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PostPosted: Wed Jan 25, 2006 9:55 pm 
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Captain, AFFC (Ret.)
Captain, AFFC (Ret.)

Joined: Sat Jun 18, 2005 6:07 am
Posts: 754
Location: Kentares IV
Guiding Light: Steak Without Sizzle

Reconnaisance Lance
Lieutenant Commander Joan “Prowler” McGivens: PHX-1 Phoenix Hawk

Mechwarrior Terrance “Tidal Wave” Ota: JR7-D Jenner


Battle Lance
Colonel William “Big Bill” Anderson: BLR-3M Battlemaster

Sergeant Katherine “Blaze” Douglass: OSR-2C Ostroc

Mechwarrior Sean “Dancer” Polanski: CN9-A Centurion

Mechwarrior Jeremy “Rooster” Crowe: TDR-5S Thunderbolt


Fire Lance
Lieutenant Sutoshi “Sushi” Tarinaka: DV-6M Dervish

Mechwarrior Bernard “Smiley” Goodman: TBT-5N Trebuchet

Mechwarrior Zekhim “Wind” Al-Azred: CRD-3R Crusader

Mechwarrior Alan “Vortex” Whirl: PNT-9R Panther


Infantry
Commander: Major Jesus Perez

Infantry Battalion (Reinforced): 424 Troops, 53 squads

Scouts: 48 Troops, 12 squads

Artillery: 70 Troops, 10 squads


Aerospace
Commander Keall “Psycho Mantis” Inmos: CSR-V12 Corsair

Pilot Rex “Ironman” Vanders: SL-15 Slayer

Piotr “Deadeye” Mikelovich: F-90 Stingray

Alexi “Cutter” Mikelovich: HCT-213B Hellcat



Standard Salary Rates

Infantry, 75 Squads, 2000/month/squad, 150000 total/month

Mechwarriors, 10 Mechs, 1000/month/mech, 10000 total/month

Pilots, 4 Fighters, 1000/month/fighter, 4000 total/month

Technicians, 62 techs, 200/month/man, 12400 total/month

Support/Administration, 50 men, 100/month/man, 5000 total/month

Maintenance, 7400 total/month

BOTTOM LINE FOR COMBAT ASSETS: 2,265,600 C-Bills/Year


Preferred Employer
House Davion

Current Contract
Employer: Federated Commonwealth
Length of Service: 1 Year
Start Date: 1 January, 3058
End Date: 29 December, 3058
Assignment: Retainer, specific tasks to be negotiated later
Location: Dobson, Federated Suns
Salvage Rights: Payment in Kind
Command Rights: Independent Command
Remuneration: 5%
Straight Support: 30%
Transport Compensation: 0%
Supply Fees: 28,000 C-Bills/Month
Guarantees: Advance/Completion, MRBC Intermediary
Contract Payout: 2,500,000 C-Bills



General Information

Dragoon Rating
The unit has a Dragoon Rating of B, with 88 Points.

History
The Guiding Light as it is today is what is left of the mercenary battalion Donaldson’s Dragons. The leader of the Dragons, Oswald Donaldson, had inherited command from his father Luis Donaldson, the founder of the unit. Put simply, Oswald was a rank amatuer, unsuited for the responsibilities of command. After a series of disasters on both the field of battle and the field of business, the Dragons found themselves and several other mercenary commands in similar straits on the planet Sabik, spearheading a Lyran assault that never came. During the resulting nightmare, in which over 80% of the unit’s listed combat and support assets were recorded as destroyed, captured, or missing, the headquarters company for the entire expeditionary force, which included the Dragon’s command lance, was annihilated in a flanking sweep by the Kuritan defenders. The highest-ranking officer left in the organization was then-Lieutenant William Anderson, who rallied the remaining troops as best he could to try and get to the dropships, nearby and also under enemy attack. After fighting his way through the swarms of Kuritan vehicles and infantry surrounding the dropships, Anderson and the rest of the Dragons then had to spend a grueling half-hour under siege while waiting for the ancient ship’s engines to power up.
When the Dragons finally returned to base, they were broken, exhausted, and ready to disband. It was only a rousing speech by Master Sergeant Jesus Perez, one of the oldest members of the unit, that convinced those that remained to stay and rebuild. Eventually, after a lengthy (and ultimately successful) legal battle over liability and compensation with the Lyran mercenary command, the decision was reached to pack up and seek opportunities with another power. In the years since then, the unit prospered, but also stagnated; contractually bound to the personal service of the planetary governor of Bryceland. Their luck changed, however, when the Federated Commonwealth bought out their contract in 3038, deploying them as covert assistance to rebel forces on McComb during the War of 3039. It was here that the unit picked up its unique infantry contingent. The unit has since slowly expanded, adding another lance each of battlemechs and aerospace fighters, as well as purchasing a third dropship.

Tactics
Colonel Anderson’s tactics have changed little since the unit’s conception, although he now has a larger force to execute his plan with. Standard battle order for the Guiding Light is for the Fire lance to hang back and provide covering fire while Battle Lance moves in for close engagement. The Reconnaisance detachment is often sent out as a flanking force, harrassing and disorganizing the enemy.

Available Forces and Organization
The current TO&E for the Guiding Light lists the unit as having an understrength battlemech company, along with a 4-company foot infantry battalion and two aerospace lances. The infantry battalion has attached to it three scout platoons, along with two reinforced platoons of towed conventional artillery (equivalent of 2 Sniper pieces). The infantry battalion is unique, as it has been reorganized with 8-man squads.

Technical Support
Every vehicle in the unit is well cared for, with each having one tech and two astechs assigned to it full-time. The infantry’s equipment is equally well-maintained thanks to the armorers and fabricators (bullet-makers, machine-smiths, etc) the unit permanently employs.

Transportation
The unit maintains three dropships for its’ own use, but often leases them out to other commands when the unit is on extended deployment on-planet. An old Condor, the Ida’s Rift, carries the majority of the infantry, and a converted Leopard, the Chimera Queen, carries the rest along with the unit’s support personnel. The rest of the combat forces are loaded into the Forgotten Ranger, a Union-class ship.

Colors
Every Guiding Light ‘mech has as stylized lantern set against a white spot at the dead center of its chest. The spot quickly fades to dark gray at the outer torso, and black on the limbs. Fighters are painted uniform yellow, a reference to the yellow bird of Japanese myth. Infantry have standard Flecktarn-style camouflage colors for the environment they are fighting in.

Dress Uniform
Officer: Officers dress in an olive drab suit, with rank epaulets on the shoulders, a unit patch on the left arm, and varying color gloves depending on the branch the officer serves in. The glove color is white for mechwarriors, gold for infantry, and purple for aerospace pilots. Boots are knee high leather, with a colored stripe down the exterior side, matching the colored gloves. Also standard is a black sash, draped over the chest from left to right, worn as a memorial of those lost in battle.

Enlisted: Enlisted men wear much the same uniform as officers, although they are issued only calf-high boots, and wear their sash from right to left.


Duty Uniform
Mechwarrior: A mechwarrior’s duty uniform varies little from pilot to pilot, usually consisting of knee-length shorts, a cooling shirt, and black gloves.

Infantry: Infantry wear camouflage suits matching the primary environment they are deployed in.

Pilot: Aerospace pilots wear an olive drab G-suit, and black gloves similar to the ones worn by Mechwarriors.



Vehicle Conditions
PILOT: William “Big Bill” Anderson
RANK: Major
SKILL: 3 Piloting, 3 Gunnery
STATUS: Major Anderson’s Battlemaster is brand new, and is in perfect condition.

PILOT: Sutoshi “Sushi” Tarinaka
RANK: Sergeant
SKILL: 3 Piloting, 3 Gunnery
STATUS: Sergeant Tarinaka’s Dervish has a damaged engine. All movement generates one extra point of heat.

PILOT: Joan “Prowler” McGivens
RANK: Lieutenant
SKILL: 2 Piloting, 4 Gunnery
STATUS: Lieutenant McGivens replaced the machine guns on his ‘mech with a flamer on the right arm and replaced the ammo bin with a heat sink. This Phoenix Hawk also has the ECM module installed in its’ Tek Battlecom communications array.

PILOT: Sean “Dancer” Polanski
RANK: Mechwarrior
SKILL: 2 Piloting, 3 Gunnery
STATUS: Mechwarrior Polanski’s Centurion has had the troublesome Luxor D-Series 30mm gun mounted in its’ arm replaced with the much more reliable Pontiac 50mm gun. Also, the left arm has a sluggish motivator: add +1 to all rolls involving the movement of the left arm (punching, etc).

PILOT:Katherine “Blaze” Douglass
RANK: Mechwarrior
SKILL: 3 Piloting, 4 Gunnery
STATUS: Mechwarrior Douglass’ Ostroc has a damaged gyro, adding a +1 to all Piloting Skill rolls.

PILOT:Terrance “Tidal Wave” Ota
RANK:Mechwarrior
SKILL: 3 Piloting, 3 Gunnery
STATUS: Mechwarrior Ota’s Jenner has lost its’ left arm. Ota had the lasers normally carried there remounted in the torso, after removing the SRM-4 and missile bin. He has also installed 3 extra heat sinks, one in each leg and in the left torso. As a result of the missing arm, any shot indicating a hit to that location is considered a miss, per the Armless rules in MaxTech. Though Ota has had several chances to replace his ‘mechs arm, he has opted to keep it in this condition, often surprising enemies who assume the missing arm equates to a combat-inefficient machine.

PILOT: Bernard “Smiley” Goodman
RANK: Mechwarrior
SKILL: 2 Piloting, 3 Gunnery
STATUS: Mechwarrior Goodman’s Trebuchet has a damaged actuator in the right leg. Its’ maximum run speed is reduced to 75.6 kph (7 MP).

PILOT:Zekhim “Wind” Al-Azred
RANK: Mechwarrior
SKILL: 1 Piloting, 4 Gunnery
STATUS: Mechwarrior Al-Azred’s Crusader has a faulty fire-control circuit. As a result, the Harpoon missile launcher in the left leg is inoperable.

PILOT:Alan “Vortex” Whirl
RANK:Mechwarrior
SKILL: 4 Piloting, 2 Gunnery
STATUS: Mechwarrior Whirl’s Panther is in perfect condition.

PILOT:Jeremy “Rooster” Crowe
RANK: Mechwarrior
SKILL: 3 Piloting, 1 Gunnery
STATUS: Mechwarrior Crowe’s Thunderbolt is in perfect condition.


Typical Foot Infantry Squad
Squad Leader
Rifleman
Rifleman
Rifleman
Marksman
Medic
Gunner
Loader

Typical Scout Squad
Squad Leader
Medic
Radioman
Marksman

Typical Artillery Squad
Squad Leader
Support
Support
Support
Support
Support
Support


Typical Scout
Clothing – Helmet w/Military Communicator, Ablative/Flak Vest, Fatigues, Rucksack + Packframe
Primary Weapon – Automatic Rifle w/IR Scope (Marksman has Intek Laser Rifle w/Rangefinder Scope)
Secondary Weapon – VLAW
Sidearm – Needler Pistol
Grenades – Frag Grenade x4 (Squad Leader has two additional colored Smoke Grenades)
Misc – Advanced Field Kit, Personal Medkit (Medic carries Advanced Medical Kit), Field Communicator (Radioman only), Climbing/Rappelling Kit, Electronic Compass, Rangefinder Binoculars, Night-Vision Goggles (helmet-mounted), Bayonet (Marksman carries Combat Knife)

Typical Foot Infantry
Clothing – Helmet w/Military Communicator, Ablative/Flak Suit, Fatigues, Rucksack
Primary Weapon – Laser Rifle (Marksman has same w/Telescopic Sight)
Secondary Weapon – LAW (Gunner does not carry a secondary weapon)
Sidearm – Auto Pistol
Support Weapon – Medium Recoilless Rifle (Gunner only)
Grenades – Frag Grenade x4 (Squad Leader has two additional colored Smoke Grenades)
Misc – Basic Field Kit, Personal Medkit (Medic carries Advanced Medical Kit), Electronic Compass, Binoculars, Night-Vision Goggles (helmet-mounted), Combat Knife

Typical Support Infantry
Clothing – Helmet w/Military Communicator, Ablative/Flak Vest, Fatigues
Primary Weapon – Rugan Sub-Machine Gun
Sidearm – Auto Pistol
Misc – Basic Field Kit, Personal Medkit, Electronic Compass, Binoculars, Combat Knife

_________________
Evil is like a bowl of oranges. Only one, instead, is an orange of DOOM. That orange has a fate to rule over the other oranges with an iron fist. That orange is me.

Because sometimes, there are many guards in the castle.


Ya Rl'yeh!


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