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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)''.'' |
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| ==Commanding Officer Special Abilities==
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| 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.
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| 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.
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| 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.
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| 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.
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| {| 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 |
| |- | | |- |
| ! style="width: 150px;" | Rank
| | | Pre-United Earth Stellar Navy || - 2069 || 55 + 1d30 || 56-85 |
| ! style="width: 180px;" | Echelon
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| ! style="width: 75px;" | Skills Points
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| |- | | |- |
| | Colonel | | | United Earth Stellar Navy || 2069 - 2133 || 50 + 1d12 || 51-62 |
| | Regiment (VI) | |
| | 1 | |
| |- | | |- |
| | Brigadier General | | | United Earth Starfleet || 2133 - 2161 || 50 + 1d6 || 51-56 |
| | Brigade (V) | |
| | 2 | |
| |- | | |- |
| | Major General | | | Early UFP Star Fleet || 2161 - 2274 || 45 + 1d12 || 46-57 |
| | Division (IV) | |
| | 3 | |
| |- | | |- |
| | Lieutenant General | | | "Modern" UFP Star Fleet || 2274 - 2375 || 45 + 1d35 || 46-80 |
| | Expeditionary Force (III) | | |- |
| | 4 | | | Post-Dominion War Era || 2375 - || 55 + 1d35 || 56-90 |
| |} | | |} |
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| ===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 adds 1 to the unit's Attack value. ''Cost: 1 or 3 skill points.''
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| '''Attack (Planetary):''' This is considered the upper level of the Attack skill and is available ''only'' to the expeditionary (& regular) force commander (Echelon III) with the available skill points. All the officer's subordinate units receive +3 to Attack, regardless if they are on-world with the lieutenant general or not; all other ground units (on the same world as the commander) receive +1 to Attack. ''Cost: 4 skill points''
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| '''Attrition (Unit):''' Each level of this skill adds 1 to the unit's Attrition value. ''Cost: 1 or 3 skill points.''
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| '''Attrition (Planetary):''' This is considered the upper level of the Attrition skill and is available ''only'' to the expeditionary (& regular) force commander (Echelon III) with the available skill points. All the officer's subordinate units receive +3 to Attrition, regardless if they are on-world with the lieutenant general or not; all other ground units (on the same world as the commander) receive +1 to Attrition . ''Cost: 4 skill points''
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| '''Defense (Unit):''' Each level of this skill adds 1 to the unit's Defense value. ''Cost: 1 or 3 skill points.''
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| '''Defense (Planetary):''' This is considered the upper level of the Defense skill and is available ''only'' to the expeditionary (& regular) force commander (Echelon III) with the available skill points. All the officer's subordinate units receive +3 to Defense, regardless if they are on-world with the lieutenant general or not; all other ground units (on the same world as the commander) receive +1 to Defense. ''Cost: 4 skill points''
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| '''Experienced Peacekeeper:''' This officer’s unit receives the Peacekeeper special unit ability. ''Cost: 1 skill point''
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| '''Invasion Specialist:''' This officer’s unit receives an additional +1 Attack when attacking during the Invasion phase. ''Cost: 1 skill point''
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| '''Tactical Adaption (Unit):''' Each level of this skill adds 1 to the unit's D Factor value. ''Cost: 1 or 3 skill points.''
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| '''Tactical Adaption (Planetary):''' This is considered the upper level of the Tactical Adaption skill and is available ''only'' to the expeditionary (& regular) force commander (Echelon III) with the available skill points. All the officer's subordinate units receive +3 to D Factor, regardless if they are on-world with the lieutenant general or not; all other ground units (on the same world as the commander) receive +1 to D Factor. ''Cost: 4 skill points''
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| '''Tactical Support Specialist:'''
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| ===Random Selection===
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| [[Category: Rules]] | | [[Category: Rules]] |
- 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
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| United Earth Starfleet |
2133 - 2161 |
50 + 1d6 |
51-56
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| Early UFP Star Fleet |
2161 - 2274 |
45 + 1d12 |
46-57
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| "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.