Militaries of Charted Space
Every one of the Major Race Superpowers maintains a powerful military arm able to project force across interstellar distances within Charted Space.
Please see the following AAB articles for related data:
- Interstellar War
- Military Technologies
- Defensive Technology
- Armor
- Defensive Energy Fields
- Offensive Technologies
- Military Vehicle Types
- TBD
- Defensive Technology
- Mercenaries
Description (Specifications)
A Military is the totality of armed forces that a polity can control and send to war. Most militaries are composed of five primary groupings: armies, navies, special forces, paramilitaries, and intelligence assets. Although all sorts of military compositions and organizations are possible.
Militaries of the Major Races
All of the major race supra-polities maintain powerful militaries although the more unified and organized polities maintain significant advantages over their disorderly counterparts.
Aslan Militaries
- Individual Aslan Clan Navies
- Individual Aslan Clan Armies
Droyne Militaries
- Individual Droyne Navies
- Individual Droyne Armies
Hiver Militaries
- Hive Federation Navy
- Ithklur Marines
Human: Imperial Military
- Imperial Navy
- Imperial Army
- Imperial Interstellar Scout Service
- Mashkim (System or Planetary Police)
- Ducal Security Forces
- Mainworld Security Forces (Constabulary)
- Mercenaries
- Irregular "For Hire" Mercenaries
- Regular Contractual Mercenaries
Human: Solomani Military
- Solomani Navy (SolNav)
- Solomani Marines (SolMar)
- Solomani Army (SolArm)
- Solomani Homeguard (SolHomGa)
Human: Vilani Military
The historical Vilani military was disbanded after it lost the Interstellar Wars. The traditions of the Aasha Ziru Sirka and Gisadia Ziru Sirka have been passed down to some of the private armies of the megacorporations known as Vilani Bureaux. Very few Vilani military traditions passed onto the Rule of Man or later Third Imperium.
- Aasha Ziru Sirka (navy)
- Gisadia Ziru Sirka (army)
- Shigniid Dia Ugkin (elite forces)
Human: Zhodani Military
- Zhodani Consulate Combined Interstellar Forces
- Zhodani Navy
- Zhodani Naval Special Landing Force
- Zhodani Communication Command (Fast Courier)
- Zhodani Consulate Postal Service (Courier)
- Zhodani Consular Guard (Elite Forces)
- Zhodani Consulate Army
- Zhodani Exploration & Survey Authority
- Core Expedition Command
- Spinward Expedition Command
- Zhodani Navy
K'kree Militaries
- Individual Steppelord Militaries
- K'kree Nomadic Naval Hordes (Mobile)
- K'kree Colonial Forces
- K'kree Steppelord Security Hordes (Founded)
- K'kree Sector Navies
- K'kree Subsector Armies
- K'kree Nomadic Naval Hordes (Mobile)
Vargr Militaries
- Individual Vargr Navies by polity
- Individual Vargr Armies by polity
Militaries of the Well-known Minor Races
No information yet available.
Darrian Confederation
No information yet available.
Sword Worlds
No information yet available.
Vegan Defense Forces
No information yet available.
Militaries of the Lesser-known Minor Races
No information yet available.
History & Background (Dossier)
As technology evolves and advances, the capabilities of belligerents gradually grows. Perhaps one of the easiest ways to measure these growing capabilities is by the number of dimensions, theatres, or environments in which a military can effectively wage war.
1 or 2-Dimensional Combat
Typically most homeworlds are the domains of walkers and swimmers so war takes place on land or at sea. Native flyers typically frequent only one of these environments in addition to air, although flyers frequenting three environments have been known.
Dimensions:
- Land
- Sea
3-Dimensional Combat
Most pre-spacefaring industrial era militaries can reliably maintain combat operations in three environments.
Dimensions:
- Air
- Land
- Sea
4-Dimensional Combat
Early stellar societies expand the area of combat to include space. The advent of early spacebourne warships and ortillery greatly changes the face of battle. Satellite intelligence and navigational systems have the potential to revolutionize warfare. The additional vertical engagement of both space and air gives more advantage to high tech professional militaries than their lower technology counterparts. High tech 4D militaries can reliably wage war in four environments.
Dimensions:
- Air
- Land
- Sea
- Space
5-Dimensional Combat
More mature stellar societies learn how to wage war not only in space, but throughout both the near stellar system and the far system. System Defense Boats become important assets for such militaries who can reliably wage war in five environments. Deep space combat is a rarity unless there is a significant asset located outside of the near and far stellar systems.
Dimensions:
- Air
- Land
- Sea
- System
- Far System
Beyond 5-Dimensions?
While interstellar war can be waged across Charted Space, the fact that communications are limited to the speed of transportation limits effective combat theatre coordination. Even Subsector and Sector combat operations are very limited on a tactical level. And strategic operations must be pre-planned far in advance of expected combat. Some Terran observers compare the current state of operations to the Terran First World War. Communication, coordination, and technology limitations have kept interstellar war from effectively growing past five dimensions for the time being.
References & Contributors (Sources)
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- Classic TravellerBook 4 Mercenary (book)
- Classic Traveller Book 6 Scouts
- Classic Traveller Little Black Book Supplement 8 Library Data (A-M)
- Periodical: Classic Traveller The Travellers' Digest No. 9, TD9
- MegaTraveller Imperial Encyclopedia
- MegaTraveller Player's Manual (pg. 20)
- MegaTraveller COACC
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- Lester Smith. Milieu 0 (Imperium Games, 1996), .
- GURPS Traveller: First In
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- Author & Contributor: Lord (Marquis) and Master of Sophontology Maksim-Smelchak of the Ministry of Science