Cumberland's Missiliers

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History

Cumberland's Missiliers was formed in 3048 by Captain Roger Cumberland with some childhood friends in the Cumberland Capellan March Militia. Cumberland's Missiliers is a small mercenary unit that has operated on the fringes of greatness for several decades. They were always second to other mercenary units due to their own relative lack of favorable repute. The unit was specialized in all types of missile-based weapon systems and had taken part in every major conflict since the Clan Invasion.

However, the FedCom Civil War allowed them to achieve some notoriety of their own. Captain Roger Cumberland disobeyed orders to guard the Seventeenth Avalon Hussars' DropShips at their landing zone on Matsuida and instead led his 'Mech lance and tank platoon into the nearby city of Iida, where their sensors had detected a large force moving up behind the Hussars. Roger sent in their faster units to serve as spotters and then the Missiliers rained down a devastating missile barrage upon the enemy force. They disabled two 'Mechs and destroyed two others in the largely futile maneuver against the Seventh Ghost, whose presence on-world was a surprise.

For saving even a small portion of the Hussars, Cumberland was commended and awarded two salvageable 'Mechs as a bonus. Despite nothing more stellar to their record in the Civil War, the unit's improved reputation led to an approach by Interstellar Expeditions.

Since the end of the FedCom Civil War and their minor expansion, Cumberland instituted a number of reforms. Uniforms are now required, though their typical condition is more relaxed than standard military protocols. Cumberland recently began issuing bonuses for anyone who captures an enemy unit with advanced or unknown missile weaponry. Other performance bonuses include downing enemies single-handedly or connecting with a particularly difficult shot. The internal competition these bonuses created has improved the skills of the entire unit.

Because the Missiliers lack a JumpShip, IE providing one for their use during the contract was a significant bargaining chip.[1]

Officers

Rank Name Command
Commanding Officers of Cumberland's Missiliers
Captain Roger Cumberland 3048 - 3067[1]

Tactics

The Missiliers are specialists in missile combat.[1]

Missile combat has been the unit's focus since 3060, when Cumberland hired a down-on-his-luck but superior engineer, Jake Grizzell a NAIS graduate, as chief technician, and repeated drills have strengthened this longstanding focus on missile combat. New technicians have been added to increase the support base for the entire unit, ensuring no one enters combat in a malfunctioning or damaged unit. The Missiliers' expert technicians have spent years tinkering with the sensors and control systems of the unit's missile-based weapons, dramatically amplifying the efficiency and accuracy of their missile fire.

The Missiliers have gained proficiency with missiles and similar weapons of any tech base, from primitive rocket launchers to the Clans' Advanced Tactical Missile system and even experimental missile weapons they have obtained through the black market. The technicians have learned enough about missile weapons of every make and model to the point they have improved the unit's defenses against such attacks.

Their aerospace fighers have made aerospace missile support an art form.[1]

Composition History

3067

  • The unit is composed by up to eight mechs, two tanks and two aerospace fighters (their fighters are always among the heaviest and best-armored available).[1]
  • The unit possesses and old abd battered Union-Class Dropship, the Gap Breaker.[1]

Rules

Game Rules

The Missiliers are specialists in missile combat. As a result, add a +1 bonus for all To-Hit rolls for any missile weapons and for rolling on the Cluster Hits Table to determine the number of missiles that hit; these add to any bonuses for special munitions, launchers, or missile-targeting systems (such as Artemis or NARC). Reduce all missile weapon minimum ranges by 2. Missilier vehicle units receive no penalty for firing indirectly with a spotter. When a Missilier Anti-Missile System fires, double the amount of missiles shot down. When any Missilier 'Mech missile ammo slot takes a critical hit, roll 2D6. On a result of 9+, the ammo does not explode, therefore inflicting no damage to the MechWarrior or the 'Mech, but the ammo in the slot is lost.

All rolls to salvage, repair, or install any missile-type weapon automatically succeed. All repairs and reloads of missile weapons take half the standard time.

When randomly determining Missilier units, if the rolled unit lacks a missile weapon, the player may re-roll one time. However, the second roll result must be taken even if it lacks a missile weapon.[1]

Notes

References

  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 Total Chaos, pp. 22-23

Bibliography