Troop Classifications in the Royal Dragoon Guards

  The RDG is a combined-arms unit.  BattleMechs can wreak havoc, but they cannot occupy a building.  Infantry can, but they are notoriously unable to withstand heavy weapons fire.  Each type of combat unit has strengths and weaknesses, and a combined arms doctrine insures that the strengths are played to, and the weaknesses covered.

BattleMechs

  The most visible type of combat unit in the RDG is the BattleMech.  Massing 20-100 tons, these walking war machines represent the pinnacle of 1,100 years of armored warfare.  While ‘Mechs do have the distinct disadvantages of the humanoid form and difficult repair, there is no better all-terrain or all-weather combat unit.  ‘Mechs can be used in any climate, on any surface.  They can function underwater or in space, and with modification even in hostile environments.

  All ‘Mechs weighting from 20 up to 35 tons are classified as “light”, and comprise roughly 30% of all BattleMech forces. Their skeleton can only carry limited armor, but the higher efficiency of smaller fusion reactors means that light ‘Mechs benefit from superior mobility. They are typically fast but lightly armed and armored. These ‘Mechs are generally used as scout ‘Mechs and anti-personnel units instead of frontline combat duty, but some are designated combat ‘Mechs with relatively heavy armament. Their low production cost, high proliferation, and relatively good supply of spare parts meant that they saw widespread use throughout history in virtually any role.

  Famous light scout ‘Mechs include the Locust, Stinger, and Wasp, while the Commando, Jenner, and Panther are powerful combat units for their size.  Notable specialized light designs include the Ostscout Recon ‘Mech with its advanced sensor gear, the Raven ECM ‘Mech, and the Firestarter Incendiary ‘Mech.

  Medium ‘Mechs are the workhorse ‘Mechs of most armies, and make up about 40% of all BattleMech forces. Weighing between 40 and 55 tons they naturally fall somewhere in between the agile light ‘Mechs and the powerfully armed heavy ‘Mechs. While matching neither in their respective niche, medium ‘Mechs tend to have the best combination between speed, armor, and payload which gives them unmatched versatility. The fastest medium ‘Mechs often serve as command units among light ‘Mechs with similar speed. Better armed than light ‘Mechs, medium ‘Mechs can often outmaneuver heavier opponents in combat and bring their weapons to bear with better effect to the point of being superior combatants in single combat, given time and suitable terrain.

  Common medium ‘Mech designs include the Phoenix Hawk, Vindicator, Centurion, Shadow Hawk, Griffin, and Wolverine.

  Heavy ‘Mechs are those designed for frontline combat duty, and weigh in between 60 and 75 tons. Approximately 20% of all BattleMechs in the Inner Sphere are Heavy ‘Mechs.  They are slightly less versatile and generally slower than medium ‘Mechs, but tend to have have much heavier armour and weapon payloads. Capable of delivering sustained heavy fire over long ranges while retaining adequate mobility, they are formidable and powerful foes. Some designs are adapted to special roles in combat which greatly improves the combat performance of their unit but makes them a poor choice in single combat situations.

  Typical examples of heavy ‘Mech designs are the Crusader, Warhammer, Marauder and Rifleman. The Rifleman is notorious for its anti-air capabilities, and the Archer for its long-range missile barrages.

  Assault ‘Mechs are the heaviest regular class of BattleMechs, weighing in between 80 and 100 tons. Only about 10% of all BattleMechs are Assault ‘Mechs.  Some of these huge ‘Mechs can mount up to 50 tons of weapons as well as very thick armor protection. They can project tremendous firepower, and perform best as the spearhead of frontal assaults or in defending entrenched positions. The trade-off is in speed and maneuverability, as assault ‘Mechs are generally very slow. As such, they often require friendly units to protect them from being outmaneuvered. Assault ‘Mechs are often used as command units, heavy assault platforms, and in fire-support roles, but due to their prohibitive costs and limited production, they actually make up only a small fraction of all BattleMechs.

  Iconic Assault ‘Mechs include the Mackie, Atlas, and Stalker.  The BattleMaster and Cyclops are well-known command ‘Mechs, as both have above average electronics packages geared towards command & communication while maintaining heavy weapon payloads.

Armor

  Wheeled, tracked and hover vehicles that are armed and armored are referred to as “Armor”.  They come in many shapes and sizes, and not all fit the description of a tank. 

  Light vehicles have a maximum weight of 35 tons. Primarily used for reconnaissance, the light vehicle is almost exclusively designed for speed. Though tracked and wheeled light vehicles exist on the battlefield, hovercraft —with their greater speeds— dominate this weight class.  Medium vehicles weigh from 36 to 55 tons. Used as skirmishers, medium vehicles are fielded by the various House militaries of the Inner Sphere to harass and pin down an enemy until heavier forces can be brought to bear.   Heavy vehicles range from 56 to 75 tons. Mirroring the medium ’Mech weight class, heavy vehicles are the workhorse vehicle of all Successor State armies. Packing a serious punch with armor to match, a heavy vehicle can stay in the fight longer than some medium ’Mechs.    Assault vehicles weigh from 76 to 100 tons. Though they lack the mobility of their ’Mech counterparts, the sheer volume of firepower that an assault vehicle carries can be the downfall of even a heavy ’Mech if the MechWarrior piloting it fails to exercise caution.

Artillery

  “Uncle Arty” is not much used in the Royal Dragoon Guards due to the expense and rarity of “true” artillery.  There are two basic types of true artillery weapons, Tube Artillery- massive cannons that fire various types of shells, and Missile Artillery- utilizing large missiles to deliver their payload.  In the current era, rumor has it the Capellan Confederation is nearing prototype stage on a missile delivery system that will bring missile artillery back to the battlefield.  Currently, tube artillery is the order of the day for long-range attacking.

  There are various types of lighter weapons that are sometimes classes as artillery, or “poor-man’s artillery”.  The Lyran Commonwealth is building lighter, cut-down versions of the traditional tube artillery systems like Long Tom III and Thumper.  These are called Artillery Cannons, and lack the range of their venerable brothers, but fire identical ammunition at much shorter ranges.  Field Guns are another type of mock artillery, consisting of motorized infantry towing Autocannons on special trailers.  These guns can add some firepower to an infantry formation, but lack the range of true artillery and are hideously vulnerable.  Likewise LRM and SRM carrier vehicles are sometimes called artillery, but this is usually more for purposes of morale, or ensuring that some overzealous commander does not try to use the notoriously under-armored missile carriers as tanks.

Aerospace and Conventional Air Forces

  Aerospace refers to fusion-powered aircaraft capable of entering and leaving atmosphere on their own.  Aerospace fighters are nearly as prized as BattleMechs, and their pilots revered almost as much as MechWarriors.  Combat doctrine dictates that two Aerospace fighters be allocated to each Company as organic air support, though this is rarely the case in the 3030s due to the unit’s formative condition.  Aerospace fighters are classified in weight classes as are other combat vehicles.  Light aerospace fighters weigh 20 to 45 tons. Compared to the other classes, they are much more speedy and agile, which allows them to perform well in a variety of roles. They are the most flexible of the aerospace fighters.   Medium aerospace fighters weigh 50 to 70 tons. They are not as flexible as their lighter cousins, but have a blend of speed and firepower that gives them an edge in dogfights, so they are primarily employed to combat enemy air forces.   Heavy aerospace fighters weigh 75 to 100 tons. Very unflexible, the heavy fighters carry heavy weapons and armor, so they can function as heavy bombers or DropShip escorts. In groups, they can take on heavier spacecraft such as DropShips as against these heavy spacecraft the lighter fighters have neither the power nor the armor to stand up to them.

  Conventional aircraft, also known as “air breathers”, are also used by the Royal Dragoon Guards on a limited basis.  More vulnerable than an Aerospace fighter, conventional aircraft are less expensive to procure and maintain, and can deliver nearly the same firepower.  The RDG tends to prefer VTOL aircraft like the Boeing Jump Bomber and Guardian light fighter because as Vertical Takeoff and Landing aircraft, they do not requre prepared runways.

Infantry

  Dirtfoots, track-grease, Poor Bloody Infantry, ground pounders.  For all the derisive nicknames other branches have for the infantry, one of their most enduring nicknames is “queen of battle”.  While not as prestigious as MechWarriors or fighter jocks, the infantry still serves a vital purpose in modern warfare.  Urban operations require infantry to be able to go where the tanks and the ‘Mechs can’t.  Base security requires soldiers with weapons guarding the massive machines as they are repaired.  As long as there is warfare, there will be infantry.

  Foot Infantry travels on the Boot Leather Express, marching wherever they need to go.  Jump Infantry make use of special jump packs that allow them to bound across the battlefield much like many light BattleMechs do.  Motorized Infantry ride in “soft” vehicles like jeeps and trucks, giving them more speed if not more survivability.  Mechanized infantry travel in Armored Fighting Vehicles, like the standard APC or Goblin medium tank- giving them mobility and firepower.  A special type of motorized infantry, discussed under Artillery above, are the Field Guns.  These brave souls man towed autocannon that must be placed and quickly dug-in to fire.

   Infantry are armed with a variety of weapons.  Rifleman abound, with some sort of standard service rifle and perhaps a grenade launcher.  Machinegun and Laser infantry carry support weapon versions of the massive BattleMech weapons.  SRM and LRM infantry carry shoulder-fired rockets for anti-armor work.  Perhaps the most feared by MechWarrior and fellow infantryman alike are the Inferno-carrying infantry, for the psychological effects of their napalm-like Inferno missiles.