I feel like the Battletech rpg might have rules for this, but I'm not sure. I'll need to take a look as I doubt many structures could survive a 400+kg suit walking on them.
For this according to IRL physics, the total mass/weight does not matter what is important here is surface area pressure.

[X] Plan : Don't be an idiot v5
 
[X] Plan : Don't be an idiot v5
-[X] Write-in: Remotely cut power to shut down the train and have a sniper take out subject Theta then, once it has slowed down divert the train to a spur track to avoid a slaughter at the terminal or a derail, and finally send the gendarmes.
-[X]Warehouse (Pyrrus) Write-in: Attempt to infiltrate surveillance automata into the warehouse to gather information. During the infiltration, prepare an assault force and make them ready to hit the building. Also have surveillance watching the underground systems around the Warehouse incase they are used as an escape route or other function.
-[X]Spyhunt (Konstantine) Rope any remotely relevant organization into the search and damn the potential for leaks.
 
Yeah 400 kg isn't much but Silver is asking about the light battle armor which is 750 kg. They would be what amounts to the New Heavy Infantry replacement later on.

It would depend on the structure, something like a high rise or commercial building with concrete floor can handle way more weight than say a residential home. How do I know this? Fish tanks, water is heavy to such a degree that 50 plus gallon tanks can actually break floors.
 
I feel like the Battletech rpg might have rules for this, but I'm not sure. I'll need to take a look as I doubt many structures could survive a 400+kg suit walking on them.
so beefy shoes with some griping flanges both to add traction and increase surface area?
I dunno; in BattleTech novels, properly-constructed SL-era buildings can even take mechs landing on top of their rooftops via jump jets without any trouble.

I don't really remember how their interiors stood up to house-to-house fighting involving Clan Elementals, unfortunately...
 
Yeah, it says more about the construction standards of buildings than anything. It's entirely normal for light mechs involved in urban combat to engage in rooftop battles.
 
[X] Plan : Don't be an idiot v5

I find the sniper addition really worthwhile, so I am changing my vote to the above version of the plan. Sure, it may not work, but it is not like we lose anything by trying, and the likelihood of capturing Theta alive is minimal anyway.
 
Vote closed
Scheduled vote count started by prometheus110 on May 8, 2021 at 7:03 AM, finished with 89 posts and 34 votes.

  • [X] Plan : Don't be an idiot v5
    -[X] Write-in: Remotely cut power to shut down the train and have a sniper take out subject Theta then, once it has slowed down divert the train to a spur track to avoid a slaughter at the terminal or a derail, and finally send the gendarmes.
    -[X]Warehouse (Pyrrus) Write-in: Attempt to infiltrate surveillance automata into the warehouse to gather information. During the infiltration, prepare an assault force and make them ready to hit the building. Also have surveillance watching the underground systems around the Warehouse incase they are used as an escape route or other function.
    -[X]Spyhunt (Konstantine) Rope any remotely relevant organization into the search and damn the potential for leaks.
    [X] Plan : Don't be an idiot v3
    -[X] Write-in: Remotely cut power to shut down the train, then, once it has slowed down divert the train to a spur track to avoid a slaughter at the terminal or a derail, and finally send the gendarmes.
    -[X]Warehouse (Pyrrus) Write-in: Attempt to infiltrate surveillance automata into the warehouse to gather information. During the infiltration, prepare an assault force and make them ready to hit the building.
    -[X]Spyhunt (Konstantine) Rope any remotely relevant organization into the search and damn the potential for leaks.
    [X] Plan : Don't be an idiot v4
    -[X] Write-in: Remotely cut power to shut down the train, then, once it has slowed down divert the train to a loop of track (diverting other trains as necessary to get a clear loop) to avoid a slaughter at the terminal or a derail, and finally send the gendarmes.
    -[X]Warehouse (Pyrrus) Write-in: Attempt to infiltrate surveillance automata into the warehouse to gather information. During the infiltration, prepare an assault force and make them ready to hit the building.
    -[X]Spyhunt (Konstantine) Rope any remotely relevant organization into the search and damn the potential for leaks.
    [X] Write-in: Don't be an idiot revised
    -[X] Remotely cut power to shut down the train, then, once it has slowed down divert the train to a spur track to avoid a slaughter at the terminal or a derail, and finally send the gendarmes.
    [X] plan : lets try and play this smart.
    -[X] Write-in: Don't be an idiot revised
    --[X] Remotely cut power to shut down the train, then, once it has slowed down divert the train to a spur track to avoid a slaughter at the terminal or a derail, and finally send the gendarmes.
    -[X] Besiege the warehouse to buy time to gather intelligence and assemble an assault force.
    -[X] Continue with the current methods. Finding them is inevitable, the searchers just need time.
 
well...heres to hoping we dont end up with a mass murder because of fucking capies...or com*.

i really think we need to update our intelligence agencies if they cant keep track of this shit-show.
 
@prometheus110

--[X] Standard Power Armor [.57/6]
[Progress: 0.57/5] → + 1 (base research) + 0.05 (5% Taurian Engineering Graduates) + 0.08 (8% Power Armour Research Initiative) + 0.25 (25% Star League Engineering) + 0.05 (5% Vandenberg Mechanized Industries) → [Progress: 2.0/6]

i think you made a typo in the research progress counter on standard power armor
 
Mercenaries of the Periphery, C 3033
Mercenaries of the Periphery, C 3033





Major Companies:

Gordon's Armored Cavalry:
Gordon's Armored Cavalry is arguably the premier mercenary unit in the entire periphery, and knows it. Formed from several independent mercenary commands in 3024, they immediately entered the service of the Taurian Concordat following a contract dispute with the Capellan Confederation. Their skill and size swiftly found them as one of the most favored mercenaries of the Taurian Concordat, and the core of their defense against the Aurigan frontier.
While they sat out the Aurigan Civil war, Gordon's Armored Cavalry was a major part of Operation Coronado, rapidly overrunning numerous militia formations and generally turning in quite the impressive performance and taking minimal casualties. The operation was also a financial success for the company, as they managed to salvage perhaps a battalion of militia ACVs and are currently working up their new Gordon's Groundhogs battalion.
They are currently quite happy with their Taurian employers in general, although they somewhat chafe at the restrictive rules of engagement they currently operate under. A sizable minority are pushing for more offensive duties, in particular, some are interested in taking a subcontract to engage the Trinity League if possible; confident that they are more than a match for Capellan deserters.

Current Status:
3 Battalions of mechs, 2 Elite/Fanatical/Medium, 1 Veteran/Fanatical/Medium.
1 Battalion of Regular/Reliable/Light ACVs
Sufficient Dropship and Jumpship assets

Longwood's Bluecoats:
Longwood's Bluecoats are a notable mercenary command in the employ of the Taurian Concordat. Hired in 3024 after a stint with House Davion, they were contracted to defend against long range raids from the Tortuga Dominions. They encountered considerable trouble only a year into their contract, as the Aurigan Directorate's false flag enflamed tensions between the Taurian Concordat and their previous employers in the Federated Suns. Indeed, there was considerable commentary that perhaps the Bluecoats were plants by the Federated Suns, and supply contracts began to be delayed.
Fortunately for all involved, the truth was found out before any permanent damage was dealt between the Bluecoats and their new employers. What hard feelings remained were swiftly buried as the general increase in the Concordat's economy resulted in increased payments for the Bluecoats, allowing them to see to several deferred maintenance issues on their dropships.
Currently, their main priority is to gain access to the new militia power armor for their integrated infantry regiment, and negotiation with their employers is fierce.

Current Status:
2 Battalions of mechs, 1 Veteran/Reliable/Medium, 1 Regular/Reliable/Medium
1 Regiment of Infantry




Bannockburn's Bandits:
The last of the major concordat mercenary forces, Bannockburn's Bandits are a solid, reliable mercenary company that have been under contract with the Concordat for over 30 years with no notable problems. In the process they've done everything from serve as strategic reserves, to offensive raiding actions. They have generally received good but not outstanding reviews in the process, and are considered a solid
The general upswing in the Concordat's fortunes has also trickled down to the bandits, as maintenance and pay are settled more swiftly, but the general upswing in fortunes has also resulted in a debate about possible expansion, with debates about whether to stay a pure Mech force or diversify, and if so into what field.

Current Status:
2 Battalions of mechs, 1 Veteran/Reliable/Light, 1 Regular/Reliable/Light


Ramile's Raiders
Ramile's Raiders were like many units formed from a collection of smaller mercenary commands. They originally worked in the Inner Sphere, before a bitter contract dispute with House Liao led them to seek greener pastures in the Periphery. They found those pastures in the Magistracy of Canopus, who were eager to employ the services of the elite battalion.
They have performed excellently in Canopian Service, spearheading several raids as well as seeing off the same. Currently, they are focused on acquiring and implementing Heglan technological upgrades, desiring to stay ahead of the curve and keep their elite status.

Status:
1 Mech Battalion, elite

Hudsenn's Red Devils
Formed from ex-Marik Regulars near the end of the second succession war, the Red Devils served for a long time as mercenaries for the Lyran Commonwealth, until a disastrous raid in 3005 the Red Devils fled to the periphery for safer pastures, where they accepted a generous contract from the Magistracy of Canopus. Subsequently, they have fought off several minor Marik offensives, and generally performed acceptably if not exceptionally.
They have increased their size from two to three battalions of mechs, and are currently taking advantage of the Magistracy's steadily improving educational system to bring their literacy challenged recruits up to their preferred standard.
All in all, an unexceptional, if unusually large, mercenary command, they have little in the way of unique capabilities, but also little in the way of baggage, with only a minor and largely one sided rivalry with Gordon's Armored Cavalry being of note. Something that the Canopian Diplomatic Service finds an immense relief, considering the issues that other Canopian employed mercenaries can cause.
Status:
3 Mech Battalions: 2 Regular, 1 Green

Harcourt's Destructors
Harcourt's Destructors are a Taurian origin mercenary command who originally served well in their native state, their unusually heavy weight for their unit allowing them to perform excellently against the pirates and raiders they usually faced. Problems came in 3003, when they were caught plotting the assasination of a Taurian Official as part of a political play.
Escaping the Concordat just ahead of the furious Taurian Guard, Harcourt's Destructors found employment in the Magistracy of Canopus. While initially they were watched closely for further shenanigans, they appear to have been "scared straight" and have gotten up to no further shenanigans. In fact, they've served generally well, seeing off several Capellan attacks and salvaging multiple heavy mechs in the bargain.
Currently, they are focusing on trying to "bury the hatchet" with the Taurian Concordat, as they fear that the existence of ORDI means that their 30 year old sin could substantially trouble their next contract negotiations. The Taurian Concordat has responded cautiously so far, but since since all of the relevent members of the Harcourt's Destructors have since retired most observers expect something to be worked out.

Status:
2 Battalions of Mechs, regular/reliable


Canopian Highlanders
If Harcourt's Destructors are something of a diplomatic embarrassment to the Magistracy of Canopus in the current environment, the Canopian Highlanders are an ongoing diplomatic nightmare. Formed in the aftermath of the reunification war, the Canopian Highlanders are notorious for categorically refusing to take prisoners from Inner Sphere House Regulars as a matter of policy. This has, to put it mildly, caused diplomatic issues.
Currently, the Canopian Highlanders are under an undeclared embargo by the Helghan Republic. All attempts to purchase arms by the Highlanders have been summarily rejected, and any attempt to gain a visa by any current or former member of the Highlanders have been categorically refused. Furthermore, the Canopian Highlanders remain the only notable ORDI mercenary command who have been completely refused access to the Helghan FTL communications network, with no formal explanation.
Similar issues although lesser issues have been reported in the Aurigan Coalition, with visa applications being constantly delayed or "misfiled" as a matter of unofficial policy, and what few military industries the coalition has busy fulfilling the needs of the state. And while the Taurian Concordat will, grudgingly, fulfill arms orders, the Canopians have been unable to get approval for any of the more advanced equipment, and the Taurians are gleefully taking advantage of the Highlander's limited purchasing options to raise prices.
Currently, the Canopians are guarding the Marian border, while the Canopian government tries to figure out what the hell to do with their longest serving and most reliable mercenary formation.

Status:
2 Battalions of mechs: Regular/Reliable


Raven's Interstellar:
Raven's Interstellar is a mercenary company formed from the Helghan Republic, which was formed and fully owned by Helghan Intelligence to accomplish the strategic goals of the Helghan State without formally going to war with any party in particular. It first fought in the Arano Restoration, serving excellently. Unlike most larger mercenary formations, Raven's Interstellar is a pair of air-mobile battalions, rather than a more traditional mech force. This makes it a very unusual force for many opponent to face, and helped it in its battles against the Aurigan Directorate.
It also participated in the 4th Succession War under contract to the Free Worlds League, in order to reduce the threat of the Capellan Confederation, who's supposedly rogue agents were behind a pirate attack on Helghan interests. They fought in numerous battles to positive reception, while taking moderate infantry casualties. Afterwards, Raven's Interstellar again entered into a short refit period before being hired by the Taurian Concordat for a short term contract to cover what few temporary deployment problems the aftermath of Operation Coronado caused the Helghan Ally.
Currently, Raven's Interstellar's status as an unofficial arm of the Helghan State is a known secret by ORDI members, who effectively treat it as an unofficial "floating reserve" of the alliance, and one with substantially fewer political issues attached to it than officially requesting aid of foriegn troops. Currently, it is participating in the Exercise Rohan.

Current Status: 2 Airmobile battalions

Medium Companies:

Bullard's Armored Cavalry
Bullard's Armored Cavalry is the newest hire by the Taurian Concordat. Previously employed by the Capellan Confederation, this battalion sized unit was considered exceptionally unimpressive by the standards of the Inner Sphere. Their mechs tend towards the lighter end of the scale, their skill is at the bottom of what is considered combat capable, and they have a tendency to chase profit rather than focus on fulfilling their contracts. As a result, the Capellans placed them in perhaps the least important position in the entire Confederation that actually requires a garrison: Zanzibar, facing the Taurian and Federation forces.
That status quo ended with Operation Coronado. Where, facing down the might of the Taurian Guard regiment, Bullard's Armored Cavalry broke contract with the Confederation and signed up with the Taurian Concordat. The Confederation's response was, predictably, furious, though their atrocious strategic position prevented any effective pushback.
Currently, Bullard's Armored Cavalry is under a well paying but somewhat restrictive contract with the Taurian Concordat, though their long term prognosis with the nation is somewhat questionable, as the Concordat has made it known to its ORDI partners that it wouldn't object to strongly to another member hiring them once the contract has expired.

Status: 1 Green Battalion

Markham's Marauders
Originally a small but effective mercenary company in the Aurigan Coalition, serving on anti pirate operations with distinction, and working well with the Aurigan Coalition's royal guard. It is with the House Espinosa Coup that Markham's Marauders truly rose to notability. Successfully, although secretly extracting Kamila Arano, Markham's Marauders suffered heavy casualties in the process, and in the aftermath found themselves in a precarious financial situation.
Their financial and reputational circumstances would change, however, first with the Portland Civil war resulting in a hefty 6 million C-bill payout, and then with their lucrative contract with the Arano Restoration. Afterwards, they accepted a training contract with the Helghan Republic, helping stand up their first battlemech force.
While handsomely paid during their stint with the Helghan Republic, Markham's Marauders left at the end of the training period despite an offered contract extension, and headed to the Magistracy, and later to the Inner Sphere. There, they performed excellently during the 4th Succession War, gaining a reputation for excellent performance and a speciality in precision strike missions. They have recently returned to ORDI dominated space recently, and begun taking up the specialty missions that they are well known for.

Status: 1 elite company


Beasts of Balawat:
The Beasts of Balawat are an offshoot of the Kell Hounds mercenary organization who have a large grudge against the parent organization, and Morgan Kell in particular, for the Defection, an infamous incident wherein Morgan Kell suddenly retired after a legendary duel and left 2/3rds of his mercenary company in the lurch.
The Beasts of Balawat are formed of the most embittered and angry, forming a company of unusually heavy veteran mechs led by Aelwyd "Threnody" Rhee. They have largely survived in the periphery through small raiding and defense contracts, proving worthy of their reputation, even as they brought on new members and the old slowly retired or died. The 4th succession war and its aftermath led to a change in their fortunes, as the arrival of the Trinity League and ORDI has led to a consolidation of power in the periphery, and led to a small but increasing decrease in the sort of small raiding contracts that are their bread and butter.
The Beast of Balawat have adapted to this new paradigm by taking a major financial risk in absorbing two scattered companies of miscellaneous mercenary bands, and are currently in negotiations with the Aurigan Coalition for a long term contract that will provide them desperately needed long term financial viability.

Status:
1 company of Veteran Heavy Mechs
2 companies of Green Light mechs


Razorback Company
Razorback Company was an uninspired and generally uninteresting mercenary company, notable only for its unusual reliability for such a small company. At least, until Cavalor. There, they took on a contract for a religious minority known as the Volkivites who wished to flee Capellan Confederation space before the fist of House Liao descended upon them.
Exceeding all expectations, Razorback Company outmaneuvered, out thought and outfought the Capellan forces, successfully buying enough time for the Volkivites to evacuate to the periphery, though at a fearsome cost in damage, and the enmity of the Capellan Confederation. In the aftermath, Razorback Company slowly rebuilt and reformed itself, helped by several successful contracts in the immediate aftermath, and what few donations the Volkivites could spare.
The 4th succession war was both a boon and a bane for Razorback Company. A boon as the inevitable retaliation from the Capellan Confederation was forstalled and then forgotten in the fires of war, and a bane in the existence of the Trinity League poses a mortal threat to Razorback Company. Currently, they have a defensive contract on Detroit, the unusually rich and mechanized planet using Razorback Company as the core of their defensive force.

Status:
1 company of Elite medium mechs


A/N: My thanks to @prometheus110 for the editing assistance and feedback.
 
Current Status: 2 Airmobile battalions
If you are using BT sizes then the Ravens are 2 Regiments not Battalions.
Canopian Highlanders
If their refusal to take prisoners is such a big deal why haven't we lodged more complaint on the other mercs the TC employs and the official lines units in the rest of the Periphery states that do and have the same policy? Especially since the Canopian Highlanders haven't been facing any Inner Sphere units in a very long time as they were switched to dealing with the periphery and pirates. To the point, they lost their rep as hating inner sphere people to have a rep as being exceedingly pro-Canopian mercs.
 
If their refusal to take prisoners is such a big deal why haven't we lodged more complaint on the other mercs the TC employs and the official lines units in the rest of the Periphery states that do and have the same policy? Especially since the Canopian Highlanders haven't been facing any Inner Sphere units in a very long time as they were switched to dealing with the periphery and pirates. To the point, they lost their rep as hating inner sphere people to have a rep as being exceedingly pro-Canopian mercs.
We've already had this exceedingly frustrating and unfruitful discussion in discord. This omake has been reviewed and approved by the QM, as I mentioned in the post you are quoting and I have absolutely zero interest discussing this matter with you any further.
 
Razorback Company
Razorback Company was an uninspired and generally uninteresting mercenary company, notable only for its unusual reliability for such a small company. At least, until Cavalor. There, they took on a contract for a religious minority known as the Volkivites who wished to flee Capellan Confederation space before the fist of House Liao descended upon them.
Exceeding all expectations, Razorback Company outmaneuvered, out thought and outfought the Capellan forces, successfully buying enough time for the Volkivites to evacuate to the periphery, though at a fearsome cost in damage, and the enmity of the Capellan Confederation. In the aftermath, Razorback Company slowly rebuilt and reformed itself, helped by several successful contracts in the immediate aftermath, and what few donations the Volkivites could spare.
The 4th succession war was both a boon and a bane for Razorback Company. A boon as the inevitable retaliation from the Capellan Confederation was forstalled and then forgotten in the fires of war, and a bane in the existence of the Trinity League poses a mortal threat to Razorback Company. Currently, they have a defensive contract on Detroit, the unusually rich and mechanized planet using Razorback Company as the core of their defensive force.

I smell opportunity, the last thing we want is the pirates taking Detroit, so reaching out to the razorbacks to come to an arrangement to help prevent that should be doable, given thats what they are already doing. So some cash or gear in exchange for staying on Detroit for Longer (?)

Also

Currently, Raven's Interstellar's status as an unofficial arm of the Helghan State is a known secret by ORDI members, who effectively treat it as an unofficial "floating reserve" of the alliance, and one with substantially fewer political issues attached to it than officially requesting aid of foriegn troops. Currently, it is participating in the Exercise Rohan.

This floating Merc reserve is actually a brilliant idea and something the rest of the ORDI should be more than happy to jump on. Make it so that each nation puts a bit of money in that then goes to approved merc units in addition to preferential equipment/arms sales, in exchange the ORDI basically puts them "on call" so to speak to the various member nations as needed. Specific rules and requirements would have to be hashed out but given the current state of the IS i can see this being fair more palatable then trying to get the member nations to pony up units/forces to ORDI themselves.
 
We've already had this exceedingly frustrating and unfruitful discussion in discord. This omake has been reviewed and approved by the QM, as I mentioned in the post you are quoting and I have absolutely zero interest discussing this matter with you any further.
I just stopped because I wanted to look at the stuff you said. And while you are right that they hate the inner sphere that doesn't explain why you keep trying to make them worse than they really are in this TL. Especially since like I said they are not unique in their hate or their refusal to take prisoners. You just seem to really dislike the Canopians and are overplaying their flaws while ignoring the other units that have those same flaws.
 
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