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Golden Age Starships 7: LSP Modular Starship Now Available page 1

vutpakdi
October 11th, 2005, 11:55 AM
Golden Age Starships 7: LSP Modular Starship (http://www.travellerrpg.com/cgi-bin/catalog/pview.pl?action=view&stocknum=3rdave0010&h=10&s=) is now available in the store.

GAS-7 details the Deneb class modular ships which are 300 ton J-2, M-2 jack of all trades ships which carry 6 30 ton modular cutter modules. By switching out modules, a Deneb class ship can be configured as a cargo freighter, a personnel transport, a medical response ship, a extended duration scout, or even a mini escort carrier.

Descriptions and deckplans are included for the main ship plus 8 new 30 ton modules (and 3 old ones). Also included are adventure seeds and a terrific illustration by Bryan Gibson.

Ron

PS: The module deckplans are in the same boxy module style as GAS-5.
mike wightman
October 11th, 2005, 05:01 PM
Now that I've had the chance to study it a bit more I must say that it is a most excellent design, ripe with adventure possibilities.

Well done once again smile.gif
vutpakdi
October 12th, 2005, 06:04 PM
Thanks for buying and the kind words!

Ron
Shadowdancer
October 12th, 2005, 10:18 PM
Great news Ron.

Hey, I now play in two on-going Traveller games, both reffed by published Traveller authors. Shiny! :cool:

Greetings from project Cephus page 1

mad13142000
August 15th, 2003, 11:17 PM
Hello all...
As soon as my census for the Emperor of Varroerth is complete, I'm planning a long term exploration project. A kind soul on TML has helped with the design of my ship, and construction will soon begin. I was originally planning on a rimward journey to spinward of charted space (ie following the rift past the Aslan, or the other way from the Sollies Rim Expedition)...But now, the Emperor is liking the idea, and proposes subsidy if I agree to a Coreward/Trailing expedition. As the ships cost almost a 1000 Mcr a pop, and I figure on 6 of them, I could use some support. I have one corporate sponsor, and am looking for others...
Anyone want to help out? Maybe Havacola would like to sponsor? Maybe someone knows someone with needed skills who would like to join up? Maybe you guys/gals would like to give your .02Cr on which way to go?? (I'm not going over the same route as the Zhos or Sollies...) Let me know.
We still have several months before leaving, so any thoughts would be welcome.

-MADDog
mark_rotteveel
August 19th, 2003, 09:04 AM
Maybe you guys/gals would like to give your .02Cr on which way to go?? Maddog, you are a very brave man asking for people to tell you where to go... especially on this forum. graemlins/file_23.gif

I may be interested in providing some sponsorship, on behalf of ARCOM Standard Shipyards.... especially if one goes somewhat near the Vargr Extents graemlins/file_22.gif
Jame
August 19th, 2003, 09:22 AM
I believe Michaelson Industries, Limited of Falkenberg might be interested (though it might be able to supply personell and some fuel). Falkenberg might want a representative along, too...
mad13142000
August 19th, 2003, 05:22 PM
Feel free to send a private message with the writeup of any person who wishes to be considered for this unique opportunity. I had originally thought of heading off spin/rimward of the Aslan/Sollies, because I had a map for several sectors thata way, plus some info on a possible major race about 800 parsecs that direction, but it looks like I'm going to go forth for Emperor Varroerth XLVI yet again....
So the final specs are due today or tomorrow for the ships, then 2 months for our shipyard to construct (the slips are waiting for final architects' drawings...) Then we are off...

-MADDog
mark_rotteveel
August 20th, 2003, 05:58 AM
Feel free to send a private message with the writeup of any person who wishes to be considered for this unique opportunity One coming your way, Maddog ;)
mad13142000
August 24th, 2003, 01:50 AM
Ship specs:

Col. Buendia Class Long Range Exploration Vessel
1200 dTons
TL 15
Cost 693.982 MCr
Jump 6
Maneuver 1
Fuel Scoops & Processor
Fuel Capacity 12 parsecs Jump + 30 days ships power
Crew 13
1 lg stateroom
15 sm staterooms
1 20 dTon Modular Cutter
2 particle Acc. turrets with 1 weapon each
1 laser turret with 3 weapons
1 sandcaster turret with 3 weapons
4 missle turrets with 3 weapons each
FULL sensor suite
Triple mk9 computers and state of the art controls

I had her designed for 2 jumps of 6 parsecs each. That way if we blundered into a bad spot, we could immediately jump back out. IT uses alot of potential cargo space, but I think the trade off is worth it for a long range exploration mission like I'm proposing. I preferred long legs over short range speed...

There are 6 of them, all being constructed in the Imperial Shipyards on Varroerth. We'll be leaving (hopefully) in 2 or 3 months, so if you want to go, just drop a line...

-MADDog
Granpafishy
August 24th, 2003, 03:54 AM
Originally posted by MADDog:
I had her designed for 2 jumps of 6 parsecs each.
-MADDog What system are you using? I thought a 6 parsec jump would require 60% of the ships displacement.
Tanuki
August 24th, 2003, 05:34 AM
Originally posted by Granpafishy:
</font><blockquote>quote:</font><hr />Originally posted by MADDog:
I had her designed for 2 jumps of 6 parsecs each.
-MADDog What system are you using? I thought a 6 parsec jump would require 60% of the ships displacement. </font>[/QUOTE]Probably using the optional IYTU rule of 5% fuel per parsec.

"JUMP FUEL OPTION: In campaigns where the referee wishes to make interstellar trade and commerce more economically feasible, reduce the Jump Fuel requirement by one-half." THB, p.265
Tanuki
August 24th, 2003, 05:40 AM
Originally posted by MADDog:
As the ships cost almost a 1000 Mcr a pop, and I figure on 6 of them, I could use some support. I have one corporate sponsor, and am looking for others...
Anyone want to help out? Maybe Havacola would like to sponsor?I hear Alpo of Terra and Purina have volunteered to provide emergency rations for Vargr crew. graemlins/file_23.gif
Tanuki
August 24th, 2003, 08:10 AM
Originally posted by Tanuki:
I hear Alpo of Terra and Purina have volunteered to provide emergency rations for Vargr crew. graemlins/file_23.gif Maddog, I don't have any idea who might have posted such a comment under my name, but I assure you that there will be a thorough investigation and the perpetrator will be punished.

Oh, I am SO embarrassed. :confused:
mark_rotteveel
August 24th, 2003, 08:16 AM
Hello MD. Can I have a Sector/Subsector ref for Varroerth? I better get 'Snorkel' on her way to you or she'll never get there in time.....
mad13142000
August 25th, 2003, 03:11 AM
Sure...
Varroerth - The capital of the Empire of Varroerth. It is the largest interstellar state in the Vargr Extents. Spanning parts of 11 sectors, the Empire was founded in the Year (Imperial) 25. The current ruler is Varroerth XLVI. He rules a diverse group through the use of His 20 regional governors.
The capital lies in the Aenael subsector (G) of Ngathksirz Sector (coreward of Provence, which in turn is coreward of Corridor)
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> Varroerth 2017 A697A3D-G G Hi 402 Ve </pre>[/QUOTE]If I ever get the last alien Contact written for the sector, I'll post it...(It's a religious autocracy and the WBH gave me a philisophical Athiest as a god view...?????? I have an idea, but I worked on stuff for the Washington County Fair instead this weekend...sorry)

-MADDog
mad13142000
August 25th, 2003, 03:17 AM
Originally posted by Tanuki:
</font><blockquote>quote:</font><hr />Originally posted by Granpafishy:
</font><blockquote>quote:</font><hr />Originally posted by MADDog:
I had her designed for 2 jumps of 6 parsecs each.
-MADDog What system are you using? I thought a 6 parsec jump would require 60% of the ships displacement. </font>[/QUOTE]Probably using the optional IYTU rule of 5% fuel per parsec.

"JUMP FUEL OPTION: In campaigns where the referee wishes to make interstellar trade and commerce more economically feasible, reduce the Jump Fuel requirement by one-half." THB, p.265 </font>[/QUOTE]nope...
Standard MT build rules
5X the Jump Drive or 67.5 kl per jump unit... 12 parsecs takes up a lot of space (I'm left with a mere 603,595 kl of cargo in a 1200 dTon hull) but It's what I wanted
:D

-MADDog
mad13142000
September 1st, 2003, 01:15 AM
For those who don't know...

Varroerth
Aenael Subsector of Ngathksirz Sector
Coordinates: 2017 (G0407)
UWP: A697A3D-G G Hi 402 Ve F7 V K4 V
Population: 45,096,654,940

Varroerth is the capital of the Empire of Varroerth. The Empire is a large multi-sector empire spanning into 11 sectors. It is the largest Vargr state in the Extents. The capital is known for several interesting features -
The Emperial Shipyards produces some of the most advanced ships in all the Vargr Extents. The Royal Polytechnic is one of the best Vargr universities, and its library includes one of only five copies of the Angkarr, the definitive culural epic of the Vargr race. Millions of visitors each year come to Varroerth to visit the magnificent palace grounds, and also to see
the mighty Orbital Tower of Varroerth - one of the few beanstalks in charted space.

Empire of Varroerth

The Empire of Varroerth is the largest and oldest Vargr state in the Extents. Based in Ngathksirz sector, with its capital on Varroerth, the Empire is ruled primarily from its twenty regional governorships. Culture, like the government within the Empire, varies to quite an extent.
26 years after Cleon announced the birth of the Third Imperium, the Empire of Varroerth was founded. Varroerth was a Vargr of great charisma. Starting in Ngathksirz, his forces gobbled up the surrounding star systems and eventually expanded into other sectors. Continued expansion fueled the Empire's prosperity for several centuries. Until 777, the Empire included the Vargr homeworld of Lair. As time rolls on, worlds come into and exit the Empire, and Lair was no exception.
Current expansion occurs at the Empire's frontier. Areas towards the Third Imperium, Tuglikki, Provence, and Windhorn, have been added recently. Other areas showing promise are the sectors of Ksinanirz and Zao Kfeng Ig Grilokh.
Expansion is at the direction of the regional governors, and some have proven themselves more competent than others. Military strife has been
known to occur between governors, much to the Emperor's displeasure.
There are several corsair groups with quite a bit of power operating inside the Empire. The corsairs are given right to exist as long as they pay homage to the Emperor and what the Empire represents. All members of the Empire remain dedicated to the proposition of a charasmatic emperor, even while maintaining their own unique cultures, societies, and customs.

The sector of Ngathksirz is ruled from the capital at Varroerth as well as two regional governor capitals at Omakgheg (2840) and Bhabraehzakh (1116). There are two minor alien races in the sector, both lying outside the Empire. Ruies (0420) is the homeworld of the Ref'iib, while Datu (0223) is home to the Blopud.
There are two worlds belonging to the Lair Protectorate - Khaevu and Kaarlag. The Protectorate was part of the Empire of Varroerth until 3rd Imperium Year 777...

I thought about quoting from the Angkarr, as it is a very wonderous book, but at 6803 pages, it is a tad long... :D
-MADDog
kaladorn
September 2nd, 2003, 10:34 PM
MADDog, am I correct in reading between the lines that this is a PBeM and you are recruiting for some players?

Secondly, if one wished to offer a candidate, which system? (Sounds like MT... which suits me more than fine)

Thirdly, not to be a critic, but why missile racks? Missiles take up space and are harder to replace in the wilds than say... fuel...which is all you need to power lasers, PA, or Fusion guns. Missile racks seem like a not so hot design for such a beast. You've also given her pretty weak legs, no? 1G.... not winning any footraces.
mad13142000
September 3rd, 2003, 01:16 AM
Originally posted by kaladorn:
MADDog, am I correct in reading between the lines that this is a PBeM and you are recruiting for some players?
...
Thirdly, not to be a critic, but why missile racks? Missiles take up space and are harder to replace in the wilds than say... fuel...which is all you need to power lasers, PA, or Fusion guns. Missile racks seem like a not so hot design for such a beast. You've also given her pretty weak legs, no? 1G.... not winning any footraces. Sorry...as much as I'd like to, I don't have the time for a PbEm game right now...I'm just being lazy on generating characters ;)
Missle Racks - they use almost no power...To cram 12 parsecs of fuel even under MT rules means there is little space left for big power plants...Same with the 1G manuver drive - There just isn't any room - a 1200 dton ship that ends up with only 13 staterooms...and a huge 20 dton ships cutter...There just isn't enough space if I want to have the length of reach...I would rather do an immediate jump out to 6 parsecs than tangle with big things...As an exploration mission, I didn't want to look like a SD coming to visit (conquer)...So I kept the teeth to the amount for self defense, but not to look scary - a 1200 dton ship COULD bristle with big guns...I would like to have had more energy mounts vs. missles, but the energy budget wouldn't support them...

-MADDog

Galactica minis........... Found! page 1

soloprobe
May 21st, 2005, 10:24 AM
For Those of you , who wanted to include the Galacitca in your T.U.s; A GREAT DISCOVERY was made BY ACCIDENT. :eek:

While trolling the Starship combat news I stumbled on STUDIO BERGSTROM. Drew makes minis for just about every movie or T.V. show. So you can find X-wings, tie fighters, Klingon battle cruisers, as well as the Galactica. You can have the Galactica that's on the Sci-fi channel, or the Galactica that Lorne Green commanded. Oh, and you can get Cylon ships too........... :cool:
Andrew Boulton
May 21st, 2005, 11:09 AM
http://www.geocities.com/Area51/Meteor/4155/

Nice work. I'm surprised he hasn't been sued back to the stone age...

Hi all page 1

MAXDRAGON
April 7th, 2004, 12:58 AM
Just another greetings message.
Im really glad to see traveller hasnt died, as I have played it since the days of the "black box" 3 book set (started in 1979 Im using my orginal characters name as a handle).

Yup and I STILL have all my original classic traveller stuff - though a lot of the pages are yellowed now!

One thing Id like to ask though is what the "current" time line is doing - is the Rebellion still happening?
Has it become NE? or has it been stamped out?

I understand that the T20 system is probably open but generally what is the general era you guys are playing in?
mormonyoyoman
April 7th, 2004, 01:17 AM
Originally posted by Maxwell Dragonard:
Just another greetings message.
Im really glad to see traveller hasnt died, as I have played it since the days of the "black box" 3 book set (started in 1979 Im using my orginal characters name as a handle).

Yup and I STILL have all my original classic traveller stuff - though a lot of the pages are yellowed now!

One thing Id like to ask though is what the "current" time line is doing - is the Rebellion still happening?
Has it become NE? or has it been stamped out?

I understand that the T20 system is probably open but generally what is the general era you guys are playing in? You're correct in that the "official" timeline says the Rebellion turned into the Nihlist Era, and was just too depressing to play in. There've been some good things (I'm talking about Martin's stories now) set plenty years after the literal Deux Ecch Machina. Really Swell short stories (click on SHORT FICTION at the top of this page) that make me want to run something or play in what I guess is the Recovery Era.

GURPS Traveller is an alternate timeline, which pretends the whole Rebellion thing Just Didn't Happen, So There. No one came up with a good explanation (in MY bumble opinion) for why Stephron was using a double and was far 'way from the throne at the time. As a matter of fact, the excuse was so weak, I can never remember what it is. Go ahead. Tell me what it is. I'll forget again in five minutes.

Traveller D20, like Mark Millar's Traveller (aka T4), sets itself in the Imperium's past (T4 at Year 0; T20 at Year 900+), so a good referee and players can set incidents in motion that will cause the Rebellion to have never happened. Like, for instance, blowing up the Imperium before Stephron is born!
Michael Taylor
April 7th, 2004, 01:22 AM
T20's "default" setting is the Gateway Domain in 990+ (ie Sollie Rim War time).

The 4 sectors are: Gateway Sector, Ley Sector, Glimmerdrift Reaches and Crucis Margin. 3/4 of the setting is outside imperial space, with client states, kkree, hiver a few droyne and a whole lotta other shite going on. This site is stacked with info on the setting including free PDF maps of the 4 sectors, but have a look in the shop - there's the Gateway Domain sourcebook which is rules-neutral (ie: you can use it with CT and T20) which talks about the area and what's going on.

So welcome to the best site on the web for non-GURPS traveller!
Michael Taylor
April 7th, 2004, 01:25 AM
Oh, and the adventures published and soon to be published by QLI are designed for 20T and CT as well
MAXDRAGON
April 7th, 2004, 02:41 AM
Hi all thanks for that.

Yes I remeber hearing from somewhere that the whole Rebellion thing was scheduled to be a bit of a "Bobby Ewing" thing once Marc Miller got back in control

While I liked some of it I found the premise a bit lame

(parts I liked was the whole sentient virus thing, and the fact that the Spinward marches hold up, even the degradation of the rest of teh Imperium - the bad part YTF didnt strephon take the DNA test ... END of Rebellion!!!!)
Flynn
April 7th, 2004, 10:07 AM
GURPS Traveller took the whole "Strephon In The Shower" route and created an alternate timeline where Strephon was not assassinated.

Also, QLI is planning on releasing a TNE 1248 sourcebook that takes the OTU timeline forward, and creates new realms of adventure and opportunity. smile.gif

Looking forward to that,
Flynn
jappel
April 7th, 2004, 10:30 AM
Welcome back, Maxwell!

And, while there's lots of Very Cool Things happening with regard to official settings, let me plant the flag of the "Homebrew TU Crew"!

John

Citizen #1 page 1

atpollard
December 12th, 2006, 11:27 AM
I didn't know where else to ask this, but I just noticed that Hunter is Citizen #2.

The directory does not list a Citizen #1. I was curious if anyone knew who was Citizen #1?

Another point of curiosity is the titles that some members bear. Security Officer is self explanitory. What is a Peer, Knight, Baron or Marquis? I would be more properly impressed if I knew what the title signified. I think I saw someone with a title like Blasphemer. Is there a Traveller "Orthodoxy" that would allow "Heresy"?
Andrew Boulton
December 12th, 2006, 12:01 PM
"Who is Number 1?"
"You are Number 6857..."

Noble titles mean you have a subscription to The Moot:

http://www.travellerrpg.com/Catalog/subscriptions.html

Other titles are proof that Admins have an odd sense of humour...
atpollard
December 12th, 2006, 12:28 PM
Originally posted by Andrew Boulton:
"Who is Number 1?"
"You are Number 6857..." I understand the concept, but the directory does not list a Citizen #1. If Hunter was the second person to join COTI, who was the first?
far-trader
December 12th, 2006, 12:47 PM
smile.gif

"I am NOT a number!" *

Andrew got the rest bang on. Maybe he missed it or I am mis-remembering but I think Hunter explained waaaaaay back that Citizen #1 was/is a test login he uses when doing certain types of work on the board. I think I've seen it logged in once, maybe twice but I don't recall how it was listed.

* possibly cryptic references though I suspect most people here have seen "The Prisoner" ;)
kafka47
December 12th, 2006, 02:49 PM
You mean back in the early days...when we talking about the Quick Link Network?

http://static.flickr.com/137/320668327_12d6a1daf2_o.jpg
tjoneslo
December 12th, 2006, 06:32 PM
Originally posted by atpollard:
I didn't know where else to ask this, but I just noticed that Hunter is Citizen #2.

The directory does not list a Citizen #1. I was curious if anyone knew who was Citizen #1?
I'd guess that Citizen #1 is the UBB administrator user, well hidden to prevent random violence to the boards.

Exotic or Futuristic Materials page 1

Spinward Scout
September 13th, 2001, 02:41 AM
Does anyone use any exotic materials in your games? I just finished reading 3001: The Final Odyssey (Arthur C. Clarke) and he was talking about buckyballs - Carbon 60. So I did a bit of research.

planet-hawaii.com/nanozine/NANOMATS.HTM

This goes over in some general detail about the buckythingys, but basically:

"a Buckytube is predicted to be somewhere between 1.2 and 2 times that of a diamond fiber, or a whopping 100 - 150 times as strong as steel at less than one fourth the weight."

Now there's some heavy armor. And then there's this:

"Metal-doped Buckytube cables are predicted to be 50-100 times as conductive as copper. If the tubes could be made inexpensively, a revolution in power transmission efficiency would be at hand."

But wait, there's more! I also heard about the research with Spider Silk a while back, and found this page (as well as others):
www.imb-jena.de/www_elmi/molcyto_spid.html (http://www.imb-jena.de/www_elmi/molcyto_spid.html)

and:
www.sfgate.com/hypertek/9706/spider.shtml (http://www.sfgate.com/hypertek/9706/spider.shtml)

Spider Silk has these properties:

High tensile strength stronger than steel
High extensibility comparable to rubber
High capability of water uptake
Biodegradability

In fact, one of the pages I found said that a pencil thin strand of Spider Silk could stop a 747 (we could have used a net of this stuff yesterday in front of the World Trade Center).

Anyway, the one page talks about buckycloth and I thought it would be a cool idea to make indestructable but flexible clothing from the combination of these two materials. What about buildings made of these materials?

Has anyone ever had any similar thoughts? Or any other thoughts for the use of these materials?

Peace,

Scout
Spinward Scout
September 13th, 2001, 03:00 AM
Here's a cool report I found about the Buckyball.

Scout

The Buckyball: An Excruciatingly Researched Report

A few years ago, scientists made an exciting breakthrough that could revolutionize the world of science, with particular emphasis on chemistry. Called buckminsterfullerene, or the buckyball, for short, this newly-discovered molecule has scientists the world over scrambling to find new and unusual uses for this unique molecular oddity.
Buckminsterfullerene may sound a bit unscientific as a name, but it is the perfect tribute to the designer of the geodesic dome, R. Buckminster Fuller. Fuller pioneered architecture by creating such domes, known for their lightness, strength, and characteristic shape. Epcot Center in Walt Disney World, Florida, is arguably the most notable geodesic dome structure.
The buckyball is a new form of carbon, previously undiscovered until the early 1980's. Before this exhilarating discovery, there were only two known forms of "pure" carbon to be found on Earth. The first is graphite, the slippery, soft, metallic-grey material used in pencils. Contrasted radically to graphite is the second form of pure carbon: diamond, practically the antithesis of graphite, it's an incredibly rigid crystal. Yet both graphite and diamond are made up of pure carbon. Also made with pure carbon is the buckyball, consisting of a practically inconceivable 60 carbon atoms, all linked together to form a hollow, spherical ball.
The 60 carbon atoms form what is called a truncated icosahedron, which literally looks like a soccer ball. It consists of 12 regular pentagons and 20 regular hexagons. The C60 molecule does not bond readily to other atoms or molecules, as all bonds are to another carbon atom.
The buckyball is the only molecule of a single atom to form a hollow spheroid, and it spins at over one hundred million times per second. According to John R.D. Copley, physicist at the National Institute of Standards and Technology, "there are 174 ways that [the buckyball] can vibrate." One of the principal researchers of the buckyball is Richard E. Smalley, professor of physics and chemistry at Rice University, Houston. Smalley asserts that it is the largest possible symmetric molecule, saying:

"Sixty is the largest number of proper rotations in the icosahedral group. That, in turn, is the largest point group-the largest group where symmetry operations, rotations, reflections, etc. leave one point unmoved. This makes C-60 the most symmetric possible molecule."

The buckyball, being the roundest of round molecules, is also quite resistant to high speed collisions. In fact, the buckyball can withstand slamming into a stainless steel plate at 15,000 mph, merely bouncing back, unharmed. When compressed to 70 percent of its original size, the buckyball becomes more than twice as hard as its cousin, diamond.
The discovery of the buckyball can be likened to the discovery of benzene in 1825. Benzene is made up of a six carbon ring along with six hydrogen atoms (C6H6). Benzene revolutionized chemistry, and is the father of innumerable compounds, many of which formed the basis of many everyday products. Some of these products include plastics, aspirin, paints, and even nasal decongestants. What benzene did in the past, scientists hope to repeat with the buckyball today. Scientists even anticipate greater breakthroughs with the buckyball since it is ten times larger than benzene. Smalley shows his perspective and excitement by stating, "This isn't 1825. It's like discovering benzene, only now you have all the techniques and the scientific instruments of the 1990's. available."
Smalley is credited with the discovery of the buckyball, along with his Rice University associates Robert Curl, Jim Heath, and Sean O'Brien. Harry Kroto, of the University of Sussex in England, also contributed greatly to Smalley et al. The discovery of the buckyball is an inspiring story of perseverance and dogged determination, reminiscent of the "golden age" of discovery, fraught with dead ends and false leads. It is a classic story in every sense of the word, bridging the gap between two continents and over five years of arduous, involved research.
Research on the buckyball continues through this day, due to the buckyball's extremely mutable nature. "Depending on the compound, the [buckyball] can serve as a conductor, insulator, semiconductor, or superconductor," says Smalley.
Perhaps the most exciting characteristic of the buckyball is that it is hollow on the inside, and Smalley insists that all elements in the periodic table will fit inside. This could create any number of practical uses, the most notable being in the field of medicine. Drugs could be administered molecularly, or more importantly, individual radioactive molecules could be contained within the buckyball for specific treatment of cancer, compared to chemotherapy, which bombards the patient with low level (yet relatively large quantities of) radiation.
A fuzzyball is created by adding single atoms to the outside of the buckyball. One example predicted would be the fully hydrogenated buckyball, C60H60. This would cause the buckyball to take on a fuzzy appearance, hence the name. There are many applications to fuzzyballs, one of which could create a slicker substance than teflon. A fully fluorinated buckyball would create the slickest molecular lubricant known to man, C60F60. The uses for a molecular lubricant are boundless, limited only by our imagination.
It seems that our imagination is the only limiting factor in the buckyball research. A pure buckyball is an insulator while the buckyball becomes a superconductor with the addition of a few atoms, including potassium. However, if too many potassium atoms are added to a single buckyball, it will become insulating instead of superconducting. Three potassium atoms create the best conditions for superconductivity. K3C60 is a stable metallic crystal with a face-centered cubic form of buckyballs, with potassium ions filling the gaps between buckyballs. This potassium buckide is the first molecular metal that is totally three-dimensional. Therefore, metallic buckides could be produced as a totally free superconductor, not linear, but in all three dimensions.
The buckyball also exhibits ferromagnetic properties. Led by Pierre-Marc Allemand at the University of California at Santa Barbara, the research team combined buckyballs with a reactant which readily donated its electrons to the carbon molecules. The compound was then cooled, then warmed again. The compound became magnetic when it was warmed to 16 kelvins, and only one organic magnet works at a higher temperature.
Smalley discussed plans to create a buckyball battery, created by wrapping lithium and fluorine atoms in a buckyball cage. Lithium and fluorine create energy when combined, but oxygen will attack the molecules in the air, unless shielded by a buckyball shell. Some scientists also suggested making batteries by stripping away electrons from the buckyball.
Another revolutionary line of thought is to create a whole new line of plastics, created by stringing buckyballs together, and hanging individual atoms or chemical groups off each buckyball. Organic chemist Fred Wudl of the University of California at Santa Barbara states that "it's the starting material for making a whole new family of organic compounds."
Already mentioned is the buckyballs incredible malleability. Robert Whetten of the University of California at Los Angeles states, "[the buckyball] is resilient beyond any particle that's been known," having sustained no damage after being hurtled at a stainless steel plate at 15,000 mph. Resilience is an asset in creating rocket fuels, as they must undergo extreme pressures. In addition, the buckyball's compressibility up to seventy percent of its original volume might tend to create a new type of shock absorber, able to withstand a 15,000 mph collision unscathed. Either that, or the buckyballs could be compressed and held, which could take the place of industrial diamonds, as a compressed buckyball is at least twice as rigid as diamond. This characteristic could prove to be suitable in either metals or plastics, creating a super-strong, relatively cheap armor.
Already present in a number of products are carbon fibers. Graphite fibers are used in such products as tennis rackets, golf clubs, bicycles, and airplane parts-all products which stress strength and durability. Carbon, or graphite, fibers are already the strongest fibers known, which is why the discovery of buckytubes is so exciting. The buckytube is an elongated fullerene, hollow in the center as the buckyball. It is basically a buckyball stretched out to form a tube. This tube creates a fiber even stronger than graphite fiber, since it is a single molecule. Again, industry could be revolutionized.
Another startling use of buckyballs practically utilizes ancient alchemy to turn buckyballs into diamonds. French and Argentine chemists have found a way to subject buckyballs to steep pressure gradients, which in turn cause the buckyballs to change into diamonds. Graphite also can be turned into diamond crystals, but that requires a higher temperature and higher pressure gradients. The method with buckyballs can be done at room temperature.
All in all, the discovery of buckminsterfullerene, and other fullerenes, is arguably the most significant scientific breakthrough in this century. It has the potential to have a far greater impact on modern society than benzene, the buckyball of the 1800's. The impact upon the scientific community is so great that there are scores of scientific research teams all competing to find new imaginative services that the buckyball can afford to humanity. It was discovered in the truest sense of scientific serendipity, the collaborations and circumstances all fell together to create the scientific marvel that is the
buckyball. The only tragedy in the story of the buckyball is that its namesake, R. Buckminster Fuller, did not live to see the scientific explosion created just a scant few years ago. Sadly, Buckminster Fuller, or "Bucky," as he preferred to be called, died on July 3, 1983. Had he lived, he undoubtedly would have gotten involved with some form of research into this fascinating molecule, irregardless of whether or not it was named after him. He was a true visionary, a man who believed in the unquenchable human spirit and quest for knowledge. Bucky Fuller was many things to all people: inventor, engineer, philosopher, and true American original. He would be proud of the advances made in his honor. The buckyball, as original and versatile as its namesake. Only the future can tell where science takes buckminsterfullerene, but one thing is certain: it will be to bigger and better horizons.

Craig Segawa

WINNER: PHI THETA KAPPA ESSAY CONTEST
Captain Tylor
September 13th, 2001, 12:16 PM
WARNING: Very little real science follows:

I know that this is only marginally scientific, but in my current science fiction campaign, I use a li'l something I refer to as "electrobond armor". It is a metallic or other compound whose crystalline structure can be strengthened by the specific application of outside energy (electric current, properly oriented magnetic fields, etc. I still haven't made up my mind about its exact operation). I describe it to my players with the following example: a quarter inch sheet of this stuff in its natural state is easily penetrated by a pistol bullet, but turn on the juice and that same sheet will stop a 20mm cannon shell. In a far future-type setting, I found this to be a more "realistic" alternative to deflector shielding.

The politics of piracy page 1

Black Globe Generator
September 15th, 2006, 01:56 AM
A real-world example. (http://www.slate.com/id/2149370/?nav=tap3)

I found this thought-provoking from a Traveller's point-of-view.
sid6.7
September 15th, 2006, 02:12 AM
interesting....

i also hadnt thought about it but
yeah the tsunami may have "cleaned up"
things for awhile at least... smile.gif

one could also note that thier are
no REAL "frontiers" anymore either
so alot of youthful "energy" has no
where to go...

thank goodness we have TRAVELLER!
aramis
September 15th, 2006, 02:54 PM
I've oft stated: The imperium has no reason to actuallly prevent piracy, only to appear to thwart piracy. But to thwart piracy, there needs to be the occasional, credible and real pirate attack.
mike wightman
September 15th, 2006, 03:14 PM
I think certain Imperial nobles may actually sponsor pirates in their rival's area.
Megacorps do the same IMHO, calling it trade war amongst other things...
Chuck Anumia
September 15th, 2006, 04:00 PM
I agree!
Then the Pirates can sell the original cargo back to the party it was stolen from for less money.
The big looser is the insurance company.
Black Globe Generator
September 15th, 2006, 04:14 PM
Originally posted by General Johnnie Reb:
The big looser is the insurance company. Which is why Hortalez et Cie underwrites pirate-hunting privateers IMTU. graemlins/file_23.gif
Ptah
September 15th, 2006, 04:40 PM
Originally posted by Sigg Oddra:
I think certain Imperial nobles may actually sponsor pirates in their rival's area.
Megacorps do the same IMHO, calling it trade war amongst other things... Sir! These are not pirates but privateers, adn they are merely enforcing trade sanctions against rivals engaged in unfair competition. ;)

I agree, at least for MTU.
princelian
September 15th, 2006, 09:08 PM
Megacorps funding pirates to prey on their adversary megacorps - or perhaps on independents in the region... Hortalez et Cie underwriting pirate-hunters.... oh, the possibilities in those two posts!

graemlins/file_23.gif graemlins/file_23.gif graemlins/file_23.gif
mike wightman
September 16th, 2006, 05:00 AM
Here's a link to an earlier idea:

http://www.travellerrpg.com/cgi-bin/Trav/CotI/Discuss/ultimatebb.cgi?ubb=get_topic;f=7;t=000399;p=1#0000 00
Lochlaber
September 27th, 2006, 05:51 AM
Don't forget that pirates have the additional problem in that they need someone to fence their goods for them, compared to a privateer who can sell their's fairly easily and legally. As for real life pirates, as I understand it now, most pirates kidnap for cash, rather than steal goods because they are either too bulky, they lack access to markets in which to sell thm and/or are afraid that they will be easily traced back to them. (Serial Numbers: Not just for fun anymore)
kafka47
September 27th, 2006, 09:35 AM
Another way to look at pirates, is through the prism of Star Mercs gone rogue. Much as a Merc company is like a shark combing the Interstellar ocean for garbage and dealing with things that polite society usually does not discuss, it is bound within a particular ecology. However, every so often, when either markets dry up or that there is too much competition, the tempetation to bend the rules becomes easier. As the next step from bending the rules becomes to outright break them. And, there you have your pirates operating with a legit. front company able to acquire resources and transfer bounty through externalities.
Black Globe Generator
September 27th, 2006, 01:15 PM
Originally posted by kafka47:
Another way to look at pirates, is through the prism of Star Mercs gone rogue. Much as a Merc company is like a shark combing the Interstellar ocean for garbage and dealing with things that polite society usually does not discuss, it is bound within a particular ecology. However, every so often, when either markets dry up or that there is too much competition, the tempetation to bend the rules becomes easier. As the next step from bending the rules becomes to outright break them. And, there you have your pirates operating with a legit. front company able to acquire resources and transfer bounty through externalities. I described the same process from MTU in my mercenary ship names post: mercs may find themselves taking on jobs as pirate hunters, or simply turning pirate themselves, to get by - a merc may stake out an independent system beyond the Imperial border and prey on the ships from other polities to avoid the wrath of the Imperium, or they may look for cover under the wings of a megacorporation.

Keeping up the payments on a Broadsword-class ship requires a certain flexibility when it comes to paying the bills...
Laryssa
September 27th, 2006, 02:17 PM
Aarg, vote for me, Cap'n Hook! Vote for me, the honest crook! Aarg!! smile.gif
mbrinkhues
September 27th, 2006, 02:36 PM
Originally posted by Lochlaber:
Don't forget that pirates have the additional problem in that they need someone to fence their goods for them, compared to a privateer who can sell their's fairly easily and legally. As for real life pirates, as I understand it now, most pirates kidnap for cash, rather than steal goods because they are either too bulky, they lack access to markets in which to sell thm and/or are afraid that they will be easily traced back to them. (Serial Numbers: Not just for fun anymore) IMHO piracy in Traveller is more like the 17th-19th century. Where pirats could (almost) openly sail into the Harbor of a colony established by a European nation and sell their goods unless they could be traced to a ship of said nation. A few decades (and cases off tea) later that changed to "exspecially if they where of said nation"

The same happened with earlier European pirats. Störtebecker could sell his goods to non-Hanse cities and did. Yet he was no Privateer.

Traveller is similar with a number of less than friendly states on the Imperial borders (And it's borders where piracy blooms IMHO). I doubt the Sword Worlds will allow Imperial police officers to check cargo.
Liam Devlin
September 28th, 2006, 02:06 AM
In defense of starmercs: Those who have gone rogue find themselves on the short end of the StarMerc stick when caught.

#1) Legal Star Merc's worked hard for their liscenses in the Imperium, and obeying the Imperial Laws of War.

#2). They (Star Mercs) do tend (if & when notified) police their own, bitterly. Going rogue as a StarMerc betrays a trust entitled to these groups since the 2nd Imperium.

References: GDW's MT Hard Times
robject
September 28th, 2006, 07:45 PM
Originally posted by Lochlaber:
Don't forget that pirates have the additional problem in that they need someone to fence their goods for them, compared to a privateer who can sell their's fairly easily and legally. As for real life pirates, as I understand it now, most pirates kidnap for cash, rather than steal goods because they are either too bulky, they lack access to markets in which to sell thm and/or are afraid that they will be easily traced back to them. (Serial Numbers: Not just for fun anymore) Fencing goods isn't a problem; it's an adventure hook!

And if all those small spacecraft IYTU aren't necessarily registered, then a pirate simply needs to nab one boat a year to fully fund his ops. The rest is gravy... or relocation expenses, more likely.

Imperial signs, symbols, and mythology page 1

stofsk
January 1st, 2007, 06:11 AM
I was wondering about something. Many empires have symbols and imagery that is meant to be a statement of the civilisation, say the statue of Brittania for the British Empire (she carries a trident to represent the empire's naval power), or the Roman Eagle, and so on.

Another example from the Romans is of course the she-wolf feeding Romulus and Remus, the two brothers who founded the city.

I'm guessing the Third Imperium has it's own symbols and mythology. What are they?
mbrinkhues
January 1st, 2007, 07:02 AM
The classic one is the Imperial Sunburst the "Ball inside a ring of flames" symbol.

Given the "stolen together" history of the 3I I doubt it has an "All Empire" Mythology. Like Rome each region likely has it's own(1) so the Vilanie still talks about the "God robots" and Terrans still watch Xena and believe it's greek mythology.

Distractors of the Imperium might suggest:

+ Pitchfork, Torch and Noose (Zhodanie)

+ Scales and a Moneybag (Solomanie)

+ Astroburger and Butcherknive (KKree)


(1) I.e left-rhine germany was Roman for quite some time but never lost the germanic mythology or religion
kafka47
January 1st, 2007, 10:01 AM
As Signal GK evolves you will see the whole range of Az-tech (Aztec) technologies emerge. This I thought was a useful re-interpretation of the old myths into a future context.

Also, the Scout service have the six legged creature as their emblem. Think of Star Wars, take a soliette image and superimpose in on a background of stars and you can instant emblems.

Also, of course, all the old tropes of Terran mythology would come to the stars. A rather like the idea of a bunch of Vargr corsair adopting the Alien head as their emblem.

h
http://www.dvdfr.com/images/anecdotic/03032005_alien_head.jpg

Or whatever the name of that super aggressive Vargr species in Gateway is.
Maladominus
January 3rd, 2007, 03:21 PM
The Solomani Wheel-Cross is an ancient symbol from both Celtic symbology, as well as from the Greek symbol for "Earth".


The Imperial Scout symbol is that of the Sylean 6-legged "poni". Back in the early days of the Third Imperium, during Cleon Zhunastu's reign, the Scouts were doing much of the exploration and re-establishing contact with old neighbors, and then encouraging them to join the growing Imperium. The young Third Imperium wanted the Imperial Scouts to adopt a symbol that had a link to Old Earth. Doing so would mean a symbolic link as the legitimate successor to the Second Imperium. Some Sylean scientist did her "research" and concluded that the Ancient Terrans once had some native horses which they used in the legendary "Pony Express" service, an early and glorified precursor to the Terran US Postal Service. She concluded that this Terran "pony" (horse) may be a reference to the same beast of burden on Sylea which the Syleans called the "poni", the 6-legged beast of burden.

So she recommended these findings, and the Imperial Scouts then quickly adopted the 6-legged Sylean "poni" as their mascot and symbol, since the Scouts did a lot of courier (mail) service all over the growing Imperium ---- neither rain, nor snow, nor dogbites, nor asteroid fields, could ever stop an Imp Scout from delivering his mail! Dur.

Several years later, the Imperial Scouts discover that the old Sylean professor made a mistake, and find out that the Sylean poni and the Terran pony (horse) are not the same animal. It's an embarassing mistake, but.... oh well, it was too late. The 6-legged poni emblem was already stamped on all the hulls of most of the IISS starships. They were not going to change it now.

This explanation came from an article in Best of JTAS #2.
GypsyComet
January 3rd, 2007, 04:41 PM
The Imperial sunburst would later become fractured (called the "Tiffany Star" by HIWG) as a symbol of the Rebellion, but would survive as part of the symbology refered to by TNE's "Keepers of the Flame".

The Flaming Eye as a symbol for pirates predates the Third Imperium, IIRC, being a Vilani symbol of considerable age.
stofsk
January 3rd, 2007, 08:51 PM
Any others? What about events and people who have become legendary to Imperial history?
mbrinkhues
January 3rd, 2007, 09:13 PM
At least two we know:

Olav hault Plankwell

Admiral Hieroschie(sp) of ISW fame


And we know that they still value officers from earth history like Seydlitz (Monitor class)
Whipsnade
January 3rd, 2007, 09:54 PM
Originally posted by stofsk:
Any others? What about events and people who have become legendary to Imperial history? Stofsk,

The trouble is coming up with events and people that are famous Imperium-wide. I've no doubt there are oodles of regional heros everywhere you look.

Arbellatra would be one. GT's 'Planetary Survey' for Glisten has her revered in that system much like a secular saint. Her birthday is a holiday and so forth. In DGP's description of the Imperial Palace a time capsule left behind by Arbellatra is mentioned. It was built to open automatically on 001-1000 but the mechanism failed. That failure is guessed at, but no one even suggests opening it because Arbellatra placed it there.

Plankwell could be another. He eventually gets a subsector, District 268, named after him in TNE. I'd think his 'myth' is a mixed one in Imperial memory however. Sort of bittersweet.

Jaqueline, the empress Plankwell murdered, could very well be another myth. This one wrapped up in doomed 'fin de seicle' motif of sorts.

I've always thought Cleon III should be another, just like Mad King Ludwig of Bavaria.

Oddly enough, we know of few Imperial military hoeros who also didn't take the Throne. After nearly losing the 5th FW, Santanocheev isn't a hero. However, we only hear of Norris after that and not the IN officer who replaced Santanocheev.

The same holds true in the Rim War. The Imperium advanced on Earth in a giant pincer movement along two separate fronts. We know the Solomani Grand Admiral Ivan Wolfe temporarily stalled one Imperial pincer. Wolfe was fighting the second when the first pincer he had thought was beaten arrived to win the battle. We never learn the names of those two Imperial commanders though.

Just my 0.02CrImps.


Have fun,
Bill
Arthur Denger
January 3rd, 2007, 11:41 PM
Originally posted by stofsk:
I was wondering about something. Many empires have symbols and imagery that is meant to be a statement of the civilisation...

I'm guessing the Third Imperium has it's own symbols and mythology. What are they? graemlins/paragraph.gif I would surmise that the Imperial starburst emblem has it roots in the earlier Ziru Sirka eclipse, a Vilani symbol which dates back to antiquity. Can someone check me on that one? I believe the colors of red and of yellow also have symbolic significance; the fact that Capital's sun is red likely has something to do with it. It is often hard to separate fact from myth, though I am confident someone from Eaglestone University's College of History could do so.

Originally posted by stofsk:
What about events and people who have become legendary to Imperial history? graemlins/paragraph.gif I don't know about legendary, but I suppose Alexander Lascelles Jamison has at the least attained a kind of folk-hero status. graemlins/omega.gif
Maladominus
January 3rd, 2007, 11:58 PM
Originally posted by Arthur hault-Denger:
I don't know about legendary, but I suppose Alexander Lascelles Jamison has at the least attained a kind of folk-hero status. graemlins/omega.gif Yeah, he's up there along with Lothario Lochinvar Finger.
kaladorn
January 4th, 2007, 01:55 AM
Originally posted by Arthur hault-Denger:
graemlins/paragraph.gif I would surmise that the Imperial starburst emblem has it roots in the earlier Ziru Sirka eclipse, a Vilani symbol which dates back to antiquity. Can someone check me on that one? I believe the colors of red and of yellow also have symbolic significance; the fact that Capital's sun is red likely has something to do with it. It is often hard to separate fact from myth, though I am confident someone from Eaglestone University's College of History could do so. I seem to recall some sort of comment in the Digest Group Traveller's Digest article on Imperial Marines (the ones on Sol) and their uniforms that the Imperial Sunburst originally had some associated colours but was eventually made officially colourless due to the inability of some races to percieve colours in the same way. I'd need confirmed on that as I don't have my collection handy (about 25% moved to the new place), but I recall something to that effect.
Andrew Boulton
January 4th, 2007, 08:18 AM
Imperial Sunburst: The symbol of the Third Imperium established by Cleon (the first emperor) when the empire was proclaimed. Images show him standing before the original banner with a golden yellow sunburst against a black background, representing Capital's type G star against dark space.
In 247, the Eliyoh (a nonhuman minor race) joined the Imperium. To that race the symbology was unimpressive. The Eliyoh vision centered in the far infrared, which resulted in distinction between the official colors of black and yellow being impossible. So the Empress Porfiria declared that the symbol would have no official color.
The original banner in the Imperial throne room is still black with a yellow sunburst. The Imperial Interstellar Scout Service uses a red sunburst; the Imperial Navy, yellow; the Imperial Army, black; the Imperial Marines, maroon.

A question about basic training... page 1

Scarecrow
August 7th, 2003, 03:30 AM
Ladies and Gentlemen of the armed forces. A moment of your time if you would be so kind.

I was wondering what Basic Training is essentially. How long does it last? What is it for? What does it teach you? What skills? Do all personnel go through it or just enlisted people? If Officers do it aswell, does their Basic Training differ from Enlisted Basic Training? If so, how? Does Basic Training differ to any great degree between services? If so, how?

Regards

Scarecrow
Ran Targas
August 7th, 2003, 10:15 AM
Basic exists to:

1) remove your pre-programmed, civilian, post-pubescent knee-jerk responses to authority and orders (do what you're told and do it NOW)

2) instill discipline and trust in your seniors

3) remove your preconceptions of true pain and misery and teach you to overcome the real thing

4) teach you to bond with total strangers in order to survive any ordeal (and find your place in the group)

5) remove your high standards for personal needs and replace them with the necessary; sleep, food of any kind, toilet paper, and clean water

There sure are a lot of lessons you take away from boot camp. If you've never seen the difference between spit-and-polish new grads and the punks that are just reporting in, it is an education in itself.
Antares Administration
August 7th, 2003, 01:28 PM
Originally posted by Scarecrow:
....
How long does it last?
There is a lot of variation. In most western armies, 8-16 weeks.

What is it for? What does it teach you? What skills?
1. Gets you to give up any 'me-first' preconceptions that you may have grown up with.
2. Gets you thinking as part of a team.
3. Develops a lowest common denominator that subsequent more specialized training can build upon.

Sorts of skills? Drill, Physical fitness, Marksmanship, basic unarmed combat, basic maintenance of clothing and equipment, fieldcraft and survival, navigation, etc.

Do all personnel go through it or just enlisted people? If Officers do it aswell, does their Basic Training differ from Enlisted Basic Training? If so, how? Does Basic Training differ to any great degree between services? If so, how?
Yes, all do it. Pilots, lawyers, cooks, whatever - all receive that basic common denominator training. Officers vs. men? In some countries, you can't become an officer without having spent some time in the ranks first. In others, officers are selected seperately. Their courses are similar, but include more detailed military history and knowledge, leadership and problem solving, etc. From service to service? Depends on the country and the service. In Canada (speaking from first hand experience), all services take the same basic training, with one stream for the Officers, and another for the Men. I originally trained as an Aerospace Engineer, but I did my basic officer training with guys from all specialties, who became submariners, infantry, fighter pilots, intelligence officers, lawyers and supply specialists to name a few.

Hope it helps,

Paul Nemeth
AA
Father Fletch
August 7th, 2003, 01:39 PM
While Ran Targas' response includes most of the major philosophical reasons for Boot Camp/Basic Training/Recruit Indoctrination, it leaves out some of the practical reasons.
A recruit should leave basic training with knowledge of the rank and grade structure of the service he has joined. A recruit will be familiar with the common infantry weapons and basic tactics of his service, even if he joins a maritime or aviation service.
In a space-based military he will also learn basic vacuum emergency procedures.
Many services in modern times also have recruits learn some hand-to-hand combative skills, even if it is only bayonet training.
Some services will inculcate the recruit with the history and traditions of that particular service, i.e. The US Marine Corps, the British Royal Navy, the French Foreign Legion. Etc.
In large empires, Russia, America, England, France and the Third Imperium there are often language barriers that need overcoming. Services will often have basic language classes for minority members of the empires to learn the main/majority language of the service.
Officers will usually go through a similar version of this training, with the demands often being higher for them, since they are supposed to be the best and brightest.
Two books I highly recommend to give a feel for military life in a space-based service are
Space Cadet and Starship Trooper, both by Robert Heinlein. He was a graduate of the US Naval Academy, class of ’37, and served in WW2. While his politics are not for everyone, his writing is top notch, IMHO.
kaladorn
August 7th, 2003, 04:23 PM
Originally posted by Father Fletch:
A recruit should leave basic training with knowledge of the rank and grade structure of the service he has joined. A recruit will be familiar with the common infantry weapons and basic tactics of his service, even if he joins a maritime or aviation service.Familiar being the operative word. A CRM-0 wouldn't be out of place. As I recall from our training, we got a few weeks of common training, the the non-infanteers split off. Most of them never handled firearms much after that. For the record, I don't consider most "trained" infantryman to be good shots - that tends to require some prior skill or a good level of individual coaching. Sure, you can put rounds downrange in the appropriate manner and handle IAs (Immediate Action drills), but the ability to hit a target accurately requires a bit more than that.
And needs to be kept in practice.


In a space-based military he will also learn basic vacuum emergency procedures.
Also, power-out zero-G vacc suit drills would be mandatory. I'd think all space services should grant their members vacc-1 and zero-G environment-0 at least from training (arguable high-G for performing when the grav comp is down....). Yes, I know you have compensators and grav plates... but what if the power plant is offline or the plates malfunction or are damaged? You still need to know how to move and not hurt yourself and to be ideally combat effective.


Many services in modern times also have recruits learn some hand-to-hand combative skills, even if it is only bayonet training.Interestingly, I know a member of the US SF community (currently active). He tells me HTH training is very much de-emphasized. There is some, but he says you are mostly encouraged to pursue it yourself if interested. Quite simply, a pistol with a silencer (or an SMG or AR) is so much better that HTH isn't such an issue - when the same guys also have to learn great amounts of survival, land nav, recce, languages, fwd obs, weapons, comms, mech, etc.

Yes, you'd probably get a Hand Combat skill (possibly Brawling or Small Blade). Bayonets don't exist (or are a joke) on most bullpup weapons.

Some services will inculcate the recruit with the history and traditions of that particular service, i.e. The US Marine Corps, the British Royal Navy, the French Foreign Legion. Etc.
And any unit that is training its own members will try to work in some 'unit espirit' into the training.

In large empires, Russia, America, England, France and the Third Imperium there are often language barriers that need overcoming. Services will often have basic language classes for minority members of the empires to learn the main/majority language of the service.
Excellent point.

Officers will usually go through a similar version of this training, with the demands often being higher for them, since they are supposed to be the best and brightest.In some respects. They are expected to be combat leaders, so they are expected to perform some tasks to a very high standard, many of them leadership and care-of-troops related. OTOH, I've seen some of their standards in some other particulars and wasn't always as impressed. I think on the whole the results are about the same, just with a wee bit different emphasis. At least in countries where the normal army training for enlister persons has a high standard.
[/QB][/QUOTE]

Let me add a few things:

Most training has as a purpose to break the person of thinking like an individual and thinking as part of a team. This goes counter to instinct so you have to be 'broken down' (tired out, mentally exhausted and open to anything that will make the situation better, shown you can't win as individuals) and then 'built up' (shown that as a team you can accomplish the previously undoable, given to know that each member has skills and is improving). You become dependent on your buddies and they on you and this develops a sense of responsibility that keeps people going in tough situations where they might give up if only their own selves were in peril, but they'll fight on or march on or whatever if others are depending on them.

Let me also add that instruction can be done without abuse. I met a crusty WO1 who could make you feel pretty low and inept without ever saying a cuss word or raising his voice. But he did get you to improve, as being subject to his disappointment and his accurate analysis of your failings was not pleasant.

Basic teaches you how to be 'minimally militarily competent'. Beyond that, you need to add phases of basic and advanced trade training (being an infanteer, for instance, is far more than knowing which end of a rifle bullets come out of - add in recce, fwd obs, commo, mech, hvy wpns, etc). Officers have to add all sorts of 'leadership stands' and other testing related to the care and maintenance of men and also a lot of legalistic stuff to do with what their responsibilities are under international conventions and various civil laws. But that's all beyond the scope of basic.

Basic is about turning the 'me' into 'us'. It's about making you capable of recieving and benefiting from the higher levels of instruction in your trade. It is about teaching you about limits and how artificial they are and how you can go beyond them with the right motivation. And it is about getting you in shape - let's not forget that - many a sedentary youngun has been turned into a lean, mean, fighting Muh-rine!
far-trader
August 7th, 2003, 05:01 PM
Originally posted by kaladorn:
Also, power-out zero-G vacc suit drills would be mandatory. I'd think all space services should grant their members vacc-1 and zero-G environment-0 at least from training (arguable high-G for performing when the grav comp is down....). Yes, I know you have compensators and grav plates... but what if the power plant is offline or the plates malfunction or are damaged? You still need to know how to move and not hurt yourself and to be ideally combat effective.
I think I have to disagree here. That's a little like saying the Terran wet Navy should be training every sailor to swim, or every submariner in the use of deep dive suits and/or scuba gear. We are talking BASIC not special forces training. I doubt the Imperial Navy even provides Vac-Suits for every crewman aboard, unless the depressurize the whole ship before combat is something you use IYTU. Just my opinion of course smile.gif
Zutroi
August 7th, 2003, 08:25 PM
No personal experience, but a good friend of mine served inthe USArmy Cavalry. He summed up basic in one word:

Prioritize.

He was always given too many things to do, and not enough time to do them, thought the whole thing was total BS, and then found himself in Kuwait - trying to do too many things in not enough time!

The daughter of some of my friends just graduated USAFA, and is currently learning to strap a Texan II to her shapely posterior prior to doing the same thing with an F15 or F16. As an officer-in-training she had the advantage of eventually learning exactly what was being done to her, so she could do the same to the next batch of cadets.

Cadets are inundated with huge quantities of stupid/useless/trivial information that must be assimilated, memorized, and prepared for immediate recall at any time. She said the object was to get into the habit of 'detail-oriented' thinking.

redface.gif appologies for any errror or omisions, I'm currently enjoying a VERY LARGE, well deserved Rum-and-Coke, and am in no condition to properly proofread my posts... graemlins/file_21.gif
kaladorn
August 7th, 2003, 09:41 PM
Originally posted by far-trader:
I think I have to disagree here. That's a little like saying the Terran wet Navy should be training every sailor to swim, or every submariner in the use of deep dive suits and/or scuba gear.[/QB]1. Not swimming can kill me in some circumstances, but I may be able to grab a boat. Not breathing is a different story.

2. I'm not sure your native land, but here *all* of our military personel (army, navy, etc) have to pass a swim test. So if you want to pass basic, you'd better learn to swim.
far-trader
August 7th, 2003, 10:14 PM
Originally posted by kaladorn:
</font><blockquote>quote:</font><hr />Originally posted by far-trader:
I think I have to disagree here. That's a little like saying the Terran wet Navy should be training every sailor to swim, or every submariner in the use of deep dive suits and/or scuba gear.1. Not swimming can kill me in some circumstances, but I may be able to grab a boat. Not breathing is a different story.

2. I'm not sure your native land, but here *all* of our military personel (army, navy, etc) have to pass a swim test. So if you want to pass basic, you'd better learn to swim. </font>[/QUOTE]1. That's a point, but grabbing a boat (IMTU) would equate to jumping in a boat (space craft type) or survival bubble (life vest equivalent).

2. smile.gif Same as yours as it happens eh, and I did know we do but I wasn't too sure about the rest of the world. I am certain (well, pretty sure) that historically anyway it wasn't a requirement (even I think as recently as WWII but I might be mistaken) Actually I thought that was just for sea duty but wouldn't preclude you from shore duty but I could very well have that wrong. Also you don't mention if they actually teach you to swim in basic or if its just an expected requirement. Not picking an argument, just curious and it pertains to the question. Also I'm not sure what the level of ability is they require to pass, would a single lap dogpaddling all the way do? Again just curious, if you have the information at hand.
Dynamo
August 7th, 2003, 11:19 PM
Well US Coast Guard Boot Camp is 8 weeks long, (although it used to be longer). You learn how to be a soldier, close order drill, how to make your bed, shower fast and iron everything you own. They also show you how to roll your undies into a little package just about the size of a soda can (thats a t-shirt, socks and a pair of boxers).
That takes about a week or so to get down, while they teach you how to march, customs and courtesies and the basic ins and outs of Military life. Cap that off with a pretty intensive physical fitness program and lots of class time spent learning about Seamanship (everything from the correct way to paint to knotwork and survival techniques) Firefighting, Small arms instruction, Vessel identification, watchstanding and 20 or thirty other types of classes and you'll find out that there is no limit to what you can pack information into empty heads. Its graduated and gets more and more complicated as you go on. Each lesson builds on the previous one. Basic really gets you in shape for the fleet, but 99% of what you learn happens at your first unit.
Eric
August 8th, 2003, 12:48 AM
If you want a good resource I`d suggests that you read Star Ship Troopers. At least half that book was about training. It`s tough stuff. Out of the 2000 recruits about 180 graduated :eek: and I think 13 of the failures were deaths. One of my favorites was the surprise survival training. They were basically abducted from the barrack, dumped in the woods naked and told that they were expected back in a week.
phydaux
August 8th, 2003, 03:41 AM
Originally posted by far-trader:
That's a little like saying the Terran wet Navy should be training every sailor to swimWell, we do. Or, at least when I was in USN boot camp, we got "drown proofed."

It went like this:

One day we were marched to the base swimming pool. We were sent, one by one, up the ladder of a high dive board. We were then told to jump off. If anyone hesitated, they were pushed off. once we hit the water, we were told to tread water in place for 30 seconds. After treading water, we were told to swim to the center of the pool. Then we were told to swim, underwater this time, back to the edge and climb out.

There were life guards, both around the pool and in the water. If anyone sunk they were dragged out of the water and sent back the next day. you had three tries to "get it" and if you didn't, they told you "Sucks to be you if your ship sinks" and sent out to the fleet.

Basic is just that - basic. It's more indoctrination than any useful training. I got to spend one hour with a .45 pistol in Basic, then I never touched a pistol again the whole time I was in. If anyone WAS expected to carry/maybe shoot/ a gun, they got several days "real" training long after basic was over, as well as regular refreshers.
phydaux
August 8th, 2003, 03:47 AM
Originally posted by Zanrain:
Out of the 2000 recruits about 180 graduated :eek: and I think 13 of the failures were deathsPlus, it's good to keep in mind that is a fictional account of training on becoming Super Soldiers.

Sure, the washout rate at SEaL School is about 70%, but that's well AFTER both Basic AND regular job training.
Ran Targas
August 8th, 2003, 08:00 AM
^ I apologize to FF and Scarecrow for waxing philosophic and not getting down to the brass tacks ...

First, usmilitary.about.com (http://www.usmilitary.about.com) is an awesome civilian resource for details on basic and follow-on training

- Combat arms (USA/USMC) officers and enlisted normally attend the same or similar basic training with greater emphasis on leadership and tactical prowess for the officers. The Marines believe every Marine is a combatant and all Marines receive the same basic infantry training. In the case of SEALS, they attend training as a group with the officers assuming leadership responsibilities for his team.

- USN and USCG basic concentrates less on combat related training and more on team building, discipline, and shipboard skills (swimming!, firefighting, communications, seamanship, terminology, etc.). There is some attention given to weapon orientation, as ships have security forces, but markmanship is not the Navy's strong point.

- USAF basic training involves lots of volleyball, first aid for paper cuts, properly adjusting the lumbar support on your chair, how to best take advantage of AMC flights, and how to wear those really cool ascots! graemlins/file_23.gif

Seriously, the above website should answer a lot of your questions.
kaladorn
August 8th, 2003, 11:57 AM
Originally posted by Dynamo:
spent learning about Seamanship (everything from the correct way to paint to knotwork and survival techniques) I was just writing up a Merchant and a Nautical Force character respectively recently and realized what a great skill (from my own mariner moments) that rope-use was. I realized it probably falls under Artisan or maybe is a new skill under MegaTraveller, though one might argue for it under the Environment cascade also.
kaladorn
August 8th, 2003, 12:04 PM
Originally posted by far-trader:
2. smile.gif Same as yours as it happens eh, and I did know we do but I wasn't too sure about the rest of the world. I am certain (well, pretty sure) that historically anyway it wasn't a requirement (even I think as recently as WWII but I might be mistaken) Actually I thought that was just for sea duty but wouldn't preclude you from shore duty but I could very well have that wrong. Also you don't mention if they actually teach you to swim in basic or if its just an expected requirement. Not picking an argument, just curious and it pertains to the question. Also I'm not sure what the level of ability is they require to pass, would a single lap dogpaddling all the way do? Again just curious, if you have the information at hand. [/QB]Well, I don't recall if there was instruction or it was just an expectation. But even in the infantry I had to pass a swim test. I think they gave you plenty of warning and suggested you learn to swim or at least dogpaddle enough to stay afloa t for the mandatory time. Now, my SCUBA course had a much more stringent (and even it wasn't too bad) swim test involving staying afloat for two minutes and swimming 10 lengths of the pool. SEAL training is insane... they do hundreds or thousands of flutter kicks daily IIRC. Those boys have legs like ironwood.

As one of the other fellows pointed out... basic is sometimes 'basic'. I don't know if they ever washed anyone from the infantry for failing the swim test, but you did want not to fail it since you'd have to take it again.

So Swimming-0 might be appropriate if nothing else. Which is why I argue for zero-G env-0 for any space trade.

PS - In the navy or CG, unless I'm a diver or small boat guy, I'm not going swimming unless the ship sinks (or I choose to or have to do a rescue). OTOH, if the engineer shuts down the AG plating, I'm in zero-G. If the engineer turns off the diesel on a modern DD, I don't suddenly have to swim....
BMonnery
August 8th, 2003, 10:02 PM
Originally posted by Scarecrow:
Ladies and Gentlemen of the armed forces. A moment of your time if you would be so kind.

I was wondering what Basic Training is essentially. How long does it last? What is it for? What does it teach you? What skills? Do all personnel go through it or just enlisted people? If Officers do it aswell, does their Basic Training differ from Enlisted Basic Training? If so, how? Does Basic Training differ to any great degree between services? If so, how?

Regards

Scarecrow The average British squaddie does the 24 week long Combat Infantry Course (Singular) at Catterick, which is shorter than the old split into 2 phases at different locations (with greater retention). Those joining the Marines are lucky if they finish their course in 30 weeks (it frequently drags on further). To reach Corporal a British squaddie need to attend the 15 week long Junior Tactics Company at Brecon, which is about as tough as Ranger School ( http://www.atra.mod.uk/atra/INFBATTSCH/itcwales/Structure/Junior_Division/index.htm )

American Marines have a 13 week basic training course (about the length of the British Phase 1 Training Course), those not going to Marine Infantry attend a 17 day *basic* infantry course, while the infantry training battalions run 52 day courses for the infantry.

The US Army have a 9 week Basic Course ( http://www.jackson.army.mil/BCT/overview.htm). Fort Benning run a 13-14 week Infantry Course, but from my reading of the course content this is also a singular course. (http://www-benning.army.mil/itb/ )

So, in the West 14-24 weeks for the normal Combat Infantryman.

In all three cases a common basic training phase existed until recently, the British dropping it for infantry for good reasons (and I assume the same for the US Army).

Bryn
BluWolf
August 9th, 2003, 12:36 AM
I would agree with everything said here but cannot over estimate the degree of esprit De Corps that was emphasized at (US) Marine boot camp.

It was hard as hell but also an absolute blast!!

One thing I would like to add to the "flavor" or should I say approach in just about any basic trainging course. While they are obvioulsy all physically and mentally challenging they are NOT intellectually challenging.

Do to the wide vaiety of backgrounds most armed forces deal with just about any basic training course will be geared to a third-sixth grade reading level (US implied here).

When I went on to some of my advanced training I found the most difficult thing was staying awake in any class room setting.
kaladorn
August 9th, 2003, 12:57 PM
Originally posted by BluWolf:
One thing I would like to add to the "flavor" or should I say approach in just about any basic trainging course. While they are obvioulsy all physically and mentally challenging they are NOT intellectually challenging.
Without trying, I posted very high scores on all the basics (rank struct, military law, etc). I scored high enough on my entry tests, the sergeant reviewing them said 'so, you're going officer?' I said 'eh?'. He said people with these kind of entry scores usually do. I of course declined. I figured even if I wanted an O rank eventually, I wanted some time-in in E ranks first. I still remember one part of the entry tests... a 75 question test with 22 mins to complete. They said not to worry about finishing. I was done in 16 mins and scored 72 (I didn't answer one about cyphers and I actually got two wrong). But a lot of folks apparently didn't even finish it.

Do to the wide vaiety of backgrounds most armed forces deal with just about any basic training course will be geared to a third-sixth grade reading level (US implied here).

When I went on to some of my advanced training I found the most difficult thing was staying awake in any class room setting.CF (when I joined) had requirement of a grade 12 education. Having trouble getting people, they dropped to grade 10 (for infantry anyway). But we all know how good a job of the 3Rs modern schools do, so we can imagine why they 'aim low'.

And I also have to concur about the doze-o-rama. The classrooms I was in were usually hot, had poor air circulation, had people who were good at things but poor at instruction (or should I say at least uninspiring rather than 'poor'?). And you usually had done some physical stuff too... so you tended to zone out and take open-eyes naps... kind of like Engineering School.... ;)
Shadow Bear
August 9th, 2003, 11:04 PM
Originally posted by Scarecrow:
Ladies and Gentlemen of the armed forces. A moment of your time if you would be so kind.

I was wondering what Basic Training is essentially. How long does it last? What is it for? What does it teach you? What skills? Do all personnel go through it or just enlisted people? If Officers do it aswell, does their Basic Training differ from Enlisted Basic Training? If so, how? Does Basic Training differ to any great degree between services? If so, how?

Regards

Scarecrow
Shadow Bear
August 9th, 2003, 11:34 PM
Originally posted by Scarecrow:
Ladies and Gentlemen of the armed forces. A moment of your time if you would be so kind.

I was wondering what Basic Training is essentially. How long does it last? What is it for? What does it teach you? What skills? Do all personnel go through it or just enlisted people? If Officers do it aswell, does their Basic Training differ from Enlisted Basic Training? If so, how? Does Basic Training differ to any great degree between services? If so, how?

Regards

Scarecrow I went through two basic training camps, one for the USCG and one for the USAF. At the time they were both 16 weeks long. They both featured physical training, disipline, testing markmaship and military courtesy and law.

The USAF trained us with the M-16 only while the USCG trained us to use the M-16 and the .45 semi-automatic pistol. Usaf gave us very basic fire fighting (what type of extinguisher to use on what type of fire) the USCG trained more extensively including actually using the equipment to fire an oil fire in a inside a steel structure (simulating a fire inside the vessel's engine room). Knot tieing and line handling were also given in the USCG. The USCG required swimming and jumping from a high diving platform to simulate jumping off the side of a vessel. USAF stressed testing and classification for advanced training and job placement.

Both services as mentioned above gave you too little time and too much to do, taught team work, how to wear and care for the uniform, how to recognise ranks and other services, the Uniform Code of Militray Justice, 10 basic orders, drilling, and a complete rebuilding of your self image.

Being enlisted I cannot speak to what the officers were taught. Keep in mind most officers go through an academy (West Point, Anapolis or the Air Force Academy) but during war time there was something called a 90 day wonder program that produced officers quite quickly.

The next step after basic would be a class A school, 16 weeks of intensive training in your specialty. 4 months of basic and 4 months of advanced training, a few weeks leave in between and tranist times between bases, waiting for a new class to start and you could easily wrap up a year before arriving at your first duty assignment.
Kensai
August 10th, 2003, 08:17 AM
The armed forces you've all been mentioning are all professional forces belonging to first-world nations; here's a bit from someone who's been a conscript in a developing/near-developed nation.

First of all, let me note that conscript forces are not necessarily inferior to professionals - witness the armed forces of Israel, and of course both the US and UK used conscript forces in WWII to good effect.

In Singapore, all medically fit males are enlisted into the armed forces for National Service at age 17, with educational deferment common. Most enter when they're 18-19. They serve for 24 months, with an additional 6 months tacked on if corporal rank or higher is achieved during service. They are then liable to 13 years' reserve training with their unit, and then discharge to a reserve division until age 40 (55 for ossifers).

Even before enlistment, while youngsters are still in school they take a fitness test every year. Those who fail this test - which involves situps, shuttle run, chin-ups, broad jump and a 2.4 km (1.5 mile) run - undergo a two-month Pre-Enlistment Program which is dedicated to physical fitness. Then they join the rest of their cohort (who therefore do two months' less NS) for a 12-week Basic Military Training program.

BMT focuses on physical conditioning (including route marches of up to 24 km [15 miles], obstacle course runs and yes, swimming), basic fieldcraft, weapons training - which incorporates a Trainfire tactical marksmanship program - drill and discipline, teamwork, first aid, and ethics and responsibility. Yes, we *are* taught the rules of the Geneva convention!

After BMT infantry go on to Advanced Continuation Training (8 weeks), then a trade school/specialization (8 weeks); officer cadets go to OCS for 32 weeks.

I personally was an infantry-battalion signaller and BMT was a good foundational experience; although it's true that most of the knowledge and skills of infantry warfare were gained later, they were built upon that strong foundation, sort of the way you need to be able to read and add before you can do advanced calculus....
PapaGolfWhiskey
August 10th, 2003, 08:50 AM
As an historian cousin of mine has it The singapore/Swiss/Israeli model isn't that much different from the model Sam Hughs had for Canada.
Every able bodied person concripted young and then kept in training via militia service until needed.

We didn't follow it but...

The Solomani Confederation Does have a 'homeguard'
Kensai
August 11th, 2003, 01:05 AM
Originally posted by Garf:
As an historian cousin of mine has it The singapore/Swiss/Israeli model isn't that much different from the model Sam Hughs had for Canada.
Every able bodied person concripted young and then kept in training via militia service until needed.

We didn't follow it but...

The Solomani Confederation Does have a 'homeguard' Indeed - note that the nations that actually follow this practice are small in both land area and population as compared to their neighbours, hence the need for a high MPR (Military Participation Ratio).

Switzerland requires it because it's surrounded by large and traditionally belligerent neighbours and it wants to hang on to its neutrality; Israel is in a more or less constant state of war for its survival.

Singapore's strategic situation is similar to Israel's with less unfriendly neighbours; we have fought the Indonesians (the Confrontation) in a low-level conflict involving mainly attempts at terrorist attacks by Indonesian commando units. Fortunately President Sukarno died....

Another correspondence is a high emphasis on individual manpower quality and the use of high-tech force multipliers, which is essential to a citizen army if you want to have a society left after the war. Simply put, we can't afford to take many losses - the nation would collapse.

Historically this system was inaugurated by the Prussians in their army reforms after Jena-Auerstadt. Napoleon didn't allow them a large standing army so they had to train large numbers of men while not keeping them under arms for long enlistments. The fruits of this project were seen in the Waterloo campaign, which was ultimately won by the combination of British professionals and Prussian conscripts. The militarization of Prussia also led to the 1861 and 1870 wars, and thence to the Naval Race of the late 19th century, and was a major contributing factor to the outbreak of the Great War, and thence WWII.

Which just goes to prove that many times the 'only way out' isn't a very good way at all in the end....
PapaGolfWhiskey
August 11th, 2003, 12:32 PM
Hmmm that's very interesting. Although I can see your chain of reasoning I don't buy the implied (and I'm certain tongue in cheek) conclusion that Mass Consription = World War.

but you never know... Aparantly under Bush American high schools must forward all their new student registrations. Bush want's accurate records of all the persons soon to be of prime conscription age? hmmm...

Anyhow. OT - meanderings on my part.

Something not mentioned earlier in this thread is Basic training's use as a screening process.

It is right there during basic that the combative elites, and Leader type are selected and seperated from the lifers at lower rank.


Garfield "private-for-life" White.
bryan gibson
August 11th, 2003, 02:06 PM
Originally posted by Scarecrow:
Ladies and Gentlemen of the armed forces. A moment of your time if you would be so kind.

I was wondering what Basic Training is essentially. How long does it last? What is it for? What does it teach you? What skills? Do all personnel go through it or just enlisted people? If Officers do it aswell, does their Basic Training differ from Enlisted Basic Training? If so, how? Does Basic Training differ to any great degree between services? If so, how?

Regards

Scarecrow
---------------------------------------------
All of the above entries have good points...as a vet of two services and having had the opportunity to work with several countires while I was in, including the Specwar community, it can all be summed up into a few basic points:

Basic training does all as stated above; simply put, its most important point ( and universal quality) is teaching teamwork.

Disregarding the service specific skills ( air forces seldom focus on firearms, where as armies usually do, for example) BMT also allows a weeding out of those who will not or are incapable of adapting to the military method.

often overlooked is that BMT is where recruits recieve their first seriuos medical screenings, and uniform medical care, bringing all recruits to a basic medical health standard.

also overlooked, Basic is where the recruits are also exposed to a basic standard of conduct, as basic is designed to instill a sence of discipline of work ethic. Some services, such as the army, instill discipline form external sources ( its better to do your job as the consequences of failure are bad, be it enemy action, you DI, whatever) whereas others (especially the elite services, or the more technical; ones, like the air force or navy)prefer to instill internal discipline, such as doing the job for its own sake and pride in accomplishment. Either way, this is often where the recruits will finfd themselves - for the first time for the most part- held to a standard, usually higher than they might set themselves.
Kensai
August 13th, 2003, 09:40 AM
Originally posted by Garf:
Hmmm that's very interesting. Although I can see your chain of reasoning I don't buy the implied (and I'm certain tongue in cheek) conclusion that Mass Consription = World War.

Thanks for giving me the benefit of the doubt. Tongue was certainly somewhat in cheek. Tracing the causes of the Great War is one of those tasks that will generate employment for academics - and dusty academic papers - for a long time to come.

However it does have to be noted that increased militarism does come at a price - which is commonly in the form of increased tension with one's neighbours. We still haven't learned the lessons of arms races, and a little judicious application of game theory demonstrates quite clearly that there is a fundamental logic to the arms race that tends to disaster.

And as for those who claim that the Cold War arms race wasn't a disaster - it certainly was for the Soviet Union, and for the economies of most of the developing world - and arguably for the American as well.

In any case, I'd like to concur that it is during BMT that recruits are selected for leadership positions - and also for technical positions. You don't want someone with a subpar IQ servicing your heavy weapons, do you? graemlins/file_28.gif

It's especially important for conscript forces because you get most of the male population coming in, and there's a real need to identify the right man for the right job. Of course, it still leads to strange situations, like when you end up with a company OC who works for his 84 gunner in civilian life... no joke, it happens!

How is this relevant to a Traveller campaign? Well, imagine the roleplaying possibilities - especially if you overlay it with a hereditary nobility... IMTU I have a military that resembles that of Great War Britain, with mostly noble officers, a few "temporary gentlemen" raised from the ranks, and a mass of commoner rankers... who unfortunately have recently begun to develop greater social consciousness - Socialist movements abounding. Easter uprising anyone? Much fun to be had by all!
kaladorn
August 14th, 2003, 12:48 AM
Originally posted by Kensai:
And as for those who claim that the Cold War arms race wasn't a disaster - it certainly was for the Soviet Union, and for the economies of most of the developing world - and arguably for the American as well.
Argh. I sort of agree, but then again not. In one sense, the Cold War served to prevent the not-so-Cold-and-perhaps-far-too-Hot-as-in-Radioactive War and as a consequence, perhaps it wasn't a failure, but a triumph, though Pyrrhic.

In any case, I'd like to concur that it is during BMT that recruits are selected for leadership positions - and also for technical positions. You don't want someone with a subpar IQ servicing your heavy weapons, do you? graemlins/file_28.gif
BMT doesn't get 'em all though. We had guys in our infantry unit during MILES training claiming multiple kills during a day of training. Turns out about half were friendly. That didn't really seem to bother them. I noted those involved and decided I'd make a point to be behind them at all times.

It's especially important for conscript forces because you get most of the male population coming in, and there's a real need to identify the right man for the right job. Of course, it still leads to strange situations, like when you end up with a company OC who works for his 84 gunner in civilian life... no joke, it happens!
Regularly!

The other thing is (as you've pointed out) some Conscript forces can be quite good. Sam Hughs (another poster alluded to his plans) thought they were the only answer. And yet professional forces seem to have some good points. And conscripts have had a bad time in places (ie Vietnam). I'm not sure what distinguishes (except after the fact) good Conscript programs from bad....

How is this relevant to a Traveller campaign? Well, imagine the roleplaying possibilities - especially if you overlay it with a hereditary nobility... IMTU I have a military that resembles that of Great War Britain, with mostly noble officers, a few "temporary gentlemen" raised from the ranks, and a mass of commoner rankers... who unfortunately have recently begun to develop greater social consciousness - Socialist movements abounding. Easter uprising anyone? Much fun to be had by all! Or was that "Ine Givar", you say? smile.gif
Dynamo
August 14th, 2003, 07:45 AM
Shortly out of boot camp I was assigned to a Cutter untill I made enough rank to go to A School. This can be anytime between six months and 2 years. But I also had scads of other training on the job. Plus all cuttermen were required to go to advanced shipboard firefighting school and Buttercup (Both run by the Navy).

Firefighting school is great, 2 days of classes and a fire course with live flames. You wear all you shipboard fire gear (OBA's, Firesuits, the works) Learn how to handle a hose as a firefighting team and put out multiple fires. You also get to see the effect of a wild hose and learn techniques to stop it.

Buttercup is a damage control school that was so much fun that I'd love to do it again and again.

The goal is to keep the a mock up of a ship the USS Buttercup afloat,in the dark, while water pours in and the ship begins to list. You really get caught up in the moment and its just the most fun you could have.

I also got qualified tying down Helicopters, working hydralic cranes, Being helmsman (and master helmsman) of a 270 foot cutter, working rigging, and maintaining avionics survival equipment. We learn our boat backwards and forwards from watertight bulkhead to watertight bulkhead.

good times.
Kensai
August 14th, 2003, 11:42 AM
MILES... arrghh... I hate MILES. Piece of crap equipment that wouldn't work half the time, and is bulky, heavy and awkward. Used to curse heck out of it, especially when it would spontaneously activate and stick you with that horrible high-pitched whine after 48 hours without sleep. And the lasers are blocked by foliage, which really screws things up in a tropical rainforest... can you tell I hate MILES?

Besides which, it can't simulate improvised weaponry such as field-expedient landflame mines... that requires an official with a godgun and a sense of humour. graemlins/file_23.gif

As for whether a conscript force will be effective in real combat - there's no way of telling whether a professional force will stand up either. By most accounts there's very little to choose from between draftees and regular forces when it comes to intestinal fortitude. Regulars, of course, get the edge in skills.

Personally I did an eight-week signaller course after washing out of NCO training with a badly sprained ankle. The School of Signals was a dream compared to the rest of my time. Lots of electronics to fool around with, female instructors (some of whom actually LOOKED female) and lots of free time, with nights off on offer every time you aced a test.

Of course, after it all ended I went to an operational unit that's equivalent to a line battalion in the 101st Air Assault Division, and boy did I make up for it. But the pride, discipline, esprit de corps and self-respect one learns are priceless. Go Scorpions!
mark_rotteveel
August 20th, 2003, 06:27 AM
Ladies and Gentlemen of the armed forces. A moment of your time if you would be so kind.

I was wondering what Basic Training is essentially. How long does it last? What is it for? What does it teach you? What skills? Do all personnel go through it or just enlisted people? If Officers do it aswell, does their Basic Training differ from Enlisted Basic Training? If so, how? Does Basic Training differ to any great degree between services? If so, how? The Basic training(or Recruit School) in the Royal Australian Navy went for 12 weeks. It covered ship identification, and location markings on ships. Ships Husbandry. Fire Fighting. Damage Control. NBCD. Rank/rating markings. Naval traditions. Drill (of course). A day at the rifle range. First Aid. uniform/kit maintenance. Survival At Sea. Swimming.

There was a lot of the drill/PT - every day :(

At the end of the recruit school everyone went off to do their categry training... I can't think of anything else we did (it was back in 1986)