Ground Combat: Difference between revisions

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: '''''Note:''' see [[Economy#Unrest.2C_Civil_War_and_Federation_Involvement|Civil War and Federation Involvement]] regarding ground forces not involved in direct conflicts.''
: '''''Note:''' see [[Economy#Unrest.2C_Civil_War_and_Federation_Involvement|Civil War and Federation Involvement]] regarding ground forces not involved in direct conflicts.''
:'''''Note:''' This is a work in progress and borrows heavily from VBAM's 1st edition ''[[:File:VBAM_Campaign_Moderators_Companion.pdf|Campaign Moderator's Companion]]'', with concepts pulled from the [[:File:VBAM Campaign Guide 1ed v1.2.pdf|1st]] and [[:File:VBAM Campaign Guide 2ed v1.1.pdf|2nd]] editions' respective ''Campaign Guides''.''  
:'''''Note:''' This is a work in progress and borrows heavily from [[Fleet Combat]], with influences from VBAM's 3rd edition of ''[[:File:VBM 3001 Victory by Any Means V1.0.3.pdf|Victory By Any Means Campaign Guide]]'', and concepts pulled from the [[:File:Traveller - World Tamers Handbook.pdf|World Tamers Handbook]] (p 43) and [[:File:Traveller GURPS - Ground Forces.pdf|Ground Forces]] (p 77)''.''  
 
{{TOC-no-numbers}}
==Commanding Officer Special Abilities==
The Star Fleet Marine Corps [[Expeditionary Forces|Expeditionary]] and [[Regular Forces|Regular]] Forces share the same organizational hierarchy. Where they differ is in the assets that comprise their commands: Expeditionary utilizes medium infantry and light & medium armor trained to take and secure beachheads during an invasion; Regulars have heavy infantry and armor—as well as an assortment of other elements with special capabilities—in the pursuit of conducting a world-wide campaign to secure and hold the planet.
 
Additionally, Expeditionary units may have to operate in smaller commands than regimental level if assets to get them from orbit to the beachhead are limited. In such a case, one of the combat commands will be identified as the lead element, with any other regimental assets that can be provided giving tactical support.
 
In such an event, along with fighting at a smaller warfighting capability than the preferred regimental level, the units conducting the invasion will also lose out on their commanding officer's special command ability. Randomly assigned to the commanding general (or colonel, for regiments) is the ability (or abilities) the officer developed over the length of his career. The section below the following table will detail each possible ability the commanding officer may bring to his unit.
 
The number of skills are dependent upon the rank of the commanding officer. Those with more than one (Brigadier General and above) can all be combined into one ability or spread out among several.


{| align="center" border="2" style="background:#BDBDBD; text-align: center"
{| align="center" border="2" style="background:#BDBDBD; text-align: center"
|+ '''Marine Officer Command Skill Count'''
|+ '''Ground Combat Skill Generation'''
|- style="background:#2692ff;"
! Era || Years || Skill || Range
|-
| Pre-United Earth Stellar Navy || - 2069 || 55 + 1d30 || 56-85
|-
|-
! style="width: 150px;" | Rank
| United Earth Stellar Navy || 2069 - 2133 || 50 + 1d12 || 51-62
! style="width: 180px;" | Echelon
! style="width: 75px;" | Skills
|-
|-
| Colonel
| United Earth Starfleet || 2133 - 2161 || 50 + 1d6 || 51-56
| Regiment (VI)
| 1
|-
|-
| Brigadier General
| Early UFP Star Fleet || 2161 - 2274 || 45 + 1d12 || 46-57
| Brigade (V)
| 2
|-
|-
| Major General
| "Modern" UFP Star Fleet || 2274 - 2375 || 45 + 1d35 || 46-80
| Division (IV)
| 3
|-
|-
| Lieutenant General
| Post-Dominion War Era || 2375 - || 55 + 1d35 || 56-90
| Expeditionary Force (III)
| 4
|}
|}
 
                                               
===Abilities===
Note: Ground Combat skill generation tables for other factions can be found on the [[Faction Skills]] page.
'''Attack (Unit):''' Each level of this skill (up to 3) is added to the unit's Attack value. Cost: 1, 2, or 3 skill points.
 
'''Attack (Planetary):''' This is considered the 4th level of the Attack skill and is available only to the expeditionary (& regular) force commander with the available skill points. The attack value of all the officer's units receive the +3 to Attack, regardless if they are co-located with the lieutenant general or not; all other ground units (on the same world as the commander) receive +1 to Attack.
 
'''Defense (Unit):''' Each level of this skill (up to 3) is added to the unit's Defense value.
 
'''Attack (Planetary):''' This is considered the 4th level of the Defense skill and is available only to the expeditionary (& regular) force commander with the available skill points. The attack value of all the officer's units receive the +3 to Attack, regardless if they are co-located with the lieutenant general or not; all other ground units (on the same world as the commander) receive +1 to Attack.
 
===Random Selection===




[[Category: Rules]]
[[Category: Rules]]

Latest revision as of 02:30, 1 August 2026

Note: see Civil War and Federation Involvement regarding ground forces not involved in direct conflicts.
Note: This is a work in progress and borrows heavily from Fleet Combat, with influences from VBAM's 3rd edition of Victory By Any Means Campaign Guide, and concepts pulled from the World Tamers Handbook (p 43) and Ground Forces (p 77).
Ground Combat Skill Generation
Era Years Skill Range
Pre-United Earth Stellar Navy - 2069 55 + 1d30 56-85
United Earth Stellar Navy 2069 - 2133 50 + 1d12 51-62
United Earth Starfleet 2133 - 2161 50 + 1d6 51-56
Early UFP Star Fleet 2161 - 2274 45 + 1d12 46-57
"Modern" UFP Star Fleet 2274 - 2375 45 + 1d35 46-80
Post-Dominion War Era 2375 - 55 + 1d35 56-90

Note: Ground Combat skill generation tables for other factions can be found on the Faction Skills page.