Campaign of the Month: June 2014
Battletech : The Farscape Campaign
Iron Dingoes Infantry Field Kit (3023)
"Dingo Pack Tactics, Always"
The core of the Iron Dingoes field forces, is its basic Infantry Platoon. Each such unit traditionally consists of a standard 28-man platoon armed with automatic rifles or laser rifle, and some form of rocket launcher or other anti-armor/-Mech weapons systems, backed by Support MGs for static defense.
Equipment Rating : D/D/C
BAR : 4/5/5/3 (Helmet) : 4/5/5/3 (Fatigues and Cargo Jacket)
Cost/Patch : 2500/50
AFF : Star League, Iron Dingoes
Mass : 10 kg
Coverage : Head : Torso, Arms, Legs.
Notes : Military Comm, IR Scanner, Night Vision, Rangefinder, Ultrasonic Detector (5 kms range), Internal Electric Compass. Requires HC Micro Power Pack (3 PPH). AV 7 vs Flash. +1 to Perception and Small Arms.
The above statistics are for the main armor coverage. Boots and gloves used in this kit provide less protection than the rest of the suit, being BAR 2/3/3/1 and 1/1/1/1 respectively. These items are easily replaced with civilian models that can provide much the same protection.
In addition to the CH-252 Combat Helmet and M-52B Body Armor, each trooper is issued with the simple domestically manufactured Mercado one-suit (itself a relic of the Star League), a small detachable backpack, modular bedroll, survival blanket, electric lantern, utensils, collapsible cup, 10m of nylon cord, ground cloth, two (2) Armadyne AM-226 Medical Field Kits, and a combat knife. In addition, a complete set of supplementary cold-weather gear is issued to each trooper, which can be worn over the basic combat gear for alpine or polar deployments.
Armaments include both a personal side arm, typically the Nighthawk M3009 or the M6D Personal Defense Sidearm with the older units, but many have their own choice of weapon, tending towards higher calibers, and the standard laser Iron Dingoes assault rifle Mauser 960 Assault System. Most of the newer locally-raised combat squads are equipped with the HG-762 “Holy Grail” Assault Rifle. The oldest infantry formation, the Defensive Perimeter force under * “Cerberus Command”, continue to deploy with their older, but unique S&W MA37 ICWS Assault Rifles, with which they have a great deal of attachment.
At the squad level, the M56A2 “Smartgun” has become popular as a support weapon, largely supplanting the older RPG-7H Launchers and B-SRML “Butterfly” SRM Launchers, though both of these latter systems exist in small numbers, and grant its infantry an unexpected punch at respectable ranges. In the newer formations, the most common source of support weaponry is found in the form of the easily available Milkor MGL, as wide-spread acquisition of the Smartguns has proven both difficult and expensive. The newer infantry formations are familiar with the grenade launcher as a support weapon, and readily adapt to it and acquire munitions. To replace these, among its standard “combat infantry” forces, it has been suggested deploying the Heavy SRM Pack Launcher as a good source of anti-armor capability, provided a regular production source for the weapons systems can be acquired.
Standard Dingo Pack Tactics designate one member of any given squad a technician (though skill-rated as one level lower than the squad’s rating), who carries no support weaponry, but bears a basic technician’s kit that includes a heavy-duty portable light, a basic technician’s tool kit, and a heavy duty pack for his tools. These troopers are intended to drive and maintain any vehicle(s) assigned to the unit, and often employ their Engineer’s Tools in close physical combat. The Engineer’s Tool is considered a mark of the squad’s technicians, and is stowed in a sheath alongside their packs, much like a shoulder harness for a sword. All trooper/engineers are equipped with HG-7 Small Arms Repair Kits, to provide their ballistic-armed troops maintenance services.
When employed in a tactical situation against vehicles and BattleMechs, the unit in possession of this field kit is considered to have the following tactical stats at the platoon/squad level.
Tech Base (Rating) : Inner Sphere (C-C-D)
Transport Weight : 3 tons
Primary Weapon : 20, or 24 Mauser 960 Assault Systems
Secondary Weapon : 8 RPG-7H Launchers / Butterfly Light SRM Launchers / Milkor MGLs, or 4 M56 Smartguns.
Armor : Iron Dingoes Standard Infantry Kit (3023 Issue)
Battle Value : 149
Platoon Type (Specialty) : Foot Infantry (None)
Ground MP : 1
Platoon Size (Squad/Platoon) : 28 (7/4)
Armor Divisor : 2
To-Hit Modifier (Range in Hexes) : -2(0), -1(1-2), +1(3-4), +3(5-6)
Maximum Weapon Damage (# of Troopers) : 23(28), 22(27), 21(26-25), 20(24), 19(23), 18(22), 17(21), 16(20-19), 15(18), 14(17), 13(16), 12(15), 11(14-13), 10(12), 9(11), 8(10), 7(9-8), 6(7), 5(6), 4(5), 3(4), 2(3-2), 1(1).
Iron Dingoes Fireteam on Maneuvers
Battle Dress Uniform : The battle dress uniform (BDU) of the Iron Dingoes infantry seems too light and thin for battlefield use, but this is not true. Standard-issue boots and gloves cover the cuffs of olive drab pants and shirt. The trooper’s rank patch and unit insignia appear on the shoulders of the step-through jacket. A trooper wears a number of pouches for field equipment, but the most noticeable difference to the BDU, is the small integral rucksack attached to the cargo jacket located above the shoulders that carries the soldier’s laser military-grade power pack. When travelling, gear is tied around this pack, including their modular sleeping bag, and any other personal items.
Following standard operating procedures for all Iron Dingoes troops, the jackets also have numerous hooks and other clips attached for tools and extra pouches, owing to the highly technical nature of the Iron Dingoes troopers. Their motto has become : “Dingo Pack Tactics, Always”, implying both strength through fighting together, and the acquisitive nature of all their ground forces, tech and trooper alike.
CH-252 Combat Helmet : The most obvious difference between the trooper of the regular armed forces and this field dress, is the helmet. A fine specimen of research and engineering, it provides a full field of vision to the wearer, without compromising strength or protection. The three panes of its visor are made of special polymer polarizing, providing excellent protection while also turning a silver tone when flashed with bright light or even a laser blast. Through voice commands to its internal computer, it provides various versions of visual acuity, ranging from standard, IR and EM, showing heat and electrical sources.
The CH-252 Helmet can also be sealed air tight in case of a chemical or biological attack, and is equipped with an S-90 air purifier system. The helmet internal computer carries its own IFF transponder, GPS beacon and computer access, along with a micro battery to power the unit.
M-52B Body Armor : The standard body armor of the Iron Dingoes infantry is a collection of rigid laminate composite, including a body carapace covering the entire torso. Shin, knee and shoulder pieces grant further protection, and the boots are also lightly armored. The armor used is made of shape-memory alloys coated with an ablative outer layer meant to disperse laser fire, while the main armor can deflect shrapnel and light small arms.
Although not considered top of the line among standard Star League troopers of 2750, this older composite armor was still very good and equal to or better than that deployed by the Great Houses prior to the Great Exodus, and was commonly found in the reserves of Periphery units.
Cold Weather Supplementary Combat Gear
In Iron Dingo service, its infantry is employed in four (4) basic varieties; Combat Infantry, Force Recon, Perimeter Security and Star Marine. Although the basic kit remains unchanged between varieties, each has aspects that are different from the listings above;
Combat Infantry : Raised largely from existing military formations who have either deserted or been recruited during the chaos of the Small War on Dumassas, the Combat Infantry force is typically equipped with the usual gamut of weapons and equipment of an Iron DIngoes trooper, but their support weapons are not as good as those found in other formations. In most respects, these formations are deployed as battalions of heavy infantry, and follow the usual statistics as found above.
The large force of infantry known as the * Iron Dingoes Guards “The Lantern Corps” are similarly equipped, though their associated force, the * Tharn Iron Legions deploy with a few differences including a combat armor that is of a distinctly lower tech capability in the Iron Legion “Colonial” Infantry Field Kit.
Force Recon : The standard line force of the Iron Dingoes, this version is deployed as listed, though it has access to small, civilian Jackrabbit Hover Cycles, which improves its Platoon Type (Specialty) to Motorized/Hover (Recon), and its ground speed to Ground MP : 5, but raises its Transport Weight to 20 tons. It also changes its BV to Battle Value : 165. Of late, the line infantry tend to deploy with their assigned Karnov UR Transports (attached at the platoon level) as Force Recon to hold positions and cover salvage squads in recovery missions, and rarely deploy with their beloved hover cycles. Though few in number, these troops tend to be the best trained, most versatile, and most experienced in the unit.
Perimeter Security : The oldest trooper type to be employed, these troopers tend to be fairly close to listed stats. They do, however employ slightly better equipment, in the form of Iron Dingoes “Elite” Infantry Field Kits. In addition, select squads are deployed with a pair of man-portable Infantry Support MGs intended to be used from static positions along the camp perimeter, though these forces have also been equipped with Heavy SRM Pack Launchers as a deterrent against light armored units. These select units have a reduced squad size of (5/4). Since each also possesses a back-up Heavy SRM Launcher, its Max Weapon Damage (# of Troopers) actually improves at short range, to become : 5(5-4), 4(3-2), 2(1).
Star Marine : Trained as standard infantry, these troops tend to deploy as such in defense of their assigned DropShips and JumpShips. Each unit, however, also possess XCT equipment Iron Dingoes “Voidstar” Marine Combat Field Kit, which alters their info to include Equipment/Armor : Environment Suit, Hostile and its primary weapons to be 28 M61A Combat System “Mattock”. In addition, each squad has been issued Jump Packs, changing its basic stats to Transport Weight : 4 tons, Platoon Type (Specialty) : XCT (None), and Ground MP : 1 / Jump MP : 3. In either deployment, they leave their assault rifles and SRM launchers in their barracks armory, and have an altered Damage (# Troopers) : 13(28), 12(27-25), 11(24-23), 10(22-21), 9(20-19), 8(18-17), 7(16-15), 6(14-12), 5(11-10), 4(9-8), 3(7-6), 2(5-4), 1(3-2), 0(1).
Traditionally the Star Marines are set as squads aboard various JumpShips and DropShips to protect these valuable assets from casual boarding. Such Star Marines rarely operate in units larger than the squad level, unless they are involved in a boarding operation, where they deploy as platoons, but are trained to know the details of their particular JumpShip and DropShip charges in excruciating detail. Larger forces of Star Marines do exist in the Iron Dingoes, but these tend to operate as assault troops for massed boarding operations, and most are of the smaller squad-level variety.