Calderon's Commando

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Calderon's Commando (Pirate) Insignia.png
Calderon's Commando
Formed Jihad
Affiliation Pirate
Parent Command Independent


The Calderon's Commando are a pirate band formed by a distant relation of House Calderon in protest of the formation of the Calderon Protectorate. Disaffected troops from the Protectorate and the Taurian Defense Force joined the pirate band.

History

The Calderon's Commando pirate band remains a thorn in the side of the Rimward Periphery states. Analyzing their attacked planets it is believed that they reside on a secret base in an unknown planet somewhere within the borders of the Fronc Reaches. This position enables them to also strike the Reaches as well as the neighboring powers the Magistracy of Canopus and the Taurian Concordat. In the last few months, their raids have focused more on the Protectorate/Concordat border worlds, which could indicate a recent change in their base of operations or just a change in tactics to focus on worlds easier to strike as both states remain distracted by their own conflict.[1]

After the Jihad ended and the Taurian Concordat stood down units from the Federated Suns border, the Commando shifted focus to assault worlds in the Fronc Reaches instead of the stronger Periphery realms. When Vrabel von Staskov took command in 3086, he was able to lure additional troops.[2]

In July 3088 the Commandos landed on Rockwellawan and engaged the 1st Fronc Cuirassiers near the Interstellar Agriculture factory. However this was a diversion and a battalion of the Commandos struck the opposite side of the city of Kite, destroying the Cuirassiers base and the Sentinelry Academy completely.[3] They also salvaged 'Mechs and vehicles from the Cuirassiers and other defending units. False documents left in the salvage lured the Commandos to Independence.[4]

A week later the Commandos landed on Independence near the Caldera Fields. They quickly deployed and destroyed two companies of militia tanks. They then marched to an enemy base.[5] During that march elements of the Colonial Marshals engaged the Commandos to slow them down and give the base time to prepare. However this didn't work because only a few recon elements from the Commandos were lured out of position.[6]

The Commandos attacked a Colonial Marshal base in a caldera.[7] Most of these pirates attacked from the expected front edge, but several Commandos using captured Colonial Marshal equipment and painted as Marshals were able to trick their way behind the Marshal's lines and attack from within. Despite outnumbering the Marshals, the pirates were vulnerable to the higher skill levels of the Marshals and their morale broke when reinforcements arrived.[8] These withdrawing units would have been destroyed but a combat drop by Shen-sè Tian forced the Marshals to break contact. This allowed Calderon's Commandos to rally and regroup. They turned to re-engage the Colonial Marshals.[9]

After two days of intense combat, Calderon's Commando and the other pirate bands left Independence, having sustained heavy losses. The Commandos lost one of their JumpShips and two thirds of their force. This led the survivors to hang Marshal von Staskov and relocate to a hidden system between the Calderon Protectorate and Taurian Concordat.[10]

Officers

Rank Name Command
Commanding Officers of Calderon's Commando
Marshal Stewart Bogdanovich-Calderon pre-3086[2]
Marshal Vrabel von Staskov 3086[2]-3088[11]

Tactics

They frequently deploy captured equipment painted in the colors of their enemies to trick defenders into lowering their defenses.[2]

Composition History

They use the same organization and ranks as the Taurian Defense Force.[2]

3079

  • Calderon's Commando (Regiment/Regular/Questionable) 75% strength | 10% Upgraded[1]

3088

  • Calderon's Commando
    • 1 Reinforced Regiment (BattleMech)
    • 1 Battalion (combat vehicles)
    • 1 Wing (aerospace fighters)
    • 2 Platoons (battlesuit infantry)[2]

Game Rules

Alpha Strike

Any Veteran (or more experienced) combat unit may swap a Special Pilot Ability granted to them by a formation for one of the following: Heavy Lifter, Slugger, or Terrain Master (Drag Racer). In addition if Marshal von Staskov is part of the force, BattleMechs and aerospace fighters can add 1 heat point in order to increase their Movement by 2" and increase range of all weapon attacks by 4". The heat increase takes place in the End Phase.[2]

Prior to a battle, the Commando's player must identify lance/platoon commanders. If the commander is killed, in the next turn the members of the lance/platoon cannot shoot and move using the Forced Withdrawal rules. The player must identify a new lance/platoon commander at the end of that turn and the remaining lance/platoon members act normally starting the next turn.[2]

When the Commandos are the Attacker in the Taurian Concordat, Fronc Reaches, or Calderon Protectorate, lance, company, battalion commanders and command squad of battlesuit infantry gain a -1 to-hit modifier for weapon attacks.[2]

References

  1. 1.0 1.1 Field Report: Periphery, p. 17
  2. 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 Operational Turning Points: Fronc Reaches, p. 13
  3. Operational Turning Points: Fronc Reaches, p. 23
  4. Operational Turning Points: Fronc Reaches, p. 24
  5. Operational Turning Points: Fronc Reaches, p. 28
  6. Operational Turning Points: Fronc Reaches, p. 29
  7. Operational Turning Points: Fronc Reaches, p. 30
  8. Operational Turning Points: Fronc Reaches, p. 32
  9. Operational Turning Points: Fronc Reaches, pp. 33-34
  10. Operational Turning Points: Fronc Reaches, pp. 35-37
  11. Operational Turning Points: Fronc Reaches, p. 37

Bibliography