Planets I: Armies Large and Small


Part of the richness of the Battletech universe is its inherent diversity. Each planet's population reflects the culture that settled it, the environment that molded it, the technology that defines day-to-day life, and lastly the empire that rules it. Too often, we fall into the trap of making every world "Lyran" or "Draconis" or "Periphery" without taking the time to make the planet a unique place to adventure. This first article addresses the styles of military units that can be encountered across the Inner Sphere and Periphery (since most of us play military oriented games). The follow up articles will discuss such topics as government's types, religion, economics, etc. Note that in this article several topics will overlap, but each topic offers a new angle on the troops in question.

House Troops:

Regulars - House regulars are the most common troops in the Inner Sphere. This is for several reasons. The Great Houses have the existing training infrastructure, the resources to supply equipment, and a large number of willing and patriotic recruits. As such, regulars are usually the best-equipped, most standardized, best-trained, most professional, and well-rounded units. They are used to spearhead campaigns and assaults and to hold valuable worlds. Sometimes a unit will have been stationed on a world so long that they almost become a garrison force, with an attachment to that world in particular. Other units, particularly the more elite forces, have a high operations tempo and are sent to "hot spots" frequently and as needed.

Size: Armies
Type: Combined Arms
Quality: Good
Experience: Regular

Large - The Great Houses are not the only nobility to employ troops. Nobles ruling one or more worlds are also often responsible for providing soldiers to protect their holds and aid in campaigns across the empire. Considered personal troops, these "Guards" are often of high quality and experience, being drawn exclusively from the most populous and industrialized worlds. These units are nominally considered House Regulars and are listed as such, but in truth their loyalties are to their own liege first and foremost. There are several instances of nobles leading their own campaigns, with or without the permission of their ruling Successor State.

Size: Regiments
Type: Combined Arms
Quality: Excellent
Experience: Veteran

Small - Every noble house employs some form of bodyguards or security. These minor nobles can have units ranging from a squad of bodyguards for their estates to entire companies of armored vehicles and infantry. Often, a noble mechwarrior will still have his personal mech and maybe even a full lance.

Size: Squad to Company
Type: Conventional
Quality: Good
Experience: Regular


Corporate Security:

Large - Larger corporations often have a formidable security force. Military manufacturers tend to use the designs they produce to defend their holdings. These troops are usually ex-military and can be quite competent. Combine this with enough money to buy good equipment and you have a force the equal of a regular unit, if not as large.

Size: Companies
Type: Combined Arms
Quality: Good
Experience: Regular

Small - Smaller corporations are more concerned with industrial espionage and criminals than with planetary raids. Reflecting this concern, their forces are usually security guards with small arms or stun equipment. Although some guards may be ex-military, most are either former police or civilians. They tend to have effective surveillance systems and often work hand in hand with local authorities.

Size: Squads
Type: Infantry
Quality: Average
Experience: Green


Militia:

Large - Larger militia units are usually found on strategically important worlds such as industrial or border planets. They are just below regular units, and in some cases (such as the Marik Militias and the Davion March Militias) almost indistinguishable. Recruiting extensively from the local planet or region, militias tend to be fierce defenders. Combined with extensive knowledge of their home terrain, it almost makes up for their poorer equipment and less extensive training. Although they sometimes field mech and aerospace forces, militias tend to use large numbers of conventional troops due to their more frequent role as defenders.

Size: Regiments
Type: Combined Arms
Quality: Average
Experience: Green

Small - Every planet has some form of garrison. The small militias are usually volunteers who meet together and train, although the amount of "training" varies from unit to unit. They often provide their own gear, and because of this, tend to be light infantry. If the planetary or city governments help out, they can sometimes augment their forces with vehicle support. Without the support of other units, however, small militias tend to be good for little other than deterring raiders and aiding in the event of natural disasters.

Size: Platoons to Battalions
Type: Conventional
Quality: Average
Experience: Green


Conscripts:

Conscription is not widespread throughout the Inner Sphere, but does still exist on enough worlds to deserve mention. Some planetary governments see conscription as a fair way to fill the troop levies required of them by their liege lords. Other planets see some form of military service as essential to creating a responsible citizen. Conscription does have its drawbacks, too. Conscripted soldiers are more likely to be "short timers" and be dissatisfied with their time in uniform. Sometimes this attitude manifests itself in their performance. Also, depending on how it is implemented, conscription's "fairness" can be called into question. On some worlds exceptions to the draft are made based on everything from sex to educational deferments to paying commutation fees.

Police:

Although most worlds use police forces as civil law enforcement, equipped with small arms and stun weapons, there are some worlds where the police are used as a militia force. Similar to historical examples of police also acting as border guards, militant police units have automatic weapons and armored vehicles. Additionally, more repressive forms of local government also find it prudent to have a well-armed tactical police force.

Penal Units:

The use of criminals as soldiers can range from commuting minor offenses in exchange for military service to fielding entire units of convicts. The first form of penal enlistment is found more often in the Inner Sphere, while penal legions can be found more often in the Periphery. The Clans use something similar in their Solahma units. Certain hazardous duty can also be used as criminal punishment (J-27 Ammo Transportation detail is often a punishment). Naturally, there is often little regard for a criminal soldier's welfare or even survival, and this is reflected in their treatment and their missions. Not wanting to waste equipment, most of these units are light infantry.

Militant Orders:

Units of exclusively religious or knightly organization are rare but not unheard of. The most well known are the Azami from Arkab and the Knights of the Inner Sphere, respectively. Units based on a principled way of life tend to be tenacious and well trained foes.

Mercenaries:

An entire article could be written on the differences between mercenary and regular troops. I estimate that mercenaries make up about 10% to 20% of the mech forces in the Inner Sphere. They range from mechwarriors to light infantry. They can be elite warriors or homegrown wannabe's. Their equipment can be pristine or held together with bailing wire and a prayer. The can be hired in groups as large as regiments all the way down to a single contracted soldier. They are easily the most varied type of troop found.

Pirates:

Pirates typically start out as mercenaries or regulars that go renegade for reasons running the gamut from money to ideology. Units that are actual pirates (roving bands preying on the defenseless) are fairly young as far as units go. The simple reason is that after some time pirates either disband or "go legit," setting themselves up as bandit-kings. This is very common in the periphery. On the whole, pirates are usually of modest skill (preferring raids to stand up fights) and operate with scavenged equipment (not having the time or resources for full repairs).

Guerillas:

Rebellions and insurgency operations are common in the Inner Sphere. While many never get past the stage of protests and riots, a few flare into open conflict. Successful guerilla soldiers are typically motivated by a common ideology and have the support of enough of the native population to survive and fight. Additionally, they usually have a small cadre of experienced soldiers who train them and sometimes lead them into combat. These cadres are either local veterans, Special Forces from off world, or mercenaries called in by or for the locals. They tend to be poorly equipped, and are rarely better than regulars, with most considered green. When used effectively, they avoid open battle and instead rely on raids and ambushes to wear down the readiness and morale of the opposing force.

In conclusion...

...the nature of military forces in the Inner Sphere is as varied as the planets they come from. Gamemasters should keep that in mind when planning their campaigns. Throwing something new at the players instead of the typical "house regulars" will keep them on their toes and add spice to your games.

By Jeremey M. Davis


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