[GZG] Traveller Battle Dress

2 posts ยท Jan 11 2009 to Jan 11 2009

From: Tom B <kaladorn@g...>

Date: Sun, 11 Jan 2009 15:44:33 -0500

Subject: [GZG] Traveller Battle Dress

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t to clarify a few points about Traveller and its use of Battle Dress aka
powered armour....

1) GURPS and the GTU are a bit different to other versions of Traveller. A bit
more coherent in places, such as the minimal levels of competence you get from
military training, but they also filled in a lot of fluff that has game
ramifications (Doug B did some good work with Ground Forces). In the GTU,
Battle Dress is fully stealthed and is the standard armour of the Imperial
Marines.

In other versions of the Traveller Universe, Battle Dress would be: 1) Good
armour, but in theory vulnerable to small arms of varying tech (Classic
Traveller) and stealth was not a factor in such sorts of things, and also not
the 'standard gear' of anyone since the original Classic
Traveller universe, pre 3rd-Imperium, actually was very sketchily
described. I actually have an old article that suggested laser rifles and
reflec as standard Imperial Forces weaponry. (Of course, the 3rd Imperium and
later supplements in the CTU changed things and gave more hard detail on what
weapons would be available at what tech...) 2) Good armour, nigh invulnerable
to many small arms that were not a
TL-13
laser rifle or a plasma or fusion gun or a RAM grenade. Standard equipment of
the Marines quite likely, limited in operational life by power requirements,
sometimes having chameleon features (but this was mostly optical if I recall)
and sometimes using grav belts. Some of the fusion and plasma guns had their
own gravitic support. (MegaTraveller) 3) Great armour, invulnerable to small
arms except some high tech ones like possible the Gauss Rifle which was much
nastier in this rules variant than its predecessors (plus fusion and plasma
guns), and built using essentially vehicle construction rules. (T20) 4) GURPs
GTU Battle Dress already described. 5) T4: Shuddering just thinking about
that. Won't go look, burns the eyes. 6) Mongoose Traveller: Haven't actually
looked this one up yet. 7) T5: Snuck out without me looking, have to acquire a
copy soonest.

The point of all that being that in some iterations, the battle dress was not
stealthed and was somewhat vulnerable, in some versions it had optical stealth
but not other forms, in some versions it is very resistant to small arms or
invulnerable to things like pistols and rifles firing normal slugs, and in
some iterations Grav belts were options, some weren't mentioned, some were
standard equipment.

My own favourite ruleset in MegaTraveller (best skill system) and it made
battledress the thing you didn't want to see unless you had a *very* powerful
modern weapon. Vehicles, however, could probably cook it at loooong
ranges if they had even moderate sensors and even a crappy TL-9 main
gun.

When we look at examples in canon of the use of Battle Dress, we see flying
Droyne troops with Battle Dress and fusion or plasma weapons, Imperial Troops
depicted as patrolling in flying Battle Dress, etc.

One important thing to keep in mind with the *TUs is that they all have
fragmented tech across sectors of space, even planet to planet. This means
Imperial Marines might well encounter many environments where their Battle
Dress is essentially immune to local weapons through armour and range limits
of the weaponry relative to those possessed by the Marines. So if you are
suppressing an insurgency or even fighting a main force that has low tech
weaponry, your Marines could use the grav belts and Battle Dress very
aggressively, even in close contact. If the enemy tanks have to focus on your
Battle Dress, that renders most of their force useless, and your personal
plasma or fusion gun may well be able to injure or kill the lower tech MBT and
certainly your APCs weapons can (Tac Missile) with efficacy and at long range.
Enemy infantry is almost a waste of effort and your high
mobility makes you hell-on-wheels for a lower tech command structure to
fight.

In high-tech conflicts, you are hoping that the enemy has equal or fewer
guys if he has the same tech, because your troops are vulnerable. They are
highly mobile, resistant to most small arms and partially resistant to heavier
arms, but ultimately are only as good as the enemy infantry and enemy PDS,
ADS, and vehicles will kill your guys. Of course, approaching on foot at
speeds less than 100kph doesn't necessarily change that at all. So even what
are essentially PA troopers in high tech forces fighting one another are
roughly as casualty prone as lower tech infantry fighting each
other, if you adjust for med-tech differences.

John A covered the real crux issue though:

If you are fighting enemies who are near your tech, floating around in the sky
in predictable ways is a good way to get walloped. Of course, your gear may be
stealthed, you may used dispersed formations (classic skirmish tactics), or
your grav belts may have random evasions and your suit may have active
countermeasures. But still, you don't get ANY benefit from cover or
concealment up in the sky unless you use skyscapers and the like in urban
areas as cover (a possibility for flying troops who may be able to crash in
and out of skyscrapers with ease).

Weightwise, John also points out that the unit would have to cancel its own
weight. The issue here is battery life. A powered down suit of Battle Dress or
a powered down Grav Belt are just excess weight. And, often, a sizable one as
once you get used to having available power and grav, you often cease to worry
about unpowered weight much.

Think of grav belts as an extension of the hang glider, ultralight, or
parafoil or the new flying wings. We use them to deploy troops to a battle
area but we don't parachute into fights, no one would fly an ultralight (even
an armed one) into a battle, and the glide wings or hang gliders are all about
getting you into position to work, not transport during tactical engagements.
They ARE good for movements (even risky ones) you have to take to redeploy,
exploit or fill breaches and they are good in some situations for casevac and
scouting. But bounding in combat would be NOE and probably at speeds no
greater than 50 kph (a guess).

Although Traveller didn't explore it, one assumes you might have a variety
of anti-PA mines and weapon systems and similarly anti-grav mines and
weapon systems as well as grav detectors. These may vastly change the optimal
tactical and strategic uses of these sorts of technologies.

Last thought: They don't stress it much, but even in Traveller,
high-tech
forces live and die by their logistics chain. If you've got PA going, you
need to recharge every so often and not just one-guy-at-a-time so you'd
need some sizable power infrastructure. Grav belts will need power too. Spares
will need to be available for battle damaged units. And so on. Fortunately, a
higher tech force has higher tech logistics, but this is something to bear in
mind as well.

From: John Atkinson <johnmatkinson@y...>

Date: Sun, 11 Jan 2009 15:35:12 -0600

Subject: Re: [GZG] Traveller Battle Dress

> On Sun, Jan 11, 2009 at 2:44 PM, Tom B <kaladorn@gmail.com> wrote:

> In other versions of the Traveller Universe, Battle Dress would be:

There's also TNE, which is my favorite...

A grav belt had a 2 hour endurance, and while it could reach 300 kph, it
tended to be limited to 40 kph when at NOE.

A more common compromise was the grav parachute capable of largely nullifying
body weight and used with a parawing. You've got five minutes with that power
pack.

There's a variety of battle dress listed.

RCES Light Battle dress had a chameleon feature, 10 hours endurance,
and would shed most low-tech small arms fire. TL 12

Heavy Battle Dress (TL 12) also had 10 hours endurance, That required,
at a minimum, a special purpose anti-tank rifle to kill, or you could
go the high-tech route and shoot it with a plasma rifle.  Anything
else was going to bounce off.

TL 14 Light Battle Dress was the standard of the Imperial Marines, and that
would stop anything short of high energy weapons and had a chamelon option. TL
14 Heavy Battle Dress was reserved for outfits like the Imperial Guard or the
4518th (Duke of Regina's Own Huscarls) Lift Infantry Regiment.

There's a reason rifle-grenades are pretty much standard issue in that
universe. A 4cm RAM HEAP rifle grenade is a nice can opener.