Author Topic: How Would You deal with this infantry unit.  (Read 477 times)

Primus203

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How Would You deal with this infantry unit.
« on: 27 February 2024, 14:36:41 »
Im sorry if this is the wrong place to post this if so let me know and ill move it.

Anyways I have a large aerodyne gunship and was looking for ways to improve capabilities and I came to paradropped infantry I revised the capability upwards a few times to cover deficiencies a few times.

The full unit load is meant to be divisible by six and can be either a sixth, a third, half, or all dropped at one spot I would like to know how you would deal with these units so I can shore them up.
---------------------------------------------------------------------------------------------------------------------------------------------------------------
Para G.I. Infantry x84
Tech Base: Inner Sphere (Advanced)
Tech Rating/Availability: E/X-X-E-D
Transport Weight:  4
Equipment:
    Primary Weapon: 12 Laser Rifle (Federated-Barrett M61A) (Inferno Grenades)
    Secondary Weapon: 16 Support Laser (ER, IS)
    Armor:  Ballistic Plate, Standard
Battle Value: 433
Introduction Year: 3060
Cost: 13,655,240.307 C-bills
Notes: Cybernetically enhanced infantry: Sensory Implants (IR/EM Optical): Conventional Infantry units receive 2-hex Active Probe.
 Myomer Implants (Dermal Armor Camoflage)   : Myomer Implants (Dermal Armor Camoflage)
 Artificial Pain Shunt: Pilot does not suffer damage from certain kinds of attacks.
 Enhanced Multi-Modal Sensory Implants: Enhanced Version of Eye/Ear/Laser
 Myomer Implants (Triple Strength): Units receive benefits as described in
 Prosthetic leg MASC: Conventional Infantry units can go faster. Myomer Implants (Dermal Armor): Units are more resistant to damage.
 Boosted Cybernetic Comm Implant: As Cybernetic Comm Implant but adds ability to connect to C3i
 Sensory Implants (Enhanced Audio): Infantry units receive 2-hex Active Probe.

   
Platoon Type (Specialty): Foot (Paratroops)
    Ground MP: 2
Platoon Size (Squad/Platoon): 28 (7/4)
Armor Divisor: 3
To-Hit Modifier (Range in Hexes):
    -1 (0 Hexes), +0 (1-4 Hexes), +1 (5-6 Hexes), +2 (7-8 Hexes), +3 (9-10 Hexes), +4 (11-12 Hexes)
Maximum Weapon Damage (# of Troopers):
    20 (28), 19 (27-26), 18 (25), 17 (24), 16 (23-22), 15 (21), 14 (20-19), 13 (18), 12 (17), 11 (16-15), 10 (14), 9 (13-12), 8 (11), 7 (10), 6 (9-8), 5 (7), 4 (6-5), 3 (4), 2 (3), 1 (2-1)
---------------------------------------------------------------------------------------------------------------------------------------------------------------
For Fieldworks

Shovel Squad Ragnarok Para x6
Tech Base: Inner Sphere (Advanced)
Tech Rating/Availability: E/X-X-E-X
Transport Weight:  4.5
Equipment:
    Primary Weapon: 16 Laser Rifle (Federated-Barrett M61A) (Inferno Grenades)
    Secondary Weapon: 4 Support Laser (ER Heavy, IS)
    Armor:  Environment Suit, Hostile
Battle Value: 280
Introduction Year: 3060
Cost: 59,197,809.886 C-bills
Notes: Cybernetically enhanced infantry: Myomer Implants (Dermal Armor Camoflage)   : Myomer Implants (Dermal Armor Camoflage)
 Artificial Pain Shunt: Pilot does not suffer damage from certain kinds of attacks.
 Enhanced Multi-Modal Sensory Implants: Enhanced Version of Eye/Ear/Laser
 Myomer Implants (Triple Strength): Units receive benefits as described in
 Prosthetic leg MASC: Conventional Infantry units can go faster. Myomer Implants (Dermal Armor): Units are more resistant to damage.
 Boosted Cybernetic Comm Implant: As Cybernetic Comm Implant but adds ability to connect to C3i

   
Platoon Type (Specialty): Foot (Trench/Fieldworks Engineers, Paratroops)
    Ground MP: 2
Platoon Size (Squad/Platoon): 20 (10/2)
Armor Divisor: 3
To-Hit Modifier (Range in Hexes):
    +0 (0-6 Hexes), +1 (7-9 Hexes), +2 (10-12 Hexes), +4 (13-15 Hexes), +5 (16-18 Hexes)
Maximum Weapon Damage (# of Troopers):
    13 (20), 12 (19-18), 11 (17), 10 (16-15), 9 (14), 8 (13-12), 7 (11-10), 6 (9), 5 (8-7), 4 (6), 3 (5-4), 2 (3), 1 (2-1)
---------------------------------------------------------------------------------------------------------------------------------------------------------------
The Battle Armor Support
Assault Battlesuit Energy Loadout x30
Type: Assault Battlesuit
Manufacturer: Unknown
    Primary Factory: Unknown

Tech Base: Inner Sphere (Standard)
Chassis Type:  Biped
Weight Class: Assault
Maximum Weight: 2,000 kg
Battle Value: 561
Squad Size 6
Swarm/Leg Attack/Mechanized/AP: No/No/No/Yes
</p>

Equipment                                     Slots      Mass   
Chassis:                                               550 kg    
Motive System:                                                   
     Ground MP:          2                             160 kg    
     Jump MP:            0                               0 kg    
Manipulators:                                                    
    Left Arm:            Heavy Vibro-Claw               60 kg
    Right Arm:           Armored Gloves                  0 kg
Armor:                   Standard (Basic)       0      550 kg    
    Armor Value:         12 (Trooper)                            

                                                        Slots           
Weapons and Equipment                        Location (Capacity)   Mass 
Anti Personnel Weapon Mount                  Left Arm     1        5 kg 
Anti Personnel Weapon Mount                  Left Arm     1        5 kg 
Cutting Torch                                Right Arm     1        5 kg 
Direct Neural Interface Cockpit Modification   None       0        0 kg 
Extended Life Support                          Body       1       25 kg 
Improved Sensors                               Body       1       65 kg 
Laser Microphone                               Body       1        5 kg 
Power Pack                                     Body       1       25 kg 
Parafoil                                       Body       1       35 kg 
Vibro-Shovel                                   None       0        0 kg 
Anti Personnel Weapon Mount                    Body       1        5 kg 
Medium Laser                                 Right Arm     3       500 kg
---------------------------------------------------------------------------------------------------------------------------------------------------------------
Now I know your first thoughts would be to bomb them with aero or to inferno them or avoid them so they have a small number of support vehicles.

For infernos and missile bombardment
Ams Para Anti Missile Tank x6

Mass: 50 tons
Movement Type: Tracked
Power Plant: 100 Fusion
Cruising Speed: 21.6 kph
Maximum Speed: 32.4 kph
Armor: Ferro-Fibrous
Armament:
     1 Laser AMS
     8 Anti-Missile System
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3065
Tech Rating/Availability: F/X-X-F-E
Cost: 3,758,750 C-bills

Type: Ams Para
Technology Base: Inner Sphere (Standard)
Movement Type: Tracked
Tonnage: 50
Battle Value: 1,149

Equipment                                          Mass
Internal Structure                                    5
Engine                        100 Fusion            4.5
   Cruising MP: 2
   Flank MP: 3
Heat Sinks:                   10                      0
Control Equipment:                                  2.5
Power Amplifier:                                    0.0
Turret:                                             0.5
Armor Factor (Ferro)          215                    12

                          Internal   Armor   
                          Structure  Value   
     Front                   5         52   
     R/L Side               5/5      43/43   
     Rear                    5         34   
     Turret                  5         43   


Weapons
and Ammo                         Location    Tonnage      
Anti-Missile System                Rear        0.5     
2 Anti-Missile System              Left        1.0     
Anti-Missile System               Front        0.5     
2 Anti-Missile System             Right        1.0     
2 Anti-Missile System             Turret       1.0     
Laser AMS                         Turret       1.5     
CASE                               Body        0.5     
Angel ECM Suite                    Body        2.0     
Anti-Missile System Ammo (180)     Body        15.0   
Vehicular DropChute                Body        2.5     
---------------------------------------------------------------------------------------------------------------------------------------------------------------   
To protect against aero
Skyshield Infantry Support Tank x6

Mass: 50 tons
Movement Type: Tracked
Power Plant: 100 Fusion
Cruising Speed: 21.6 kph
Maximum Speed: 32.4 kph
Armor: Ferro-Fibrous
Armament:
     2 LB 5-X AC
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3065
Tech Rating/Availability: F/X-X-F-E
Cost: 1,872,500 C-bills

Type: Skyshield
Technology Base: Inner Sphere (Standard)
Movement Type: Tracked
Tonnage: 50
Battle Value: 493

Equipment                                          Mass
Internal Structure                                    5
Engine                        100 Fusion            4.5
   Cruising MP: 2
   Flank MP: 3
Heat Sinks:                   10                      0
Control Equipment:                                  2.5
Power Amplifier:                                    0.0
Turret:                                             2.0
Armor Factor (Ferro)          89                      5

                          Internal   Armor   
                          Structure  Value   
     Front                   5         24   
     R/L Side               5/5      17/17   
     Rear                    5         14   
     Turret                  5         17   

Weapons
and Ammo                    Location    Tonnage      
Bulldozer                    Front        2.0     
2 LB 5-X AC                  Turret       16.0   
CASE                          Body        0.5     
LB 5-X Cluster Ammo (120)     Body        6.0     
Vehicular DropChute           Body        2.5     
Targeting Computer             BD         4.0     
---------------------------------------------------------------------------------------------------------------------------------------------------------------   
And finally to make it so you either cant ignore or have to detour a lot
Sniper Infantry Support Tank x6

Mass: 50 tons
Movement Type: Tracked
Power Plant: 100 Fusion
Cruising Speed: 21.6 kph
Maximum Speed: 32.4 kph
Armor: Ferro-Fibrous
Armament:
     1 Sniper
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3065
Tech Rating/Availability: E/X-X-E-E
Cost: 1,344,500 C-bills

Type: Sniper
Technology Base: Inner Sphere (Advanced)
Movement Type: Tracked
Tonnage: 50
Battle Value: 408

Equipment                                          Mass
Internal Structure                                    5
Engine                        100 Fusion            4.5
   Cruising MP: 2
   Flank MP: 3
Heat Sinks:                   10                      0
Control Equipment:                                  2.5
Power Amplifier:                                    0.0
Turret:                                             2.0
Armor Factor (Ferro)          89                      5

                          Internal   Armor   
                          Structure  Value   
     Front                   5         24   
     R/L Side               5/5      17/17   
     Rear                    5         14   
     Turret                  5         17   


Weapons
and Ammo                     Location    Tonnage      
Sniper                        Turret       20.0   
Fuel-Air Sniper Ammo (20)      Body        2.0     
Flechette Sniper Ammo (10)     Body        1.0     
Sniper Ammo (40)               Body        4.0     
Cluster Sniper Ammo (20)       Body        2.0     
---------------------------------------------------------------------------------------------------------------------------------------------------------------
So how would you guys face this force in any of its drop configurations from a sixth to all at once?

AlphaMirage

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Re: How Would You deal with this infantry unit.
« Reply #1 on: 27 February 2024, 14:58:39 »
Don't let it hit the ground, blow them up while on descent with fighters when they are helpless.

For the infantry Mech Mortars with Air-Burst will still chew them up (and be immune to AMS) particularly since they are so slow. Tough and long to kill yes but still doable.
 
Also you basically spent a dropship worth of c-bills on them. IDK if that's a good investment when I can buy a lot more LRMs or Thumpers (with Fuel-Air too) with Helicopter spotters (using mast mounts and masking terrain to protect from cluster rounds) for indirect fire (preferably with ARMs against the missile defense tank).

Your Anti-Missile Tank won't work on the ground like you think it will it only protects itself from hits (the APDS is the one that provides a nearby missile shield but is much heavier and very short ranged) and only once per round. The flak tank will get taken out first and then air power and a creeping barrage would do the same starting with the SPA.

Now I'd probably run of ammo dealing with the cyborg horde but I could definitely put a hurt on them.

Dragon Cat

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  • Not Dead Until I Say So
Re: How Would You deal with this infantry unit.
« Reply #2 on: 27 February 2024, 15:14:46 »
What AlphaMirage said hit them in space or from a distance, they are slow with no flanking support you just keep hitting them from a distance.

Now in a city, that's a scary force with ample cover they'd be hard to break out
My three main Alternate Timeline with Thanks fan-fiction threads are in the links below. I'm always open to suggestions or additions to be incorporated so if you feel you wish to add something feel free. There's non-canon units, equipment, people, events, erm... Solar Systems spread throughout so please enjoy

https://bg.battletech.com/forums/index.php/topic,20515.0.html - Part 1

https://bg.battletech.com/forums/index.php/topic,52013.0.html - Part 2

https://bg.battletech.com/forums/index.php/topic,79196.0.html - Part 3

Primus203

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Re: How Would You deal with this infantry unit.
« Reply #3 on: 27 February 2024, 15:18:41 »
Thanks for replying id like to know if its not a bother how long would it take you to reduce the force I conceptually was thinking in dropping it in thirds or sixths to pin down or limit enemy movements while my other dropships dropped tanks, and mechs. Also they are fully meant to be dropped into or near good cover.

If it takes more than five turns to reduce them the hover tanks could probably come to support.

The group I'm in does large scale battles though I'm pretty new to the game.

The dropship is also pretty well armed though I've been informed that its not a great idea to use them as close air support.

Ragnarok SuperHeavy DropGunship
Type: Military Aerodyne
Mass: 35,000 tons
Technology Base: Inner Sphere (Standard)
Introduced: 3065
Mass: 35,000
Battle Value: 28,711
Tech Rating/Availability: F/X-X-F-E
Cost: 3,371,040,000 C-bills

Fuel: 3,000 tons (60,000)
Safe Thrust: 3
Maximum Thrust: 5
Heat Sinks: 2500 (5000)
Structural Integrity: 85

Armor
    Nose: 773
    Sides: 659/659
    Aft: 544

Cargo
    Bay 1:  BattleArmor (IS) (30)   2 Doors   
    Bay 2:  Infantry (Foot) (90)   4 Doors   
    Bay 3:  Light Vehicle (18)      1 Door   
    Bay 4:  Cargo (674.0 tons)  Probably  full  of  bombs 1 Door   

Ammunition:
    10,000 rounds of LB 5-X Cluster ammunition (500 tons)

Escape Pods: 0
Life Boats: 0
Crew:  12 officers, 9 enlisted/non-rated, 39 gunners, 2790 bay personnel      

Notes: Mounts 382.5 tons of standard aerospace armor.

Weapons:                              Capital Attack Values (Standard)
Arc (Heat)                        Heat  SRV     MRV     LRV     ERV   Class       
Nose (526 Heat)
4 Laser AMS                       28   1(12)    0(0)    0(0)    0(0)  AMS         
3 Sub-Capital Laser /3            96   9(90)   9(90)    0(0)    0(0)  Sub-Capital Laser
2 LB 5-X AC                        2   1(10)   1(10)   1(10)    0(0)  LBX AC     
    LB 5-X Cluster Ammo (2000 shots)
20 ER PPC                         300  20(200) 20(200) 20(200)  0(0)  PPC         
20 ER Medium Laser                100  10(100) 10(100)  0(0)    0(0)  Laser       
RW/LW (526 Heat)
4 Laser AMS                       28   1(12)    0(0)    0(0)    0(0)  AMS         
3 Sub-Capital Laser /3            96   9(90)   9(90)    0(0)    0(0)  Sub-Capital Laser
2 LB 5-X AC                        2   1(10)   1(10)   1(10)    0(0)  LBX AC     
    LB 5-X Cluster Ammo (2000 shots)
20 ER PPC                         300  20(200) 20(200) 20(200)  0(0)  PPC         
20 ER Medium Laser                100  10(100) 10(100)  0(0)    0(0)  Laser       
Aft (432 Heat)
4 Laser AMS                       28   1(12)    0(0)    0(0)    0(0)  AMS         
1 TAG                              0    0(0)    0(0)    0(0)    0(0)  Misc       
4 LB 5-X AC                        4   2(20)   2(20)   2(20)    0(0)  LBX AC     
    LB 5-X Cluster Ammo (4000 shots)
20 ER PPC                         300  20(200) 20(200) 20(200)  0(0)  PPC         
20 ER Medium Laser                100  10(100) 10(100)  0(0)    0(0)  Laser       
   

« Last Edit: 27 February 2024, 15:28:57 by Primus203 »

AlphaMirage

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Re: How Would You deal with this infantry unit.
« Reply #4 on: 27 February 2024, 15:51:06 »
The Ragnarok basically costs the same as a small warship. So I'd use that to solve all of these problems if its an option. Using any dropship as close air support is just asking for a wreck those control rolls are nasty. Additionally I don't have to 'hit' your dropship or formation with a nuke in atmosphere for it to 'kill' it. It could just blow up nearby thus missile defense might not protect you from splash damage caused by a cunning SDS.

Furthermore you can barely feed/life support your people on a short planetary transit (they use a one ton per 20 people in the bay per day) so the drop team is reliant on cargo vessels for sustainment. Which since I would not endanger my aerospace fighting that monster would then become my next target as I withdraw from your very slow force. Its a beast sure, but one with short legs and a lot of trade offs. IMO your c-bills are best spent elsewhere.


Primus203

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Re: How Would You deal with this infantry unit.
« Reply #5 on: 27 February 2024, 16:10:08 »
As always thanks for the responses I'm now considering dropping the para troops from the ragnarok maybe the rag was always supposed to be a gunship and anti drop gunship platform the para are a refit trading a bit of fuel and armor.

The scale that the group I'm in hosts battles on is such that the largest battle the old model rag took place in had twelve drop and had to face the others dropships lost all twelve but my forces would have probably had their best units devastated before i could stop them otherwise.

On note of using warships instead they were busy fighting the other warships the scale of the battle for us is great house proxy wars I have the smallest fleet but all warships. None of the spheroids dropships are defenseless and all have five fighters.

OatsAndHall

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Re: How Would You deal with this infantry unit.
« Reply #6 on: 27 February 2024, 16:23:47 »
Fire. Lots of fire.

ActionButler

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Re: How Would You deal with this infantry unit.
« Reply #7 on: 27 February 2024, 17:31:59 »
**MOD NOTICE**

Because this topic deals with customs, I've moved it to the Fan Designs board. As is usually the case with these situations, nobody is in trouble.

Thanks very much, guys.
AB
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http://bg.battletech.com/forums/index.php?topic=56420.0

Daryk

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Re: How Would You deal with this infantry unit.
« Reply #8 on: 27 February 2024, 19:16:43 »

truetanker

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Re: How Would You deal with this infantry unit.
« Reply #9 on: 28 February 2024, 20:05:02 »
TSM can NOT work with MASC!

But not bad.

I've... done the Terminator thing, just because Herb didn't, or wouldn't, release his.

TT

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Primus203

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Re: How Would You deal with this infantry unit.
« Reply #10 on: 01 March 2024, 01:43:32 »
After thought and discussion I in the end decided to keep the Ragnaroks drop capability and modify it. Though instead of up to six groups it has been changed to two groups. The new Ragnarok drops a thousand heatsinks which after calcs were unneeded changed the armor so i could reduce weight and not lose to much, and trimmed another thousand tons of fuel, and finally removed three of the nine sub cap three lasers. All of this allowed me to squeeze in the redesigned force plus supplies for two weeks. New Specs as follows.
---------------------------------------------------------------------------------------------------------------------------------------------------------------
Ragnarok SuperHeavy DropGunship
Type: Military Aerodyne
Mass: 35,000 tons
Technology Base: Inner Sphere (Standard)
Introduced: 3065
Mass: 35,000
Battle Value: 27,804
Tech Rating/Availability: F/X-X-F-E
Cost: 3,221,226,000 C-bills

Fuel: 2,000 tons (40,000)
Safe Thrust: 3
Maximum Thrust: 5
Heat Sinks: 1400 (2800)
Structural Integrity: 75

Armor
    Nose: 828
    Sides: 703/703
    Aft: 577

Cargo
    Bay 1:  BattleArmor (IS) (24)   1 Door   
    Bay 2:  Light Vehicle (48)      1 Door   
    Bay 3:  Heavy Vehicle (12)      1 Door   
    Bay 4:  Superheavy Vehicle (2)  1 Door   
    Bay 5:  Infantry (Motorized) (210)1 Door   
    Bay 6:  Infantry (Foot) (250)   1 Door   
    Bay 7:  Mech (4)                1 Door   
    Bay 8:  Cargo (2181.0 tons)     1 Door   

Ammunition:
    10,000 rounds of LB 5-X Cluster ammunition (500 tons)

Escape Pods: 0
Life Boats: 0
Crew:  12 officers, 9 enlisted/non-rated, 39 gunners, 2758 bay personnel      

Notes: Mounts 337.5 tons of heavy ferro-aluminum armor.

Weapons:                              Capital Attack Values (Standard)
Arc (Heat)                        Heat  SRV     MRV     LRV     ERV   Class       
Nose (494 Heat)
4 Laser AMS                       28   1(12)    0(0)    0(0)    0(0)  AMS         
2 Sub-Capital Laser /3            64   6(60)   6(60)    0(0)    0(0)  Sub-Capital Laser
2 LB 5-X AC                        2   1(10)   1(10)   1(10)    0(0)  LBX AC     
    LB 5-X Cluster Ammo (2000 shots)
20 ER PPC                         300  20(200) 20(200) 20(200)  0(0)  PPC         
20 ER Medium Laser                100  10(100) 10(100)  0(0)    0(0)  Laser       
RW/LW (494 Heat)
4 Laser AMS                       28   1(12)    0(0)    0(0)    0(0)  AMS         
2 Sub-Capital Laser /3            64   6(60)   6(60)    0(0)    0(0)  Sub-Capital Laser
2 LB 5-X AC                        2   1(10)   1(10)   1(10)    0(0)  LBX AC     
    LB 5-X Cluster Ammo (2000 shots)
20 ER PPC                         300  20(200) 20(200) 20(200)  0(0)  PPC         
20 ER Medium Laser                100  10(100) 10(100)  0(0)    0(0)  Laser       
Aft (432 Heat)
4 Laser AMS                       28   1(12)    0(0)    0(0)    0(0)  AMS         
1 TAG                              0    0(0)    0(0)    0(0)    0(0)  Misc       
4 LB 5-X AC                        4   2(20)   2(20)   2(20)    0(0)  LBX AC     
    LB 5-X Cluster Ammo (4000 shots)
20 ER PPC                         300  20(200) 20(200) 20(200)  0(0)  PPC         
20 ER Medium Laser                100  10(100) 10(100)  0(0)    0(0)  Laser       
---------------------------------------------------------------------------------------------------------------------------------------------------------------
The new core of the force is a semi mobile repair facility that can provide forward repair as well as a hospital. It has okay armor and anti aero armament. Its limited stock of spare parts at thirty tons of spares is negated by support units. Each of the two forces has one.

Repair Base Facility

Mass: 200 tons
Movement Type: Tracked
Power Plant: 200 Fusion
Cruising Speed: 10.8 kph
Maximum Speed: 21.6 kph
Armor: Ferro-Fibrous
Armament:
     2 LB 5-X AC
     1 Laser AMS
     6 Anti-Missile System
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3065
Tech Rating/Availability: F/X-X-F-E
Cost: 19,076,000 C-bills

Type: Repair Base
Technology Base: Inner Sphere (Standard)
Movement Type: Tracked
Tonnage: 200
Battle Value: 1,989

Equipment                                          Mass
Internal Structure                                   40
Engine                        200 Fusion             13
   Cruising MP: 1
   Flank MP: 2
Heat Sinks:                   10                      0
Control Equipment:                                 10.0
Power Amplifier:                                    0.0
Turret:                                             2.0
Armor Factor (Ferro)          537                    30

                          Internal   Armor   
                          Structure  Value   
     Front                   20        96   
     Front R/L Side        20/20     76/76   
     Rear R/L Side         20/20     76/76   
     Rear                    20        61   
     Turret                  20        76   


Weapons
and Ammo                        Location    Tonnage      
Anti-Missile System               Rear        0.5     
Anti-Missile System              Front        0.5     
Anti-Missile System            Front Right    0.5     
Lift Hoist/Arresting Hoist     Front Right    3.0     
Anti-Missile System            Front Left     0.5     
Lift Hoist/Arresting Hoist     Front Left     3.0     
Anti-Missile System            Rear Left      0.5     
2 LB 5-X AC                      Turret       16.0   
Laser AMS                        Turret       1.5     
MASH Equipment (4 theaters)       Body        6.5     
Vehicular DropChute               Body        2.0     
CASE                              Body        0.5     
Angel ECM Suite                   Body        2.0     
Anti-Missile System Ammo (60)     Body        5.0     
LB 5-X Cluster Ammo (120)         Body        6.0     
Mobile Field Base                 Body        20.0   
Targeting Computer                 BD         4.0     
Anti-Missile System            Rear Right     0.5     
Cargo                             Body        32.5   
---------------------------------------------------------------------------------------------------------------------------------------------------------------
The unit to the repair bay a single lb 5-x to supplement air defense decent armor and fifty tons of cargo. This is split into thirty tons of spare parts for the repair bay and five each of gauss rifle, lb 5-X cluster, lrm20 extended range, and sniper artillery ammunition. This store of ammo is also the same as all field guns negating the issue of limited ammo for them. Six units are a part of each half of the force.

Repair Base Parts Bin

Mass: 100 tons
Movement Type: Tracked
Power Plant: 100 Fusion
Cruising Speed: 10.8 kph
Maximum Speed: 21.6 kph
Armor: Ferro-Fibrous
Armament:
     1 LB 5-X AC
     1 Laser AMS
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3065
Tech Rating/Availability: F/X-X-F-E
Cost: 4,727,333 C-bills

Type: Repair Base
Technology Base: Inner Sphere (Standard)
Movement Type: Tracked
Tonnage: 100
Battle Value: 672

Equipment                                          Mass
Internal Structure                                   10
Engine                        100 Fusion            4.5
   Cruising MP: 1
   Flank MP: 2
Heat Sinks:                   10                      0
Control Equipment:                                  5.0
Power Amplifier:                                    0.0
Turret:                                             1.0
Armor Factor (Ferro)          152                   8.5

                          Internal   Armor   
                          Structure  Value   
     Front                   10        38   
     R/L Side              10/10     30/30   
     Rear                    10        24   
     Turret                  10        30   


Weapons
and Ammo                    Location    Tonnage      
LB 5-X AC                    Turret       8.0     
Laser AMS                    Turret       1.5     
Vehicular DropChute           Body        2.0     
Angel ECM Suite               Body        2.0     
CASE                          Body        0.5     
LB 5-X Cluster Ammo (100)     Body        5.0     
Targeting Computer             BD         2.0     
Cargo                         Body        50.0   
---------------------------------------------------------------------------------------------------------------------------------------------------------------
The foot infantry force remains mostly unchanged except for removal of masc which was incompatible with tsm. Also some change in numbers.

Para G.I. Infantry x22 units per force
Tech Base: Inner Sphere (Advanced)
Tech Rating/Availability: E/X-X-E-D
Transport Weight:  4
Equipment:
    Primary Weapon: 12 Laser Rifle (Federated-Barrett M61A) (Inferno Grenades)
    Secondary Weapon: 16 Support Laser (ER, IS)
    Armor:  Ballistic Plate, Standard
Battle Value: 389
Introduction Year: 3060
Cost: 13,655,240.307 C-bills
Notes: Cybernetically enhanced infantry: Sensory Implants (IR/EM Optical): Conventional Infantry units receive 2-hex Active Probe.
 Myomer Implants (Dermal Armor Camoflage)   : Myomer Implants (Dermal Armor Camoflage)
 Artificial Pain Shunt: Pilot does not suffer damage from certain kinds of attacks.
 Enhanced Multi-Modal Sensory Implants: Enhanced Version of Eye/Ear/Laser
 Myomer Implants (Triple Strength): Units receive benefits as described in
 Myomer Implants (Dermal Armor): Units are more resistant to damage.
 Boosted Cybernetic Comm Implant: As Cybernetic Comm Implant but adds ability to connect to C3i
 Sensory Implants (Enhanced Audio): Infantry units receive 2-hex Active Probe.

   
Platoon Type (Specialty): Foot (Paratroops)
    Ground MP: 1
Platoon Size (Squad/Platoon): 28 (7/4)
Armor Divisor: 3
To-Hit Modifier (Range in Hexes):
    -1 (0 Hexes), +0 (1-4 Hexes), +1 (5-6 Hexes), +2 (7-8 Hexes), +3 (9-10 Hexes), +4 (11-12 Hexes)
Maximum Weapon Damage (# of Troopers):
    20 (28), 19 (27-26), 18 (25), 17 (24), 16 (23-22), 15 (21), 14 (20-19), 13 (18), 12 (17), 11 (16-15), 10 (14), 9 (13-12), 8 (11), 7 (10), 6 (9-8), 5 (7), 4 (6-5), 3 (4), 2 (3), 1 (2-1)
---------------------------------------------------------------------------------------------------------------------------------------------------------------
Shovel Squad Ragnarok Para x3 units per force
Tech Base: Inner Sphere (Advanced)
Tech Rating/Availability: E/X-X-E-X
Transport Weight:  4.5
Equipment:
    Primary Weapon: 16 Laser Rifle (Federated-Barrett M61A) (Inferno Grenades)
    Secondary Weapon: 4 Support Laser (ER Heavy, IS)
    Armor:  Environment Suit, Hostile
Battle Value: 255
Introduction Year: 3060
Cost: 59,197,809.886 C-bills
Notes: Cybernetically enhanced infantry: Myomer Implants (Dermal Armor Camoflage)   : Myomer Implants (Dermal Armor Camoflage)
 Artificial Pain Shunt: Pilot does not suffer damage from certain kinds of attacks.
 Enhanced Multi-Modal Sensory Implants: Enhanced Version of Eye/Ear/Laser
 Myomer Implants (Triple Strength): Units receive benefits as described in
 Myomer Implants (Dermal Armor): Units are more resistant to damage.
 Boosted Cybernetic Comm Implant: As Cybernetic Comm Implant but adds ability to connect to C3i

   
Platoon Type (Specialty): Foot (Trench/Fieldworks Engineers, Paratroops)
    Ground MP: 1
Platoon Size (Squad/Platoon): 20 (10/2)
Armor Divisor: 3
To-Hit Modifier (Range in Hexes):
    +0 (0-6 Hexes), +1 (7-9 Hexes), +2 (10-12 Hexes), +4 (13-15 Hexes), +5 (16-18 Hexes)
Maximum Weapon Damage (# of Troopers):
    13 (20), 12 (19-18), 11 (17), 10 (16-15), 9 (14), 8 (13-12), 7 (11-10), 6 (9), 5 (8-7), 4 (6), 3 (5-4), 2 (3), 1 (2-1)
---------------------------------------------------------------------------------------------------------------------------------------------------------------
Assault Battlesuit Energy Loadout x10 units per force squad size of six
Type: Assault Battlesuit
Manufacturer: Unknown
    Primary Factory: Unknown

Tech Base: Inner Sphere (Standard)
Chassis Type:  Biped
Weight Class: Assault
Maximum Weight: 2,000 kg
Battle Value: 561
Swarm/Leg Attack/Mechanized/AP: No/No/No/Yes
</p>

Equipment                                     Slots      Mass   
Chassis:                                               550 kg    
Motive System:                                                   
     Ground MP:          2                             160 kg    
     Jump MP:            0                               0 kg    
Manipulators:                                                    
    Left Arm:            Heavy Vibro-Claw               60 kg
    Right Arm:           Armored Gloves                  0 kg
Armor:                   Standard (Basic)       0      550 kg    
    Armor Value:         12 (Trooper)                            

                                                        Slots           
Weapons and Equipment                        Location (Capacity)   Mass 
Anti Personnel Weapon Mount                  Left Arm     1        5 kg 
Anti Personnel Weapon Mount                  Left Arm     1        5 kg 
Cutting Torch                                Right Arm     1        5 kg 
Direct Neural Interface Cockpit Modification   None       0        0 kg 
Extended Life Support                          Body       1       25 kg 
Improved Sensors                               Body       1       65 kg 
Laser Microphone                               Body       1        5 kg 
Power Pack                                     Body       1       25 kg 
Parafoil                                       Body       1       35 kg 
Vibro-Shovel                                   None       0        0 kg 
Medium Laser                                 Right Arm     3       500 kg
Anti Personnel Weapon Mount                    Body       1        5 kg 
---------------------------------------------------------------------------------------------------------------------------------------------------------------
New Battlesuit purpose tag and sabatoge of enemy facilities. Limited scouting.

Sabotuer BattleArmor x2 units per force squad size of six
Type: Sabotuer
Manufacturer: Unknown
    Primary Factory: Unknown

Tech Base: Inner Sphere (Standard)
Chassis Type:  Biped
Weight Class: Medium
Maximum Weight: 1,000 kg
Battle Value: 265
Swarm/Leg Attack/Mechanized/AP: No/No/No/Yes
</p>

Equipment                                     Slots      Mass   
Chassis:                                               175 kg    
Motive System:                                                   
     Ground MP:          3                              80 kg    
     Jump MP:            2                             100 kg    
Manipulators:                                                    
    Left Arm:            Armored Gloves                  0 kg
    Right Arm:           Armored Gloves                  0 kg
Armor:                   Standard (Basic)       0      450 kg    
    Armor Value:         10 (Trooper)                            

                                            Slots           
Weapons and Equipment            Location (Capacity)   Mass 
TAG                              Right Arm     1       35 kg 
Parafoil                           Body       1       35 kg 
Cutting Torch                    Right Arm     1        5 kg 
Demolition Charge                  None       0        0 kg 
Power Pack                         Body       1       25 kg 
Searchlight                      Left Arm     1        5 kg 
Improved Sensors                   Body       1       65 kg 
Vibro-Shovel                       None       0        0 kg 
Anti Personnel Weapon Mount        Body       1        5 kg 
Mission Equipment Storage (1 kg) Left Arm     1        1 kg 
Demolition Charge                  None       0        0 kg 
Demolition Charge                  None       0        0 kg 
Demolition Charge                  None       0        0 kg 
---------------------------------------------------------------------------------------------------------------------------------------------------------------
New infantry motorized groups chosen over mechanized as they can use more kinds of cover similar in all respects exc3ept for field gun.

Ragnarok Motorized Gauss x5 units per force
Tech Base: Inner Sphere (Advanced)
Tech Rating/Availability: E/X-X-E-D
Transport Weight:  23
Equipment:
    Primary Weapon: 20 Laser Rifle (Federated-Barrett M61A) (Inferno Grenades)
    Secondary Weapon: 8 Support Laser (ER Heavy, IS)
    Armor:  Ballistic Plate, Standard
Battle Value: 602
Introduction Year: 3065
Cost: 31,160,034.074 C-bills
Notes: 1 Gauss Rifle with 8 rounds of ammo. Requires 15 soldiers to operate. Cybernetically enhanced infantry: Myomer Implants (Dermal Armor Camoflage)   : Myomer Implants (Dermal Armor Camoflage)
 Artificial Pain Shunt: Pilot does not suffer damage from certain kinds of attacks.
 Enhanced Multi-Modal Sensory Implants: Enhanced Version of Eye/Ear/Laser
 Prosthetic leg MASC: Conventional Infantry units can go faster. Myomer Implants (Dermal Armor): Units are more resistant to damage.
 Boosted Cybernetic Comm Implant: As Cybernetic Comm Implant but adds ability to connect to C3i

   
Platoon Type (Specialty): Motorized (Paratroops)
    Ground MP: 2
Platoon Size (Squad/Platoon): 28 (7/4)
Armor Divisor: 3
To-Hit Modifier (Range in Hexes):
    +0 (0-6 Hexes), +1 (7-9 Hexes), +2 (10-12 Hexes), +4 (13-15 Hexes), +5 (16-18 Hexes)
Maximum Weapon Damage (# of Troopers):
    19 (28), 18 (27-26), 17 (25), 16 (24-23), 15 (22), 14 (21-20), 13 (19), 12 (18-17), 11 (16), 10 (15-14), 9 (13), 8 (12), 7 (11-10), 6 (9), 5 (8-7), 4 (6), 3 (5-4), 2 (3), 1 (2-1)
---------------------------------------------------------------------------------------------------------------------------------------------------------------
Ragnarok Motorized LB 5-X x6  units per force
Tech Base: Inner Sphere (Advanced)
Tech Rating/Availability: E/X-X-E-D
Transport Weight:  34
Equipment:
    Primary Weapon: 20 Laser Rifle (Federated-Barrett M61A) (Inferno Grenades)
    Secondary Weapon: 8 Support Laser (ER Heavy, IS)
    Armor:  Ballistic Plate, Standard
Battle Value: 542
Introduction Year: 3065
Cost: 31,635,034.074 C-bills
Notes: 3 LB 5-X AC with 20 rounds of ammo each. Each gun requires 8 soldiers to operate. Cybernetically enhanced infantry: Myomer Implants (Dermal Armor Camoflage)   : Myomer Implants (Dermal Armor Camoflage)
 Artificial Pain Shunt: Pilot does not suffer damage from certain kinds of attacks.
 Enhanced Multi-Modal Sensory Implants: Enhanced Version of Eye/Ear/Laser
 Prosthetic leg MASC: Conventional Infantry units can go faster. Myomer Implants (Dermal Armor): Units are more resistant to damage.
 Boosted Cybernetic Comm Implant: As Cybernetic Comm Implant but adds ability to connect to C3i

   
Platoon Type (Specialty): Motorized (Paratroops)
    Ground MP: 2
Platoon Size (Squad/Platoon): 28 (7/4)
Armor Divisor: 3
To-Hit Modifier (Range in Hexes):
    +0 (0-6 Hexes), +1 (7-9 Hexes), +2 (10-12 Hexes), +4 (13-15 Hexes), +5 (16-18 Hexes)
Maximum Weapon Damage (# of Troopers):
    19 (28), 18 (27-26), 17 (25), 16 (24-23), 15 (22), 14 (21-20), 13 (19), 12 (18-17), 11 (16), 10 (15-14), 9 (13), 8 (12), 7 (11-10), 6 (9), 5 (8-7), 4 (6), 3 (5-4), 2 (3), 1 (2-1)
---------------------------------------------------------------------------------------------------------------------------------------------------------------
Ragnarok Motorized Sniper Artillery x4 units per force
Tech Base: Inner Sphere (Advanced)
Tech Rating/Availability: E/X-X-E-D
Transport Weight:  28
Equipment:
    Primary Weapon: 20 Laser Rifle (Federated-Barrett M61A) (Inferno Grenades)
    Secondary Weapon: 8 Support Laser (ER Heavy, IS)
    Armor:  Ballistic Plate, Standard
Battle Value: 363
Introduction Year: 3065
Cost: 31,146,034.074 C-bills
Notes: 1 Sniper with 10 rounds of ammo. Requires 20 soldiers to operate. Cybernetically enhanced infantry: Myomer Implants (Dermal Armor Camoflage)   : Myomer Implants (Dermal Armor Camoflage)
 Artificial Pain Shunt: Pilot does not suffer damage from certain kinds of attacks.
 Enhanced Multi-Modal Sensory Implants: Enhanced Version of Eye/Ear/Laser
 Prosthetic leg MASC: Conventional Infantry units can go faster. Myomer Implants (Dermal Armor): Units are more resistant to damage.
 Boosted Cybernetic Comm Implant: As Cybernetic Comm Implant but adds ability to connect to C3i

   
Platoon Type (Specialty): Motorized (Paratroops)
    Ground MP: 1
Platoon Size (Squad/Platoon): 28 (7/4)
Armor Divisor: 3
To-Hit Modifier (Range in Hexes):
    +0 (0-6 Hexes), +1 (7-9 Hexes), +2 (10-12 Hexes), +4 (13-15 Hexes), +5 (16-18 Hexes)
Maximum Weapon Damage (# of Troopers):
    19 (28), 18 (27-26), 17 (25), 16 (24-23), 15 (22), 14 (21-20), 13 (19), 12 (18-17), 11 (16), 10 (15-14), 9 (13), 8 (12), 7 (11-10), 6 (9), 5 (8-7), 4 (6), 3 (5-4), 2 (3), 1 (2-1)
---------------------------------------------------------------------------------------------------------------------------------------------------------------
Previously mentioned vehicles have been refit with ams wherever doable. Ams para tank has been removed due to units being before advanced 
point defense system. Some new units have been added.
---------------------------------------------------------------------------------------------------------------------------------------------------------------
Due to the ability of inferno rounds to set tiles on fire it was considered nessesary to be able to put tiles out to save units. There remained enough space in said unit for a field kitchen and a er ppc.

Firefighter Infantry Support Tank x2 units per force

Mass: 50 tons
Movement Type: Tracked
Power Plant: 100 Fusion
Cruising Speed: 21.6 kph
Maximum Speed: 32.4 kph
Armor: Ferro-Fibrous
Armament:
     1 ER PPC
     2 Fluid Gun
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3065
Tech Rating/Availability: F/X-X-F-E
Cost: 1,553,750 C-bills

Type: Firefighter
Technology Base: Inner Sphere (Standard)
Movement Type: Tracked
Tonnage: 50
Battle Value: 529

Equipment                                          Mass
Internal Structure                                    5
Engine                        100 Fusion            4.5
   Cruising MP: 2
   Flank MP: 3
Heat Sinks:                   15                      5
Control Equipment:                                  2.5
Power Amplifier:                                    0.0
Turret:                                             1.5
Armor Factor (Ferro)          98                    5.5

                          Internal   Armor   
                          Structure  Value   
     Front                   5         26   
     R/L Side               5/5      19/19   
     Rear                    5         15   
     Turret                  5         19   

Weapons
and Ammo                      Location    Tonnage      
2 Fluid Gun                    Turret       4.0     
ER PPC                         Turret       7.0     
MASH Equipment (1 theater)      Body        3.5     
2 Fluid Suction System          Body        2.0     
Field Kitchen                   Body        3.0     
4 Liquid Storage (0.5 tons)     Body        2.0     
Vehicular DropChute             Body        2.5     
Targeting Computer               BD         2.0     
---------------------------------------------------------------------------------------------------------------------------------------------------------------

Primus203

  • Corporal
  • *
  • Posts: 83
Re: How Would You deal with this infantry unit.
« Reply #11 on: 01 March 2024, 01:44:56 »
Continued due to lack of room

The lrm para tank as well as several others were made in response to the proposition of using light artillery such as mech mortars to reduce the force at standoff distance having anywhere from slightly to much greater range.

Lrm Para Tank x2 per force

Mass: 50 tons
Movement Type: Tracked
Power Plant: 100 Fusion
Cruising Speed: 21.6 kph
Maximum Speed: 32.4 kph
Armor: Ferro-Fibrous
Armament:
     1 Extended LRM 20
     1 Laser AMS
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3065
Tech Rating/Availability: F/X-X-F-E
Cost: 3,725,000 C-bills

Type: Lrm Para
Technology Base: Inner Sphere (Standard)
Movement Type: Tracked
Tonnage: 50
Battle Value: 847

Equipment                                          Mass
Internal Structure                                    5
Engine                        100 Fusion            4.5
   Cruising MP: 2
   Flank MP: 3
Heat Sinks:                   10                      0
Control Equipment:                                  2.5
Power Amplifier:                                    0.0
Turret:                                             2.0
Armor Factor (Ferro)          125                     7

                          Internal   Armor   
                          Structure  Value   
     Front                   5         31   
     R/L Side               5/5      25/25   
     Rear                    5         19   
     Turret                  5         25   

Weapons
and Ammo                    Location    Tonnage      
Extended LRM 20              Turret       18.0   
Laser AMS                    Turret       1.5     
Extended LRM 20 Ammo (20)     Body        5.0     
Angel ECM Suite               Body        2.0     
Vehicular DropChute           Body        2.5     
---------------------------------------------------------------------------------------------------------------------------------------------------------------
PPC Para Tank x4 per force

Mass: 50 tons
Movement Type: Tracked
Power Plant: 100 Fusion
Cruising Speed: 21.6 kph
Maximum Speed: 32.4 kph
Armor: Ferro-Fibrous
Armament:
     1 ER PPC
     5 Rocket Launcher 10
     1 Laser AMS
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3065
Tech Rating/Availability: F/X-X-F-E
Cost: 2,924,750 C-bills

Type: PPC Para
Technology Base: Inner Sphere (Standard)
Movement Type: Tracked
Tonnage: 50
Battle Value: 799

Equipment                                          Mass
Internal Structure                                    5
Engine                        100 Fusion            4.5
   Cruising MP: 2
   Flank MP: 3
Heat Sinks:                   22                     12
Control Equipment:                                  2.5
Power Amplifier:                                    0.0
Turret:                                             1.5
Armor Factor (Ferro)          125                     7

                          Internal   Armor   
                          Structure  Value   
     Front                   5         31   
     R/L Side               5/5      25/25   
     Rear                    5         19   
     Turret                  5         25   

Weapons
and Ammo               Location    Tonnage      
ER PPC                  Turret       7.0     
Laser AMS               Turret       1.5     
5 Rocket Launcher 10    Turret       2.5     
Angel ECM Suite          Body        2.0     
Vehicular DropChute      Body        2.5     
Targeting Computer        BD         2.0     
---------------------------------------------------------------------------------------------------------------------------------------------------------------
Skyshield Infantry Support Tank x6 per force

Mass: 50 tons
Movement Type: Tracked
Power Plant: 100 Fusion
Cruising Speed: 21.6 kph
Maximum Speed: 32.4 kph
Armor: Ferro-Fibrous
Armament:
     2 LB 5-X AC
     1 Laser AMS
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3065
Tech Rating/Availability: E/X-X-E-D
Cost: 2,189,000 C-bills

Type: Skyshield
Technology Base: Inner Sphere (Standard)
Movement Type: Tracked
Tonnage: 50
Battle Value: 529

Equipment                                          Mass
Internal Structure                                    5
Engine                        100 Fusion            4.5
   Cruising MP: 2
   Flank MP: 3
Heat Sinks:                   10                      0
Control Equipment:                                  2.5
Power Amplifier:                                    0.0
Turret:                                             2.0
Armor Factor (Ferro)          89                      5

                          Internal   Armor   
                          Structure  Value   
     Front                   5         24   
     R/L Side               5/5      17/17   
     Rear                    5         14   
     Turret                  5         17   

Weapons
and Ammo                    Location    Tonnage      
Bulldozer                    Front        2.0     
2 LB 5-X AC                  Turret       16.0   
Laser AMS                    Turret       1.5     
Vehicular DropChute           Body        2.0     
CASE                          Body        0.5     
LB 5-X Cluster Ammo (100)     Body        5.0     
Targeting Computer             BD         4.0     
---------------------------------------------------------------------------------------------------------------------------------------------------------------
Sniper Infantry Support Tank x2 per force

Mass: 50 tons
Movement Type: Tracked
Power Plant: 100 Fusion
Cruising Speed: 21.6 kph
Maximum Speed: 32.4 kph
Armor: Ferro-Fibrous
Armament:
     1 Laser AMS
     1 Sniper
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3065
Tech Rating/Availability: E/X-X-E-E
Cost: 1,648,250 C-bills

Type: Sniper
Technology Base: Inner Sphere (Advanced)
Movement Type: Tracked
Tonnage: 50
Battle Value: 408

Equipment                                          Mass
Internal Structure                                    5
Engine                        100 Fusion            4.5
   Cruising MP: 2
   Flank MP: 3
Heat Sinks:                   10                      0
Control Equipment:                                  2.5
Power Amplifier:                                    0.0
Turret:                                             2.5
Armor Factor (Ferro)          71                      4

                          Internal   Armor   
                          Structure  Value   
     Front                   5         18   
     R/L Side               5/5      14/14   
     Rear                    5         11   
     Turret                  5         14   

Weapons
and Ammo                    Location    Tonnage      
Sniper                       Turret       20.0   
Laser AMS                    Turret       1.5     
Fuel-Air Sniper Ammo (20)     Body        2.0     
Vehicular DropChute           Body        2.0     
Sniper Ammo (40)              Body        4.0     
Cluster Sniper Ammo (20)      Body        2.0     
---------------------------------------------------------------------------------------------------------------------------------------------------------------
One of the issues listed as greatest was the lack of flanking units as such hover craft units that are part of other drop forces have been modified for ragnarok air drop. Fast and acceptably armored their only particular downside is higher unit cost due to xl engines and no air defense as their companion air defense hovercraft is missing.
---------------------------------------------------------------------------------------------------------------------------------------------------------------
Laser Boxer Para Hovertank x4 per force sacrifices two tons of armor to fit dropchute

Mass: 50 tons
Movement Type: Hover
Power Plant: 265 XL
Cruising Speed: 108 kph
Maximum Speed: 162 kph
Armor: Ferro-Fibrous
Armament:
     4 Medium Laser
     1 Laser AMS
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3060
Tech Rating/Availability: E/X-X-E-D
Cost: 8,609,667 C-bills

Type: Laser Boxer Para
Technology Base: Inner Sphere (Standard)
Movement Type: Hover
Tonnage: 50
Battle Value: 1,062

Equipment                                          Mass
Internal Structure                                    5
Engine                        265 XL               10.5
   Cruising MP: 10
   Flank MP: 15
Heat Sinks:                   19                      9
Control Equipment:                                  2.5
Lift Equipment:                                     5.0
Power Amplifier:                                    0.0
Turret:                                             0.5
Armor Factor (Ferro)          161                     9

                          Internal   Armor   
                          Structure  Value   
     Front                   5         40   
     R/L Side               5/5      32/32   
     Rear                    5         25   
     Turret                  5         32   

Weapons
and Ammo              Location    Tonnage      
Laser AMS              Front        1.5     
4 Medium Laser         Turret       4.0     
Vehicular DropChute     Body        2.0     
Targeting Computer       BD         1.0     
---------------------------------------------------------------------------------------------------------------------------------------------------------------
Laser Devastator Para Hovertank x4 per force sacrifices small pulse laser gains dropchute and one ton of armor

Mass: 50 tons
Movement Type: Hover
Power Plant: 265 XL
Cruising Speed: 108 kph
Maximum Speed: 162 kph
Armor: Ferro-Fibrous
Armament:
     1 Laser AMS
     1 ER Large Laser
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3060
Tech Rating/Availability: E/X-X-E-D
Cost: 8,614,667 C-bills

Type: Laser Devastator Para
Technology Base: Inner Sphere (Standard)
Movement Type: Hover
Tonnage: 50
Battle Value: 891

Equipment                                          Mass
Internal Structure                                    5
Engine                        265 XL               10.5
   Cruising MP: 10
   Flank MP: 15
Heat Sinks:                   19                      9
Control Equipment:                                  2.5
Lift Equipment:                                     5.0
Power Amplifier:                                    0.0
Turret:                                             1.0
Armor Factor (Ferro)          116                   6.5

                          Internal   Armor   
                          Structure  Value   
     Front                   5         29   
     R/L Side               5/5      23/23   
     Rear                    5         18   
     Turret                  5         23   

Weapons
and Ammo              Location    Tonnage      
ER Large Laser         Turret       5.0     
Laser AMS              Turret       1.5     
Vehicular DropChute     Body        2.0     
Targeting Computer       BD         2.0     
---------------------------------------------------------------------------------------------------------------------------------------------------------------
And lastly both forces receive  a half lance of heavy defense mechs.

UrbanLord Drop Urb-EX-888D x2 units per force. A drop modified urbanlord added jumpjet to get to ground. Removal of two er ppc reduces heat enough to allow reduction of engine rating down to three movement freeing twenty tons. ppc replaced with two gauss rifles and supplemented with four er med laser low heat of gauss allows all weapons to be fired. Low ammo capacity mitigated by being close to ammo stocks.

Mass: 100 tons
Chassis: UrbanLord
Power Plant: 240 Super XL
Cruising Speed: 32.4 kph
Maximum Speed: 54 kph
Jump Jets: Standard
     Jump Capacity: 30 meters
Armor: Standard
Armament:
     4 ER Medium Laser
     2 Gauss Rifle
     1 Laser AMS
Manufacturer: Custom Mechs
     Primary Factory: Custom Mechs
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3060
Tech Rating/Availability: E/X-X-E-D
Cost: 26,036,000 C-bills

Type: UrbanLord Drop
Technology Base: Inner Sphere (Standard)
Tonnage: 100
Battle Value: 2,591

Equipment                                          Mass
Internal Structure                                   10
Engine                        300 XL                9.5
   Walking MP: 3
   Running MP: 5
   Jumping MP: 1
Double Heat Sink              17 [34]                 7
Gyro                                                  3
Cockpit                                               3
Armor Factor                  304                    19

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            31        46   
     Center Torso (rear)               15   
     R/L Torso               21        32   
     R/L Torso (rear)                  10   
     R/L Arm                 17        33   
     R/L Leg                 21        42   


Right Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand

Weapons
and Ammo               Location  Critical   Heat    Tonnage   
2 ER Medium Laser         LL        2        5       2.0   
Laser AMS                 CT        2        7       1.5   
Jump Jet                  RT        1        -       2.0   
2 Double Heat Sink        RT        6        -       2.0   
Targeting Computer        RT        2        -       9.0   
Gauss Rifle               LA        7        1       15.0 
Gauss Rifle Ammo (8)      LA        1        -       1.0   
3 Double Heat Sink        LT        9        -       3.0   
2 ER Medium Laser         RL        2        5       2.0   
Gauss Rifle               RA        7        1       15.0 
Gauss Rifle Ammo (8)      RA        1        -       1.0   
---------------------------------------------------------------------------------------------------------------------------------------------------------------
So this is the latest and possibly last evolution of my ragnaroks drop force concept. Also because  I'm unsure would my fifty ton hovercraft fit in the light vehicle bay still past fifty tons for hovercraft is considered superheavy for them.
« Last Edit: 01 March 2024, 02:35:42 by Primus203 »

maxcarrion

  • Warrant Officer
  • *
  • Posts: 411
Re: How Would You deal with this infantry unit.
« Reply #12 on: 01 March 2024, 12:01:49 »
That's a lot of information to parse, but at a quick skim some initial thoughts.

That PWS dropper is a terrible choice, the incredible price tag dwarfs anything this unit could tactically achieve and is by far the most vulnerable part of this force.  Super heavy aerodyne would imply an intent to fly it in atmosphere?  Especially as we are talking about paradropping which would imply both in atmosphere and near enemy forces.
 Which is a very quick way to be shot down by the first artillery piece to draw a line of sight and lose the entire force. 

I would look to construct the entire force differently as the all eggs in one basket approach with the single air element dwarfing the cost of the entire ground force puts this squarely in the strategically indefensible bucket. 

Secondly - the force is slow and based around infantry, it's asking to be outmanoeuvred and out ranged.  I'd have to look up exactly what all the various modifications actually work out as but I suspect a whole load of AOE and burst weapons would eventually butcher them.  If they could force a favourable engagement, such as a city fight, they could be pretty nasty but on an open field?  Even in a city fight, the cost of bringing them to bear with the dropship and support vehicles - how would they fare against dirt cheap jump infantry outnumbered 10 to 1?

The "mobile" bases are just a rod for your back, a target you would have to defend and probably couldn't.


My first thoughts would be the force would be better suited to
 - A smaller PWS/Carrier to control black water and provide Otillery and air support base
 - A much smaller dropper to deliver the force to target
 - air support (ASF)
 - air mobility (small craft?) replacing the mobile bases with small craft would allow much more mobility
 - APC/IFV mobility for some/all infantry units allowing rapid redeployment
 - Much faster ground vehicles, a 2/3 50T fusion tank is asking for trouble.

AlphaMirage

  • Major
  • *
  • Posts: 3675
Re: How Would You deal with this infantry unit.
« Reply #13 on: 01 March 2024, 13:02:43 »
Agreed once more. The strategic weakness of a unit to large to fit in such a vulnerable vessel (which can barely sustain them in transit from the jump point) remains severe. It lacks mobility to threaten objectives by itself while costing a Warship and its dropship allotment in the process. I can throw incredible amounts of mines into their path which would further slow them or drain them of ammo (which they have to much of IMO) and manpower until thy starve or run out of juice (even support energy weapons need batteries eventually and those cyborgs need their drugs).

You need less infantry (to reduce consumables burden and cost), faster vehicles (for exploiting your now less infantry more effectively), and more cargo in order to make an all in one concept work.

Your core IMO could be to use a much smaller number of cyborg Death Troopers (keep Dermal Armor and TSM lose Camo and Sensors) or Armored Infantry paradropping from Small Craft in order to hold a dropzone. They can then be augmented by less cybered or simply sneak suited Motorized Infantry (keep Camo, Sensors, and MASC lose Dermal Armor) unburdened with a field gun and armed instead with say Tsunami Gauss Rifles for range. These can scout, form a perimeter, and deny intel to the enemy and be carried on the landing ships. Then you can drop in more ammo and infantry, the vehicles (via shuttling small craft with Light Vehicle Bays), and remove the wounded (to the dropship's medical bays) in order to take the other objectives in the area.

These vehicles IMO should be hovercraft in the vein of the Regulator if not an Omni-Regulator (to allow Armored Infantry riders on the outside and Cyborg Death Troopers inside) as that is about peak hover BV for the price in mass and c-bills. Move fast, hit hard, take a few punches, head to the next dropzone, pick up more ammo, rotate troops and vehicles to the dropship as they take damage. That is a much harder opponent to face than a glacier grinding one and more supportable from a single ship.

This keeps your very expensive dropship safe and gives you greater strategic maneuverability. You want to keep the Ragnarok in space (within SCL bombardment range) as much as possible but it still needs to be escorted by another ship and Aerospace Fighters because its still a prime target. Basically treat it like a Warship because it costs as much as one. It should only come down when there is no risk to it from the enemy.

maxcarrion

  • Warrant Officer
  • *
  • Posts: 411
Re: How Would You deal with this infantry unit.
« Reply #14 on: 01 March 2024, 13:58:57 »
Just to throw a little perspective you can get a leopard dropper, refit it for BA and paradrop 400 medium BA for less than half a billion cbills.  While your force could probably repel 1 such unit the dropper alone costs as much as 7 before you put a single trooper onboard.

Primus203

  • Corporal
  • *
  • Posts: 83
Re: How Would You deal with this infantry unit.
« Reply #15 on: 04 March 2024, 01:15:09 »
So first things first infantry cost modifiers are stupid so the same infantry unit my G.I. with the same equipment as the paratrooper variant costs a little under a third as much. Combined with a simple hover apc I made that has fifteen tons of troop space and ten movement and has a parachute letting me remove the paratrooper training I save almost thirty six million even accounting for almost eight million for the apc.

Also before you wonder why the apc seems so pricy its got xl to keep up with the rest of the hover fleet.