Author Topic: Point Barrow Guide to 31st Century War (K-Verse AU)  (Read 7748 times)

Daryk

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Re: Point Barrow Guide to 31st Century War (K-Verse AU)
« Reply #30 on: 17 October 2022, 18:11:16 »
That makes more sense, thanks!  :thumbsup:

DOC_Agren

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Re: Point Barrow Guide to 31st Century War (K-Verse AU)
« Reply #31 on: 17 October 2022, 19:28:19 »
You absolutely can, I double checked it myself. You must get within small arms range however and it only effects 1 hex while VGLs on regular vehicles affect 3.
So whatever the facing of my conventional or VTOL aircraft are facing I can launch at anti-personnel grenades, but need to be in smll arms range
"For the Angel of Death spread his wings on the blast, And breathed in the face of the foe as he passed:And the eyes of the sleepers waxed deadly and chill, And their hearts but once heaved, and for ever grew still!"

AlphaMirage

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Re: Point Barrow Guide to 31st Century War (K-Verse AU)
« Reply #32 on: 17 October 2022, 20:15:19 »
You need to at least fly over it, rules are ambiguous about range for the VGL which has no range stat. The same is true for regular bombs but you can at least drop as many of those as you'd like, on that one hex 

M-pods do have range though so you need to be close.

AlphaMirage

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Re: Point Barrow Guide to 31st Century War (K-Verse AU)
« Reply #33 on: 18 October 2022, 00:18:23 »
Soldier as a Sensor and Hiding from the Hunters
ISTAR (Intelligence, surveillance, target acquisition, and reconnaissance) Capabilities of the 31st Century Battlefield
Notes from the Albion Military Academy Senior Staff College


The 31st Century is awash in Electronic Warfare capabilities and sensors so there is a pressing need, particularly in conventional forces, to find and terminate any hostiles before they can pose a threat to our assets. This is all the truer among the modern Light Combat Teams most of which are dedicated Hunter-Killer formations without the benefit of a Regimental Combat Team’s Headquarters Battalion and its DMI Analysis Group. The continued expansion of the Federated Sun’s Air Lance initiative and integration of numerous VTOL platforms into tank battalions has made this task both easier and harder. There are five distinct assets that the AFFS utilizes to find and fix its targets, Orbital Assets, Communication Intercepts, Surveillance Aircraft, Scout Vehicles, and Ranger Squads. These all differ in the quality of their data, the speed at which they can acquire it, and persistence on the battlefield.

To understand the importance of sensors it is necessary to provide some background. Active probes of all kinds have become more common these days but these devices function as supercharged versions of a Mech or Vehicle’s normal sensor package. Due to EWAR capabilities visual spotting remains one of the longest-range sensors in our conventional forces. It remains un-jammable but camouflage and obscurants such as smoke will still negate that in any kind of terrain. RADAR remains on the most common forms of weapon guidance, but wide search is still done in other spectra.

The common long-range sensors aboard a vehicle are Infrared or Magnetic Scanning. Due to the massive magnetics of fusion engines and armor plating Magnetic Scanning is particularly effective. This method can detect anything over 20 tons within a kilometer of the platform and slightly further for objects massing over 80 tons and even further for larger ones. Unfortunately, the best ambush predators are infantry and light tanks, and they are undetectable with the MagScan.

Infrared or Thermal Sensors then slip into the gap, unfortunately small targets are still tricky to detect as they are often obscured. Infrared sensors are particularly effective if the vehicle is already damaged, overheating, or has suffered an inferno attack. Finally, there are seismic sensors which are very short ranged but provide some warning in dense terrain that a moving enemy is nearby.

Mounting additional communication equipment allows these sensors to operate at higher efficiency and can render previously unseen foes. Also, they allow a vehicle commander access to a mesh of remote sensors. These small inexpensive sensors can expand battlefield awareness by at least another 2 kilometers. Additionally linking to satellite communications provide a similar benefit and extend sensor range even if they do not provide additional imaging resources.

Satellite imaging is crucial to our operations particularly against the tricky Trinity Armed Forces who frequently use soldiers that utilize advanced sneak suits to conduct sabotage and surveillance while also making time to plan and execute ambushes. Tuning an AS-17 toward these foes allows us to see them coming and make our own plans. Establishing and maintaining a satellite uplink can be pivotal in a battle as the commander is granted essential data and thus can make wiser decisions faster than his opponent. Getting into the enemy’s decision loop is key and that loop is tight on the 31st century battlefield and growing as more computerized and drone assets are being introduced by the Trinity States.

Since we are mentioning the Antares system one would be remiss if we didn’t speak of its impressive intercept capabilities. The AFFS is stuck competing in an encryption arms race with the TAF. With so much Blakist technology in their formations our scientists are constantly racing to protect ciphers while using massive supercomputer to crack theirs. Our satellites have been regularly hacked during raids and while we can do the same the TAF always find this an opportune time to make their escape. Their ability to conduct recon and utilize targeting information for artillery bombardment is almost unparalleled and one of their core strengths. Thus, degrading or intercepting that data to locate their artillery is key to our future force posture.

Aircraft have always been used for surveillance and the 31st Century is no exception. Conventional forces throughout the Inner Sphere and Clans have been increasing the ranks of their VTOL fleets to provide tactical awareness and fast deployment of Ranger teams, employing remotely piloted Boomerang style drones for longer range recon, and utilizing small craft in space or a Planetlifter equipped with comm gear and sensors to provide situational awareness, early warning, and C3I in the skies or space. Furthermore, Airships equipped with superior sensors can be sent to patrol large areas in search of low threat targets with little concern for fuel. Many of these have been deployed to search vast areas of wilderness for Blakist Remnant forces.

Scout vehicles are a long-honored asset to an armored formation, Cavalry Scouts in IFVs protect a Tank formation’s flank from the enemy assets and scout range ahead to determine the lay of the land and enemy presence. Foot Infantry Battalions maintain at least one fast moving Platoon for reconnaissance purposes typically equipped with lightweight ATVs or motorcycles with the express purpose of providing the commander with eyes on the situation before him and ahead. Fast moving cars or hovercraft such as the Swift Wind and Asshur race across the battlefield in search of targets to call in to their artillery formations sometimes even providing terminal guidance with TAG systems.

Ranger Squads are the final link in the ISTAR chain, these special forces units use sneak suits and their advanced wilderness training to get eyes on a target for a long duration assignment. From this position they vector air strikes either in support of a larger formation or on independent recon missions. They are particularly difficult to detect at range provided they can maintain concealment due to their advanced sneak suits.

Speaking of sneak suits this discussion wouldn’t be complete without mentioning how Electronic Warfare and Stealth systems affect our sensors. The Trinity States have a near stranglehold on their stealth composite armor with the factory that Katherine Fox established in the Lyran Commonwealth being destroyed by ‘sabotage’ during the HPG Whiteout. This grants them a unique advantage among the Great Houses in low visibility operations, something that Chancellor Sun-Tzu Liao intends to fully exploit.

Our pseudo-Alliance with Franklin Sakamoto’s Draconis Combine has given us the Angel ECM and Bloodhound Active Probe which his father jointly developed with COMSTAR prior to their eventual betrayal at the cost of reconstruction aid. These will help shield us, scramble their drones, and aid in the detection of TAF forces upgraded with Word of Blake stealth technologies, particularly the Purifiers, Se‘irim, and Nephilim of their Armored Infantry Corps.

AlphaMirage

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Re: Point Barrow Guide to 31st Century War (K-Verse AU)
« Reply #34 on: 17 November 2022, 17:34:05 »
Center of Power
Static Fortifications, and the importance of Planetary Bases Post-Jihad
LCCC Planning Document FY 3075


During the Succession Wars many military actions were rather limited, and planets, within the Inner Sphere at least, were controlled by a single entity with the only intra-planetary conflicts resulting from sports hooligans, rival criminal organizations, or nobles dueling over matters of honor. However, our Civil Wars over the centuries have taught us that this isn’t always the case everywhere and all the time. In the modern era it still isn’t with many planets throughout the Inner Sphere and even the Clan Homeworlds still divided between rival governments after a tumultuous Jihad.

COMSTAR, like the Terran Hegemony before it, understood the importance of architecture in projecting permanence and developed elaborate fortifications to protect their interests within the HPG Complexes. Each HPG Complex was functional a small Castle and their populations were regularly equal to a small city of their own. This fit their previously defensive and exclusionary posture after all turrets and walls don’t move and take over more territory like Battlemechs and Tanks could. Their garrisons for most of The Blessed Order’s history were functionally Gendarme and focused on internal and border control rather than external conquest.

The Terran Hegemony was famous for its Castles Brian which were in remote areas, including underwater, many of which survive to this day, these elaborate fortifications allowed the SLDF’s frontier troops to protect themselves should a vassal turn on them. Equipped with Warship grade weaponry and constructed with ultra-dense materials, nothing short of a nuclear bomb or warship bombardment could destroy these might fortresses. These served as invaluable refugee facilities during the Jihad as they could resist chemical attack although there were instances of engineered pathogens spreading like wildfire throughout the population killing scores of innocents.

The Rim Worlds Republic had, and The Clans have similar facilities tied into their planetary Space Defense Systems. The Successor States, particularly the frequent rivals Federated Suns and Draconis Combine utilize similar systems with many underground or underwater command bunkers on many words. Breaker Bay on New Avalon, Asgard on Tharkad, and The Eyrie on Atreus’ moon Wendigo are prime examples. It is a pity that Chancellor Sun-Tzu Liao only survived George Hasek II’s bombardment of the Forbidden City because of his.

The Great House militaries built few fortifications beyond the planetary Starports where they were often based. This was the result of a limited threat environment and economy to support large construction projects. Nobles often maintained their own troops in castle-like complexes within their main city with some standoff space from the locals for security but none of these were capable of withstanding Warship grade weapons and possessed only some gun emplacements and the garrison for protection. Frequently these gun emplacements were armed with turrets from vehicles that had their fusion engines cannibalized for spare parts. Larger military facilities such as training grounds or marshalling points were protected from enemy activity by their light density, some sensors, and remote location.

Since the Clans’ arrival modern fortifications have been upgraded dramatically, many possess capital grade weapons, or simpler cruise missiles to repel Warships, destroy invading dropships, or launch strikes against other targets on the same world. Our initial experiences with an unfettered COMGUARD and Word of Blake Militia showed their tremendous destructive potential and ability to sustain operations despite being cut off from external resupply. Many Remnant forces or Warlords still pose a threat to their worlds although the destruction of COMSTAR’s satellites limits their targeting ability.

Common Types of Buildings
Tent – Inexpensive and Quick to deploy tents are regularly used for semi-permanent or transient encampments. They are often self-deployed by the users and all military and disaster response forces maintain large inventories of these on hand.
Hanger/Warehouse/Garage – These structures are designed to maximize space for the storage of goods or vehicles under their roof often with a large door for security. HWG buildings can hold 3x their CF in tons making them significantly cheaper than a more closed building.
Standard – Standard construction to the appropriate planetary code.
Fence – Barrier to infantry with only ground MP available to them. Quick to deploy but very vulnerable to damage.
Wall – Capable of towering over the surrounding environment, these walls can mount armor and serve as difficult barriers to bypass for any type of vehicle.
Gun Emplacement – These buildings’ sole function is to serve as a weapon installation. Barracks can be built in to provide round the clock availability in the event of a surprise attack. These are often armed with turrets from destroyed or scrap tanks and can be equipped with automated fire control systems.
Fortress – Designed as strongpoints Fortresses represent bunkers and any other military installation designed to withstand sustained enemy attack. They shelter military formations against enemy fire but are vulnerable to artillery which means that most contain artillery of their own for counter-battery fire.
Castle Brian – The ultimate fortification designed by the Star League to withstand any assault even by Warships and Nuclear Weapons. Castle Brians are incredibly robust and often sheltered underground.

Atreus OTC | Tips when attacking a Fortification
With our emphasis on maneuver warfare and airpower the FWLM is ill suited to attacking enemy fortifications. So, here are four tips to remember when attacking a Fortress.
First, Extensive Recon, learn the layout of the Fortress from satellite surveys or sending in scouts to conduct Covert or Force Recon.
Second, Isolate the Site, Using VTOLs, and Scouts a commander should plant remote sensors at likely escape or sally routes to prevent the enemy from retreating or provide warning for a counter-offensive
Third, Prepare the Ground, Fortifications are often protected by pre-sited artillery, hidden gun emplacements, field guns, and minefields. All these tactics work together to degrade mobility and allow elimination of now static threats. To combat this one should conduct preparatory artillery bombardment or air strikes at likely ambush sites and clear the ground of booby traps.
Fourth, Plan for complications, with extensive planning and preparation on their side one should prepare to react to unexpected situations. Ensure that your Sub-Commanders understand their adjacent unit’s responsibilities before you proceed should they get bogged down or counter attacked.


Nouvelle Ecole’ Militaire | Tips for defending a Fortification
Our great Protectors did the best they could to give us the advantages we need to repel aggressors to our glorious Concordat. Among their great works were extensive underground and surface installations that can bleed hostiles dry so that they may fertilize our planet’s soils. The first thing that one must know about defending a fortification is that one should always possess the longest range weapons as letting the enemy get close is recipe for catastrophe as forts cannot move and are easy to hit. Many of our bunkers were traditionally equipped with Cruise Missiles or artillery but now we can build Sub-Capital and Capital Missiles capable of swatting down their vessels from the surface.

The second most important rule is that one should defend in depth
The outermost perimeter is layered with remote sensors to alert our forces to the enemy’s presence. Quick reaction forces such as Jump Jets and VTOLs should depart to harry them upon contact.

Next minefields should be located beyond our middle ring’s range but within artillery range to begin damaging the enemy and making them advance cautiously. Interspersed with these minefields are the outer ring of defenses which are manned by heavily armed infantry in restrictive terrain.

Then the middle ring of defenses consists of automated weapon turrets equipped with various weapons who will continue degrading the enemy and force them to slow where artillery and a second wave of air power can accurately engage them.

Beyond that is the inner ring of defense equipped with manned turrets equipped with fast firing autocannons such as our ally’s Pike turret and any mobile units that managed to be activated. Another group of minefields are sandwiched between these two layers to maximize damage.

Finally, our final bastions are in constricting terrain and armed with powerful close ranged weapons, our artillery, and mighty capital weapons to finish off any attackers that managed to stagger through our defenses.

Four example bases are provided with this document
Mechanized Infantry Outpost – This Outpost provides basic accommodation and services to a MechInf Company as these don’t typically include mobile versions of them like their faster moving armored counterparts. Its Tents and prefabricated buildings can be deployed in about four days while installing the optional perimeter fencing and ICE generator would take another six days.

Mech Lance Base – With space for 4 Battlemechs, 36 personnel, and spare parts an MLB with its security fencing can be easily erected in 24 days. Optionally a backup Fusion generator and Scorpion turrets can be installed but these will take additional time.

Light Vehicle Company Base – One of the most common forms of militia bases is the LVCB which contains an immense tank garage, four prefabricated barracks, an array of solar panels, and security fencing to provide for its almost 100 personnel.

StarCorps TetraStar™ Defensive Complex – This fortification is one of the most widely used versions throughout the Inner Sphere and even some Clan worlds. The standard version uses 8 Super Manticore turrets space in such a way their ELRMs face no minimum range penalties or can reach out further than any common weapon system. The complex is powered by an underground nuclear fission reactor, and a central armored fortress with two Arrow IV vertical launchers. Sixteen armored wall segments give end users the ability to channel hostiles into firing lines. StarCorps blueprints provide plenty of empty space inside the fortress to allow user modification at the end site.

AlphaMirage

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Re: Point Barrow Guide to 31st Century War (K-Verse AU)
« Reply #35 on: 16 January 2023, 14:22:58 »
Swamp Rats and Seadogs – Building blocks for a new Coastal Navy
Notes from Kilbourne Academy


With almost all worlds being under a single imperial power for much of the past several centuries wet navies were highly de-emphasized in favor of Battlemechs and air power. The ongoing Warlord era however has dramatically changed that dynamic. Independent or COMSTAR/Word of Blake backed Warlords combined with financially and militarily exhausted Imperial powers have spurred discord on many worlds. These separatist forces are heavily reliant on conventional firepower and often lack large aerospace or Battlemech forces.

However, many worlds possess the capability to manufacture wet naval vessels for on planet use. This only increased during the Blackout years as internal maritime trade became more necessary due to a lack of Starlift capacity. Due to this a dynamic was created which favors wet naval vessels supported by and supporting other conventional forces. Many of these are relatively small boats limited to littoral waters with less than 200 tons displacement as these can be powered by widely available fusion engines. Larger naval vessels do exist but are beyond this essay and will be covered in an essay concerning Space Defense System development.

Small patrol watercraft are often hydrofoils and equipped with navalized versions of popular tank turrets, the most common of which is the Mackerel Light followed by the Stonefish Heavy and Bullhead Medium Patrol Boats. All these boats move at 118km/h, slower than most hovercraft but still quite swift, utilizing their speed to make slashing attacks, anti-missile systems in the sides and rear help defeat incoming long range fires while retreating into the water when coming under fire.

Due to their unique ability to threaten wet naval vessels many of these patrol craft are focused on the Anti-Air and Hovercraft mission ensuring a higher proportion of pulse lasers, flak guns like the AC/2, super long range weapons such as the ELRM, and precision loaded or LBX autocannons than would be expected of a conventional force. Long range is favored over high damage as a watercraft can safely float out of range of hostile ground forces and bombard them with impunity unless their opponent can call upon aerial or hover assets. Extra cargo space onboard is often repurposed for the delivery of mines, enabling mine sweeping operations, transporting naval or jump troops, extra ammo, or supplies for extended patrols.

The principal weapon of larger (>=75)coastal gunboats and midget submarines are typically artillery which would otherwise have to be mounted on a more vulnerable ground based platform. These vessels typically have substantial ammo stores and the capability to launch and retrieve Puffin drones or manned floatplanes to serve as spotters for their guns should no other option be available. Others serve as mobile headquarters supporting amphibious or inland operations utilizing satellite relays.

One of the most common heavyweight platforms used are Caiman Watercraft's 150 ton Crocodile class vessels. With a ten man crew and powered by the commonly available 270 extra-light fusion reactor these vessels are reasonable cheap, often costing little more than an advanced assault mech and thus saw extensive use by the Sol Protectorate Militias. The Type 1 variant utilizes a navalized Long Tom in a bow turret for offense and a Large VSP Laser beneath it for close in protection. The Type 2 utilizes paired Arrow IV launchers mounted on its portside, the bow large VSP, and is more heavily armored due to lacking a turret and needing to operate closer to shore. The Nile variant is used as a flotilla command vessel mounting a pair of Mydron LBX-5 autocannons for defense against VTOL or hovercraft forces, a more complex communications suite, and heavier armor. Due to its value the Nile is typically protected by smaller escorts who can augment its relatively limited armament.

Submarines have also seen a return to widespread use, the highest tech of which is the two hundred ton Cetus V-3 equipped with a pair of Cruise Missiles capable of doing significant damage to infrastructure or large vehicles from far away although at immense procurement cost. Most of them are modifications on the widespread Blakist Moray giving it long or extended range missiles for shore bombardment instead of torpedoes. The much smaller and faster Manta is often outfitted with mines or serves as a commando mothership instead of as an attack sub. These are often supported by a similarly submersible tender although these can only resupply on the surface.

Due to their longer duration operations all coastal vessels typically utilize tenders for crew rest and resupply. These tenders almost always positioned well over the horizon or in the case of the Baleena and Seahorse submerged making them difficult to spot and track for the enemy. Due to being located so far away maritime patrol VTOLs such as the ‘Seadog’ and conventional aerospace fighters capable of locating and damaging these essential vessels have returned to planetary forces as have floating interceptors (such as the Osprey, a navalized Boeing Jump Bomber) equipped with light AAA missiles meant to stop them.

Additionally, many of the lighter vessels can be based in swampy terrain which is otherwise unsuitable for most combat forces where they can be resupplied by concealed often submerged caches. Hovercraft are vulnerable to concealed infantry or losing control during high speed maneuvers damaging their skirts and lift equipment when navigating inland forested riverways, Mechs can be immobilized by jumping or riverbed mines, and attack VTOLs have difficulty targeting fast moving targets in close terrain. These swamp rat forces continue to prove a challenge to 2SLDF and House Occupation forces that have returned these separatist worlds to Imperial control.

Unfortunately, the necessary mobilization and casualties that would result from their complete removal have proven politically perilous to newly instated governors, forcing containment procedures instead. The asymmetrical use of such watercraft by rebel forces will thus continue to be a problem for the foreseeable future. Thus far the best technique to handle them is to mine the deltas leading into coastal waters bottling up the rebels while maintaining an ongoing surveillance program with satellites and other aerospace or naval assets such as Airships. Airstrikes can inflict attritional losses that rebel forces cannot regenerate from gradually reducing the threat these bandits pose to law-abiding subjects.

AlphaMirage

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Re: Point Barrow Guide to 31st Century War (K-Verse AU)
« Reply #36 on: 10 December 2023, 13:58:27 »
Crew Roles for the AFVs, VTOLs, and Small Craft of the 31st Century
When the first ‘tanks’ trundled across the battlefields of 20th Century they had crews of eight to maintain their primitive systems. Throughout the 20th and 21st Century armored combat doctrine evolved, and sub-systems became more reliable thus needed less babysitting. During the 22nd to 24th Century the Terran Hegemony and proto-Successor States were heavily reliant on tank and gunship warfare to project power and protect their interests. That time saw many medium or heavy combat vehicles or escort shuttles fighting interstellar wars with one another. The 25th Century and introduction of the Mackie and proper Aerospace fighters changed that but many of the automation advantages failed to trickle down to the units they replaced.

The Succession Wars certainly didn’t help either, as computers and thus automation became less reliable, and parts scarce tanks and small craft became more viable alternatives to increasingly dangerous or unreliable machines. Crewed vehicles provide all the functions that the Diagnostic/Interface computer provides the MechWarrior or Aerospace Fighter. That is not to say that computers ceased to exist, but they did become less capable during the tech decline of the Succession Wars. Although the Helm datacore did return the ability to build more advanced systems crew sizes remained the same with the additional production going to rebuilding Mech and Flying Corps to fight the Clans as well as the growing Warship fleets rather than to other platforms.

Roles and Responsibilities
For Small Craft Crew – Small Craft crew are kept as low as safe due to the need to supply life support on such a lightweight craft while maintaining a useful payload. On long voyages they maintain a shift rotation to keep watch on vital systems and their environment in order to avoid hazards and potential death.
Co-Pilot/Navigator (CPN) – The Co-Pilot navigator rides beside the Lead Pilot/Commander and provides accurate astrogation considering orbital dynamics, physics, and potential hazards before they undertake a maneuver. This mostly requires them to take manual and radio fixes to known locations to verify that the flight computer is correct if it is working.
Flight Engineer/EWO (FE/EWO) – A Flight Engineer is responsible for the power plant, life support, and other necessities. During battle they manage these systems and operate any electronic warfare systems on-board. They typically are seated just behind the pilots and back to back with the gunner. If two or more gunners are on a small craft (very uncommon) these three share a separate deck.
Gunner/Sensor Operations (GSO) – When not in battle gunners are responsible for maintaining a small craft’s weapons and sensors as well as aiding the Flight Engineer. During battle gunners utilize whatever weapons are onboard to target hostile units and protect the vehicle while the Pilots execute maneuvers and coordinate with friendlies.
Lead Pilot/Commander (LPC) – As the Lead Pilot and Commander this individual is responsible for double checking everyone’s work and coordinating with friendly forces while executing missions. Due to such a small crew most LPCs

For Combat Vehicle Crew
Note that many of these roles are only necessary on larger or very specific types of vehicles with the most common 45-60 ton MBTs of the post-Jihad era requiring only a Driver, Gunner, Commander, and maybe one other role (often an AGUN, ENGR, or RADM).
The 90 ton Challenger X of the AFFS utilizes all of them, while the Gauss heavy Alacorn incorporates a ENMN.
<30 ton vehicles typically only have a driver and gunner, often seated side-by-side in the hull, except on hovercraft where they are seated in tandem just like VTOLs.
<15 ton Combat Vehicles are typically scouts and/or hovercraft and incorporate neural bands into the regular tanker protective uniform (helmet, fire-resistant balaclava and jumpsuit) to better handle workloads in a way similar to professional racers.
Assistant Gunner (AGUN) – Although many post Jihad combat vehicles are smaller and more focused in their arsenal older ones or those mounting a large variety and number of weapons require an Assistant Gunner, sometimes more than one in the case of the Behemoth or Mars. These AGs typically operate any side or front mounted weapons while the Main Gunner controls the turret mounted ones. When not in combat they provide additional situational awareness to the Tank Commander.
Commander (COMM) – The Tank Commander is responsible for the mission and if there is no radioman, they are also responsible for being in communication with higher echelons. They possess an independent set of sensors than the gunners and use that for target selection and situational awareness.
Driver (DRVR)– While the role name is simple being an AFV driver is a difficult task that requires a great deal of training. One must carefully select the terrain the AFV is to drive through to avoiding being bogged down or immobilized due to motive damage. Drivers of hovercraft are known for having a particular flare and some of the more advanced ones have begun utilizing neural bands like those used by industrialmechs to maintain control of their vehicles at high speeds.
Energy Management (ENMN) – Energy in the form of heat and electricity is in constant flux throughout a combat vehicle. ENMN crewmen are most found on armored vehicles with energy heavy armament such as the Laser carrier, Schreck, and Ontos where they ensure that electrical power is kept within an optimal range that will provide maximum power but less damage to their systems.
Engineer (ENGR) – While Internal Combustion Engines are almost bulletproof and most frequent power plant of choice for combat vehicles there are others that are more finicky. Fuel Cells and either Nuclear Fusion or Fission power plants are very reliable, but they only continue to remain so with continuous maintenance and vigilance. Having an onboard engineer enables more to be pulled out of that system without straining it long term. Having an onboard engineer though is good for field repair.
Loader (LODE) – While most armored combat vehicles have autoloaders some of the older ones do not or they have become unreliable during the Succession Wars. While uncommon it is possible that a tank might need a manual loader although it is more common on armored Self-Propelled Guns such as Hetzer or Artillery vehicles such as the Thor or Marksman and MLRS like the Chaparral or Vali. Here they basically serve the Gunner or Commander who are responsible for calculating firing angles.
Main Gunner (MGUN or Magnum) – The Magnum is responsible for the primary weapons of a combat vehicle. These are typically located in the turret and thus any AFV with all their guns in the turret only has need for one gunner. ‘Land battleships’ like the Behemoth or Mars require additional ones however as the gunner cannot easily split fire in a chaotic battlespace.
Radioman (RADM) – The Radioman is responsible for coordinating with higher command echelons and nearby friendly units then relaying this to the Tank Commander. If a vehicle is equipped with advanced sensors such as Active Probes or ECM, they also typically manage these providing additional situational awareness to the Commander.