Having the weakest military with the Major Periphery States, Outworld Alliances relies on the Planetary Militia as the first line of defense. Every conscript is trained not only to use an auto-rifle but also how to operate a towed autocannon.
Unable to build fortifications or to army garrisons with heavy equipment, the OA produced significant numbers of towed version of the most common Autocannons used in the Inner Sphere and distributed them to most of the inhabited worlds.
The most common model is the AC/5, managed by a self-propelled 16-men motorized team. At least 8 men are need to operate the AC/5. Auto-rifles are carried as a secondary weapon for close quarters. They can be placed inside buildings, including hardened pillboxes, or difficult terrains or forests firing 360 degrees. Crews are trained to prepare hidden positions and attack with surprise
Smaller numbers of AC/20s 28-men motorized squads are provided mainly to larger cities.
AC5 Motorized infantry
Equipped with light unarmored vehicles and towing autocannons, the Field Gun Motorized Infantry units are quite mobile and well-armed units
One single squad of eight men is able to operate one Autocannon class 5 with another squad in reserve. Occasionally two units are merged to form a full platoon with two AC/5s but the most usual is to operate in two-squad team with a single weapon. The total weight of this combination of 12ton allows to be transported by heavier transports granting additional mobility
Normally deployed as part of a in-deep defense, they are placed in strategic positions for better use of the good range of the AC/5. Enemies that get too close need to deal with the 16-men rifle armament.
Transport Weight: 12
Equipment:
Primary Weapon: 16 Auto-Rifle (Modern, Generic)
Secondary Weapon: None
Battle Value: 101
Cost: 587,446.722 C-bills
Notes: 1 AC/5 with 20 rounds of ammo. Requires 8 soldiers to operate.
Platoon Type (Specialty): Motorized (None)
Ground MP: 3
Platoon Size (Squad/Platoon): 16 (8/2)
Armor Divisor: 1
To-Hit Modifier (Range in Hexes):
-2 (0 Hexes), +0 (1 Hexes), +2 (2 Hexes), +4 (3 Hexes)
Maximum Weapon Damage (# of Troopers):
8 (16-15), 7 (14-13), 6 (12-11), 5 (10-9), 4 (8-7), 3 (6-5), 2 (4-3), 1 (2-1)
Field Gun AC20 (rifle) Motorized Infantry
Equipped with light unarmored vehicles and towing autocannons, the Field Gun Motorized Infantry units are quite mobile and well armed units.
A massive Autocannon class 20 requires no less than a 14 crew to be operated. Two other squads of 7 men each remains in reserve. Specialized in urban and jungle warfare, they are capable to quickly hide inside building or vegetation, surprising their targets with point-blank deadly shots. Few mechs and combat vehicles are properly armed to deal with conventional infantry except at short-ranges, which exposes them to AC/20 or rifle fire.
Transport Weight: 20.5
Equipment:
Primary Weapon: 28 Auto-Rifle (Modern, Generic)
Secondary Weapon: None
Battle Value: 215
Introduction Year: 2950
Cost: 1,111,406.763 C-bills
Notes: 1 AC/20 with 5 rounds of ammo. Requires 14 soldiers to operate.
Platoon Type (Specialty): Motorized (None)
Ground MP: 3
Platoon Size (Squad/Platoon): 28 (7/4)
Armor Divisor: 1
To-Hit Modifier (Range in Hexes):
-2 (0 Hexes), +0 (1 Hexes), +2 (2 Hexes), +4 (3 Hexes)
Maximum Weapon Damage (# of Troopers):
15 (28), 14 (27-26), 13 (25-24), 12 (23-22), 11 (21-20), 10 (19-18), 9 (17-16), 8 (15-14), 7 (13), 6 (12-11), 5 (10-9), 4 (8-7), 3 (6-5), 2 (4-3), 1 (2-1)
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Playing with Motorized Towed Guns
(from Tactical Operations Manual)
Only motorized conventional infantry platoons or mechanized conventional infantry platoons with a Wheeled or Tracked motive type may be equipped with Field Guns. Each Field Gun requires a number of troopers equal to its weight in tonnage to operate (to a minimum of 2 troopers per Field Gun). A platoon equipped with multiple Field Guns can only operate as many Field Guns as it can keep fully manned (any excess Field Guns are considered destroyed as the unit takes damage). Each Field Gun receives a 1 ton of ammunition, which must be tracked during gameplay. If all of a platoon’s field guns are considered destroyed, the surviving infantry troops can more and fi re as a normal infantry platoon of its type. Field Guns attack using the range, damage and any applicable modifiers (including those of the weapon class) as their vehicle-mounted counterparts, but they may not be fi red in the same turn that the platoon has moved or delivered any attack using its own infantry weapons. Furthermore, in any turn where the Field Guns are to be fired, the controlling player must designate a weapon facing. A platoon with multiple Field Guns may fire all such weapons separately—and at multiple targets, if desired (no Secondary Target modifiers apply to these attacks, as each weapon fi res with its own crew)—but all attacks must be made against targets in the same fi ring arc.

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