Campaign of the Month: June 2014
Battletech (Farscape) : The New Breed
* "The Iron Dingoes"
"Maybe the Dingoes ate your BattleMech?"
Description:
“Then there’s the Dingoes. They’re our protectors, our soldiers, our police. I always thought they were amazing. Brave, fearless, and free. Some people think the Dingoes are crazy, which they kind of are.”
The Iron Dingoes were originally built from common models of BattleMechs found in the Marik periphery during the late Third (3rd) Succession War, though a few models of heavier Star League era Mechs have appeared among them. Presently the unit is made-up of heavy- and assault-rated Mecha, often cobbled together from salvage, and often sport modifications to make them less reliant on ammunition supplies, with improved land speed, armor loads and jump jets. Recent battle experience has made some of the unit respectable pilots.
The unit is broken into several component commands; * “Cerberus Command” for base and asset security, with * “The Dead Man’s Hand” and * “The Fold Fiends” as its reserve strike forces for operations requiring more than their standard line Mechs and Recon force. The lead unit, * “The Dire Dingoes” led the bulk of its primary contracts for more than two decades, but following its near destruction on Elidere IV, it was relegated to a support role equal to the other two strike forces.
Numerous independent infantry battalions and other military formations also fill a variety of garrison and cadre assignments. Traditionally, the two supporting mixed-arms commands alternate to deploy as either landhold security at Garrison, or deploy somewhere for a year or more under mercenary contractors doing garrison, cadre or similar work. Dingoes forces have traditionally worked for the various Peripery powers, the Taurian Concordat, or House Davion. * “The Dingo Pack” consists of the Dingoes’ logistics and support personnel, and also provides a home for most of its AsTechs and employed Dependents.
Years of careful development and expansion, and being at the right place at the right time, have grown the unit to a reinforced combined-arms regiment with a reputation of generally completing its assigned tasks reliably. The unit has, however, gained a somewhat sinister reputation for presenting itself in mysterious circumstances, and possesses an unusual amount of LosTech for a Periphery-based military force.
Officers
Initially led by Lord (Major) Michael Ruxbondy “Paladin”, the Duke of Tharn (Major) Kanto Jokukad “Pitbull” took over command in mid-3023 with Paladin’s retirement. He also retired prior to the unit shipping out on a lucrative cadre contract in 3038, and Major Erika Hartmann “Glamour” took charge of the unit. Her death and the loss of much of the unit’s leadership during the War of 3039, led to its present organization.
Today the unit is commanded through a “Command Council” of the unit’s senior officers; Lieutenant Colonel “Veruca” Louise Salt, Lieutenant Colonel “Jolly” Roger Galligan, Lieutenant Colonel (Brevet) Jack Krauss “Forge”, Lieutenant Colonel Abelinda Rivera and Lieutenant Colonel Jorge Adolphus Mendoza.
Major Jessa Dajus-Marik “Dragonfly”, holds a unique position in the unit. As a former Staff officer with the 3rd Marik Militia, her loyalty to “The Cause” was undisputed, though exactly how she wound-up alive in prison with the 13th Provisional Company staff is unknown. She acts as the Senior Colonel’s “sounding board” for ideas and strategy, taking care of administrative matters for the unit as a whole and being the first person prospective employers meet to discuss terms, before being handed over to the appropriate personnel for contract negotiation or other unit matters. Her year in prison on System – Pilpala has dampened her personality, and she is known to suffer intense nightmares on some nights. She directly commands * “The Dingoes’ Fangs”, as well as its “Battlefield Intelligence” division.
Increasingly, Dame (Captain) Modesty “Viper” Scrope has taken an important leadership role in forming the future of the unit, and holds an important place within the leadership of the Command Council. Charged with internal recruitment and training, she has a formidable position as the guide for the unit’s development in the years to come.
Line MechWarrior Field Kit
Tactics
The Dingoes employ highly unusual tactics, a remnant of their chaotic origins from disparate commands.
“Pack Mates” : Iron Dingoes Mechs are traditionally associated as pairs, though increasingly larger operations have required them to add reserve pilots to bolster their strength and form into more formal lances during large-scale operations. Though they still tend to fight as pairs, the use of a formal lance structure has strengthened their tactics in allowing greater role-specific tasking of targets, based on movement speed and jump capability, along with weapons-ranges.
“Opportunity Knocks” : While they might gang up to take down more powerful opponents, they quickly switch to another target as opportunity allows. Although veterans of BattleMech warfare might claim the tactic is inefficient, it has yet to fail in practice. The unit seems loyal to each other, a bond forged early in their bid for common survival.
“Tooth & Claw” : The unit has developed their individual melee combat tactics, often employing hand-to-hand brawling techniques, colloquially called “Mech-Fu”. This style has led to the refinement of the tactic, known as “Chewing the Bone”.
“Chewing the Bone” : The term “Chewing the Bone” is a reference to anyone employing a nearby tree or a Mech’s limb (colloquially known as a “Bone” ) to attack an opponent. Trooper (Retired) Dominic Haugustus “Pockets” is best known for beginning this tactic early in their history, and continues to carry a Kintaro’s arm (now much welded and reinforced) as a melee weapon, to this day. Dingoes techs have since manufactured heavy clubs, intended to be wielded with two hands, from scrap armor and simple internal structure, which are often employed exclusively by veteran Dingoes pilots. Rumor has techs are experimenting on smaller, single-handed versions.
“Dingo Pack Tactics” : The Dingoes are known to engage isolated members of units they encounter as a single group, often tearing them apart with vicious melee attacks and “overkill” weapons assaults at point-blank range. This term is a popular command given in almost every encounter, and among unit communication channels signifies a call to get the salvage crews ready.
Support
The unit presently has good support, though its pilots perform some of their own maintenance. The complete unit has about 85% technical coverage for their assets at this time, mostly due to recent mercenary and dependent technicians acquired from numerous sources, as well as a nice selection of tools and other parts scavenged from the battlefield. That the unit’s growing number of techs are able to keep the unit in parts and supplies, remains a testament to their skills, dedication and avaricious attitude to battlefield salvage. Their rapacious actions after combat is complete, is what has earned the unit the motto “Maybe the Dingoes ate your BattleMech?”, as they often strip everything they can for salvage, weapons and ammo. Following a successful fight they are truly like a pack of hungry dingoes.
The addition of the extensive medical facilities on-board “The Factory” and the unit’s own * Iron Dingoes Medical Corps have ensured the unit’s core is very well-covered by medical services, especially while in System – Dumassas and among their landhold territory. They depend heavily on the assistance of their paramedics from the medical corps when off-world, and discussions about establishing a “hospital ship” has become a popular topic among the technicians of that sub-unit. The recent acquisition of the “Olympus Mons” is a likely candidate, especially having experienced a similar refit in the form of The Starbound Mercy first-hand and seen its potential for the local constellation.
If the unit has a failing, it is in administrative support. Although capable of covering around 50% of its requirements, which overcomes the minimal needs of a mercenary unit (50%), this shortfall can wear on unit command, logistics, transport and personnel needs, particularly if in the field for extended periods of time. The fact that the unit has no provision for any overhead expenses is a portion of this failure.
Unit components include the following:
* “The Dead Man’s Hand” – Combined-Arms (Line) Battalion
* “The Dire Dingoes” – Combined-Arms (Line) Battalion
* “The Fold Fiends” – Combined-Arms (Line) Battalion
1st War Hounds “The Dogs of War” – Special Forces (Mobile Assault) Company
1st Special Forces Group – “Red Shields” – Combined-Arms (Rapid Response) Battalion
1st Tactical Air Command – Combined-Arms (Garrison) Battalion
4th (Jump) Rifle Infantry Battalion – “Yarará” – Infantry (Paratrooper) Battalion
* “Cerberus Command” – Infantry (Cadre/Marines) Battalion
* Corazón Command – Infantry (Garrison) Regiment (Under-Strength)
* Dangerous Operations Group (DOG) – Infantry (Light Assault) Regiment
* Polar Command – Infantry (Garrison) Battalion (Under-Strength)
* “Sangrian (Air-Mobile/Mechanized) Training Cadre” – Infantry (Cadre) Company
* Task Force Dingo – Combined-Arms Regiment (Sangrian Army Command)
* Black Ice Command – BattleSpace Command Fleet
* “The Dingo Pack” – Administrative & Technical Battalion
* “The Dingoes’ Fangs” – Military Intelligence Company
* Iron Dingoes Medical Corps – Hospital/Medical Company
* “The Skunkwerks” – R&D Company
* “The Scrapyard” – Technical Supplies and Equipment Group
* The Iron Dingoes Demesne – Unit Landholds Group
Bio:
Star League Formal Uniform; Note the Iron Dingoes “panting dog” Sigil
Military Ranks
Consisting of several regiments of ground forces, including more than a battalion of BattleMechs, the Iron Dingoes have developed a unique military ranking structure over its nearly two (2) decades of operations. While the bulk of its forces are simple leg infantry, it has shown an increasingly diverse and advanced development of these forces, and consists of sufficiently capable forces to put any Periphery planetary militia to the test, should its entire force be mobilized against them.
The snarling profile of an iron-colored dingo, baring its razor-sharp teeth has become common as the unit logo. The hackles on its neck are flared, and it appears ready for a fight. Its tongue is sharp and whipping from its mouth; you can almost feel its breath on your skin.
A traditional olive-drab Star League paint scheme with little ornamentation, is the standard color for its Mechs and vehicles. Gold highlights often mark “original” founding members of the unit, or their designated “heirs”, and such pilots also have a much freer hand at painting their Mechs with distinguishing features. Silver highlights mark experienced “veteran” pilots. Black is the color used to highlight Cerberus Command units, such as the MPs and its defensive infantry and armor. Red is used to identify “combat” members of the three “Line” battalions of the Iron Dingoes; the Dead Man’s Hand, the Dire Dingoes and the Fold Fiends, as well as the independent infantry battalions and other combat formations. Blue is reserved for the support and technical crews of the Dingo Pack and other associated units, such as its medical and intelligence branches.
Green identifies trainee/recruits formations, as well as any “militia” forces, but are few in number and rarely stay as such for long.. Orange denotes an Auxiliary unit; typically
foreign or non-Dingoes mercenary commands placed under Dingoes contracts and are rare, though occasionally work as defensive or cantonment security forces. They are rarely larger than about a platoon in size, though sometimes other mercenary commands can fall into Dingoes control temporarily, and such units are denoted by the orange highlights on their machines and uniforms while under Dingoes command. Such forces often wind up joining the Dingoes following a Leash contract.
Non-Commissioned Ranks
Recruit : All trainees are given this rank while operating during training. Recruits hold their position and title during their first tour of duty, but are often promoted following a successful first engagement. It is not unusual to hold the title for longer, if placed into a garrison position without combat.
Naval Command calls this rank Space Recruit.
Trooper/Tech : Unlike most military forces, a Dingoes recruit is only promoted to Trooper/Tech after they have survived one battle. Among foreign military personnel, the rank is also given the nickname of “Dog Soldier”.
Members of the AeroSpace Command at this level were known as Spaceman.
Senior Trooper/Tech : Equivalent to a Corporal in most military forces. A Senior Trooper/Tech typically has to serve for at least one (1) term of service, which makes them more experienced than their traditional military and House counterparts.
Typically this is the highest rank a soldier or sailor might reach. Naval Command calls this position Petty Officer.
Master Trooper/Tech : An equivalent to a sergeant, this rank signifies either a recent graduate from * The “War Dogs” College of Military Sciences or is a three (3) term veteran of service. Most Master Troopers either lead a lance of troopers, or a vehicle crew.
This rank is known as a Chief Petty Officer among Naval Command.
Star Trooper/Tech : In the Iron Dingoes, a Star Trooper/Tech is the highest ranking non-commissioned officer. In other military forces, it is equivalent to a Master Sergeant, Sergeant Major or Regimental Sergeant, the latter of which is often given command over the regimental colors. The rank is rarely given and considered quite an honor. Soldiers had to spend at least four terms in the service to get to this rank. Star Troopers usually command a battalion’s best platoon. A ’Mech lance might be commanded by an experienced Star Trooper.
The Naval Command equivalent is Master Chief Petty Officer, and is the rank held by the senior NCO aboard either a JumpShip or a WarShip.
MechWarrior/AeroPilot : Equivalent to a Warrant Officer, this rank receives the pay and status of a Lieutenant, but has no direct command responsibilities.
In Naval Command, they are known as Warrant Officer, where they’re not considered regular combat troops, but are rather high-ranking enlisted soldiers who have a great deal of technical knowledge and often serve as work crew leaders on JumpShips and WarShips.
Officer (Commissioned) Ranks
JG (Junior-Grade) Lieutenant : In the iron Dingoes, many JG Lieutenants are so-called “mustangs”, non-commissioned officers who have proven capable enough to attend * The “War Dogs” College of Military Sciences as Officer’s Candidates.
Unlike most other military forces, soldiers are not immediately commissioned upon graduation, instead holding the rank of Master Trooper, until they have distinguished themselves on the battlefield, whereupon they are given command of an infantry platoon, a lance of vehicles or Mechs, or a pair of AeroFighters.
In Naval Command, the rank remains the same, but is often simply referred to as Lieutenant.
SG (Senior-Grade) Lieutenant : A second junior officer’s rank, the inclusion of the SG Lieutenant is typically used to denote a command position in staff leadership positions. In most other aspects they remain the same in purpose and command as a JG Lieutenant.
In Naval Command, the rank is usually given to a WarShip or JumpShip commander’s lead assistant, and remains the same.
Star Lieutenant : A rare position in ground forces, the Star Lieutenant is an honorary position given to a junior officer who has distinguished themselves in a unique and particular fashion. It is not unusual for a technical officer holding this rank to be awarded the rank in response to a task kept secret, such as operating on behalf of the Iron Dingoes Intelligence forces. It holds a great deal of respect among senior officers as a result.
In Naval Command, the rank and title do not really exist.
Captain : In the Iron Dingoes, a Captain commands a front-line company of ground forces, and are expected to display initiative over their command.
In Naval Command they are known as a Commander, where they lead a flight of AeroFighters, a DropShip, or act as the Executive Officer of a JumpShip or WarShip.
Major : In the Iron Dingoes, a Major is a regular battalion commander and leads their troops from the front. This gives them more personal experience than their House Army counterparts. The rank is also held by the direct heir to the Iron Dingoes organization, and its senior executive officers.
In Naval Command, they are known as Space Master and command either JumpShips transporting troops or cargo, or small WarShips, such as a frigate or a destroyer. They also might command an entire wing of AeroFighters. Additionally, the rank is often given to the command officer of a civilian space station or other important depot, where they are known as Station Master.
Lt (Lieutenant) Colonel : To achieve the rank of Lt Colonel in the Iron Dingoes, a soldier has to serve for at least ten years, and over several important encounters and battles as a common Major. This also shows that the officer has a great deal of tactical skill. Generally, each regimental-sized portion of the unit has a single designated Lt Colonel to oversee its operations, most of whom also command their own battalion.
Naval Command uses the title of Commodore for this rank, and represents the senior officer responsible for AeroSpace operations over a significant portion of the unit’s assets, such as a transport group of JumpShips, or a Cruiser-sized vessel or larger.
Colonel : In the Iron Dingoes the Colonel commands the entire Iron Dingoes force, essentially a Regimental Combat Team or a Brigade of ground and support forces. The position is considered to hold excellent administrative and strategic command skills, since they command so many diverse and capable forces, including infantry, artillery, armor and BattleMechs.
Discussions regarding the increase of the Iron Dingoes command structure, has hinted the position might be upgraded to be titled Star Colonel, with various leaders of planetary militias or other important military formations taking this rank.
In Naval Command there is no equivalent rank, but would likely be called an Admiral.
Iron Dingoes History
The “Iron DIngoes” is a moderately successful mercenary organization dating its origins to the 13th Provisional Company, on the failed side of the Marik Civil War. From its humble origins as the survivors of a defeated Marik Milita force in the aftershocks of the Marik Civil War, to the beginnings of a minor Periphery state in the Hyades Rim, the history of the Iron Dingoes is rather expansive and continuing to evolve.
3016
13th Provisional Company
The Marik Frontier
3017
Operation Overlord
3018
The Chaos Principle
3019-20
The Davion Outback
3021
Rumble in the Jungle
3022
The Federated Suns Contracts
3023
There’s No War Like Home…
…Or, Home is Where the War Is
3024
The Small War
Operation Mercury
3025
TANSTAAFL
The House of Cards
3026-27
The Battle for Tharn
3028-29
The Fourth Succession War
3030
Homecoming
3031-32
The Problem With Petrópolis
Fallout
3033-35
Rise of the Commonwealth
3036-38
Manifest Destiny
3039-42
War of 3039
The Commonwealth Wars
3043-45
Whispers From the Dead