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Worldbuilding Prompt What Should a "Standard" Star Army Away Team Include?

Wes

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When a ship like the Resurgence or the Kaiyo sends an away team, what people/occupations should typically be in it?

Some thoughts I had were:
  • An officer who is in charge
  • a field medic
  • a technician/engineer to deal with doors, traps, technology, etc.
  • security (infantry/soldiers)
  • On science-focused or exploration missions, a science officer
  • On scout/recon missions, an intelligence person in charge of gathering info
  • On medical-focused missions, a medical officer and additional medics as needed
  • Someone back on the ship whose job is to keep track of the away team's status and activities (Mission Ops)
What's the ideal away team look like to you?
 
Black Wolf Squad is fairly typical I think. The main exception is that the leader doubles as medic, they don't have a integral engineer or science. (Something that is getting fixed when the Koun finishes it's current mission.) They are meant to be an elite generalist team. They also have members to wear more than one hat which I think is probably normal. There are probably two parts to a typical away team. First is skillset.

The skillset list probably looks something like this:
  • Communications
  • Medical
  • Engineering
  • Science
  • Intelligance
  • Infantry x4ish

Then there is the structural aspect which probably looks something like this.
  • Team Leader (Officer)
    • Specialist
    • Specialist
    • Fireteam Leader
      • Fireteam Member
      • Fireteam Member
    • Fireteam Leader
      • Fireteam Member
      • Fireteam Member
Black Wolf Squad (when I've fixed it) will probably look like this.

  • Team Leader (Officer) [Medical]
    • Specialist [Communications]
    • Specialist [Intelligance]
    • Fireteam Leader [Infantry]
      • Fireteam Member [Engineering]
      • Fireteam Member [Infantry]
    • Fireteam Leader [Infantry]
      • Fireteam Member [Science]
      • Fireteam Member [Infantry]
Now you can mix and match and add and remove fireteams, specialists, and what not tailored to the precise mission. A generic infantry team that specialists get added to might look like this.
  • Team Leader (Officer) [Infantry]
    • Specialist [Medic]
    • Fireteam Leader [Infantry]
      • Fireteam Member [Infantry]
      • Fireteam Member [Infantry]
    • Fireteam Leader [Infantry]
      • Fireteam Member [Infantry]
      • Fireteam Member [Infantry]
    • Fireteam Leader [Infantry]
      • Fireteam Member [Infantry]
      • Fireteam Member [Infantry]
 
An officer who is in charge: Yes. Generally I think I've only had the officer in charge be someone other than a GM NPC or co GM NPC when we're splitting up teams. I find it exceedingly difficult to have a consistent direction when it's a PC and have definitely dabbled

Field Medic: Not necessary. PCs that are field medics sometimes just feel like second infantry until someone gets hurt.

Technician/engineer: Not necessary. "...to deal with doors, traps, technology, etc." I always kind of thought a SAINT agent or a scientist could do these things, too.

Infantry: I think calling infantry "security" minimizes their importance. They're the bread and butter of the away team, most new players choose infantry, and most people enjoy the well-rounded experience of infantry. Most away missions I run are combat-focused so it makes sense I want combatants to make up the bulk of my team, I guess. Plus my first SARP character was a cornflower panel. Despite her fitting better into technician, I don't want to pigeonhole her so keep her cornflower now that she's active again on the Kaiyo.

Science officer: Necessary. Maybe because I enjoy playing them as a PC and playing with them as a GM, I think that there's not much a scientist can't help with. They're the PC I most often give extra info since the science pad can do and see so much more than AIES sensors can.

Intel: I think this is a tough one because rarely have I seen someone play a black panel on a plot and keep at it. I think I've been the longest running black panel with Mineko on Resurgence and am glad to have Sunny D just behind me with Erika. They're very nichey and I just don't know, it takes a lot of finagling by GM and player to keep them involved in every single mission and not just second infantry like medic can be.

Secondary medics: Ties in to what I said about medics before. I don't see very many "medical-focused missions" either.

Missions Operator: Not necessary. I've had a dedicated missions operator and having them swings wildly between not giving them enough to do and having the RP feel disjointed as it goes back to them. Also as a player I've done this with Mineko and although she enjoys it more, it's really boring for me and keeps me both a) out of the action and b) without the glory of the being feet on the ground in missions.


Just my experiences for everything you brought up.

To me, the perfect away team is almost all infantry with one white panel and one niche MOS, like science or intel.
 
You've basically covered it. But as your question itself alludes to, an "away team" is always an ad hoc grouping that exists to undertake a specific task and includes specialists (such as scientists or surgeons) to achieve the mission. And then there's always someone at the Ops station guiding them, or at least the ship's Captain if that's how the GM runs things.

A ship's armor team is less amorphous and is a permanent formation within any gunship's structure.

Based on my long experience RPing on Star Army ships, an armor team (aboard gunship sized or smaller vessels) should always include:
  • One officer to lead it (preferably an infantry junior officer who reports to the XO, but often the XO or Captain because of plot variance)
  • 2-8 Star Army generalized Soldiers or occupational Infantrymen who may have various sub-specializations
  • One enlisted Star Army medic
Around that necessary core, an away team can be formed per mission parameters. Also, depending on a ship's specific roster, Operative and Combat Engineer soldiers aboard will almost always be part of the armor team regardless of the mission because of their specific combat expertise.

When an away team is formed with more specialists around the armor team's core, command would likely be vested in the XO for the away mission. Kind of like how Worf brings along his security officers but Riker or Data or Picard remains in command.

If a ship wants its armor team to have a diverse set of specialists for every mission without needing to form specific away teams, then they can look to the SOFT doctrine and organize their permanent armor team that way. At least they used to be able to before SASO came and muddled everything. I think the original SOFT structure is very close to what Wes presented in his initial question above.
 
Field Medic: Not necessary. PCs that are field medics sometimes just feel like second infantry until someone gets hurt.
At first this struck me as wrong, but the more I think about it it's true.

So as an addendum to my thoughts above: the away team might not always bring along its full combat-centric armor team, which should always have a medic. Some away team missions mean you're only taking a necessary handful of specialists and a combat medic may not be one of them, especially when it's a mission where power armors aren't used at all.
 
As a former Army dude, I just can't see teams without medics, because in the Army there's ALWAYS a medic around. It's not like there's constantly people getting shot, but medics also are doing stuff like taking care of people who sprained their ankle on the hike up the mountain, fell into some nasty thorn bushes, didn't drink enough water, locked their knees in formation and lost consciousness. Sometimes people just trip over a curb and take fall damage. The military also works with a lot of dangerous stuff like fuels, chemicals, things that burn or explode, guns, blades, etc. In SARP there's people wearing fusion and aether generators on their backs, carrying mini-missiles on their thighs, etc. They also have to work in dangerous environments like space, alien worlds with extreme temperatures, toxic atmospheres, alien parasites, etc. Medics can also help crew members deal with stress. There's a lot that can go wrong and get people hurt, especially if mistakes are made or the enemy starts breaking stuff.

Another thing I was thinking was that my medical whiz Poppy does stuff when there's no one hurt: when the team was fighting zombies on the YSS Dragon Sword, she was the one to check out the computer in the shuttle bay because as a support character she can more easily do non-shooty things.

I definitely disagree on the technician thing, there's no one who is going to have the skills of someone who works on starships and technology for a living. SAINT people simply don't have the technical skills of technicians. Their black ships are maintained by red-panels just like every other Star Army fleet's. If your team needs someone to make the [insert technology object] work properly, a red-shirt is the best bet.

The Star Army doesn't currently have a real "radio operator" type occupation like the real Army does, probably because communications are often glossed over or taken for granted, but it's important to remember that a lot goes into being able to talk to someone far away (especially in a secure way), and sometimes things matter like whether you're on a hill or in a valley, or solar flares, etc. Nor do we have really detailed radio systems. I'm not against it, but if it was really wanted you'd think it would have been made already?

It's interesting that some of the example teams have body-less members like Cortana-style onboard AIs. We could also make an drone and/or drone operator a standard part of the away team if we wanted (the Marines have already done this IRL) for situational awareness.
 
I definitely disagree on the technician thing, there's no one who is going to have the skills of someone who works on starships and technology for a living. SAINT people simply don't have the technical skills of technicians.
I agree when it comes to disarming bombs, fixing broken equipment, or interacting specific ship systems like accessing weapons subroutines on an enemy vessel. But when it comes to "unlocking stuff" or "bypassing basic security measures," SAINT soldiers have long been shoehorned into standard RPG rogue class tropes.

It came up the other day when a player was asking if their character could have the SAINT-only version of the multi-function bracelet created by Khasidel. This commonly issued Operative equipment allows such characters to unlock electronic stuff and hack into audio-visual sensors, so a few technical niche things are certainly within their training skillset (and often additional other skills when they're an Operative who came over from another origin occupation).
 
I definitely disagree on the technician thing, there's no one who is going to have the skills of someone who works on starships and technology for a living. SAINT people simply don't have the technical skills of technicians.
Now it makes sense why Mineko's never been able to do something in an access panel or computer without one of your NPCs jumping in to help. I'll be real, that's frustrated me because a SAINT agent should have fieldcraft understanding and be able to work with ally or enemy technology. To assume they can't but a medic can is not what I would do. But part of the fun of writing in a group is being presented with what other people think your character should do.
Their black ships are maintained by red-panels just like every other Star Army fleet's.
But we're talking away missions. I see a red panel being very good at fixing the ship and, I suppose for an away mission, fixing their ally's armor. On an away mission they're not going to be better than an operative at rigging or dealing with traps, opening doors, and general technology. But it's a difference of opinion, I'm just double disagreeing now! Which is fine! But try to remember the last time a PC red panel did any of those things.

I think I'm also coming from what I said earlier, "...rarely have I seen someone play a black panel on a plot and keep at it." And I'm going, wait if we're narrowing the scope of what black panels can do on a plotship, that's not good for SAINT PCs.
 
The red panel that makes the most sense on a mission with a bunch of infantry is the combat engineer, for blowing stuff up. Dealing with real fortifications, bridges, ditches, stuff bigger than just a locked door. Also civil engineering type things like doing surveys during recon.
 
Show your work on diplomat/linguist! : o
Dealing with the locals. You want someone who can pick up a language quickly and find alternate communication can deal with people who don't speak the language you do. See US Army's use of interpretors.

Combine this role with a diplomat to learn and advise local culture quickly to avoid a combat encounter if possible or feasible.
 
It's a good thing to consider the size of the team as well. Rikugun might need more medics than an Ochugun team because more people. Also, the combat detail should ensure they have diversified weapons to fill roles like crowd-control, anti-armor, and also consider interior vs. exterior fighting. Aether works better outside and in space. If you fire it around civvies you just made a BBQ. Having at least 1 combat engineer and 1 medic will let you overcome most obstacles.
 
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