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BransonsIrregInsig
Branson's Irregulars
Unit Profile (as of 3087 (??))
CO Captain Robert Branson
JumpShips No
DropShips No
Aerospace No
Armor Yes
Infantry Yes

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Illegitimi non carborundum

"Don't let the bastards grind you down..."

Unit History Edit

The genesis of the the Irregulars lies with its commander Robert Branson


WasatEdit

The chaos of the collapse of the Free Worlds League has allowed a lot of chaos across border worlds like Wasat. Branson's Irregulars was brought in under under contract by the locals to assist the Wasat Militia in stabilizing the planet.

  • Feb, 3087, Wasat: Having finally learned the location of the prison housing the former Wasat Militia (formerly in service to House Marik) the resistance asks Branson and Drake to lead their lances on a strike against the compound. The fight is bloody, but in the end the compound is subdued and the militiamen freed.
  • April, 3087, Wasat: The resistance is fed intelligence that some 'clan tech' has landed on planet and is being trasported via a supply convoy to a local factory and power station outside of the capital. The opportunity for improved technology is too good to pass up, and dispite heavy guard - Branson's team once again rushes into combat. A successful crushing of the opposition resulted, and Branson's Irregulars was also able to destroy power centers for the base.

Unit NotesEdit

Branson's Irregular's is a company-sized mixed unit of 'Mechs, Armor, and Infantry.

The Assault lance,Drake's Renegades, is operated by Drake Martin

Combat Unit PatchesEdit

Bransonsirregulars-command

Branson's Command Lance

Bransonsirregulars-AlphaArmorCompany

Alpha Armor Lance

Bransonsirregulars-baseshield

Irregulars

Drakesrenegades-baseshield

Drake's Renegades Lance

Command Tree Edit

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Fire / Command Lance Edit

"Branson's Inner Circle"

The core of the group.

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Assault Lance Edit

Drake's Renegades

This group of heavy hitters, likes their beer, and listens to ancient 21st century music known as rocking rolling stones, while pounding out hits on the enemy.

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Aerospace Lance Edit

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Vehicle Lance Edit

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Costs Edit

Tables of misc costs for the unit

Weapons Edit

Clan Medium Pulse Laser - 60,000
- 0,000,000

Jumpships and Travel Edit

Combat Jumps Edit

Only Normal Jumps and Surgical Strike Jumps are actually used to intentionally launch battles. These are the only Jump types that can be used to reinforce a planet that is under attack (within the 18 hour window).

NORMAL JUMP – 60 LY to an ally planet, an unassigned planet or one of your own. In the case of enemy planets all of them at 30 LY or less can be jumped to. If there are none within 30 LY the range is extended to find the closest one out to the full 60 LY. This is done for each enemy unit with planets within the 60 LY range. Normal jump types include All Raids, Recon, Pass Through, and Planetary Assault jumps. The Dynamic Starmap lists all legal jumps from each planet. If the planet’s owner does not have you marked as an ally there is a 15% chance that you will go unnoticed. If not, a Trespass Dispute will result.
SURGICAL STRIKE JUMP – Merc ability only. 120 light year limit. The Surgical Strike Jump is an Attack jump. It is designed to get a Merc Jumpship behind enemy lines for a specific battle or purpose, and then back out to friendly space. Thus, once the battle is reported (win or lose) the Merc Jumpship is automatically returned to the planet of origin. In and out. Planetary Assaults may NOT be launched with this jump type. This is a Round-Trip Ticket.
  • Exception – The Surgical Strike jump may also be used by a Merc to jump into an allied system that is within the 18-hour battle window. It is not a round-trip ticket in this case. This is used so that a Merc could Merc Jump to the nearest Charge Station, and then jump up to 120 ly into an allies system to reinforce that planet against a PA or Raid launched against it.
Non-Combat Jumps Edit

The remaining jump types are used to transport Jumpships and ‘Mechs throughout the galaxy. None intentionally result in league battles. None of these Jump types will work to a planet that is under attack. Exception: Special Jumps will ALWAYS work to a unit’s own Capital planet, under attack, locked down or not.

PIRATE POINT JUMP – Allowed only to Pirate and Periphery units. 120 light year limit (2 jumps), not seen upon entrance to the system jumped to. There are however, some penalties/costs for these highly specialized jumps. Costs are high and they also have a 35% chance of coming out slightly out of place and being seen by the owner of the system. This results in a Trespass Dispute. The Pirate jump is NOT an Attack jump. It is a Stealth Pass Through jump type and will result in a Trespass Dispute battle if detected. A Pirate jump also has the ability to steal a jump charge from an enemy Charge Station, thus enabling the Pirate to continue jumping, if the stealth jump is successful. PPJ’s cannot interact with Battle Planets, even as a point of origin.
MERC CONTRACT JUMP – Allowed only to Merc Units. Jump is a One Way Ticket. In order to use this jump the Merc unit must be under contract to another unit. The jump can be to any planet in the contracting unit’s space. The contracting unit must designate the Merc unit as an ally. You may use the Merc Jump to return to your current Hiring Hall at any time (provided you have the funds and your Jumpship is recharged and not locked into a battle). 500 ly distance limit.
CLAN HOMEWORLD JUMP – Allowed only to Clan Units. Jump is a One Way Ticket. This jump is designed to get the incoming clans into the Inner Sphere. The origin planet must be clan owned, as must the planet of destination. The owner of the destination planet must have declared the jumping unit as an ally. 500 ly distance limit. The Clan Jump will only target planets above the Tukayyid Truce Line at present, though you may jump from planets below the line.
PERIPHERY LINK JUMP – Designed to give Periphery units access to the full circle of Periphery Space. If a Periphery Unit decides to use this type jump, then they are allowed to jump into the space of any other Periphery unit as long as they have to set as an ally (Military or Full Alliance). You may also jump to a Vacant Periphery units space as well. This jump is a One Way Ticket. This jump type is also used by Pirate units to jump to any Unassigned planet on the map. 500 ly distance limit.
COMGUARD DEPLOYMENT – Only usable by ComStar type units. Designed to allow reinforcement of ComGuard forces throughout the Inner Sphere. Destination planet must have ComStar forces present for jump to be legal. 500 ly distance limit.


Jump Types & Costs: Edit

' Light Medium Heavy /Flag Transport
Normal Jump - 100,000 300,000 500,000 50,000
Clan / Merc / Periphery Jumps - 20,000,000 60,000,000 100,000,000 10,000,000
Pirate Point Jump - 300,000 900,000 1,500,000 150,000
Surgical Strike Jump - 5,000,000 15,000,000 25,000,000 2,500,000

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