Collace: Expansion, Promotion, Logistics

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Tiglath
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Re: Collace: Expansion, Promotion, Logistics

#21 Post by Tiglath »

Agreed. It just is very... pointy!

Note the fighter docks/boarding airlocks on the wing tips - very useful in either capacity.

Alas, you haven't got the (inferred) pair of Rampart TL15 fighters attached! :(

Likewise the Azhanti High Lightning Frontier Cruiser usually associated with those fighters is also sadly missing. ;) :P

NB Option: You could attach a pair of your Dragonfly fighters as above (and dock the last one where the (Viper's Nest) Aux Carrier's launch isn't) (i.e. "piggybacked" atop the 400t merchant) which would leave the whole interior of that cargo vessel free for ground troops/purity of role as a "loot wagon".
Player: Jonathan/Tiglath
Sigrun Volsung, 9B7886, Lt Commander, 3 terms, age 31
Gun Cbt 3 (Rifle 2, Pistol 1), Melee Cbt 1 (Axe), Pilot 1,
Gunnery 1, Vacc Suit 1, Zero G 1, Streetwise 1, Recon 1,
Electronics 0, Grav Vehicle 0
Enemy: Imperial Navy (Lunion) Ine Givar(?)
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Re: Collace: Expansion, Promotion, Logistics

#22 Post by The Bindoner »

Plus, once we put the stripes on, it'll look like a vargr ship :D
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shaidar
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Re: Collace: Expansion, Promotion, Logistics

#23 Post by shaidar »

:-)

So, we need to consider the other ships too. Time to put my thinking cap on.

Any thoughts on what's next?

We need to recruit.

What about investing in The Bartizan? Both for the downport side of things but also for the SEMC. We did plan to expand our training for external agencies, under Jacob, do we need to spend some money getting that up to speed.

Any thoughts on gaps in kit. Better drones, I'm sure we need more vehicles. I'm trying to cast my mind back.

EDIT: Just found this post in the Forward Thoughts thread. Jakob can run this along side the mercantile endeavour, we might need to spend a little cash getting it online.
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Re: Collace: Expansion, Promotion, Logistics

#24 Post by BackworldTraveller »

The Bindoner wrote: Tue Nov 15, 2022 5:40 pm Plus, once we put the stripes on, it'll look like a vargr ship :D
Cerise and Turquoise?
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Re: Collace: Expansion, Promotion, Logistics

#25 Post by BackworldTraveller »

shaidar wrote: Tue Nov 15, 2022 5:47 pm :-)

So, we need to consider the other ships too. Time to put my thinking cap on.

Any thoughts on what's next?

We need to recruit.

What about investing in The Bartizan? Both for the downport side of things but also for the SEMC. We did plan to expand our training for external agencies, under Jacob, do we need to spend some money getting that up to speed.

Any thoughts on gaps in kit. Better drones, I'm sure we need more vehicles. I'm trying to cast my mind back.

EDIT: Just found this post in the Forward Thoughts thread. Jakob can run this along side the mercantile endeavour, we might need to spend a little cash getting it online.
Better Drones sounds good.

Small drones that the squad leaders can use for close-up recon would save some troubles

Drones with weapons would be useful.

Proper Radio Triangulation kit would be useful

As would a point-defence/anti-drone weapon with LADAR targeting (unless you were a bird)

And some mine-clearance drones

And some mechanical digging kit for one of our vehicles so we can prepare foxholes faster

...
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Re: Collace: Expansion, Promotion, Logistics

#26 Post by The Bindoner »

I like those ideas.

Re: drones with weapons. Also, drones as weapons, like the Lancet, or the little Switchblade.

I don't think we need trenching gear though, not the sort of ticket we want, one that requires us to dig positions in open terrain. Too small a unit for that sort of fighting.


EDIT

I forgot to link images in my previous post:

https://www.pinterest.co.uk/pin/48835977198694938/

https://www.pinterest.co.uk/pin/502151427182791134/

https://nick-stevens.com/2017/03/25/bli ... k-2000-ad/
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Re: Collace: Expansion, Promotion, Logistics

#27 Post by BackworldTraveller »

The Bindoner wrote: Tue Nov 15, 2022 8:52 pm I don't think we need trenching gear though, not the sort of ticket we want, one that requires us to dig positions in open terrain. Too small a unit for that sort of fighting.
OK - Point taken

Traveller allows moles...
1) A mole
2) Geophones to discover moles?

Nasty bit of kit I have a 15mm model of...A mole that eats its way down through buildings. Drop it on the roof with a grav-vehicle full of troops and follow it through the various floors below.
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Re: Collace: Expansion, Promotion, Logistics

#28 Post by Tiglath »

You already have the portable (ring assembly) breaching laser which would work (horizontally) in the same (man sized) role.

If you formulate a wish / priority list I'll tell you which bits / how much of it you can have with your current resources.

Bartizan security is already effectively upgraded with the loan of the Rangers' looted Avastan wheeled APCs for base patrol and deploying a rapid reaction force / reserves.
Player: Jonathan/Tiglath
Sigrun Volsung, 9B7886, Lt Commander, 3 terms, age 31
Gun Cbt 3 (Rifle 2, Pistol 1), Melee Cbt 1 (Axe), Pilot 1,
Gunnery 1, Vacc Suit 1, Zero G 1, Streetwise 1, Recon 1,
Electronics 0, Grav Vehicle 0
Enemy: Imperial Navy (Lunion) Ine Givar(?)
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Re: Collace: Expansion, Promotion, Logistics

#29 Post by joertexas »

Here's an updated Org Chart for us to work from.
Merc Company Org Chart v5.0.pptx
(52.11 KiB) Downloaded 12 times
Joe Roberts (JR)
District 268
Prerna Nayar, 7C8A97
Slug Rifle- 3, Medicine-2, Tactics-2, Zero-G-2, Streetwise- 2

In the Marches
Zaki Shursila, 486B97, Army, Major, 3 terms, 31
Admin-1, Air/Raft-1, Computer-1, Gambling-1, Medic-2, Rifle-1, SMG-1, Streetwise-1.
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Re: Collace: Expansion, Promotion, Logistics

#30 Post by Tiglath »

Thanks very much for contributing this. :D 8-)
Player: Jonathan/Tiglath
Sigrun Volsung, 9B7886, Lt Commander, 3 terms, age 31
Gun Cbt 3 (Rifle 2, Pistol 1), Melee Cbt 1 (Axe), Pilot 1,
Gunnery 1, Vacc Suit 1, Zero G 1, Streetwise 1, Recon 1,
Electronics 0, Grav Vehicle 0
Enemy: Imperial Navy (Lunion) Ine Givar(?)
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Re: Collace: Expansion, Promotion, Logistics

#31 Post by shaidar »

So, we're happy that rather than recruiting a new squad leader we merge the squads? Do we need more squads?

Also, I think it's only fair that Kit gets promoted to captain.
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Re: Collace: Expansion, Promotion, Logistics

#32 Post by The Bindoner »

joertexas wrote: Wed Nov 16, 2022 2:14 am Here's an updated Org Chart for us to work from.

Merc Company Org Chart v5.0.pptx
Thanks for that, very useful.

I have an update: We have one Pilot already:

Launch Pilot:
Lynn Garrison (callsign Shadow)
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Sqdn Leader O3
by shaidar » Wed Nov 16, 2022 3:48 pm
So, we're happy that rather than recruiting a new squad leader we merge the squads? Do we need more squads?
Let's see how recruiting goes. If a new leader turns up, great. We ought to have more people. Especially since the Type T really needs Marines.
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Re: Collace: Expansion, Promotion, Logistics

#33 Post by Tiglath »

Observations:
As far as "manoeuver elements" go you have 1st Squad [IFV] (Kit), Gaughan's Rangers [APC], Cavalry Troop [IFV-PD] (Jess). Of these Jess' squad (but not bus) is "short" being only one four man fire team (Kit has two and Gaughan three). Less the caveat as per my last all three elements are "mission capable" of military taskings in the field.

Support elements are Prerna's Recon/Sniper (short squad - one fire team in an APC) [also "mission capable"], Caxton's (HMG) squad, a redundant/fire support IFV (very flexible) with limited artillery (one medium mortar), gunship and ortillery support via HQ plus the HQ itself which has limited (infantry) combat power/security as is. NB This last is not a weakness if operating out of starships but you now have Techs and a logistic tail to secure in the field.

The drone unit stretches its recon capacity from forward tactical recon to also cover HQ security. One option to ameliorate this situation would be a drone upgrade in quantity and quality (all now "second string" field gear (rotor drones) plows back into Bartizan security). Gun drones might also give the unit more flexibility and the option of another combat manoeuver unit (which is also expendable). Drones need Techs but don't draw any extra pay and are cheaper than robots. NB warbots per se are illegal in the Imperium and breach the (applied template in 268) "Imperial Rules of War".

Al the above puts your "boots on the ground" strength as a reinforced Company of TL 13 (averaged) Grav Infantry which is not too shabby at all. As far as District 268 goes SEMC is a top shelf/high tech merc unit. The unit size means you likely want avoid attritional actions such as holding ground but then you are the guys hired to take ground and not to hold it.

Things I think you found you wanted to consider (but by no means have to do):
For what you wanted it to do the mortar unit was always a calibre too small and a number of barrels (tubes) short of a "battery".
NB Whilst good in defence the mortars would need (armoured?) grav capability (per mortar) to keep up with the mobility of your unit - you may have evolved beyond them.
Direct fire support sleds/ indirect grav MLRS might do their job for you or an atmospheric flight capable 400t warship / fighters.
Whilst the Blitzspear is your Dragonfly fighters (armed with ship to ship missiles) aren't optimal in this role. Also using multi MCr missiles to bust trenches upsets your accountant.
NB#1 If you added just the one tiny tank platoon (3 tanks/SPGs) you could call yourselves an Armoured unit! :twisted:
NB#2 Tanks are expensive and break... :roll:
See Drone (droning??? :P ) thoughts above.
Troop tansport/Logistics vehicles (aka enhanced looting options) - you don't have any.
Understrength infantry elements as above.
Caxton seems something of a loose end. Maybe re-task him or give him another HMG as dedicated direct fire support and/or some AT/AA capacity???
HQ/Tech security maybe not an issue and ties into how far away you plan on operating from your ships.
Bartizan military upgrades: security troops/bots, AA/point defence, surface/local defence batteries, anti-starship batteries...
Bartizan civil upgrades: port facility upgrades. You'd rate as D at the moment - a fuel refinery and storage plus heavy workshops would upgrade you (and likely soon pay for itself).
Of course just spending your loot on drink/putting it in pile and burning it is easier! ;)

The above is served up in the form of a "ready recap" rather than any kind of "direction"! :)
Player: Jonathan/Tiglath
Sigrun Volsung, 9B7886, Lt Commander, 3 terms, age 31
Gun Cbt 3 (Rifle 2, Pistol 1), Melee Cbt 1 (Axe), Pilot 1,
Gunnery 1, Vacc Suit 1, Zero G 1, Streetwise 1, Recon 1,
Electronics 0, Grav Vehicle 0
Enemy: Imperial Navy (Lunion) Ine Givar(?)
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Re: Collace: Expansion, Promotion, Logistics

#34 Post by shaidar »

Thanks for the summary Tiglath. :)

How much for the fuel refinery and workshops? I'm always up for investing in the Bartizan.

I like the idea of a drone gun unit (sounds expensive) , bringing Jess's squad up to size and giving Caxton something better to do. Some more transport would be good.

It all depends on how far 5mCr will reach. Some of the above sounds expensive. I love the idea of each squad having a recon drone, but I remember it was always the price.
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Re: Collace: Expansion, Promotion, Logistics

#35 Post by The Bindoner »

Hopefully we have more than MCr5. There's some loot to sell.
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Re: Collace: Expansion, Promotion, Logistics

#36 Post by BackworldTraveller »

Those ships look under-manned. You need a 24 hour bridge (sensor) watch and at least 1 gunner available at all times.

Also, you need a mechanic/engineer/armourer for each of those fighters if we want them serviced and re-armed quickly.

And if we want to unload cargo quickly, a load-master is really useful.

Also, one of our infantry sections could train in zero-g to act as borders if required. Combat armour for them? (5 suits would be 10% of the cash though). In any case, most of our weaponry is bad news in zero-g. Too much recoil.
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Re: Collace: Expansion, Promotion, Logistics

#37 Post by Tiglath »

shaidar wrote: Wed Nov 16, 2022 5:58 pm Thanks for the summary Tiglath. :)
A pleasure! :D
shaidar wrote: Wed Nov 16, 2022 5:58 pm How much for the fuel refinery and workshops? I'm always up for investing in the Bartizan.


Here's figures for a 13t fuel purification system feeding tankage to 500t capacity (per High guard). Cost: 575KCr.
Cost breakdown: 1KCr per ton (this the cracking plant/plumbing to the ocean) so 500KCr, a half size TL13 purifier costs 75KCr, unrefined fuel = free, refined fuel storage = free.
Once installed the Refinery is always on and generates "resource" for the Bartizan / pays for itself. A reserve of 500t of on site fuel provides enough for your own vessels and small craft and the needs of guest vessels up to 1000t. Fuel sells at 500Cr per ton. As an example that's about 200KCr a pop for a close to 1000t starship.

Starship repair facilities will cost 500KCr (a vehicle (10-50t craft) workshop costs 50KCr as per Striker) it will likewise make money (likely at a slower rate) but contribute to the amenity of the facility.
shaidar wrote: Wed Nov 16, 2022 5:58 pm I like the idea of a drone gun unit (sounds expensive) , bringing Jess's squad up to size and giving Caxton something better to do. Some more transport would be good.

It all depends on how far 5mCr will reach. Some of the above sounds expensive. I love the idea of each squad having a recon drone, but I remember it was always the price.


As ever it depends...

100KCr gets you a basic grav "dumb" robot. These still need direction from an operator - but they need not be skilled. NB This is called "grunt proofing". ;) The bot has mesh armour, an autopistol and decent enough optics for tactical recon. Broadly it sticks its head around the corner so you don't have to and has the capabilities of the current "Mavik" types. Tactical endurance (battery life) is about 3 hours so these are tactical not strategic assets with limited loiter time. (Ref pg 12 101 Robots).

I'm quite sure "enquiring minds" can think of ways to improve them but costs might spiral.

As an aside the same money gets you a zero g capable (ship) repair bot with Electronics 3 and Mechanical 3 (pg 23)

For comparison a "stealth" Recon bot with Fwd Obs and Recon each at 4 costs 250KCr (pg 38) hardening this and increasing endurance to ten days pushes cost to a grav car sized "pseudo warbot" of ISS provenance (1 MCr ball park figure - you'd have to RP getting one). NB These price tags come for something classed as "expendables" for a reason...

A (very useful) halfway house is the (available on Collace) TL13 Essor Recon drone (actually a 'bot sensor/pilot interface) 875KCr. Endurance to spare, Recon 4 Grav 4 but with room aboard for a hapless mook Recon expert to ride along either giving real time Intel and analysis or maybe more likely using their sick bag... 200 kph nap of earth! Cruise at 800kph Top 1000kph. Vroom, vroom. (#23 pg 13 101 Vehicles) [You think 4DC run these... ;) ].
Player: Jonathan/Tiglath
Sigrun Volsung, 9B7886, Lt Commander, 3 terms, age 31
Gun Cbt 3 (Rifle 2, Pistol 1), Melee Cbt 1 (Axe), Pilot 1,
Gunnery 1, Vacc Suit 1, Zero G 1, Streetwise 1, Recon 1,
Electronics 0, Grav Vehicle 0
Enemy: Imperial Navy (Lunion) Ine Givar(?)
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Re: Collace: Expansion, Promotion, Logistics

#38 Post by joertexas »

Here's the updated org chart, including updated transport to IFVs for the combat teams. Jess' IFV-PD can't carry a full squad since it has additional ammo stowage. The G-Carriers are still there, but they're held in reserve if we need them to present a bit more "harmless" image. I also replaced the mortar with an SPG.
Merc Company Org Chart v5.1.pptx
(51.58 KiB) Downloaded 11 times
Joe Roberts (JR)
District 268
Prerna Nayar, 7C8A97
Slug Rifle- 3, Medicine-2, Tactics-2, Zero-G-2, Streetwise- 2

In the Marches
Zaki Shursila, 486B97, Army, Major, 3 terms, 31
Admin-1, Air/Raft-1, Computer-1, Gambling-1, Medic-2, Rifle-1, SMG-1, Streetwise-1.
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Re: Collace: Expansion, Promotion, Logistics

#39 Post by Tiglath »

BackworldTraveller wrote: Wed Nov 16, 2022 8:20 pm
Also, you need a mechanic/engineer/armourer for each of those fighters if we want them serviced and re-armed quickly.

And if we want to unload cargo quickly, a load-master is really useful.

Also, one of our infantry sections could train in zero-g to act as borders if required. Combat armour for them? (5 suits would be 10% of the cash though). In any case, most of our weaponry is bad news in zero-g. Too much recoil.
Once more robots are you friend both as a ship's watch crew (don't eat or sleep or demand pay/shares) and also as cargo handlers...

As you say Zero G fighting is hugely specialised low recoil wpns (expensive) lasers if you are serious plus the training need. Doable but you are going that route you may be better recruiting/hiring ex-marines allied pirates.
Player: Jonathan/Tiglath
Sigrun Volsung, 9B7886, Lt Commander, 3 terms, age 31
Gun Cbt 3 (Rifle 2, Pistol 1), Melee Cbt 1 (Axe), Pilot 1,
Gunnery 1, Vacc Suit 1, Zero G 1, Streetwise 1, Recon 1,
Electronics 0, Grav Vehicle 0
Enemy: Imperial Navy (Lunion) Ine Givar(?)
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Re: Collace: Expansion, Promotion, Logistics

#40 Post by Tiglath »

Some (of the many) upgrade / expansion Options and Costs:

Bartizan Defence:

One a triple missile turret 1MCr. Spend 1.25 MCr for the mount with a magazine and autoloader (this rates it as a planetary/orbital defence weapon). This is cheap because you are restoring mounts already extant and "plumbed in" on the Bartizan.

In my head this will look like a variety of S 300 ground mount (for size) with some of the flight deck retracting for firing to allow it both vertical and horizontal firing aspects. Should you install it the autoloader is a vertical replenishment system from the magazine below.

NB The missiles will be using their own (mid tech) guidance until linked to any sensor upgrades you put in at the Bartizan. This is perfectly functional but less efficient than getting a "Lock" (from superior sensors) to fly to and then using their own onboard gear only for final guidance.

Unit Direct or Indirect Fire Support:

The Firefly direct fire support variant of the Grunt chassis with a "phat" PB - 12 is not for grouse shooting. It will penetrate almost any AFV it hits (Pen 54) and starships possibly with frag/splash hits alone (Pen 38) and rolls out (with goodwill from 4DC) at 2.7MCr.
Advantages: "Always on" with no ammo replenishment requirement or cost. Ignores hostile PD. Is still an IFV and can carry ten troops. Disadvantages: Relatively light Grunt class armour (AV 35) and needs LOS. No secondary armament.

The Punisher indirect fire support variant has three crew and mounts a (Pen 36) beam laser for target designation and self defence and a VRF gauss gun linked to a PD system for missile defence. However, its main armament replaces the troop compartment with three six tube 18cm MRLS. The HE warheads kill light AFVs and infantry in hard armour (Pen 28) the HEAP warheads can be laser designated and kill almost any AFV it hits and starships on contact (Pen 59). It can fire single missiles, volleys of six or all eighteen. It carries replenishment for one launcher onboard and mounts a heavy robot arm for reloading operations. Cost: 4.8 MCr
Advantages: Indirect and Direct fire. Volley fire will over saturate hostile PD. Provides PD cover.
Disadvantage: Relatively light Grunt class armour (AV 35) and expendable ammo = Logistics. It really needs an ammo carrier buddy vehicle to work as proper field artillery but might be all a Merc mission requires.

NB the Apples to Oranges cost comparison as the Punisher mounts an expensive PD system.
Player: Jonathan/Tiglath
Sigrun Volsung, 9B7886, Lt Commander, 3 terms, age 31
Gun Cbt 3 (Rifle 2, Pistol 1), Melee Cbt 1 (Axe), Pilot 1,
Gunnery 1, Vacc Suit 1, Zero G 1, Streetwise 1, Recon 1,
Electronics 0, Grav Vehicle 0
Enemy: Imperial Navy (Lunion) Ine Givar(?)
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