Galtor Irregulars
The Galtor Irregulars were responsible for defending Galtor and were the inheritors of the freedom fighters that helped the Federated Suns reclaim the world.
Contents
History
Third Succession War
The Galtor Irregulars were born when Hanse Davion asked to sabotage the Kurita bases on Galtor. Davion forces (most probably MI4 and MI6 teams) were sent organize an effective fighting force. The Galtor Irregulars helped in the liberation of their planet.
After the war, Hanse Davion allowed four units to remain in skeleton force as a token for the sacrifice to become Federated Suns citizens.[1]
O'Neill's Legion lost most of its heavy armor in ten minutes of battle with General Yoriyoshi's BattleMechs. The Galtor Flying Squadron lost its ground contingents soon after, and had to use New Derry as a base. General Yao-hsiang's Brigade fought well in the confines of New Derry, though his artillery was lost very early in the battle.
Marquis of Ormonde's was sent to defend the real Star League depot.[2] During Phase Three of the battle, and assigned to defend New Wuham City, the unit had suffered 75% casualties.[3]
At the end of the campaign, those units had lost 91,333% of its forces.[1]
Officers
Rank | Name | Command | |
---|---|---|---|
Commanding Officers of the Galtor Irregulars | |||
Committee of Four | 3025[4] |
Tactics
Unknown.
Composition History
3025
Galtor Irregulars (Green)[5][1]
- Owen Roe O'Neill's Legion
- Marquis of Ormonde's Battalion
- General Liao Yao-hsiang's Brigade
- Brigade Headquarters ('Mech Lance)
- Four Companies ('Mech)
- One Company (2 'Mech Lances, one Armor Lance)
- One Armor Company
- Galtor Flying Squadron
- Three Lances of Aerospace Fighters (light fighters)
- Two Armor Companies
Notes
General Liao Yao-hsiang's Brigade is formed by ten 'Mechs bought by Liao plus twelve 'Mechs captured during the liberation. It also has several Demolisher, Von Luckner, Galleon, Swift Wind and military transport vehicles.[1]
Notes
Marquis of Ormonde's Battalion is the only unit not given an specific break-down of forces in The Galtor Campaign sourcebook. Also, only its deployment and status is given. No specific battle history for it is given.
Game Rules
Historical Turning Points: Galtor
The Galtor Irregulars suffer from poor training and poor unit cohesion. They automatically lose Initiative the fi rst six turns of any combat. Regardless, they are fanatical when opposing the Draconis Combine and will neither retreat from nor surrender to any Combine forces. The Irregulars can use either Federated Suns or Draconis Combine RATs for the battalion of 'Mechs they possess at the start of the Galtor Campaign.[4]