When I set out to do the military doctrine project, I knew I would need to break it down into the following pieces:
- Weapons
- Armor
- Ground Vehicles
- Space Vehicles
- Robots
When I set out to do the military doctrine project, I knew I would need to break it down into the following pieces:
Back in the tail end of Iteration 5, as we worked on Alien Races, I invited my patrons (Companions and better) to vote on a new alien race. This resulted in the Traders, a race of clever and highly inventive space-wanderers with their own technological infrastructure.
Originally, I had given them that infrastructure, but with a focus on building all our military technology from scratch, I felt it time to revisit Traders as an exercise in building our own military doctrines and tech. As with all these polls, the point is to get you thinking about what makes a military doctrine interesting, and what you need to make one happen. Thus, while this will result in a new set of technology for our Traders, I hope it inspires you, dear Patron, to consider making your own military technology (as I know a few of you are working on races or factions that could benefit from it).
For the first round, we’ll focus on personal technology and broad outlines of doctrine.
This month, we begin the third set of Military Doctrines. I personally find the military materiel of Star Wars pretty constrained and binary: unless you go out into the Expanded Universe, or dive into the supplemental material of (especially) the Prequel Era, pretty much all equipment breaks down into “Empire” vs “Rebels” or their era equivalents. In reality, I would expect to see material from a variety of cultures. Redjack represents such an attempt, in which I explore the concerns of those who align with neither the Imperial military doctrines nor the doctrines of the Alliance aristocracy. Mind you, you’re likely to find some of these fighters or vehicles in the service of the Alliance, but you’ll also find them in the hands of pirates or asteroid miners.
I’ve also been weighing the idea of “customizable fighters.” I personally really like the idea of exploring “set” vehicles, such as “Which version of the X-wing is best?” or “Is a TIE interceptor better than a TIE defender?”) but a lot of players are going to want to “mod out” their fighters. This is a lot easier with GURPS Spaceships than it is with GURPS Vehicles (a lot more meaningless, though, because Spaceships is a little too generic, though nothing stops us from stepping in an adding our own more specific components). In the Vehicles model that I’ve been using, every change could possibly alter ever aspect of a vehicle’s performance, making it a hassle to do. I’d like to revisit generalized modding and upgrading at some points, so some pilot can slap their Valiant and brag about how is has “custom thrusters” with “direct hyperium injection systems,” but as an experiment, I wanted to explore “modular” vehicles. For the most part, these amount to minor accessories, but I have a few vehicles here with alternate armor systems, alternate engines, and loads of weapon load-outs available.
I hope you enjoy this series!
Thus far, we’ve looked exclusively at political powers. The Empire and the Alliance both build their own materiel with which to wage war and conquer the galaxy, but we have military suppliers outside of these major political powers, and Redjack Shipyards is one such supplier.
Redjack finds itself in the interesting position of supplying two sides of a war between miner and pirate. They make no distinction as to who buys their materiel (they routinely sell to aliens, especially in the Umbral Rim; the Pirate Lords of the Blood Moons of the Sanguine Stars are especially good customers), which has made them unpopular with the Empire. As a result, Redjack has recently petitioned for, and gained, a seat on the Alliance senate, which means they’ve chosen a side in the great galactic war, at least for now. Sometimes, Redjack Wildcats and Wranglers join Alliance fleets, bringing rugged Redjack know-how with them. They use their seat to defend their autonomy and sketchy business practices and, desperate for allies, the Alliance looks the other way.
Redjack customers aren’t soldiers, they’re engineers. They tend to concern themselves with building orbital stations, asteroid mines, or small outposts on lost planets. They primarily fear the attack of pirates, rival miners, or a sudden and intense interest from powerful authorities. They tend to be nomadic. If they find a good site for mining, they need to rapidly set up an operation, and if their operation becomes too “hot,” they needto leave quickly. Such installations tend to be pre-fab and rough-shod, though such engineers pay meticulous attention to what really matters (they may look terrible, but they have excellent life support and sturdy walls). They also see little distinction between “ground” and “space” war, as they tend to set their installations up on vacuum-swathed asteroids or mineral-rich but biologically dead worlds.
A typical redjack installation must be set up quickly and defended quickly. Miners and traders use sophisticated “early warning” sensor grids and often set up mine fields between themselves (and settle in dense asteroid belts). They’ll transmit navigational charts to desiredvisitors and open fire on unwanted company. If an enemy arrives, they’ll want to immediately engage it: they’ll use AA weaponry to shoot down incoming ships and rapidly move their forces to respond to any attack, ideally far from their mining or colony site, to give their allies or family as much time as possible to evacuate. When it comes to man-to-man combat, most Redjack customers know they need to fight with what they wear, so a lot of Redjack gear doubles as both mining and combat gear.
Redjack customers similarly favor speed and surprise on the offense. When Redjack customers attack, they generally raidrather than conquer. They seek to disrupt a rival or seize vital supplies (or wealth) for their operation. The ideal raid has their ships shunting into real space and launching fighters and dropships immediately. Their forces hit the enemy before they have time to respond, then load up their dropships with booty, return to their ships, and escape before anyone can do anything about it.
Redjack customers prize function over form, reliabilityand customization. All Redjack craft have ruggedized power-plants, which means their craft can take fairly catastrophic damage and still run just fine. Many Redjack vehicles are modular; this means that an engineer can turn their perfectly reliable craft into a deathtrap, but as far as Redjack is concerned, that’s the engineer’s fault, not theirs, and their customer base agrees. This means Redjack ships tend to have a somewhat haphazard appearance and highly varied capabilities, meaning one can never truly be sure of what one faces when fighting asteroid miners or deep-space pirates.
Switchback/Wolfhound Accessory Modules: +0, 1d days; for Quick Gadgeteer: +5; 1d×10 min
All other Fighter/Corvette Modules: –6; 4dweeks. for Quick Gadgeteer: +0; 1d hours
If purchasing a vehicle, you must also pay for its modules, which are not included in the price. If you purchase a Redjack Starfighter as a Signature Starfighter, it comes with a single of modules; you may directly purchase other modules if you want them, or you may purchase the starfighter at the next tier of Signature Starfighter, in which case, it comes with all modules. With corvettes, determine the final cost of the corvette with all modules you wish to have, and purchase the proper tier of Signature Starship.
Today, we continue the series on military vehicles in the Psi-Wars Galaxy. Last time, we looked at the Empire and their “Imperial Combine” manufactured military vehicles. Today, we look at their prime enemies and the default “heroic” faction of the Alliance.
I’ve been wanting to talk about them for awhile. When I wrote up the Empire back in Iteration 6, I also wrote up a series on how I saw the Empire fight their wars. With the Alliance, I began to do something similar, but I don’t think I ever released it, and I know I didn’t finish the vehicles because they proved complicated and, by this point, I had already grown disgruntled with the Spaceship design system. I needed to really build everything from scratch and think my way through their different tactics.
But I like the Alliance because it presents such a contrast to the Empire, but they also represent a fairly unique faction for the setting. The Alliance, with their focus on elegant aristocracy, space knights and a precognitive preisthood, represent an obvious deviation from the Psi-Wars inspiration of Star Wars, and I feel like their doctrines and military vehicles, despite some obvious inspirations from Star Wars (such as the Valiant by way of Starhawk by way of X-wing) represent a very different way of war.
So, as usual for these series, I’ll start by talking about how the Alliance engages in war and what their priorities are.
The Maradon noble houses prefer to fight limited wars. They rarely see political conflict as an existential crisis; instead, they tend to see wars as an extension of diplomacy. They find it shameful that a spat between two artistocrats might result in the devastation of worlds; at the very least, this represents a tragic waste of resources, and at the worst, a humanitarian crisis of epic proportions. Where possible, a Maradonian aristocrat would rather see a dispute handled via negotiation, then courts, and only when these fail, via open warfare. Once that war is declared, the purposeof the war is to shape perception, negotiation and law so that the aristocrat’s claim is recognized, both by his peers and the galaxy at large. Thus, for most Maradon noble houses, war is largely symbolic, a game of one-upmanship and saber-rattling that should ultimately result in a duel between two titanic heroes, not a million dead in the trenches of a fire-ravaged world.
For a Maradon noble, perception matters. Their culture is built upon literally centuries of breeding the perfect rulers, heroes destined to save the Galaxy from some great catastrophe. They rule because people expect them to rule. Through this, the Maradon aristocracy has learned that they must constantly project an aura of inevitability or, even better, heroism. They seek to be celebrated as heroes, to be a “natural” leader of the people they rule. War serves this end. It grants them a chance to be heroic, to show their natural prowess and psychic talents in front of the holo-camera and to build their inevitable legend. It gives them a chance to lend assistance to the suffering, to be seen among the wounded and sick, offering succor and healing medicine. It gives them a chance to grand-stand in the senate, to gain acclaim across the galaxy until the people shout out for the hero to take their rightful and traditionalplace.
Maradonian noble houses also seek detente with one another. Ultimately, who rules a planet is not nearly as important as that the planet is ruled. Two houses may be rivals, but all ultimately belong to the same collection of houses. Maradonian aristocrats honor one anthors’ claims because they want their own claims honored; they do not shatter a rival’s factories or slaughter their population because they would not want their own factories or population harmed. They know that their limited tactics might cause them to lose the war, but tomorrow, they can always play the tragically wronged party, the “True King” that will one day remove the tyrant and return to take their rightful place, and tomorrow, they may have a chance to reclaim their world, or take a new world. Total war between houses would ruin everyone involved and create, at best, a Pyrrhic victory.
In the face of weaker alien races and minor human rebellions, this worked well and the Federation flourished, but when faced with genuine existential threats, such as the Scourge or the Valorian Empire, the genteel Maradonian military power crumbled. The struggle of the Maradonian elite in the Alliance today is to find a way to combine their traditional form of war with modern realities. Some do this by invoking their distant past, when they first forged an empire; others seek the new, more fighter-oriented way of war.
Alexus Rex rode to galactic power on the strength of the Space Knight and the dominion of capital ships. In those early centuries of space flight, ships traveled with large, cumbersome hyperdrives and thus they represented massive investments of capital and human resources. Enormous space battles usually involved only a handful of capital ships. Alexus Rex used a combination of the battleshipand destroyer-sized boarding ships. The former provided covering fire while the latter slipped close and forced their way onto and into enemy ships. Once latched on, the space knights would be the first to enter, his heavy armor, force buckler and psychic power providing more than enough defense against the initial onslaught of ship-board defenders. Through skill and the lethality of the force sword, space knights pushed back the defenders and granted the rest of the boarding crew the room to move in. These vast ships provided the space for pitched battles of boarders vs defenders, but the Maradonian forces usually won without causing serious damage to the ship, and Alexus Rex would add another ship to his fleet.
During the War of Houses, after the fall of the Alexian Dynasty, war changed again. As the houses fought over scraps of Empire, they often traded planets several times, and total war meant that countless millions would die. Moreover, the Houses had literally had centuries to fortify their worlds, making their own fiefdoms virtually impregnable. War turned to siege: the Maradon elite primarily focused on dominating orbit and then parking dangerous artillery above major aristocratic sites and then engaging in aggressive diplomacy. They used their position to blockade trade routes and place economic and political pressure on the world to capitulate bloodlessly, with the unstated threat of orbital bombardment as the final possible option. As a result, war became an extension of diplomacy for the Houses and then, when they formed the Federation, the practice remained.
While war become largely ceremonial for the Maradonian elite, it hadn’t for the rest of the Galaxy. The Communion Crusade introduced fighters to the galaxy and proved their effectiveness. The Maradonian elites had been slow to adopt them, but House Elegans, during the Slaver War, had seen what they could do. During the Anacridian Scourge, High Admiral Lowellin Cole, warmaster of house Elegans and veteran of the Slaver War, suggested using fighters and carriers to push back the Scourge; eventually, the Federation went with Grand Admiral Leto Daijin’s approach instead, but High Admiral Cole’s efforts resulted in many of the starfighters used by the Alliance today.
The Alliance continues to focus primarily on planetary defenseand war through diplomacy. They endeavor to make a world or star system sufficiently difficult to take that the enemy refuses to commit to total war, and then the elites begin to jockey for political position, acquiring allies and hitting one another with trade sanctions until it either becomes obvious that the attacker has no hope of breaking the defenses of the besieged system or defender realizes the attacker has both the military and political upper-hand and graciously bows out, turning the system over.
This tactic struggles against the Empire, as they have resources to spare. The Empire will simply overwhelm a system and accept the losses that the Alliance inflicts while defending a world, testing the ceremonial strength of the Maradonian noble and, more often than not, proving them to be a paper tiger.
Thus, today, the Alliance tries to reform its approach to war. Traditionalists try to bring back the very old way of war, raiding Imperial ships with space knights and boarding parties, straddling a line between military force and piratical raiding parties, but the modern space knight is a pale shadow compared to the elite and powerful companions of Alexus Rex, though every day their training grows sharper and their armor more robust. The Empire counters this tactic with beefier on-board military security and escorted logistics vessels. Progressives focus on the power of the carrier and the hit-and-run tactics of elite fighters. For them, the power of the psychic space knight can be expressed with a fighter’s blasters as easily as with the force sword; furthermore, the common man often has access to his own starfighter, so the progressives act as a support force for Alliance fighter levies. This have proven effective, as a lightning raid by strike fighters can destroy an unprepared dreadnought fairly quickly, but they struggle with resource costs, as a single Alliance fighter can easily cost as much as five to ten Imperial fighters, and the death of a single space knight shakes the Alliance far more than the death of a Javelin pilot does to the Empire. The Alliance’s warmachine costs morethan the Empire’s, and the Alliance has less resources, and so is forced to find ways to compromise.
They do not compromise their means of conquest. The gentle hand that they apply to war earns them much love from the people. The Alliance claim they come as liberators, and when they take a world, their focus on diplomacy over firepower lends a great deal of credence to their words. Their focus on keeping their aristocracy alive means they tend to have numerous medical supplies on their ships of war, which means they can afford to spread aid and support to a newly “liberated” people, earning them a lot of affection from the new populace. However, if the people fear they are unable to hold the world, they may turn against their new lords anyway, or demand neutrality, because if the Empire retakes the world, and it usually does, it may exact retribution for all of those that “betrayed” the Empire by accepting the Maradonian regime.
Maradonian aristocratic power rests not only on their military might, but also monopolizing the means of production. The aristocracy controls House Foundries, vast, automated factories the size of cathedrals or planetary fortresses. These are run by the House Guild, and each house has their own unique designs and resources. Even so, over the centuries, the houses have benefited from standardizing certain elements and sharing blueprints and designs, and this has resulted in the Allied Resource Conglomerate, which is shared initiative between the houses that manages time-sharing of House industrial resources. Rather than approach a dozen houses for access to industrial resources, one need only approach ARC and they’ll manage the rest, seeing that your order is delivered.
The Alliance has several such cooperatives, but ARC handles the military aspect and thus has profound influence over the shape of the war against the Empire and the vehicles created to defeat them. ARC vehicles tend to be extravagant, baroque and beautiful. They’re also highly effective, but often a somewhat wasteful expenditure of resources as most House blueprints demand that their vehicles be worthy of the aristocracy that use them and also favor form over function. This tends to result in vehicles that assume the presence of a lordly character (excellent accommodations, beautiful heraldry, dancing halls in capital ships, etc) or a focus on serving a space knight at the expense of a common soldier, and extremely expensive vehicles, but often worth the money if one is a psychic space knight with money to spare.