AFRF Structure and Doctrine
The Armed Forces of the Royal Federation have adapted the traditional SLDF unit structure in many ways, although with innovations and alterations based off even older historical practices and the experiences of the services since their inception. In practice, some of the larger units listed have only existed as paper units for exercises, strategic studies, or for immediate campaigns. In general everything above the regiment/brigade level for armies exists only as a possible organization, typically because larger formations are a mixture of types and not purely of one or the other. The Royal Navy likewise practices a loose form of the planned force structure due to its available assets, with flotillas, strike groups, squadrons, and battle fleets as the highest organizational element typically in service.
While other Successor States tend to likewise dispense OmniMechs and other OmniPod-using combat craft in this fashion, the AFRF is noted for its "Omni Mafia" insisting on employing the technology as widely as possible; from the technology's first widespread deployment in 3038 up to now, it has authorized many OmniMechs and OmniVehicles for its field units, encouraging expanded production. The end result is a military with the best-equipped units being made up almost entirely of OmniMechs, and even less-prestigious units enjoying widespread access to such machines, if typically older models using restored Star League-level technology instead of the superior post-Star League Terran engines and materials.
This does make AFRF units heavier on the back end of things, however. OmniPods may allow for incredible tactical flexibility on campaign, but they require more maintenance work by MechTechs as well as complicating equipment repair, since often the pods themselves either have to be replaced or at least removed for repair, adding to the labor man-hours required in the hangars and motor pools. In general AFRF technician details are at least 33% larger than other services to meet these needs, increasing supply and transport costs in the process and requiring higher recruitment numbers into the technical services to meet service needs. Logistics costs are further increased by the need for bringing more and varied armaments in OmniPods to make full use of the technology, whereas conventional BattleMechs need only have spares for one set of weapons and equipment.
In terms of combined operations, the AFRF forms Operational Forces or OpForces out of specific regiments, brigades, aerospace forces, and naval units, who can sometimes be placed in an Operational Group for command for multi-system combat operations. OpForces are provisionally commanded by three star officers while four star officers command OpGroups.
Force Composition
When it was founded the AFFM was molded by the vestiges of SLDF organization and doctrine. From this base, the AFFM and succeeding AFRF would continually refine and reform itself in the face of hard-won experience on the battlefields of the Inner Sphere, absorbing in the process the institutional experience and knowledge of the Federation's component parts. The rudimentary combined arms tactics of the 30th Century has become tried and true methods that reached their pinnacle of practice in the Fourth Succession War.
A particular evolution that came about in the early Second Age of War was the development of the "square" regiment, with four battalions instead of three, for 'Mech, armor, and infantry formations. This gives each regiment more flexibility in meeting tactical challenges at the cost of a wider command structure and greater logistical and spacelift requirements. Artillery regiments are the exception due to the number of weapon platforms involved, with many artillery regiments being a single battalion in size, or two at most.
Some regiments in the Army carry the designation of "Royal". The Royal formations are by design drawn from the personnel of the entire AFRF and will mix soldiers and officers from across the Federation. A Royal regiment may have a colonel from Atreus, lieutenant colonels from Bolan, Skye, New Dallas, and Arcadia, and their majors from four other worlds. They are personnel with highly-marked fitness and performance records. For armor and infantry regiments, bearing this designation typically means assignment to the Royal and Household Guards or the various Royal Corps like the Royal Lancers or Royal Cuirassiers.
The remaining regiments are primarily drawn by planet or, in some cases, by march. These formations are generally referred to as Federal regiments. When placed in major combat commands they typically serve with the regional corps like the Marik Regulars or Donegal Guards. Some may actually be recruited by local authorities for the planetary militia and inducted into the Federal Army to meet requirements. A relatively small number of these federal regiments enjoy the Royal designation as well due to past successes in campaigns, such formations typically add royal insignia to their unit patches and are sometimes assigned to serve in the Royal Corps formations instead of Federal units.
BattleMech Units
The BattleMech has been the primary means of dominating ground combat for seven hundred years. The AFRF's BattleMech regiments are the main striking arm of the Army. As such they are the central component of most combat command formations.
At the tactical level, BattleMechs are organized around lances and companies of similar weight and capability, which are grouped into larger battalions of more diverse characteristics. The exact TO&E of a regiment is decided upon by the command staff of that formation and available material that the Supply and Procurement Department can provide. OmniMechs make up a sizable portion of the TO&E of most regiments, usually numbering over half of a regiment's machines. This permits many formations to be adjusted as needs require. A harassing lance of light 'Mechs can become ambushers or scouts. A heavy line company can be made into fire support machines. These alternate potential roles can be demanding on AFRF MechWarriors and many formations practice multiple roles during wargaming and exercises.
The combination of industry and research complexes in the Federation allows for a number of unique BattleMech designs. Defiance Industries' major plants on Hesperus produce 'Mechs like the
Atlas III,
Ragnarok,
Mad Cat II, and
Leopard. Arcadia's own Selassie DefenseWorks has a number of respected designs like the iconic
Paladin and
Sabaton. The newest marks of most of these machines are OmniMechs with Terran-grade technology, but even the older models with the Star League standard that was the best in the Successor States a century ago still find use in the regiments, especially in the regional formations like the Free March Corps or the Donegal Guards.
Even older machines are found in the Federal Militia regiments and the Dragoons. These machines from the Renaissance-era, or further back, have only some pieces of Star League technology integrated into them, or are entirely made of older technology standards.
Armored and Vehicle Units
BattleMechs are the most dominant force on the modern battlefield, but their relative fewer numbers make all armies reliant upon the armored vehicle that has served as a major force in warfare for eleven centuries. It is common to find at least three vehicles per BattleMech in every combat command.
Vehicles are more varied in function, mass, and motive means than 'Mechs. They are typically organized at the platoon level, with companies and above having the potential to be of mixed type. A recon company may employ platoons of dedicated scout VTOLs, harassing hover vehicles, and wheeled or tracked APCs or IFVs carrying spotting teams for fire support missions, if the TO&E of a regiment calls for it. The diversity of vehicles within a company, battalion, or regiment is determined by the intended operational role of the formation. OmniVehicle use increases the flexibility of many formations and allows for easier logistics given the widespread use of OmniPods in 'Mech and aerospace formations as well.
After the fall of the Star League, vehicle production often became the sole source of new war material for worlds that could not afford imports. In some cases licensed production of existing vehicles like the Scorpion, Bulldog, Vedette, and Warrior VTOL was possible. But the costs of the licenses caused many companies to see to their own new, unique designs. Reddington Arsenal of Concord, Atrean Armaments, Bolan Armor Factory, Defiance Industries, and a number of other manufacturers produced a multitude of new designs through the 30th and 31st Centuries; tanks like the Arjun, the Bastion, and the Diamondback. Both of these categories are still in widespread use today, in both militia formations and the Federal regiments. The Royal formations enjoy newer machines like the Rhino, Razor, and Whippoorwill as well as modernized updates of the older machines as their resources allow.
Infantry Units
Infantry are the core of any modern army, but no combat branch has undergone as many radical changes the past century and a half. Two hundred years ago only the Terrans had battle armor suits, but following the Renaissance-era spread of that technology and the later mass production of lighter powered armor infantry suits brought on by the Terran War's bloody lessons, armored infantry is now the standard for the AFRF and the other armies of the Successor States.
In the AFRF infantry regiments are built around specific roles. Motorized or foot infantry formations are defensive formations that typically remain limited to the basic 200 kg Standard Armor Suit. Mechanized infantry employs IFVs and APCs to allow infantry to accompany vehicle and 'Mech forces into combat. Airmobile infantry use battle armor and power armor suits with built-in jump capability that lets them function as the descendants of the jump infantry of prior centuries. Assault infantry typically use heavier armor suits for dealing with thick enemy defenses. Further specialized roles like combat engineers, sappers, and special operations forces have their own armored suits that provide unique capabilities fitting their tactical battlefield roles.
Battle armor infantry, with suits of 750 kilograms to 2 tons mass, remain a potent force multiplier. Squad sizes are smaller, resulting in changes to larger formation numbers and battlefield tactics and operational use.
Officially a formation is considered armored infantry if two or more battalions of infantry use these heavier suits instead of the lighter power armor, though the regiments are still designated according to their battlefield role (Rangers, Jaegers, Grenadiers, etc). Only a handful of legacy armored infantry regiments consist entirely of battle armor infantry battalions and are officially designated as "Armored Infantry". The armored infantry regiments are predominately royal formations that operate alongside the Royal Guards, Household Guards, or as part of specialist units like the Strikers or the Royal Assault Regiments. The remaining royal or federal formations have at least a battalion worth of battle armor infantry, with a few having only one or two companies with specialist capabilities.
This makes infantry rather more expensive than it was in the earlier eras, even under the SLDF and the golden era of the Star League. The compensation is that infantry is far more capable now, with armor suits that can allow troopers to survive the anti-infantry weapons that slaughter unarmored infantry by the squad, and battle armor especially mounting weaponry and equipment that let these suits challenge BattleMechs more directly than the old anti-'Mech specialist formations. Infantry has always been important in holding ground, but with these changes to the battlespace, they once more play a key role in taking it first.
The Federal March Militia, and planetary militias, have older armor suits as well, but in substantially lower quantities. Even the best-kitted federal militia regiments may only have mixed battalions of armored and unarmored infantry that give them, at best, six to seven companies of suits. The majority of militia infantry, especially planetary militia, remain the unarmored conventional infantry of old, employing refurbished APCs and motor vehicles for transport and field guns for anti-armor weaponry. Some efforts are under way to provide more armor suits to these formations given their historic experience against armor suited-infantry but even mass production techniques cannot bring the costs down enough to fully outfit every regiment. To be in any way effective they must man field works and fortified positions to offset their lack of powered armor suits. Most of these militia soldiers spend their time seeing to natural disasters or providing security during civil unrest.
Aerospace and Naval Units
Control over airspace and protection of spacelift transport are vital elements of a modern military. The AFRF's Aerospace Forces provide both, fielding both aerospace and conventional aircraft in defense of worlds, ships, and troops. Every combat command formation has an aerospace element attached with an appropriate command structure. In addition independent aerospace formations support the defense of systems, space stations, and planets.
Following lessons learned in the Terran War the AFRF altered its aerospace system away from the regular Inner Sphere practices during the Succession Wars and Collapse. The basic flight unit was expanded from two aircraft to four and further structural changes made to maintain a force structure the Federation's resources could maintain while having sufficient number and tactical flexibility in major combat operations. Flights are almost always made up of the same model of craft, though with OmniFighters the loadout may vary depending on the pilots' capabilities and tactical mission. Squadrons are typically all of the same model with some exceptions. These exceptions usually stem from availability issues but sometimes operational necessity, especially if a lack of OmniFighters limits the ability to reconfigure the aircraft for different needed roles, or if the squadron is part of a smaller formation and needs to bring a wider variety of capabilities into operations. Wings are where diversity in size becomes possible, as mixed wings by weight and function are known. At group-level and beyond universality is nearly unheard of as flexibility is the overriding requirement.
When employed in support of frontline ground formations, most formations are mixed between aerospace craft and conventional fighters. The latter exist primarily to provide ground strike support or mid-range airstrike potential, allowing the heavier and more survivable aerospace fighters to maintain control of the skies and space.
The industrial might of the AFRF would alone ensure a significant capability for native aerospace production. Gienah Aerospace Industries, TharDef, and Defiance Industries ensure the AFRF has a steady supply of top-flight fighter like the
Typhoon,
Darter and
Great Eagle. Newer marks of classical fighters likewise exist, with the most favored being the
Sabre III interceptor and
Lightning III strike fighter. The conventional wings include a number of designs made across the Federation, with the best formations getting fusion-powered aircraft like the
Helldiver,
Frogfoot, and
Thunderstrike. Aerospace formations can also include light DropShips built for ground support combat operations. Craft like the
Bark and
Wild Weasel fire support gunships supplement the fighters, descending into atmospheres to engage the enemy with heavy ordnance and suppress any threat to an LZ or a battle line.
The Aerospace Force typically handles ground-based aerospace units. While they train for space combat as well, it is the Royal Navy's Fleet Aerospace Arm and System Patrol Service pilots who train and operate in that environment throughout their careers. The pilots of the Fleet Aerospace Arm fly the best fighters the AFRF can procure for them and are among the most intensely-trained, best-drilled pilots of the Successor States. The Navy's Transport Command is also responsible for the spacelift assigned to Army and Aerospace field formations. Everything from
Bastion-class Command Transports to
Trefoil-class Logistics Transports falls under their purview, ferrying troops, equipment, and supplies between star systems and combat zones.
The Navy's combat power is concentrated in its fleet of WarShips and supporting DropShips.
Astute-class Fleet Pickets,
Sagittarius-class Missile Pickets,
Majestic-class carriers, and other DropShips of varying size and capabilities are assigned to the fleets and individual WarShips to support them in combat operations. Combat DropShips over of over 50,000 tons weight capacity A variety of classes remain in the fleet, going from the light
Jaguar-class corvettes to the mammoth
Tamarind-class
AFS Skye. The growing threat of Combine and Oriento-Capellan naval construction is giving the Navy a boost in construction that will expand its power in the coming years, starting with next year's commissioning of the new
AFS Tharkad, a capital battleship of such a size to challenge the limits of conventional K-F drive capacity. Her sister ships —
Campbelton,
Hesperus, and
Alarion — will follow through the remainder of the decade, as will the first two
Dauntless-class battlecruisers
Dauntless and
Fearless, presuming High King Nathaniel does not intervene.
While not mobile, a multitude of major armed space stations and shipyard facilities can be found across the Royal Federation, and all are kept under Royal Navy command. Duncan Station and Artemis Shipyard Complex at Arcadia, McQuiston Station at Skye, Marsden Station at Donegal, and the newly-built Joshua Marik Station at Atreus are heavily-armed for self-defense and positioned either over important worlds, those worlds' moons, or at jump points. Smaller battle stations protect the march capitals' jump points and the vital nodes of the Royal Road, the network of recharge stations that now spans every march capital and of the Federation and is being expanded towards key border systems and major central points along alternative jump routes.
Army Combat Commands
The basic strategic element of the AFRF's Army forces is the Combat Command. These are forces varying in size under the command of a lower-ranked flag officer, a Brigadier or a Major General, who can operate as one coherent strategic-level force or as a component to a larger operational command.
Combat Divisions
The Combat Division represents the culmination of the military reforms of Lord Alexander Proctor and High King Thomas, formalized by High King Ethan in the 3078 Army Reform. Divisions are meant to fight alone if needed with plentiful support elements built around a BattleMech regiment, typically one of the best of the AFRF's line regiments by practice. The standard doctrine calls for a BattleMech regiment supported by at least three regiments of armored vehicles, a battalion of artillery guns, an air regiment with three-wing air groups of aerospace fighters and conventional strike fighters, and an infantry brigade of five regiments.
Regimental Combat Teams (RCTs)
The predecessor formation of the Combat Division, RCTs remain a mainstay on the roster. The AFRF RCT was first formalized by the military reforms of Lord Alexander Proctor due to the lessons of the Second Skye and Second Andurien Wars. Based around a regiment of BattleMechs, RCTs call for a minimum force of an armored brigade of two vehicular regiments, an artillery battalion, an aviation battalion of VTOLs, an air regiment of two-wing air groups of aerospace and conventional fighters, and three infantry regiments. For a time it appeared that they would be phased out in favor of combat divisions but the losses of the Fourth Succession War saw the return of the formation to wide use over the division.
Combat Brigades
A number of units require greater economy of spacelift asserts and are considered brigades. They are typically built around a regiment of BattleMechs but their support forces can vary wildly in composition based upon the role of the unit in question, though at minimum they will have a regiment of armored infantry and an aerospace wing attache.
Combat Regiments
Regimental combat commands are rarer in the AFRF, at least above militia level. Some are BattleMech regiments with sparse support elements while others are regiment-sized combined arms formations with a mix of battalions of 'Mechs, vehicles, and infantry. They will also have at least one wing of aerospace fighters attached.
Federal Militia
The Federal March Militia are a number of brigades organized around BattleMech regiments and assigned to lead the defense of specific worlds within the principalities, marches, and free states of the Federation. Each March Militia formation includes at least one 'Mech regiment with conventional regimental support. They are staffed by a combination of recruits and older service personnel no longer serving on the frontline. March Militias are typically under the command of a military staff that answers to the governing authority of a march. They are as often deployed for humanitarian assistance during natural disasters or to assist in other civil affairs projects as they are used for military purposes. Under the Royal Federation's laws, they can be called to federal service under the AFRF's local theater and march commanders, including re-deployment outside of their home areas, though the latter has never been done regardless of the legal authority for the measure.
Armaments wise, the Federal March Militia have primarily hand-me-downs from the regular forces, or units pulled from salvage yards and refurbished. They are not frontline forces in quality, nor are they expected to be. But their capability on the defense is not to be underestimated.
Planetary Militia
Planetary Militia are local forces raised by planetary authorities. The great majority are infantry forces with supporting VTOL, conventional air, and armor forces. Planetary governments fund and oversee these forces within the scope of the Planetary Defense Support Act of 3102. Rank structures are regulated to conform to AFRF standards although specific rank titles, as well as uniform standards, do not need to fit AFRF regulations. These militia formations do not fall under AFRF control unless the planetary, march, or theater commanders have invoked the Militia Command Defense Act, allowing AFRF personnel to assume authority over the deployment of these militia formations during system invasions or active warfare in a march or theater. In size they vary by worlds, from the small battalions for re-colonized worlds to armies of multiple brigades on major planets near hostile borders. In addition to planetary defense, these militia train in disaster aid, search-and-rescue, and other civil assistance efforts.
Technologically these formations tend to field the oldest and least-capable equipment. BattleMechs are rare and never seen beyond lance or company level. Vehicles are primarily petroleum-burning models. Battle armor and power armor are rare to non-existent among these formations and they are generally the only formations left that use non-powered infantry field and combat gear, though some still enjoy aerial or mechanized transport means.
Navy Combat Groups
The Royal Navy employs a long-established tiered system of commands for operational use. As with the army, it has a variety of command sizes and structures at the basic strategic level, but as operational requirements can vary, some of these units are themselves parts of larger formations that are not elements of an ad hoc OpForce or OpGroup.
Battle Fleet
The Battle Fleet formation was established during the War of Donegalian Succession to face the might of the Oriento-Capellan Imperial fleet, and would be further refined in the Terran War until Grand Admiral Julia Andros' final reforms in the fleet rebuilding following the battles for Terra. The Battle Fleets are the main concentrated fists of naval power, based around a Flagship Squadron with a capital-scale WarShip and its attached flotillas of DropShips, a Cruiser Squadron of two heavy armored cruisers and their DropShip flotillas, a Screening Squadron of frigates, destroyers, and corvettes with supporting fleet and picket DropShips, and a Missile Squadron of heavy missile-armed frigates, destroyers, and corvettes with missile-carrying DropShips.
Strike Force
Strike Force formations are primarily common among the System Patrol Service when executing a large-scale patrol operation. This is the designation employed when the Royal Navy puts multiple squadrons of DropShips into common operational commands without assigning WarShips. They are not often seen and so have no regular structure or layout.
Squadrons
Squadrons can either be elements of a battle fleet or operate independently, where they are typically referred to as Independent Squadrons or Light Squadrons. Commonly these will be three to seven WarShips led by a cruiser with supporting DropShip elements. An Independent Squadron is led by an armored or heavy cruiser with supporting frigates and destroyers while a Light Squadron is led by a frigate or light cruiser with supporting destroyers and corvette, each WarShip (save corvettes) the focal point of a flotilla with their DropShips. Corvettes, which tend to not carry jump collars, are usually employed in pairs for flotillas.
The System Patrol Service employs formations of Patrol Group which are effectively squadrons of DropShips operating together around a common flagship, usually a picket warship or an aerospace fighter carrier.
Aerospace Combat Commands
The Aerospace Force's strength is divided into groups assigned to Army formations and wider formations assigned to the protection of worlds across the Royal Federation. The majority of planetary-defense aerospace units are the squadrons and wings that back up the local militia. Major industrial worlds, march and theater command worlds, and the Federation's major political capital worlds typically enjoy dedicated aerospace regiments and divisions assigned to their defense. Sometimes these formations are detached to joined OpForces or OpGroups if deemed absolutely necessary on offensive operations, but more commonly they are permanently maintained on planetary defense duty.
Aerospace Division
These large-scale formations are only seen in half a dozen cases across the Federation, guarding capital systems. They consist of two or three aerospace regiments, two regiments of conventional atmospheric fighters, and a supporting wing of DropShips.
Aerospace Regiment
A dedicated planetary defense formation, most of these are found on the various march capitals across the Federation, consisting of two or more groups of aerospace fighters, two groups of conventional atmospheric fighters, and a supporting squadron of DropShips.
AFRF Unit Organization Tables
AFRF BattleMech Organization | | | | |
Element | | Component Units | | Combat Strength |
Lance | | 4 BattleMechs | | 4 BattleMechs |
Company | | 3 Lances | | 12 BattleMechs |
Battalion | | 3 Companies + Command Lance | | 40 BattleMechs |
Reinforced Battalion | | 4 Companies + Command Lance | | 52 BattleMechs |
Regiment | | 4 Battalions + Command Company | | 172-220 BattleMechs |
Division (Theoretical) | | 3-4 Regiments | | 396-880 BattleMechs |
| | | | |
AFRF Vehicle Organization | | | | |
Element | | Component Units | | Combat Strength |
Platoon | | 4 vehicles | | 4 vehicles |
Company | | 3 Platoons | | 12 vehicles |
Battalion | | 3 Companies + Command Platoon | | 40 vehicles |
Reinforced Battalion | | 4 Companies + Command Platoon | | 52 vehicles |
Regiment | | 4 Battalions + Command Company | | 172-220 vehicles |
Brigade | | 2-4 Regiments | | 344-880 vehicles |
| | | | |
AFRF Artillery Organization | | | | |
Element | | Component Units | | Combat Strength |
Section | | 1 gun | | 1 gun |
Platoon | | 4 sections | | 4 guns |
Battery | | 3 platoons | | 12 guns |
Battalion | | 3 batteries | | 36 guns |
Regiment | | 2-4 battalions | | 72-144 guns |
| | | | |
AFRF Infantry Organization | | | | |
Element | | Component Units | | Combat Strength |
Fire Team | | 4 troops | | 4 troops |
Squad | | 3 fire teams | | 12 troops |
Platoon | | 2 squads + Command Section | | 28 troops |
Company | | 3 Platoons + Command Squad | | 96 troops |
Battalion | | 3 Companies + HQ | | 320 troops |
Reinforced Battalion | | 4 Companies + HQ | | 416 troops |
Regiment | | 4 Battalions + HQ | | 1,280-1,664 troops |
Brigade | | 2-5 Regiments + HQ | | 2,560-8,320 troops |
Division | | 2-4 Brigades | | 5,120-33,280 troops |
| | | | |
AFRF Battle Armor Infantry Organization | | | | |
Element | | Component Units | | Combat Strength |
Squad | | 6 troops | | 6 troops |
Platoon | | 4 squads | | 24 troops |
Company | | 3 platoons + Command Squad | | 78 troops |
Battalion | | 4 companies | | 312 troops |
Reinforced Battalion | | 5-6 companies | | 390-468 troops |
Regiment | | 4 battalions | | 1,248-1,872 troops |
| | | | |
AFRF Aerospace Organization | | | | |
Element | | Component Units | | Combat Strength |
Flight | | 4 fighters | | 4 fighters |
Squadron | | 3 flights | | 12 fighters |
Wing | | 2 squadrons + Command Flight | | 28 fighters |
Group | | 2-4 wings + Command Squadron | | 68-124 fighters |
Regiment | | 2-3 groups | | 136-372 fighters |
Division | | 2-4 regiments + DropShip squadron | | 284-1,500 craft |
| | | | |
AFRF Naval Organization | | | | |
Element | | Component Units | | Combat Strength |
Flotilla | | 2-6 ships | | 2-6 ships |
Squadron | | 2 flotillas | | 4-12 ships |
Strike Force (DropShip Only) | | 2+ squadrons | | 8-48+ ships |
Battle Fleet | | 2+ squadrons | | 16-96+ ships |