Deep Range Recon Patrol

From Drew's Battletech Wiki

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.

Tactics and Operations

Overview

Initially DRRP units (one mule and its attached seekers) would patrol for 8 months before returning for resupply, equipment overhaul, and personnel R&R. With the introduction of dedicated ship designs, patrol lengths increased to 10 months. The mission schedule called for one month of prep-time before departure and one month for R&R at the end of the 10 month patrol.

The DRRP mission parameters were simple. A mule would jump into the system and drop one or two of its seeker ships and then jump to another system to release or pick up other seeker ships. The seekers would make a pass through the system, investigating possible pirate points or make flybys of planets, scanning them before making their way to a pre-determined set of coordinates for retrieval.

Seekers were not necessarily assigned to specific mules. Instead, the mules' patrol routes were coordinated to allow for efficient retrieval and delivery of seekers, meaning that a particular seeker work with one or more mules over the course of its patrol. Seekers were well equipped and were quite capable of waiting for up to 4 weeks for pickup, although standard procedure called for no more than a 3 day wait.

Jumpship Operations

Dropship Operations

Fighter Operations

Other Forces

Personnel

Unit Organization

Technology

Equipment