Deep Range Recon Patrol: Difference between revisions

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In general Interceptor duty is very uneventful.  They are usually deployed by Jumpships to conduct combat and detection drills whenever there is an extended layover in a system while waiting to pick up patrolling units.  Pilots are usually assigned to Interceptor duty for evaluation prior to assignment to Rover duty.
In general Interceptor duty is very uneventful.  They are usually deployed by Jumpships to conduct combat and detection drills whenever there is an extended layover in a system while waiting to pick up patrolling units.  Pilots are usually assigned to Interceptor duty for evaluation prior to assignment to Rover duty.


Interceptors are never permanently assigned to Seekers.  They are assigned on a patrol-by-patrol basis, picked up from one Jumpship at the start of a patrol and returned to another at the end.  When assigned to Seekers, Interceptor pilots are integrated into the Seeker crew.
Interceptors are never permanently assigned to Seekers.  They are assigned on a patrol-by-patrol basis, picked up from one Jumpship at the start of a patrol and returned to another at the end.  When assigned to Seekers, Interceptor pilots are not integrated into the Seeker crew.


On rare occasions an Interceptor may be used with a long-range booster and used as a standard Rover.  This is uncommon as Interceptors were not designed with the mission-specific features of the fighters typically used as Rovers.  Interceptors are only used in this fashion when there are unexpected gaps in patrol coverage due to mechanical failure or altering of patrol routes.
An Interceptor may be used with a long-range booster and used as a standard Rover.  This practice is not generally recommended as Interceptors were not designed with the mission-specific features of the typical Rover fighter.


====Other Forces====
====Other Forces====

Revision as of 00:23, 16 January 2009

The Deep Range Recon Patrol is an independent unit within the Reconnaissance Division of the Naval Reserves of the 2nd Royal Special Assault Brigade (2nd RSAB).

Overview

The Deep Range Recon Patrol (DRRP) was established in the early 2900's as a means to patrol the large number of uninhabited star systems surrounding the core systems that have been colonized by the descendants of the Star League's 2nd Royal Special Assault Brigade.

The purpose of the DRRP is to act as pickets to augment the existing unmanned early-warning stations used to detect the presence of unknown and potentially hostile ships advancing on the core systems.

Through the use of specialized Jumpships, Dropships, and Aerospace Fighters, the DRRP is able to effectively cover a large number of systems with a surprisingly small number of resources.

History

The Deep Range Recon Patrol (DRRP - pronounced 'derp') was established in 2905 with the express mission of patrolling the myriad of systems around the 2nd RSAB's core systems. It was theorized that there were only two practical ways a potential opponent could invade the core systems.

The first was a large scale invasion from a fleet moving in up to 3 separate convoys. The second was to 'trickle' in a few ships at a time to one or more 'staging' systems within striking range of the core systems. Large convoys would be required to provide an adequate defense against the 2nd RSAB fleet. In addition, once a single convoy had been detected, all reconnaissance assets would be activated and the likelihood of an attacking convoy remaining undetected, even 10 jumps out, dropped drastically.The 2nd RSAB command felt that the existing detection stations would be able to detect any sizable convoy that attempted to approach the core systems even if they attempted to use pirate points to access the systems.

The 'trickle' theory was demonstrated by Lt. Cdr. Ivan Smyth of the Experimental Combat Brigade (ECB) in early 2902. He was able to move 20 ships of various sizes, one or two at a time, to within 2 jumps of the core systems. In addition, he was able to repeat the task when the invading ships were not aware of the location and capabilities of the tracking stations in the systems.

The excercise was repeated several times and over the course of two years, only one ship was ever detected. In light of this alarming development, Lt. Cdr. Smyth was promoted full Commander and tasked with developing a counter-strategy. Smyth's solution was to run random patrols through any systems within 10 jumps of the core systems. He pulled several obsolete transport dropships (nicknamed seekers) and Jumpship transports (nicknamed mules) out of mothball. By upgrading their sensors and communications equipment and by replacing their cargo holds with additional fuel tanks, he was able to create a cheap reconnaissance force quickly.

With Smyth in command of the newly named Deep Range Recon Patrol, regular patrols of all systems within 5 jumps of the core systems began in May, 2905. In 2909, the DRRP was officially broken off into its own independent unit in the Naval Reserves Reconnaissance division and Smyth was promoted to Commodore. At the same time, resources were allocated to produce dedicated designs for the unit as the amount of maintenance time required on the existing equipment (especially the seekers) began to mount.

By 2916 all initial equipment had been replaced with purpose-built designs and the unit consisted of 12 mules and 54 seekers. By 2959, the unit had increased to 14 mules and 61 seekers, with 10 mules and 50 seekers patrolling at any given time. Naval Reserve Command had determined that the coverage the DRRP was providing was sufficient and froze the unit size for the next 20 years.

In 2977, Major Mira Shen (DRRP) was rotated out for a 2 year assignment with the ECB. In July of that year Major Shen helped the ECB plan and execute an exercise based on a novel modification of the original 'trickle' theory. By using rogue pirate points, the ECB was able to get several ships to a staging area three jumps away from the core systems without detection. This first operation ran with full knowledge of the DRRP patrol routes and without the DRRP being aware of the operation. In December, 2977, a second exercise was run. In this case, the DRRP was aware of the exercise and the ECB was not provided any information about the DRRP patrols. Again, using a combination of rogue pirate points and remote pirate points, the ECB was able to move 18 of 20 ships into staging positions without detection.

Simulations showed repeatedly that it would take nearly a three-fold increase in the numbers of mules and seekers in order to provide adequate coverage. Despite the seriousness of the situation, it was felt that such a large increase would be an unacceptable drain on resources. After 4 months, a radical suggestion was made by 2nd Lieutenant Alison Sturm (ECB): to use aerospace fighters for the bulk of the planetary passes. In order to use fighters, Lt. Sturm suggested attaching a long-range booster to fighters. The booster would be a near-identical copy of the highly reliable, ultra-efficient transit drive of the near-ubiquitious drop shuttle. This would then allow fighters mounting the booster to make long, fuel-efficient flights to and from a jump point. While normal thrust operation was possible using the booster, fuel consumption was increased by 50%.

Within 6 months, several prototypes boosters had been constructed and mated with several old Fire Wasp air frames. These reliable 100-ton fighters had their standard cockpits replaced with a large two seat version. Several short-ranged weapons were also removed to allow for easier mating with the booster and to remove any ammunition dependence. Finally, the fighter's fuel capacity was more than doubled. The new fighter-booster combinations were nicknamed rovers.

Not surprisingly, the decrease in weaponry coupled with the lack of maneuverability whlie a booster was attached failed to impress several of the test pilots. As a comprimise, the booster design was reworked to allow for quick detachment of the fighter. After a number of successful and progressively longer test runs two of the systems were loaded onto a jumpship bound for five months of deep space trials.

Because the existing mules already had several spare small-craft bays available, incorporating the new rovers into the operations was realatively painless.

By January of 2979 one squadron of rovers were in operation, patrolling through many of the smaller systems. Working as a pair, missions were usually limited to a maximum of 5 days at 1.5G accelerations due to the physical and mental toll taken on the crews. Initially, each rover had three crews (consisting of a pilot and communications specialist) that rotated through missions one at a time to minimize long-term burnout.

In 2983 several key developments occurred. The first was the commitment of the 2nd RSAB command to develop mission specific equipment for DRRP operations. The second was the unexpected decision to adapt a universal design to future fighters so that they were compatible with the next generation of boosters. This was also to include adaptors for existing Land-Air-Mechs (LAMs). In addition, a new class of jumpships (eventually nicknamed storks) would be developed specifically to handle an expanded DRRP fighter corps.

By 2990 the DRRP was bolstered to a force consisting of two aero-wings of rovers (108 fighters), 1 aero-wing of interceptor fighters (54 fighters), 15 mules, 70 seekers, 9 storks, and 42 platoons of marines.

In 3008 several reserve forces were added to bring the DRRP up to its current strength. These reserve forces included 1 squadron of rovers (18 fighters), 1 squadron of interceptor fighters (18 fighters), 2 mules, 1 stork, 8 seekers, and 12 platoons of marines.

Terminology

  • Rover - A booster equipped fighter used by the DRRP corps for deep range patrols. Most Rovers have a two-person crew (a pilot and a communications specialist) and operate in pairs during an individual patrol. Rovers typically have much larger cockpits, more advanced electronics, less weaponry, and more fuel capacity than a standard fighter of similar mass. All weapons are energy-based and are primarily geared for combat at long ranges. Most Rover designs have a mass in the 80-100 tonne range.
  • Stork - A broad term applied to jumpships used by the DRRP corps designed primarily to transport Rover patrol fighters. Stork jumpships typically have a large number of fighter/small craft bays but only one or two docking collars. Storks carry large fuel reserves and are armed with a medium array of long-range weaponry.
  • Seeker - A broad term applied to dropships used by the DRRP corps for deep range patrols. Seekers are designed for near continuous long-term operations. Seekers are generally used for longer patrols in large systems as their crews are able to operate in much more comfortable conditions than Rover crews. Seekers typically carry very large fuel reserves and may or may not have a small number of fighter/small-craft bays. All seekers carry an ultra-portable HPG generator. Seekers are armed only with energy weapons although they are undergunned when compared with typical dropships of comparable mass.
  • Mule - A broad term applied to jumpships used by the DRRP corps designed to transport Seeker patrol dropships. Mules typically have 8 or more docking collars but only 12 or fewer fighter/small-craft bays. As with the Storks, Mules carry large fuel reserves and are armed with a medium array of long-range weaponry.

Personnel

Unit Organization

Overview

Front Line Units

Reserves

Tactics and Operations

Overview

The primary purpose of the DRRP is to act as an early-warning system against possible incursions into 2nd RSAB territory. Central to this purpose is the notion that upon detection of any intruders or unknown entities the numbers and disposition of the forces detected is to be reported to the [2nd_RSAB_Central_Command|2nd RSAB Central Command]] as quickly as possible. All basic unit tactics are based on around this central premise and as such, while all DRRP units are armed, combat and interception are a distant second in mission priority. In fact, when compared to comparable front-line units of similar size/mass, DRRP units are under-armed.

DRRP patrol routes (both system-to-system and through systems) are designed to be as random as possible while still allowing for the efficient deployment and retrieval of the patrolling units. Details about patrol routes are highly compartmentalized amongst DRRP personnel and any detailed information is encrypted within the navigation computers of the various patrol units.

All Jumpships and Dropships possess ultra-portable Hyper Pulse Generators (HPGs) which are constantly being aligned to the nearest automated HPG relay station. In addition, all DRRP aerospace fighters possess powerful long-range communication arrays as well as the location(s) of any in-system early-warning stations which can be used to relay messages along the automated HPG network.

Individual units are typically deployed on a 52-week rotataion which consists of 3 weeks of pre-patrol preparations, then 42 weeks of active patrol, then 1 week of post-patrol operations and finally 6 weeks of rest and relaxation (R&R) during which any major overhauls of equipment are performed by DRRP maintenance crews. Individual unit deployments are staggered such that no less than 75% of DRRP units are on active patrol at any given time. Finally, front-line units are rotated sporadically (roughly once every 8-10 patrols) with reserve units.

When the DRRP was originally formed, units were deployed on a 48-week rotation which consisted of 2 weeks of pre-patrol preparations, 20 weeks of active patrol, then 3 weeks of maintenance and crew R&R, then 20 more weeks of of active patrol, then 1 week of post-patrol operations and finally 4 weeks of crew R&R during which any major overhauls of equipment are performed by 2nd RSAB Naval Reserve maintenance crews. The shortened patrol schedule was necessary because the initial equipment used had not been designed for the level of wear and tear inflicted upon it. The near-continuous use of the Seekers in high-G passes through systems required significant maintenance time and equipment overhauls to remain functional. In addition to the maintenance issues, the on-board facilities available to the crews were not fully suited for the extended mission requirements and this necessitated a period of crew downtime in mid-patrol. The downtime also provided an excellent opportunity to perform preventative maintenance that would otherwise be extremely difficult while the ships were in active use.

Jumpship Operations

The mission of the Jumpships (Mules and Storks) is simple: deployment and retrieval of Seekers and Rovers.

Because individual Seekers and Rovers are not assigned to specific Jumpships, an individual Jumpship will typically deploy their patrol units in one system and jump out to another system to retrieve a different unit.

Jumpships will only remain in system long enough to either retrieve patrol units or to top up the charge in their Lithium Fusion batteries. Most patrol routes are laid out in order to minimize the amount of time Jumpships are waiting on station to retrieve patrol units. Pirate points are used exclusively during patrols for deployment and recover, both to minimize the chance of ambush and to maximize the randomness of the patrol routes.

Standard DRRP Jumpship procedure is to always leave enough charge in their Lithium Fusion batteries to perform an emergency jump. This means that DRRP Jumpships will only make 2 successive jumps instead of the standard three before stopping to recharge their drives. In addition, Jumpship Captains will always plan an emergency escape jump before entering a system. In addition to the escape jump, Jumpship Captains will also plot a 'Relay' jump which will take the ship to the nearest system containing a HPG relay station. Jumpships will also never move off of a jump point unless ordered to directly by the DRRP commander.

In a case where Rovers or Seekers are overdue and communication has not been established with the overdue units, the retrieving Jumpship will wait 12 hours past the rendezvous time before immediately jumping to the nearest HPG relay station to report in. The Jumpship Captain will then wait on-station for orders. All patrol routes incorporate roughly 12 hours of extra time to deal with minor delays.

In addition to the large fuel reserves and generous supply of spare parts they contain, Jumpships also carry maintenance teams for Seekers and Rovers. The ratio is roughly 1 maintenance team for every 4 units of capacity that the Jumpship has, although each Jumpship carries at least one Seeker and 1 Rover maintenance team.

Mules and Storks both possess large grav-deck facilities. When Rover or Seeker crews are aboard, they are given priority (although not necessarily exclusive) access to the facilities. Ship crew members have full access to the facilities when Rover or Seeker crews are not present.

Besides their purely transport role, Mules and Storks both carry advanced long range detection equipment. When on-station, ships will continuously search for any signs that may indicate the presence of unknown ships in-system. Should anything be detected, the information will be relayed to the nearest HPG relay station and, at the option of the ship's Captain, any deployed forces in-system may be vectored to conduct further investigations. Also, should any ship in-system report detecting any unknown ships, the information will be immediately sent to the nearest HPG relay station. The Jumpship Captain, at their discretion may issue orders to any Seekers/Rovers establishing a new retrieval point and schedule.

Essentially Mule and Stork daily operations are fairly typical of those of any other military transport ship. Please refer to either the original Battletech Jumpships and Dropships game supplement, or the BattleSpace source book for a description of typical Jumpship operations.

Dropship Operations

Overview

The DRRP mission parameters for Seekers are very straight forward: Once in system, one or more Seekers would detach from their Mules and follow their pre-assigned patrol route through the system before meeting at a rendezvous point to meet up with a Mule which would transport it to the next system. Should they encounter an indicator of an unauthorized presence, they would use their on board HPG Generators to transmit the pertinent information to the nearest HPG Relay station. On the discretion of the ship's Captain, the Seeker may alter its course to investigate any unusual readings encountered.

General Patrol Duty

During regular patrols, Seekers may investigate rogue pirate points as well as make planetary flybys on their routes. They may also investigate asteroid belts, the moons of gas giants, and even make close passes to stars.

In general, Seeker perform their missions at operating at 1.5 and 2 G burns. Seekers will often use planets as slingshots to increase their velocity in order to cover their patrol area. Higer-G burns through are occasionally used for short periods mainly to make up for lost time. While long high-G burns are sometimes used for patrols, the stress put on crews tends to restrict their use emergency situations.

In order to minimize any possible noise or interference emanating from the ship that might affect scanning operations, thrust rates and power plant emissions are kept constant.

As soon as a Seeker has detached from its Mule and achieved a stable operating thrust the crew will deploy and activate the detection equipment. Both passive and active equipment are used to look for indications of the presence of unauthorized forces.

Crews operate on a standard 24 hour rotation. There are three shifts on-ship with each shift spending 6 hours split between standard and detection watch. The watch is staggered so that individual crew members spend no more than 2 hours on detection watch. 6 hours is spent tending to their active duties. 12 hours are allocated to rest and recreation. The Captain and Chief Engineer are the only crew members who do not participate in general watch as they spend the bulk of their time on their primary duties. The Captain and Chief Engineer are not exempt from detection watch, however.

Upon detecting signals indicating possible unauthorized forces, the officer of the watch will perform an initial analysis of the data as well as confirm the readings. If the data meets certain critical criteria, the data along with a ship's status update will be relayed to the nearest HPG relay station. The Captain will be immediately called to the bridge and apprised the situation. At this point the Captain has the following options:

  • Alter course to further investigate the signals
  • Alter course to gather more information on the numbers and disposition of any actual forces detected
  • Execute escape manoeuvres to attempt outrun any hostile forces attempting to intercept the ship, retreating to the pre-assigned recovery point or a backup recovery point.
  • Engage in combat operations against hostile forces

If the data fails to meet the critical criteria upon initial analysis, the officer of the watch will refer it to the Captain or Executive Officer (XO). The Captain or XO have several options at this point:

  • The ship will be kept on their patrol route while monitoring the situation
  • The XO can make a minor adjustment to the patrol route in order to perform a closer investigation, incurring no more than a 4 hour delay in the patrol schedule
  • The Captain can chose to make a major adjustment to the patrol route to perform a closer investigation (which would incur more than a 4 hour delay in the patrol schedule)

Because of the stress put upon the crews by the constant use of high-G acceleration, Seekers are equipped with significant recreation facilities. The ship's doctor constantly monitors the crew's health and can adjust crew shifts if necessary should there be health concerns.

Seekers are not assigned to specific Jumppships. Instead, patrol routes are coordinated to allow for efficient retrieval and delivery of Seekers. This means that a particular seeker will work with multiple Jumpships over the course of its patrol. Seekers were well equipped in terms of supplies and easily capable of waiting for up to 4 weeks for pickup although standard procedure calls for no more than a 3 day wait for pickup.

Combat

Unless acting on specific orders from the DRRP command or being directed to by an in-system Jumpship Captain, Seekers are to avoid combat situations. A Seeker Captain will only engage in combat as a last resort in order to escape from hostile forces.

A Seeker will execute a high-G burn while at the same time attempting to take a random course that will force any pursuers to burn significant amounts of fuel. Due to their high fuel capacities, Seekers can afford to follow random paths which normal units would consider inefficient and wasteful of fuel. Essentially, a Seeker will attempt to force any pursuers to abandon the chase due to a shortage of fuel.

A Seeker will attempt to follow a path that will keep it a safe distance from hostile forces, with enough speed that interception will be difficult, and which is still close enough to allow the Seeker to continue monitoring the disposition of the enemy units.

Seekers are equipped with long-range weaponry as well as standard naval anti-ballistic defences. The weapons are geared for deterring pursuit, especially by high-thrust fighter interceptors. While Seekers carry standard armour for their mass, the are under-gunned when compared with typical combat ships of similar mass.

Except in extreme situations, Seekers will never deploy fighters or small craft during combat due to the unlikelihood of being able to execute recovery operations.

Other Duties

In rare circumstances, Seekers act as personnel carriers and used mostly to transport technical crews to the automated early warning stations to perform repairs and maintenance. Seekers will typically rendezvous with the station and offload the technical crews before continuing on with their patrol. Another Seeker would be arrive in system at a later point to retrieve the technical crew once the work has been complete.

One other less well-known function of Seekers is to transport small combat units into a system. These units usually consist of either Marines or elite infantry units. Because of their ability to navigate precisely at high speeds, Seekers can insert units with pinpoint accuracy without appearing to alter their course or behaviour. Using stealth materials, the deployed units can often land on a planet without being detected. Seekers are also used to retrieve these units.

The use of Seekers as transports is generally discouraged as their primary function is reconnaissance.

Fighter Operations

Overview

The DRRP uses two classes of fighters: Rovers and Interceptors. Rovers are used to patrol systems while Interceptors are used for training and combat operations.

Rovers
Interceptors

Interceptors are used to provide a limited combat fighter presence for DRRP Jumpships, Dropships, and facilities. When stationed on DRRP Jumpships they perform a standard naval interception role. They may also be used deep in system by Seekers to perform atmospheric reconnaissance operations.

At least one air-lance is always assigned to each DRRP Jumpship. In addition, one Interceptor air lance always travels with the DRRP commander.

In general Interceptor duty is very uneventful. They are usually deployed by Jumpships to conduct combat and detection drills whenever there is an extended layover in a system while waiting to pick up patrolling units. Pilots are usually assigned to Interceptor duty for evaluation prior to assignment to Rover duty.

Interceptors are never permanently assigned to Seekers. They are assigned on a patrol-by-patrol basis, picked up from one Jumpship at the start of a patrol and returned to another at the end. When assigned to Seekers, Interceptor pilots are not integrated into the Seeker crew.

An Interceptor may be used with a long-range booster and used as a standard Rover. This practice is not generally recommended as Interceptors were not designed with the mission-specific features of the typical Rover fighter.

Other Forces

Technology

Equipment