 dton Niiarsanor Class Escort Carrier
7 x 5,000 dton Alicapanii Class Destroyer Escorts
1 x 5,000 dton Alicapanii Class Destroyer Leader
DesRon 865
8 x 5,000 dton Gilsurmii Class Destroyers

CruRon 639
6 x 60,000 dton Kiirvular Class Strike Cruisers
1 x 60,000 dton Kiirvular Class Strike Cruiser Leader
Carrier Group 239
1 x 35,000 dton Niiarsanor Class Escort Carrier
7 x 5,000 dton Alicapanii Class Destroyer Escorts
1 x 5,000 dton Alicapanii Class Destroyer Leader
DesRon 866
8 x 5,000 dton Gilsurmii Class Destroyers

CruRon 640
6 x 60,000 dton Kiirvular Class Strike Cruisers
1 x 60,000 dton Kiirvular Class Strike Cruiser Leader
Carrier Group 241
1 x 35,000 dton Niiarsanor Class Escort Carrier
6 x 5,000 dton Alicapanii Class Destroyer Escorts
1 x 5,000 dton Alicapanii Class Destroyer Leader
DesRon 867
6 x 5,000 dton Gilsurmii Class Destroyers

DesRons 821, 822, 823, 824, 825
8 x 7,000 dton Matador Class Destroyer Escorts

DesRons 847, 848, 849, 850, 853, 854, 855, 859, 893
8 x 5,000 dton Alicapanii Class Destroyer Escorts

DesRons 851, 852, 856, 857, 858
4 x 5,000 dton Alicapanii Class Destroyer Escorts
1 x 5,000 dton Alicapanii Class Destroyer Leader

DesRons 860, 861, 862, 890, 891, 892
8 x 5,000 dton Gilsurmii Class Destroyers

SupRons 1183
8 x 2,000 dton Oudiir Class Medical Transport Frigates
5 x 50,000 dton Da'sanai Class Marine Troop Carriers



Notes: I've always had a bit of difficulty with the OTU's Naval vessel numbers.The "1000" ship Sector Fleet of various Traveller editions just does not seem to stack up against the, admittedly rudimentary, economic data.

If the Gross Planetary Product is figured from Population x Trade Code Modifiers x Base GPP, and the Base Military expenditure is factored as 3% of GPP, and the Imperial Military tax is factored as 30% of the Base Military expenditure, and the population of Gamelea Subsector is 142 billion, then we have a Military budget of TCr71, before allowing for planetary Government modifiers, and the conversion rate between local credits and Imperial Credits. In the case of Gamelea Subsector, the Imperial Navy budget component is TCr10, while the Subsector Navy budget is TCr28. Even deducting TCr0.1 from the Imperial Navy budget (1% of the budget) and committing this to maintain Imperial Navy Bases within Gamelea Subsector, pay for support personnel, etc, there is still easily sufficient funds to support 518 Imperial ships of various tonnages within Gamelea Subsector.

Local conditions vary from subsector to subsector - both Nolgor and Miazan Subsectors, for example, have large proportions of the resident local population on non-Imperial worlds, and so of the four 'original' subsectors I developed (Gamelea, Nolgor, Miazan and Gazul), Gamelea Subsector is possibly the best resourced. It may be that as I work out the budgets of the other Subsectors I will have to reassign units from 297th Fleet to support other Fleet deployments, but at the moment Imperial Sector Fleet - RimWorlds is looking like a fairly powerful force.

Having already determined the number of marines available for deployment from 351st Marine Division, I suddenly realized that I had to be careful when assigning security details to the ships I was designing for the fleet. An initial design pass resulted in over 9000 Marines assigned as Ships' Troops - approximately a division's worth. After a second pass, I reduced the number of Marines to 2240, about a regiment, by increasing the number of Security personnel. This tallied better with my notes on 351st Marine Division and the proportion of personnel assigned as Ship Troops. I have been considering doubling the Marine deployment to two divisions per subsector - this would allow more Marines as Ship's Troops, as well as allowing larger groundside deployments - but I am trying to work within the concept that Imperial Marines do not do protracted ground deployments (that is the job of the Unified Imperial Army), and are deployed purely as shock troops.

Each of the  Kalsorlicalii Class Battleships carries 20 Fighters, and there are 4 Escort Carriers assigned to 297th Fleet, each carrying 80 Fighters. These fighter wings both protect the larger ships from smaller warships, as well as extend the Fleet's sensor sphere well out beyond the range of the main fleet. I imagine that Fighters would have little impact in an actual fleet battle, instead being used for scouting other bodies in a system, driving off hostile scouts, and interdicting trade.

Edit: Discovered that I had neglected to deduct the 1% of budget for maintaining the Naval Bases. And once I had sorted out the spread sheet, I found a number of other errors. When this was all tidied up, and a few ships shaved off the budget to bring expenditure under budget, I found myself feeling a little less smug about how powerful the 297th Fleet was.

Thursday, 17 September 2015

The 5th Outrim War: Initial Imperial Forces


On 236-1109, Imperial Task Force hault-Criolarsos jumped from Anar/Lymethius. A division of 297th Imperial Fleet - Gamelea, the Task Force under Vice-Admiral Sir Ankorl hault-Criolarsos was tasked with delivering Lieutenant-General Dame Risha von Kervhan-Malushii's Expeditionary Corps to Auru/Lymethius in the Tallu Cluster of the Border Worlds.

Von Kervhan-Malushii's Expeditionary Corps consists of 117th Bryaki Infantry Division, 123rd Feorean Infantry Division, and 106th Armoured Division of the Imperial Unified Army, Three Marine Expeditionary Units - 22nd MEU, 23rd MEU, and 24th MEU - have been attached to Von Kervhan-Malushii's Corps and tasked with spearheading the Unified Army deployment on Auru.

351st Imperial Marine Division
Imperial Ground Forces:
22nd Marine Expeditionary Unit
  • 2nd Battalion 1200th Marine Regiment
  • A Coy 295th LAR Battalion
  • C Coy 540th Marine Tank Battalion
  • B Coy 2/1550th Marine Engineer Regiment
  • Battery B 891st Marine Meson Artillery Regiment
  • C Coy from 3/10201st Marine Logistics Regiment
  • 9854 Squadron COACC Close Support
  • 9857 Squadron COACC Close Support
  • 9751 Squadron COACC Battalion Landing Craft
  • 9754 Squadron COACC Battalion Landing Craft

23rd Marine Expeditionary Unit
  • 1st Battalion 1033rd Marine Regiment
  • B Coy 540th Marine Tank Battalion
  • B Coy 295th LAR Battalion
  • A Coy 3/1550th Marine Engineer Regiment
  • Battery C 891st Marine Meson Artillery Regiment
  • B Coy from 1/10201st Marine Logistics Regiment
  • 9856 Squadron COACC Close Support
  • 9859 Squadron COACC Close Support
  • 9752 Squadron COACC Battalion Landing Craft
  • 9756 Squadron COACC Battalion Landing Craft

24th Marine Expeditionary Unit
  • 3rd Battalion 1204th Marine Regiment
  • A Coy 540th Marine Tank Battalion
  • C Coy 295th LAR Battalion
  • C Coy 2/1550th Marine Engineer Regiment
  • Battery D 891st Marine Meson Artillery Regiment
  • A Coy 1/10201st Marine Logistics Regiment
  • 9855 Squadron COACC Close Support
  • 9858 Squadron COACC Close Support
  • 9753 Squadron COACC Battalion Landing Craft
  • 9757 Squadron COACC Battalion Landing Craft
Imperial Unified Army's Von Kervhan-Malushii's Corps
117th Bryaki Infantry Division
  • 1st Brigade
    • 2nd Battalion 641st Reconnaissance Regiment
    • 3rd Battalion 663rd Infantry Regiment
    • 1st Battalion 664th Infantry Regiment
    • 2nd Battalion 796th Armoured Regiment
    • 2nd Battalion 700th Artillery Regiment
  • 2nd Brigade
    • 1st Battalion 642nd Reconnaissance Regiment
    • 2nd Battalion 664th Infantry Regiment
    • 1st Battalion 665th Infantry Regiment
    • 1st Battalion 797th Armoured Regiment
    • 3rd Battalion 700th Artillery Regiment
  • 3rd Brigade
    • 2nd Battalion 642nd Reconnaissance Regiment
    • 2nd Battalion 665th Infantry Regiment
    • 1st Battalion 666th Infantry Regiment
    • 3rd Battalion 796th Armoured Regiment
    • 1st Battalion 702nd Artillery Regiment
  • Field Artillery Brigade
    • 1st Battalion 703rd Artillery Regiment
    • 2nd Battalion 703rd Artillery Regiment
    • 3rd Battalion 703rd Artillery Regiment
  • 701st COACC Brigade
    • 1st Battalion 701st COACC Regiment
    • 2nd Battalion 701st COACC Regiment
    • 3rd Battalion 701st COACC Regiment
123rd Feorean Infantry Division
  • 1st Brigade
    • 1st Battalion 649th Reconnaissance Regiment
    • 2nd Battalion 675th Infantry Regiment
    • 1st Battalion 676th Infantry Regiment
    • 2nd Battalion 802nd Armoured Regiment
    • 2nd Battalion 712th Artillery Regiment
  • 2nd Brigade
    • 2nd Battalion 649th Reconnaissance Regiment
    • 3rd Battalion 675th Infantry Regiment
    • 2nd Battalion 676th Infantry Regiment
    • 1st Battalion 803rd Armoured Regiment
    • 3rd Battalion 712th Artillery Regiment
  • 3rd Brigade
    • 1st Battalion 650th Reconnaissance Regiment
    • 3rd Battalion 676th Infantry Regiment
    • 1st Battalion 677th Infantry Regiment
    • 3rd Battalion 802nd Armoured Regiment
    • 1st Battalion 714th Artillery Regiment
  • Field Artillery Brigade
    • 1st Battalion 715th Artillery Regiment
    • 2nd Battalion 715th Artillery Regiment
    • 3rd Battalion 715th Artillery Regiment
  • 707th COACC Brigade
    • 1st Battalion 707th COACC Regiment
    • 2nd Battalion 707th COACC Regiment
    • 3rd Battalion 707th COACC Regiment
106th Armoured Division
  • 1st Brigade
    • 1st Battalion 625th Reconnaissance Regiment
    • 3rd Battalion 778th Armoured Regiment
    • 1st Battalion 780th Armoured Regiment
    • 2nd Battalion 644th Infantry Regiment
    • 2nd Battalion 678th Artillery Regiment
  • 2nd Brigade
    • 1st Battalion 626th Reconnaissance Regiment
    • 3rd Battalion 779th Armoured Regiment
    • 1st Battalion 781st Armoured Regiment
    • 3rd Battalion 643rd Infantry Regiment
    • 3rd Battalion 678th Artillery Regiment
  • 3rd Brigade
    • 2nd Battalion 625th Reconnaissance Regiment
    • 2nd Battalion 780th Armoured Regiment
    • 1st Battalion 782nd Armoured Regiment
    • 3rd Battalion 644th Infantry Regiment
    • 1st Battalion 680th Artillery Regiment
  • Field Artillery Brigade
    • 1st Battalion 681st Artillery Regiment
    • 2nd Battalion 681st Artillery Regiment
    • 3rd Battalion 681st Artillery Regiment
  • 690th COACC Brigade
    • 1st Battalion 690th COACC Regiment
    • 2nd Battalion 690th COACC Regiment
    • 3rd Battalion 690th COACC Regiment

The Marine Expeditionary Units, as described here, consist of a Marine Battalion Combat Team with supporting companies. Each Unified Army Division consists of 21 battalions, or battalion equivalents,plus support companies such as Engineers and Logistics.

B Company 9092nd Imperial Marine Commando Battalion was deployed to surface, Auru, in a pathfinder role on 236-1109, approximately one week before Imperial Task Force hault-Criolarsos arrived insystem. While the transports for Von Kervhan-Malushii's Corps, with their accompanying escorts, remained deep in the outsystem, Task Force hault-Criolarsos, accompanied by the three Marine MEU carriers, proceeded cautiously towards Auru, alert for any hostile ships in orbit or onplanet.

Task Force hault-Criolarsos

BatRon 215
  • 4 Kalsorlicalii Class Battleships @200,000 Tons = 800,000 Tons
  • 7 Kiirvular Class Strike Cruisers @60,000 Tons = 420,000 Tons
  • 4 Reshanan Class Heavy Destroyers @10,000 Tons = 40,000 Tons
  • 8 Alicapanii Class Destroyer Escorts @5,000 Tons = 40,000 Tons
CruRon 663
  • 7 Kiirvular Class Strike Cruisers @60,000 Tons = 420,000 Tons
  • 1 Kiirvular Class Strike Cruiser Leader @60,000 Tons = 60,000 Tons
  • 8 Reshanan Class Heavy Destroyers @10,000 Tons = 40,000 Tons
CruRon 655
  • 7 Kiirvular Class Strike Cruisers @60,000 Tons = 420,000 Tons
  • 1 Kiirvular Class Strike Cruiser Leader @60,000 Tons = 60,000 Tons
  • 8 Alicapanii Class Destroyer Escorts @5,000 Tons = 40,000 Tons
CruRon 855
  • 7 Kiirvular Class Strike Cruisers @60,000 Tons = 420,000 Tons
  • 1 Kiirvular Class Strike Cruiser Leader @60,000 Tons = 60,000 Tons
DesRon 855
  • 8 Gilsurmii Class Destroyers @5,000 Tons = 40,000 Tons
Carrier Group 232
  • 1 Niiarsanor Class Escort Carrier @35,000 = 35,000
  • 7 Alicapanii Class Destroyer Escorts @5,000 Tons = 35,000 Tons
  • 1 Alicapanii Class Destroyer Leader @5,000 Tons = 5,000 Tons
Von Kervhan-Malushii's Corps

DesRon 851
  • 4 Alicapanii Class Destroyer Escorts @5,000 Tons = 20,000 Tons
  • 1 Alicapanii Class Destroyer Leader @5,000 Tons = 5,000 Tons
117th Bryaki Infantry Division
  • 3 Corosanear Class Troop Carriers @104,000 Tons = 312,000 Tons
  • 1 Gashoorn Class Medical Transport Cruiser @50,000 Tons = 50,000 Tons
DesRon 847
  • 8 Alicapanii Class Destroyer Escorts @5,000 Tons = 40,000 Tons
123rd Feorian Infantry Division
  • 3 Corosanear Class Troop Carriers @104,000 Tons = 312,000 Tons
  • 1 Gashoorn Class Medical Transport Cruiser @50,000 Tons = 50,000 Tons
DesRon 848
  • 8 Alicapanii Class Destroyer Escorts @5,000 Tons = 40,000 Tons
106th Feorian Infantry Division
  • 3 Corosanear Class Troop Carriers @104,000 Tons = 312,000 Tons
  • 1 Gashoorn Class Medical Transport Cruiser @50,000 Tons = 50,000 Tons
DesRon 849
  • 8 Alicapanii Class Destroyer Escorts @5,000 Tons = 40,000 Tons

22nd, 23rd and 24th Marine Expeditionary Units
  • 3 Da'sanai Class Marine Troop Carrier @50,000 tons = 150,000 Tons
DesRon 821
  • 8 Matador Class Destroyer Escorts @7,000 Tons = 56,000 Tons
  • 3 Oudiir Class Medical Transport Frigates @2,000 Tons = 6,000 Tons

Saturday, 12 September 2015

The 5th Outrim War: Auru

A quick look at Auru/Lymethius, the site of the opening moves of the 5th Outrim War.

Auru/Lymethius

C-477342-B S 725 Ni/Lo NA F9V


System Primary: Binde F9V

Binde V - local name Auru

Three small moons, Disar - 768 miles in diameter; Amoloth - 528 miles in diameter; Kheal - 72 miles in diameter

C Class Port - Routine Quality Installation

Diameter: 4000 miles (6437.4 kilometers)

Atmosphere: Standard (Tainted - respirators required in coastal areas during spring when kelpweed blooms, and in late autumn when previous season's growth dies off)

Hydrographics: 70%

Population: 3 (7300)

Government: 4 (Representative Democracy)

Law Level: 2 (Portable Energy Weapons Prohibited)

Technology Level: B (Average Imperial)

Scout Base present (at Auru Downport)

Population Modifier: 7; Planetoid Belts in System: 2; Gas Giants in System: 5

Nearest Gas Giant to Auru - Binde VII

Trade Classification: Non-Industrial/Low Population

Allegiance: Non-Aligned

Auru/Lymethius - planetary map made in Donjon SciFi World Generator http://donjon.bin.sh/scifi/world/
As can been seen from the map, there are three main settlements south of the Joolian Mountains - Auru Down (site of the C Class Downport and a small Scout Base), Karas and Balshibar - that date back to the colonization of Auru in 1007. During the subsequent century, a number of smaller settlements and hamlets have been established along the southern coast and across the plain north of Auru Down. Settlements further inland, and at higher altitudes, suffer less from the annual bloom and die-off cycles of kelpweed - a large and prolific aquatic filter-feeder plant species.

In the last five years, the Geithurian Republic has established three small enclaves in the northern hemisphere - Shtad at Leena Bay, Iavlej, and the mining settlement of Chiebr.

The Auruis - as the local inhabitants now call themselves - remain Imperial in outlook, even though they feel that they have been abandoned by the Imperium. For the last 70 years, they have felt under pressure of annexation from both the Geithurian Republic and the Huiha Esoyatre. Occupied by the Outrim Alliance during the 4th Outrim War of 1080 - 85, many older Auruis have bitter memories of that time.

Thursday, 10 September 2015

The 5th Outrim War: Eve of Conflict


Having prepped sufficient figures for the ground side of my proposed Outrim War campaign, I started work on what forces would be committed by both sides to the conflict.

The Outrim War campaign represents the confluence of a series of political streams that have been in play for the twenty-four years since the end of the 4th Outrim War in 1085.

The Geithurian Republic Secessionist Movement, engineered by the Imperial Intelligence Agency in the decade prior to the 4th Outrim War, successfully weakened the Republic to the point where it was forced to launch a premature war against an external foe - in this case the Imperium - to shore up internal support. Falling into the trap set by IIA, the Republic and the broader Outrim Alliance were soundly defeated and the Edlchtel Clan - Konzevrs of Appaer/Lymethius and Presidents of the Geithurian Republic, lost power and prestige.

It took nearly a decade for the Edlchtels to regain their dominance of Appaeran politics, and then a second decade to reassert Appaer's dominance over the rest of the Geithurian Republic. During this period, the wider Outrim Alliance became increasingly moribund under the leadership of the elderly Hleahayaouko, Tlehiui V, of Huiha Esoyatre.

The Kalar-Wi War ended in defeat for the Kalar-Wi in 1105. Within months of the surrender, Duke Adryos Urzov IV of Gamelea, whose incompetence and corruption had very nearly cost the Imperium its victory, was dead. On Appaer/Lymethius, Ashtebr Edlchtel became Konzevr and, within six months, President of the Geithurian Republic.

The colonization of Auru/Lymethius in the Tallu Cluster by the Imperium in 1007 was widely seen as the spark that eventually ignited the 3rd Outrim War in 1025. While Auru was essentially abandoned by the Imperium after the war, a residual colony remained in the southern hemisphere, south of the Joolian Mountains, along with a residual Imperial claim to the system.

Konzevr Ashtebr Edlchtel's first move was to establish a small Republican colony on Auru's sole landmass in the northern hemisphere, while simultaneously using diplomatic channels to revive the Outrim Alliance. Agents of Iqro'Zhdable - IZd, the Republic's main intelligence service - also actively courted and supported the notorious Stranman Society as it moved to ferment revolt against the Subsector Dukes of Gamelea and Miazan Subsectors. Finally, a division sized detachment of the Murkhida Kargesu - the Geithurian "Stranger Force", or "Alien Legion" - was landed on Auru, disguised as a mercenary force, to "protect" the new colony. At least two divisions of Ingeki Kargesu - Geithurian Republican Regulars - as well as a brigade of Republican Marines, were put on standby at Coroson/Lymethius in case the Imperium attempted to resist on Auru.

In mid 1109, an Imperial Scout Ship visiting the southern colony detected unusual activity in near orbit around Auru, and then spotted the Gethurian settlement at Leena Bay. In the subsequent weeks, the Murkhida Kargesu moved quickly to seize the sub-Joolian settlements. What the Geithurians had not considered was the speed of the Imperial response.


Sunday, 1 February 2015

Huiha Esoyatre - an Aslan Minor State Part 3

I needed to create new Aslan terms to describe some of the larger formations deployed by the Trekhyair of Huiha Esoyatre. Using Space Corsair's Word Generator, I added to the word list I had already found:

Trokh Word List
aikoho"many ships", fleet
afeahyalhtowpopular Aslan pet; flying carnivore/killer
ayakyuircarnivore native to Kusyu, noted for speed and ferocity
Akoaft"Far Throwing" - artillery
Khoiayaarmor
Soarl"elite"
Trekhyair"land protector" clan military force
Areiale"they who sprint" – marines
Hraye"wanderer" – scout
Ekho’ear"armed family" – squad
Ahr’eah"armed pride" - platoon or company
Hryo"half dozen" - a squadron
Huih’eal"armed clan" – battalion or regiment
Ahr'ekhaoa"pride brotherhood" – brigade
Huih'aisai"dewclaw of the clan" – division
Kheheasoikhir"gathering of warriors" – corp or army

With terminology established for the higher echelons of the Trekhyair, and a basic plan of unit assignments worked out, I began thinking how large Aslan forces might be mustered.

While I otherwise enjoy and use the material in GURPs: Traveller Alien Races 2, I am reluctant to accept that the Aslan military is essentially based around Light Infantry formations. Perhaps this is how clan military units operate in the Aslan Hierate, but in the RimWorlds, Aslan ground forces face opponents who do not follow the Rules of War and Honour. Consequently, the Aslan of the Huiha Esoyatre have evolved formations that match those that they come into conflict with.

Given that Aslan forces are clan based, and that Aslan culture shares parallels with Medieval and Early Renaissance Japanese culture, I had a brief look at some famous Japanese battles of the Edo Period, such as Sekigahara. I also looked at another clan-based military culture, that of the Scots and their order of battle at Culloden. It occurred to me that the name of the officer who leads a formation might be significant in Aslan culture, as names accrue power in a culture that values individual prowess.

This made me consider a culture in transition between the individual prowess of heroic feudal leaders
and the mass produced, die stamped military of the machine age of total warfare. If the Huiha Esoyatre is currently working its way through this process, we might see the numerically inferior, but dominate, Esoyatre Clan producing the numbered regiments of a modern society, while the numerically superior clans that owe fealty to the Esoyatre muster battalions or regiments of various sizes under the personal names and banners of their Colonels. And even the Esoyatre, in their elite formations, may still know their brigades by the Brigadier-Generals who take control of the groupings of battalions, much as Americans recall the brigades of their Civil War.

So, a first pass at part of the Huiha Esoyatre's elite formations:

1st TL14 Elite Amoured CorpKheheassoikhir Soarl fyo Esoyatre Khoiaya
1st Armoured DivisionAlr Huih’aisai Soarl Khoiaya fyo Yuwe
Ahr’ekhaoa fyo Ye'oa'ai (Ye’oa’ai’s Brigade)
1st Elite Regiment Scouts of YuweAlr Huih’eal Soarl Hraye fyo Yuwe
Taulauh’s Elite Armoured RegimentHuih’eal fyo Taulauh Soarl Khoiaya fyo Yuwe
Waoeha’s Elite Armoured RegimentHuih’eal fyo Waoeha Soarl Khoiaya fyo Yuwe
1st Elite Infantry Regiment of YuweAlr Huih’eal Soarl Khir fyo Yuwe
1st Elite Artillery Regiment of YuweAlr Huih’eal Soarl Akoaft fyo Yuwe
Ahr’ekhaoa fyo Khteaes (Khteaes' Brigade)
2nd Elite Regiment Scouts of YuweHlai Huih’eal Soarl Hraye fyo Yuwe
Koaaiea’s Elite Armoured Regiment of YuweHuih’eal fyo Koaaiea Soarl Khoiaya fyo Yuwe
Hkehealr’s Elite Armoured RegimentHuih’eal fyo Hkehealr Soarl Khoiaya fyo Yuwe
2nd Elite Infantry Regiment of YuweHlai Huih’eal Soarl Khir fyo Yuwe
2nd Elite Artillery Regiment of YuweHlai Huih’eal Soarl Akoaft fyo Yuwe
Ahr’ekhaoa fyo Ealeiktyes (Ealeiktyes’ Brigade)
3rd Elite Regiment Scouts of YuweKheh Huih’eal Soarl Hraye fyo Yuwe
Uikhaiw’s Elite Armoured Regiment of YuweHuih’eal fyo Uikhaiw Soarl Khoiaya fyo Yuwe
Eariylu’s Elite Armoured Regiment of YuweHuih’eal fyo Eariylu Soarl Khoiaya fyo Yuwe
3rd Elite Infantry Regiment of YuweKheh Huih’eal Soarl Khir fyo Yuwe
3rd Elite Artillery Regiment of YuweKheh Huih’eal Soarl Akoaft fyo Yuwe
Syehoiye's Brigade Artillery Ahr’ekhaoa fyo Syehoiye Akoaft
4th Elite Artillery Regiment of YuweHryeh Huih’eal Soarl Akoaft fyo Yuwe
1st Elite Esoyatre COACC Regiment of YuweAlr Huih’eal fyo Esoyatre Soarl Afeahyalhtow fyo Yuwe

The First Armoured Division, Alr Huih’aisai Soarl Khoiaya fyo Yuwe, is an Elite formation raised from E'kho Hleahayaou on Yuwe. As E'kho Hleahayaou is a progressive family, and is the dominant family within Huiha Esoyatre, the Huih'aisai has adopted the progressive fashion of numbering individual battalion-regiments, at least within their elite formations. Brigades are still known by the name of their commanding Brigadier.

Tuesday, 30 December 2014

Huiha Esoyatre - an Aslan Minor State Part 2

Trokh is the main Aslan language and has remained fairly constant across both millenia and parsecs of space. In the RimWorlds, the three known Aslan states are at least 10 parsecs distant from each other and rarely interact. Each Huiha speaks Trokh but with slight local variations. I discovered a partial Aslan dictionary online which has some useful terms, and which seems to either be derived from the word list in MegaTraveller Alien Vol 2: Solomani and Aslan - the Rimward Races, or to have helped form it, as well as a word list in GURPs Traveller: Alien Races 2: Aslan, K'kree, and Other Races Rimward of the Imperium. Further Trokh words will need to be generated as required from Space Corsair's excellent Traveller word generator programme.

Trokh Word List
aikoho"many ships", fleet
khoiayaarmor
afeahyalhtowpopular Aslan pet; flying carnivore/killer
ayakyuircarnivore native to Kusyu, noted for speed and ferocity
Akoaft"Far Throwing" - artillery
Soarl"elite"
Trekhyair"land protector" clan military force
Ahr’eah"armed pride" - platoon or company
Areiale"they who sprint" – marines
Ekho’ear"armed family" – squad
Hraye"wanderer" – scout
Hryo"half dozen" - a squadron
Huih’eal"armed clan" – battalion or regiment

This list of words provides some useful starters, but I think I will have to generate more.

The Personnel figures I generated for each Huiha and E'kho of the Huiha Esoyatre in part 1 of this article were drawn from the populations of each of the Aslan worlds within the hasoi of Huiha Esoyatre. Consulting Alien Races 2 and Solomani and Aslan I determined that 10% of the population, or population resource equivalent, were currently available for Military service. This is a little higher than normal, but the Huiha Esoyatre shares border space with two potential enemies - the Imperium and the Kalar-Wi - and annexed a Kalar-Wi system only four years ago, so political tensions are elevated.

I had earlier determined, using the tables in GURPs Traveller Ground Forces, that the Huiha Esoyatre had some 3000 battalion equivalents available for offworld deployment as a Tech Level 12 force. The choice was made by the Huiha government to upgrade part of this force to Tech Level 14, and this produced 3 Elite Corps, 3 Elite Divisions and two Elite Independent Regiments equipped to TL14, and 10 Corps, two Independent Divisions and one Independent Brigade equipped to TL12. The equipment upgrade reduced overall numbers to about 1000 battalion equivalents.

When I looked at the Geithurian Republic Table of Organization, I essentially started with the first formation and then assigned battalions to it, before moving on to the next formation. With the Unified Imperial Army Gamelea Command, I worked out possible ranges of unit numbers across all Imperial Subsectors in the RimWorlds, and then assigned units to each formation within the Gamelea and Miazan Subsectors from the available units for those Subsectors. The Huiha Esoyatre, however, was a little different.

.With essentially a feudal form of government, each E'kho is required to contribute personnel and units towards the trekhyair, or "land protector", force of the Huiha, or clan, and each lesser clan is required to contribute units toward the trekhyair of the dominant clan of the Huiha. All these subordinate forces remain under the control of the contributing E'kho or Huiha, even if they fall under the command of the senior E'kho or Huiha. To begin to untangle this knot, I had to know how many personnel each E'kho was able to contribute; work out the percentage of the total trekhyair this represented; and then work out what percentage of the 1000 battalion equivalents already determined as making up the Huiha trekhyair each E'kho's contribution actually numbered.

Did I really need this information? No. But I did want to capture the flavour of an Aslan force, and creating this background material contributes to the richness of the mileau. Also the numbers, as they came up, posed questions as to how politics within the Huiha Esoyatre actually worked, and answering these questions gave me a clearer picture of the Huiha as a whole.

After a little number crunching, I arrived at the following raw figures:

Huiha or ClanBattalions by system
Huiha EsoyatreYuwe: 18 Battalions; Yuakteisye: 192 Battalions; Faiwawhwe: 75 Battalions
Huiha UahwilYuakteisye: 1230 battalions; Faiwawhwe: 72 battalions
Huiha AiaihfaYuakteisye: 600 battalions; Faiwawhwe 66 battalions
E’kho HraktiskearAtlasiykh: 1 battalion
Huiha HwouwoahiwFaiwawhwe: 132 battalions
Huiha I’iyheasFaiwawhwe: 141 battalions
Huiha EakteaeiFaiwawhwe: 153 battalions
Huiha AwuahraFaiwawhwe: 150 battalions
Huiha HtualraluikhFaiwawhwe: 144 battalions
E’kho HroukhteftaiYaitlaorail/Kidan: 1 battalion

As these battalion equivalent numbers were based on the original TL12 3000 battalions, I decided that I would arbitrarily reduce the strength of the larger clans by a third to reduce the over-all total of battalions to better match the formations I had originally generated from GURPs Traveller Ground Forces. One thing that did give me a little wriggle room was the fact that the Aslan don't have set sizes for various units - squads, for example, can vary between 4 and 12 soldiers.

Huiha Esoyatre is both the dominate clan of Yuwe, and the clan that dominates the wider hasoi, even though in military numbers Huiha Esoyatre falls behind Huiha Uahwil and Huiha Aiaihfa. However, Esoyatre's strength may lie in the fact that its four families work more in harmony under the leadership of E'kho Hleahayaou then the eight familes of Huiha Uahwil and the seven families of Huiha Aiaihfa work together under their leading E'khos. Add in political and traditional ties between E'khos of the Great Huihas, as well as alliances with the Lesser Huihas of Faiwawhwe, and interfamily and interclan relationships, and the political landscape of the Huiha becomes a scintillating web of connections. A web that can become an armoured sphere around the hasoi in the event of outside aggression.

Next: A look at the Huiha and E'kho tables of organisation.

Sunday, 28 December 2014

Huiha Esoyatre - an Aslan Minor State Part 1

While I haven't written much here, of late, I have been working on a couple of Traveller related projects that tie together.

Looking to be able to game out an escalating ground war between the Outrim Alliance and the Imperium, I have been painting up infantry and armoured units for the main protagonists in 6mm scale. Progress photos are on my modeling log and my gaming blog.

I've also been working on Tables of Organisation for the various factions, extrapolated from the figures I generated for Lymethius Subsector, Gamelea Subsector, and Miazan Subsector, as well as the two articles on the Imperial Marines here and here.

When I came to look at the Aslan of the Huiha Esoyatre, I realized that I needed to take a closer look at the internal political structure of the Huiha. The Aslan are clan and family orientated, and each clan and family maintains their own defense force, recruited from their members and retainers.




Huiha Esoyatre

Huiha Esoyatre is an Aslan polity of five non-Imperial systems in the Lymethius subsector. Consisting of the four systems of the Yuakteisye Cluster (Yuwe, Atlasiykh, Faiwawhwe, and Yuakteisye) as well as the former Kalar-Wi system of Kidan (annexed in 1106 in the aftermath of the Kalar-Wi War and now known as Yaitlaorail), Huiha Esoyatre has a total population of 85.0136 billion sophonts, 99.9% of whom are Aslan. As one of the major polities in the Outrim Alliance, Huiha Esoyatre has been involved in four wars with the Imperium as the Alliance has resisted Imperial expansion into the Lymethius subsector.

E'kho Hleahayaou dominates the polity from their capital of Hyufteirleryeweiwiy (tr. "the place where the people meet by the swirling spire") in the crater Yuwaol ("great basin") in the northern hemisphere of Yuwe (0408). From this, their ancestral seat, E'kho Hleahayaou has been the most senior family within the Esoyatre Clan for most of the last 700 years. The current Hleahayaouko is Tlehiui V (born 1030), a venerable leader who is still fit and active, having guided the Huiha for over fifty years.

Clan Esoyatre leads an alliance of eight clans. The other seven vassal clans that make up the alliance are: Huiha Uahwil, Huiha Aiaihfa, Huiha Hwouwoahiw, Huiha I'iyheas, Huiha Eakteaei, Huiha Awuahra, and Huiha Htualraluikh. Of the five systems that form the hasoi of Huiha Esoyatre only Yuakteisye has anything like a breathable atmosphere and it is on this world that the bulk of the population of the Huiha are concentrated.

The following table shows the relationships of the various E'khos that make up the member Huihas of Huiha Esoyatre. It also shows the number of E'kho members, vassals and retainers that are contributed to the armed forces of the Huihas, and who crew the Huiha fleets and form the Trekhyair – “land protector” clan military force:


Yuwe:Huiha EsoyatrePersonnel
Fleet
Trekhyair
E'kho Hleahayaou(45,000)(15,000)(30,000)
E'kho Eahikh(15,000)(5,000)(10,000)
E'kho Oukeihtoi(7000)(2,300)(4,700)
E'kho Steiai(3000)(1,000)(2,000)
(70,000)(23,300)(46,700)
Yuakteisye:Huiha Esoyatre
E'kho Hleahayaou(25,000)(8,300)(16,700)
E'kho Eahikh(9,900)(3,300)(6,600)
E'kho Oukeihtoi(4,700)(1,500)(3,200)
E'kho Steiai(854,000)(284,500)(569,500)
(893,600)(297,600)(596,000)
Huiha Uahwil
E'kho Oakhwohkal(1,205,000)(401,500)(803,500)
E'kho Tliyuftea(992,000)(330,500)(661,500)
E'kho Iysutreah(907,000)(302,300)(604,700)
E'kho Suhliy(825,000)(275,000)(550,000)
E'kho Ahwao(673,000)(224,300)(448,700)
E'kho Seyu(258,000)(86,000)(172,000)
E'kho Htuayur(171,000)(57,000)(114,000)
E'kho Eawaeirl(127,000)(42,300)(84,700)
(5,158,000)(1,718,900)(3,439,100)
Huiha Aiaihfa
E'kho Eahei(339,000)(113,000)(226,000)
E'kho Orakhtoi(609,000)(203,000)(406,000)
E'kho Hiaui(515,000)(171,600)(343,400)
E'kho Kawyahlyu(495,000)(165,000)(330,000)
E'kho Auakhah(223,400)(74,500)(148,900)
E'kho Hfosaa(159,000)(53,000)(106,000)
E'kho Oiyas(98,000)(32,500)(65,500)
(2,438,400)(812,600)(1,625,800)
Atlasiykh:E'kho Hraktiskear(4000)(1,300)(2,700)
Faiwawhwe:Huiha Esoyatre
E'kho Hleahayaou(84,000)(28,000)(56,000)
E'kho Eahikh(79,400)(26,500)(52,900)
E'kho Oukeihtoi(74,200)(24,700)(49,500)
E'kho Steiai(72,200)(24,000)(48,200)
(309,800)(103,200)(206,600)
Huiha Uahwil
E'kho Oakhwohkal(52,000)(17,400)(34,600)
E'kho Tliyuftea(45,500)(15,100)(30,400)
E'kho Suhliy(44,400)(14,800)(29,600)
E'kho Ahwao(42,000)(14,000)(28,000)
E'kho Seyu(38,000)(12,500)(25,500)
E'kho Htuayur(37,200)(12,400)(24,800)
E'kho Eawaeirl(35,000)(11,600)(23,400)
(294,100)(97,800)(196,300)
Huiha Aiaihfa
E'kho Eahei(59,000)(19,500)(39,500)
E'kho Orakhtoi(57,000)(19,000)(38,000)
E'kho Hiaui(35,000)(11,600)(23,400)
E'kho Kawyahlyu(34,500)(11,500)(23,000)
E'kho Auakhah(33,700)(11,200)(22,500)
E'kho Hfosaa(30,000)(10,000)(20,000)
E'kho Oiyas(29,000)(9,600)(19,400)
(278,200)(92,400)(185,800)
Huiha Hwouwoahiw
E'kho Yukheaiw(94,500)(31,500)(63,000)
E'kho Aewi(86,200)(28,700)(57,500)
E'kho Htoioua(74,700)(24,900)(49,800)
E'kho Fihoilreil(74,300)(24,700)(49,600)
E'kho Ewoheah(73,700)(24,500)(49,200)
E'kho Oisehwih(73,200)(24,400)(48,800)
E'kho Weoiyah(69,300)(23,100)(46,200)
(545,900)(181,800)(364,100)
Huiha I'iyheas
E'kho Ahoaolr(107,000)(35,700)(71,300)
E'kho Yesiwarl(82,000)(27,300)(54,700)
E'kho Ouhkyu(76,200)(25,400)(50,800)
E'kho Iysealeah(74,000)(24,600)(49,400)
E'kho Eaaiy(64,700)(21,500)(43,200)
E'kho Ktelriykhoi(63,000)(21,000)(42,000)
E'kho Iywaifaur(62,100)(20,700)(41,400)
E'kho Eoahfi(61,500)(20,500)(41,000)
(590,500)(196,700)(393,800)
Huiha Eakteaei
E'kho Aoia(121,000)(40,300)(80,700)
E'kho Khtoahar(96,700)(32,200)(64,500)
E'kho Hwourlii(94,500)(31,500)(63,000)
E'kho Ketreh(84,200)(28,000)(56,200)
E'kho Kheoua(82,000)(27,300)(54,700)
E'kho Sahuirea(80,100)(26,700)(53,400)
E'kho Yoleaiy(79,000)(26,300)(52,700)
(637,500)(212,300)(425,200)
Huiha Awuahra
E'kho Aaih(97,200)(32,400)(64,800)
E'kho Hlyeseaas(85,100)(28,300)(56,800)
E'kho Aaolruiw(83,000)(27,600)(55,400)
E'kho Uiai(73,700)(24,500)(49,200)
E'kho Eaui'alr(73,000)(24,300)(48,700)
E'kho Roiftealroi(72,900)(24,300)(48,600)
E'kho Khtakhafah(70,100)(23,300)(46,800)
E'kho Fteawalei'(69,000)(23,000)(46,000)
(624,000)(207,700)(416,300)
Huiha Htualraluikh
E'kho Earla(104,000)(34,600)(69,400)
E'kho Ftyuhrolyel(83,400)(27,800)(55,600)
E'kho Taaooul(81,100)(27,000)(54,100)
E'kho Iylraoa(71,200)(23,700)(47,500)
E'kho Oulelye(70,000)(23,300)(46,700)
E'kho Fteasoih(69,300)(23,100)(46,200)
E'kho Kyekhealryo(68,000)(22,600)(45,400)
E'kho Oilreaweh(53,000)(17,600)(35,400)
(600,000)(199,700)(400,300)
Yaitlaorail:E'kho Hroukhteftai(4100)(1,300)(2,800)
(12,448,100)(4,146,600)(8,301,500)


Aslan khoiaya (armour)
A half-hryo (squadron)

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.

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 Infantry 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.