Monday, June 7, 2021

Towed Autocannon teams (Field Gunners)

 




  Outworld Alliances relies on the Planetary Militia as the first line of defense in most planets. Without any Battlemechs and a limited number of combat vehicles, the OA militia depends mainly on conventional infantry forces to deal with most of threats. 

  In a way to provide long range and heavier punch, motorized infantry with towed field guns is extensively used. Every conscript is trained not only to use an auto-rifle but also how to operate a towed autocannon.

   The OA produced hundreds of towed versions of the most common Autocannons used in the Inner Sphere and distributed them to every world with a Planetary Militia garrison. They can be placed inside buildings, including hardened pillboxes, or difficult terrains or forests firing 360 degrees. Crews are trained to prepare hidden positions to disguise their presence. 


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AC5 Motorized infantry

    Equipped with light unarmored vehicles and towing autocannons, the Field Gun Motorized Infantry units are quite mobile and well-armed units.

    Eight men are required to operate one Autocannon class 5 with the remaining soldiers in reserve for a total of 14 men. The total weight of this combination of 11.5 ton allows to be transported by heavier transports granting additional mobility

    Normally deployed as part of a in-deep defense, they are placed in strategic positions for better use of the good range of the AC/5. Enemies that get too close need to deal with the 14-men rifle armament.

Transport Weight:  11.5

Equipment:

    Primary Weapon: 14 Auto-Rifle (Modern, Generic)

    Secondary Weapon: None

Battle Value: 95

Cost: 530,203.382 C-bills

Notes: 1 AC/5 with 20 rounds of ammo. Requires 8 soldiers to operate.

Platoon Type (Specialty): Motorized (None)

    Ground MP: 3

Platoon Size (Squad/Platoon): 14 (7/2)

Armor Divisor: 1

To-Hit Modifier (Range in Hexes):

    -2 (0 Hexes), +0 (1 Hexes), +2 (2 Hexes), +4 (3 Hexes)

Maximum Weapon Damage (# of Troopers):

    7 (14-13), 6 (12-11), 5 (10-9), 4 (8-7), 3 (6-5), 2 (4-3), 1 (2-1)

Record sheet


Field Gunners (AC5) 

A 28-men full platoon equipped with 3 AC/5s is used to protect more important targets and larger cities. This formation can sustain only minor casualties as 24 men are required to operate all 3 autocannons. 

Transport Weight:  32.5

Equipment:

    Primary Weapon: 28 Auto-Rifle (Modern, Generic)

    Secondary Weapon: None

    Armor:  Generic Infantry Kit

Battle Value: 238

Cost: 1,204,690.763 C-bills

Notes: 3 AC/5 with 20 rounds of ammo each. Each gun requires 8 soldiers to operate.

Platoon Type (Specialty): Motorized (None)

    Ground MP: 3

Platoon Size (Squad/Platoon): 28 (7/4)

Armor Divisor: 1

To-Hit Modifier (Range in Hexes):

    -2 (0 Hexes), +0 (1 Hexes), +2 (2 Hexes), +4 (3 Hexes)

Maximum Weapon Damage (# of Troopers):

    15 (28), 14 (27-26), 13 (25-24), 12 (23-22), 11 (21-20), 10 (19-18), 9 (17-16), 8 (15-14), 7 (13), 6 (12-11), 5 (10-9), 4 (8-7), 3 (6-5), 2 (4-3), 1 (2-1)

Field Gunners (AC5)

Field Gun AC20 (rifle) Motorized Infantry

    A massive Autocannon class 20 requires no less than a 14 crew to be operated. Two other squads of 7 men each remains in reserve. Specialized in urban and jungle warfare, they are capable to quickly hide inside building or vegetation, surprising their targets with point-blank deadly shots. Few mechs and combat vehicles are properly armed to deal with conventional infantry except at short-ranges, which exposes them to AC/20 or rifle fire.

Transport Weight:  20.5

Equipment:

    Primary Weapon: 28 Auto-Rifle (Modern, Generic)

    Secondary Weapon: None

Battle Value: 215

Cost: 1,111,406.763 C-bills

Notes: 1 AC/20 with 5 rounds of ammo. Requires 14 soldiers to operate.

Platoon Type (Specialty): Motorized (None)

    Ground MP: 3

Platoon Size (Squad/Platoon): 28 (7/4)

Armor Divisor: 1

To-Hit Modifier (Range in Hexes):

    -2 (0 Hexes), +0 (1 Hexes), +2 (2 Hexes), +4 (3 Hexes)

Maximum Weapon Damage (# of Troopers):

    15 (28), 14 (27-26), 13 (25-24), 12 (23-22), 11 (21-20), 10 (19-18), 9 (17-16), 8 (15-14), 7 (13), 6 (12-11), 5 (10-9), 4 (8-7), 3 (6-5), 2 (4-3), 1 (2-1)

Record sheet


Field Gunners (AC20)

Alternative setup with 2 AC20 managed by the full platoon. This formation requires the full complement of men to operate both autocannons and any casualty prevents one cannon to fire. Even so, this is the favored configuration when the platoon is placed in a hidden position - doubling the damage output in the first salvo.

Transport Weight:  35.5

Equipment:

    Primary Weapon: 28 Auto-Rifle (Modern, Generic)

    Secondary Weapon: None

    Armor:  Generic Infantry Kit

Battle Value: 338

Cost: 1,436,190.763 C-bills

Notes: 2 AC/20 with 5 rounds of ammo each. Each gun requires 14 soldiers to operate.

Platoon Type (Specialty): Motorized (None)

    Ground MP: 3

Platoon Size (Squad/Platoon): 28 (7/4)

Armor Divisor: 1

To-Hit Modifier (Range in Hexes):

    -2 (0 Hexes), +0 (1 Hexes), +2 (2 Hexes), +4 (3 Hexes)

Maximum Weapon Damage (# of Troopers):

    15 (28), 14 (27-26), 13 (25-24), 12 (23-22), 11 (21-20), 10 (19-18), 9 (17-16), 8 (15-14), 7 (13), 6 (12-11), 5 (10-9), 4 (8-7), 3 (6-5), 2 (4-3), 1 (2-1)


Field Gunners (AC20)

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Playing with Motorized Towed Guns
(from Tactical Operations Manual)

    Only motorized conventional infantry platoons or mechanized conventional infantry platoons with a Wheeled or Tracked motive type may be equipped with Field Guns. Each Field Gun requires a number of troopers equal to its weight in tonnage to operate (to a minimum of 2 troopers per Field Gun). A platoon equipped with multiple Field Guns can only operate as many Field Guns as it can keep fully manned (any excess Field Guns are considered destroyed as the unit takes damage). Each Field Gun receives a 1 ton of ammunition, which must be tracked during gameplay. 

    If all of a platoon’s field guns are considered destroyed, the surviving infantry troops can more and fire as a normal infantry platoon of its type. Field Guns attack using the range, damage and any applicable modifiers (including those of the weapon class) as their vehicle-mounted counterparts, but they may not be fired in the same turn that the platoon has moved or delivered any attack using its own infantry weapons. Furthermore, in any turn where the Field Guns are to be fired, the controlling player must designate a weapon facing. A platoon with multiple Field Guns may fire all such weapons separately—and at multiple targets, if desired (no Secondary Target modifiers apply to these attacks, as each weapon fi res with its own crew)—but all attacks must be made against targets in the same firing arc.


Sunday, June 6, 2021

Combat Vehicles - Local Variants II: Hunter, Heavy AFV

Here we find some the variants developed in the OA and produced as new vehicles. 


 Hunter Light Support Tank (OA variant)


    Basically a short range version of the original Hunter, equipped with 4 Medium Lasers and 2 SRM6s which have the same weight of the standard model LRM-20. Both versions normally work together and with Vedette Medium Tanks, forming versatile and fast armor lances.



Mass: 35 tons

Movement Type: Tracked

Power Plant: 175 Fusion

Cruising Speed: 54 kph

Maximum Speed: 86.4 kph

Armor: Standard

Armament:

     4 Medium Laser

     2 SRM 6


Cost: 1,180,350 C-bills


Type: Hunter Light Support Tank

Technology Base: Inner Sphere (Introductory) 

Movement Type: Tracked

Tonnage: 35

Battle Value: 756


Equipment                                          Mass

Internal Structure                                  3.5

Engine                        175 Fusion           10.5

Cruising MP: 5

Flank MP: 8

Heat Sinks:                   12                      2

Control Equipment:                                  2.0

Power Amplifier:                                    0.0

Armor Factor                  96                      6


                          Internal   Armor   

                          Structure  Value   

     Front                   4         32    

     R/L Side               4/4      24/24   

     Rear                    4         16    



Weapons

and Ammo              Location    Tonnage   

4 Medium Laser         Front        4.0     

2 SRM 6                Front        6.0     

SRM 6 Ammo (15)         Body        1.0     

Record Sheet


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Heavy AFV (Armored Fighting Vehicle) "Greyhound"

Light combat vehicle based on the universal Heavy APC and produced in small numbers by the United Outworlders Corporation (UOC). It consists in the addition of a small turret with a Medium Laser and a power amplifier and three heat sinks take the entire infantry bay leaving no space for troops or cargo. The two forward firing Machine Guns are kept, being very efficient against infantry.
The wheeled version is the most common and is used as a fast recon and patrol unit by the Planetary Militia and received the unofficial name of "Greyhound". A tracked version is also produced.


Type/Model:Heavy APC (Wheeled) - AFV
Mass:20 tons

Equipment
Crits
Mass
Int.Struct.:10 pts Standard
0
2
Engine:100 I.C.E.
0
6
Power Amplifiers:
0
0
Cruise MP:6
Flank MP:9
Jumping MP:0
Heat Sinks:3 Single
0
3
Cockpit & Controls:
0
1
Crew: 2 members
0
0
Turret Equipment
0
0.5
Armor Factor:72 pts Standard
0
4
CriticalInternalArmor Points
Front220
Left/Right2/213/13
Rear210
Turret216

 
Turret: 22.22%Rear: 13.89%Front: 27.78%Left: 18.06%Right: 18.06%
 Weapons & EquipmentLocHeatAmmoCritsMass
2Machine GunFront010031.5
1Medium LaserTurret3 11
  
 TOTALS:3 42.5

Calculated Factors:
Total Cost:194`517 C-Bills


Battle Value 2:303 



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Sunday, May 30, 2021

Planetary Militia

 


    The Planetary Militia is home defense citizen militia with a strength of about 3 Regiments plus small garrisons dispersed along the different OA worlds. Unable to prevent a major invasion, this forces can only deal with minor treats and buy time in case of a major attack until reinforcements arrive.

    Besides the lack of extensive training and logistic support of the AMC (Alliance Mechanized Corps), their units are well prepared to perform defensive missions in the worlds they are deployed.

   While Alpheratz has the major training academy and also the only one dedicated to Battlemechs, Coraines, Ramora, Sevon, Cerberus, Mitchela, Dneiper and Ferris have small academies that train combat vehicles crews and infantry to the Mechanized Corps.

    Planetary Militia personnel come from these academies, in particular crews for the heavier combat vehicles. Infantry and light vehicle crews are trained in each world if the relations with the central OA government are good.

    The equipment provided in terms of combat vehicles and infantry equipment varies a lot, but the units deployed in the worlds most endangered by pirate raids, specially closer to Antallos, Mica and New Franklin, are receiving new vehicles produced in the OA.

   This the complete list of forces of Planetary Militia Companies deployed in each world (note: under construction):


Milligan's World: this planet become almost desert after successive pirate raids and incursions of treasure hunters. A small military outpost with an armed garrison and a company of VTOLs were placed there to hunt the invaders.

14th "Griffon" Company, equipped with 4 Wildcat LRM, 4 Wildcat AC20 and 4 Wildcats, plus a fixed garrison defending the base with armed turrets, infantry and towed field guns


Rushaven: in a effort to protect mining facilities in the planet a heavy company was placed there to protect the settlers against pirates and other threats

23th "Goliath" Company with one lance of Vedettes, one lance of Wildcats (mix of variants) and one full lance of Galleons GAL-101s for recon and light attack, plus one full company of Motorized Infantry


Dormandaine: distant from the pirate kingdoms and very close to Draconis Combine and Federated Suns border, it is home for 10,000 inhabitants, mainly farmers and has little strategy importance being protected by a second line unit:

393th Dormandaine Defenders: mixed lance with two Vedettes, one Saladin and one Warrior VTOL plus a foot infantry platoon in garrison. As locals usually don't conscript, most of personnel are from elsewhere.


Sevon: with more than one million inhabitants, it is base of the 1st Battalion of the Alliance Grenadiers, which BattleMechs are often deployed to other systems. To complement the defense of this strategy world and its advanced industries, two Planetary Militia companies are based there:

7th Sevon Guards: 
with one lance of Vedettes, one lance of Wildcats (mix of variants), and one full lance of Galleons GAL-101s plus infantry.

35th Shandahar Warriors: named after their main city, this unit is specialized in urban combat like a few other Planetary Militia companies,  and equipped with SRM Carriers, Hetzers and Galleons plus a reinforced motorized infantry company with AC/20 towed field guns.


Tellman IV:  mining outpost with a tiny population, it is seldom target of attacks but keeps its importance and received new equipment recently:

127th Tellman Defenders: old Scorpion Light Tanks were replaced by two newly produced Vedettes, two LRM Carriers and two Galleon, acting as an enlarged lance with two infantry squads in one Heavy Tracked APC.


Praxton: this strategic system with less than 100,000 inhabitants has the only Fusion Engine manufacturing facility of the OA and is permanently protected by AeroSpace fighters and two full companies of the Planetary Militia which combat units remains hidden most of the time to not denounce its importance to pirate raiders.

2nd Praxton Guards: one lance of legacy Schrek PPC Carriers, one lance of Hunter Light Support Tanks and one lance of SRM Carriers, plus four foot infantry platoons in Heavy APCs

3rd Lighting Rods: equipped with 4 Helllcat LRM, 4 Hellcat AC20 and 4 Wildcats


Combat Vehicles - Local Mods: Schrek, Manticore, Condor




This page is dedicated to modified versions of combat vehicles that are not produced in the OA and found in very small numbers. 


Schrek PPC Carrier (ICE conversion)

Along the years, several Schreks were placed out of service, their Fusion Reactors and Weapons used as spare parts for other vehicles and most probably for the first series of Merlin Heavy Battlemechs.
Some of the Schreks were returned to service with the installation of an ICE that required the removal of the center PPC (which was replaced by a mock-up PPC to prevent the enemy to notice the modification).


Mass: 80 tons

Movement Type: Tracked

Power Plant: 240 ICE

Cruising Speed: 32.4 kph

Maximum Speed: 54 kph

Armor: Standard

Armament:

     2 PPC

Cost: 2,229,300 C-bills



Technology Base: Inner Sphere (Introductory) 

Movement Type: Tracked

Tonnage: 80

Battle Value: 759

Equipment                                          Mass

Internal Structure                                    8

Engine                        240 ICE                23

Cruising MP: 3

Flank MP: 5

Heat Sinks:                   20                     20

Control Equipment:                                   4.0

Power Amplifier:                                       1.5

Turret:                                                        1.5

Armor Factor                  112                     7


                          Internal   Armor   

                          Structure  Value   

     Front                   8         24    

     R/L Side            8/8      20/20   

     Rear                    8         20    

     Turret                  8         28    


Weapons

and Ammo              Location    Tonnage   

2 PPC                  Turret       14.0    

Cargo(*)                   Body        1.0     

(*) extra weight for the heavier turret and the center mock-up PPC



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Manticore Heavy Tank (ICE conversion)

Same as for the Schreks, several Manticore were placed out of service and their Fusion Reactors and Weapons used as spare parts for other vehicles and Battlemechs. The PPC was replaced by a Large Laser and a Medium Laser in the turret. The front mounted limited transverse turret with an medium laser was replaced by a Machine Gun.


Mass: 60 tons
Movement Type: Tracked
Power Plant: 180 ICE
Cruising Speed: 32.4 kph
Maximum Speed: 54 kph
Armor: Standard
Armament:
     1 Machine Gun
     1 SRM 6
     1 Large Laser
     1 LRM 10
Cost: 1,353,600 C-bills

Type: Manticore Heavy Tank
Technology Base: Inner Sphere (Introductory) 
Movement Type: Tracked
Tonnage: 60
Battle Value: 849

Equipment                                          Mass
Internal Structure                                    6
Engine                        180 ICE                14
Cruising MP: 3
Flank MP: 5
Heat Sinks:                   8                       8
Control Equipment:                                3.0
Power Amplifier:                                    0.5
Turret:                                                     1.5
Armor Factor                  176                 11

                          Internal   Armor   
                          Structure  Value   
     Front                   6         42    
     R/L Side           6/6      33/33   
     Rear                    6         26    
     Turret                  6         42    


Weapons
and Ammo                                  Location    Tonnage   
Machine Gun                                   Front        0.5     
SRM 6                                             Turret       3.0     
Large Laser                                     Turret       5.0     
LRM 10                                           Turret       5.0     
LRM 10 Ammo (12)                        Body        1.0     
Half Machine Gun Ammo (100)      Body        0.5     
SRM 6 Ammo (15)                           Body        1.0     



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Condor Heavy Hover Tank (AC20)

Small numbers of standard models were locally modified and armed with a single AC/20 with 3 tons of ammo plus one Machine Gun with 100 shots. It became more appreciated than the Saladin due to the better armor and the turret-mounted Autocannon.


Mass: 50 tons
Movement Type: Hover
Power Plant: 165 ICE
Cruising Speed: 86.4 kph
Maximum Speed: 129.6 kph
Armor: Standard
Armament:
     1 Machine Gun
     1 AC/20
Cost: 1,431,000 C-bills

Type: Condor Heavy Hover Tank
Technology Base: Inner Sphere (Introductory) 
Movement Type: Hover
Tonnage: 50
Battle Value: 791

Equipment                                          Mass
Internal Structure                                    5
Engine                        165 ICE                12
Cruising MP: 8
Flank MP: 12
Heat Sinks:                   0                       0
Control Equipment:                                  2.5
Lift Equipment:                                       5.0
Power Amplifier:                                    0.0
Turret:                                                     1.5
Armor Factor                  96                      6

                          Internal   Armor   
                          Structure  Value   
     Front                   5         30    
     R/L Side            5/5      15/15   
     Rear                    5         14    
     Turret                  5         22    


Weapons
and Ammo                      Location    Tonnage   
Machine Gun                    Front        0.5     
AC/20 Ammo (15)                 Body        3.0     
Half Machine Gun Ammo (100)     Body        0.5     
AC/20                          Turret       14.0    


Saturday, May 29, 2021

Fan Fiction: Razorbacks



 

    The outer borders of Outworlds Alliance (OA) were in constant conflict during the Third Succession War. Pirates repeatedly attacked weakly protected systems, looting or just probing their defenses. In special, worlds closer to Antallos, the pirate heaven more commonly known as Port Krin, were very exposed.

    T
he populations of Dneiper, Milligan's World, and Prinis Prime, the three Alliance worlds closest to Antallos, have gradually abandoned their holdings in the face of repeated bandit raids. The people who stubbornly refuse to give up their homes and lands are nearly self-sufficient and long ago ceased to feel any loyalty to the Alliance government.

    The populations of Dneiper, Milligan's World, and Prinis Prime, the three Alliance worlds closest to Antallos, have gradually abandoned their holdings in the face of repeated bandit raids. The people who stubbornly refuse to give up their homes and lands are nearly self-sufficient and long ago ceased to feel any loyalty to the Alliance government.


    The populations of Dneiper, Milligan's World, and Prinis Prime, the three Alliance worlds closest to Antallos, have gradually abandoned their holdings in the face of repeated bandit raids. The people who stubbornly refuse to give up their homes and lands are nearly self-sufficient and long ago ceased to feel any loyalty to the Alliance government.

    To prevent completely loosing these worlds to pirates and raiders, the Alliance Military Corps (AMC) deployed the 2nd Battalion of the Alliance Borderers Regiment, based on Coraines to Dneiper in order to fight these invaders, usually small units ranging from a single lance to a company in the most different conditions.

    The 2nd Battalion was the first receive the new VTOL models produced in Ramora and Company created was name as "The Razorbacks".

-------------------------------------------------------------------------------------------------------------


 

Eating Sand

 

It was an infinity landscape of arid cliffs and hills with scattered woods. Sky was blue with no clouds and this helped Commander Molina spot a salvo of LRMs coming on the direction of his Hellcat, totally missing him and hitting the ground well below his left side. It was a large double salvo, most likely from two LRM-15s or 20s.

Molina’s wingman, Trask, opened the commlink: - Commander, it is the Trebuchet from the target lance! It shouldn’t be here!

Molina replies immediately and give orders to all units: They spot our recons and knew we were coming! The others must not be far. This will be a standard pincer move, guys! Hannigan, you take 9 o’clock! Rusty, you take 3 o’clock position! Each wingman flowing their leader! Remember your training!

Knowing that your recon was not always reliable, Molina ordered his units to fly in formation. His Hellcat LRM, armed with 6 LRM5s was flying high at maximum speed, sided by Trask and looking for the target Battlemech lance that they were supposed to intercept and destroy.

The other four choppers were flying low to avoid detection. Two Wildcats armed with a single Autocannon class 10 were following on the left and other two Hellcats were coming from right side, but these ones armed with a feared Autocannon class 20.

The target was a lance of pirate raiders reported having medium and light mechs. Probably aware of the incoming Free World League forces, the Battlemechs took full advantage of their superior sensors to detect and fire first. For Molina’s unit lucky, it seems that only the Trebuchet has long range weapons.  Anyway, a Hellcat at flank speed is very hard to hit at long range.

-        Rusty, there is a Cicada coming fast in your direction! – said Molina

The other two mechs reported were a Jenner and an Ostroc, that Molina also spot taking cover behind the elevated terrain.

Molina reduces speed for a more precise shot, followed by Trask. Both combine fire of 12 LRM 5s on the Trebuchet that shows confidence on his skills, keep position on top of hills, returning LRM fire against Molina and ignoring the two Wildcats coming from his front-right side. Even being at long range for his AC/10, Hannigan’s gunner – Talia – place a shot on the torso of the Trebuchet that is also hit by a few LRMs. Hannigan’s wingman, Kemp, miss the target. The Trebuchet, a standard 5N model with 2 LRM-15s and Medium Lasers, miss all shots.

Wildcats are highly effective machines, 25ton helicopters well armored and equipped with an autocannon class 10. A crew of two manage it:  a pilot in command and a gunner responsible to aim the gun. Different from ancient helicopter gunships, the Wildcat has its AC/10 in a pivotable mount with 45 degrees transverse to each side, giving more freedom of maneuver while a target is engaged.

At the same time, Rusty pilots his Hellcat AC/20 close to the ground followed by his wingman Snap. Instead of finding the Cicada, them both face a much bigger Ostroc firing large lasers at them without success. They could not identify the Battlemech variant and engage it with the AC/20s at medium range. One round hit the torso removing almost all armor – the Ostroc is shaken by the blast.

Molina continues to keep fire on the Trebuchet together with the Wildcats ripping off the external armor of its arms and legs. The Trebuchet cannot sustain so much damage and falls to the ground in a cloud of sand, dust and shrapnel.

While this, a Jenner emerges from the hills firing at short range on the Hellcats that attacked the Ostroc. Medium Lasers and SRMs hit the left side and the rotors of Snap’s Hellcat. Rotors are the most fragile part of a chopper and even an armored 30-ton helicopter like the Hellcat cannot take much damage to it. The Hellcat is equipped with an armored 8-blade rotor with automatic stabilization control able to eject damaged blades and keep flying at expense of reduced maneuverability and speed.  But the multiple SRM hits taken were much more than Snap’s chopper could handle. With only two remaining blades, their Hellcat crashed in the rocky soil of Fagerholm. As long they were flying extremely low the impact was totally absorbed by the landing gear with minor armor damage – even the gun remained fully operational.

Unsurprisingly, the Cicada (a very rare 3C model) keeps moving at full speed becoming a very difficult target. However, this affects its own aiming and it miss to hit anything with his PPC.

Molina realizes that the engagement turned to a dogfight and he tells your crews to freely engage the targets. As an experienced pilot and gunner, he started his career as gunner in a time that Free Worlds League formed its first hunter-killer unit of helicopters with a single company of Wildcats armed with autocannons or LRMs.

Commander Molina knows every single strength and weakness of these units but, above all, he cares for his crews. At a higher point while firing at the Trebuchet, he observes Snap’s Hellcat crash-landing and communicate to them:

-        Snap, Val! Get off now! – Molina says in a strong tone.

But Snap’s gunner, Val, replies with confidence: I still have the Ostroc in my sight. I will take him down!

-        No way! Get off at once! – Molina says.

-        Come on, Val! It is an order! – says Snap, and both leave their armored cockpits.

The Jenner scored a fatal blow to the Hellcat AC/20, but turned his rear arc to Molina that immediately takes advantage of the situation and fires a full LRM salvo against it, easily destroying the rear torso armor, damaging the internal structure and igniting the SRM ammo causing an explosion that completely destroy the Jenner with its mechwarrior inside.

While this, the crippled Trebuchet stand up and move backwards looking for cover in woods, only to notice Rusty’s Hellcat flying over him and making a 180o turn to fire at its rear arc. The Trebuchet had no time to react and receive an AC/20 hit in the rear torso, complete destroying it.

The two Wildcats continue to fly in close formation and near the ground, reducing speed while dodging the hills to avoid a collision and to engage the Cicada that moves on their direction and fires at Hannigan’s Wildcat, blowing his entire left side armor but without any other consequences – one more hit in that location and Hannigan and his gunner are dead.

While that, the Ostroc engages the crashed Hellcat, destroying it and jumps to the same cliff that the Cicada moved to. Snap and Val had time to take cover and are not hit by the explosion.

Molina and his wingman Trask cannot see anymore the Ostroc and the Cicada, as they smartly look for cover in rocky terrain. In an attempt to find these two remaining Battlemechs, both Hellcats move laterally at the same altitude to find a firing position.

Hannigan is supposed to withdrawn with his damaged Wildcat but notices the Ostroc jumping behind him and firing the two Large Lasers. He orders his wingman to break formation and make a backward movement, gaining altitude and engaging the Ostroc. Both sides miss their shots.

The Cicada moves at high speed away from his lance mates dodging trees and elevations, maybe in hope to get a longer distance to shot back with the PPC, but immediately notice that Rusty’s Hellcat is as fast as him and can close easily flying above any ground obstacle. That flying AC/20 getting close should be a freighting view.

The elusive Cicada dodge a first autocannon hit and suddenly turns against the Hellcat raising a cloud of sand dust around him. Too close for a precise PPC shot and too far for a Machine Gun, it misses all shots.

The clever maneuver makes Rusty fly over the Cicada as they move in the opposite direction now. The Cicada now heads toward the Ostroc.

In this moment, Molina tells Trask to fire on the Cicada while he engages the Ostroc. All his units will get out of ammo soon and a long engagement is not good for them.

Apparently running hot, the Ostroc engages the undamaged Wildcat with a single Large Laser. This model jumps much longer but misses Medium Lasers or SRMs. Molina never saw such variant but has no complains at this moment. The combined fire of the LRMs and AC/10s damage the Ostroc, reaching the internals and destroying its Left Leg which eliminates any chance of escape.

Now the Cicada targets the Wildcats that are attacking the cripples the Ostroc but miss a PPC shot.

Rusty makes a tight turn and manage to engage the Cicada, hitting the right leg and torso and crippling the Battlemech. It is destroyed almost at the same time with one of the last LRM rounds from Trask’s Hellcat. The mechwarrior has no time to eject.

The Ostroc is the only remaining mech of the lance but crippled and unable to escape. Few seconds probably looked like long minutes as the mechwarrior takes the decision to eject – in time to see his mech being attacked and destroyed by multiple attacks from all directions.

Battle over and no sign of other enemy units, Molina calls the command center and request an armed transport to rescue Snap and Val, and capture the surviving mechwarrior. There is little salvage left from this battle but a prisoner is much more valuable at this point.

The balance was positive. Even with one Hellcat AC/20 lost, the enemy lance was neutralized and no crew member was killed or injured. The bonus is the mechwarrior captured that may bring important information about the other enemy mechs.

Saturday, May 22, 2021

Chieftain Heavy Tank

 


    During the beginning of the 31st century, the Outworlds Alliance was under constant attacks from pirates and raiders and its primary line of defense was the so called Planetary Militia, equipped with a miscellaneous of combat vehicles and infantry which suffered constant losses. Besides a small production of Vedettes and Hunters which proved expensive and inadequate for a defensive role, the OA depended on imports to keep these units in good combat strength. 

    With the support from the United Outworlders Corporation (UOC) in Mitchella, the Outworlds Alliance initiated the development of a heavy combat vehicle meant to be the backbone of the Planetary Militia and also be used by the Mechanized Corps. The original requirement asked for a price tag of 1M c-bills (which was later exceed), heavy armor and a required top speed of only 54kph as it was meant to a defensive role. The armament should include one heavy autocannon (class 10 or 20), one secondary energy weapon not dependent of ammo and one LRM launcher for long range attacks. 

    The result was a heavy tracked combat vehicle of 60 tons named Chieftain. Instead of creating an entirely new tank, UOC developed it from the ubiquitous LRM/SRM carrier chassis by keeping the original engine (an 180 ICE) and transmission, adding more armor and a full transverse turret.

     The main armament is an Autocannon class 10 which deliveries less damage than a AC/20 but has a much longer range - something very important in a such slow vehicle. One Medium Laser acts as secondary weapon able to fire indefinitely. The third weapon is a LRM-5 launcher which gives a small but useful firepower at long distances. Finally, a front mounted Machine Gun with 100 rounds is provided as an anti-infantry weapon.

    The Chieftain was very appreciated by its crews as a reliable and well armored tank. With thirteen tons of standard armor, it was able to sustain much more damage than most of other heavy tanks of its time. Top speed and firepower was not great, but by far enough to deal with a wide range of threats.

    However, the limited resources of the OA and difficult to guarantee a steady supply of AC/10s, resulted in small numbers being produced and assigned only to the Alliance Borderers.


Type/Model:Chieftain 
Mass:60 tons

Equipment
Crits
Mass
Int.Struct.:30 pts Standard
0
6
Engine:180 I.C.E.
0
14
Power Amplifiers:
   0
     0
Cruise MP:3
Flank MP:5
Jumping MP:0
Heat Sinks:3 Single
0
3
Cockpit & Controls:
  0
3
Crew: 4 members
  0
0
Turret Equipment
  0
              1.5
Armor Factor:208 pts Standard
0
13

CriticalInternalArmor Points
Front656
Left/Right6/640/40
Rear632
Turret640
 


 Weapons & EquipmentLocHeatAmmoCritsMass
1Machine GunFront010021
1Autocannon/10Turret320214
1Medium LaserTurret3 11
1LRM 5Turret22423
  
 TOTALS:8 719


Calculated Factors:
Total Cost:1`117`600 C-Bills
Battle Value 1:471 
Battle Value 2:896 
Cost/BV:1247 C-Bill/BV