Crossover The Greater Game (Babylon 5/BattleTech)

i can not wait to see what happens when they mount turrets off a Nova onto a jumpship. I think a tramp class would be a good target to collect with boarding troops.
I'm not familiar with B5, what is production like? Do they have fabrication with 3d printing or more traditional industries? Are they going to be pumping out ships and mechs soon or will it take years to get there?
B5 industry isnt really shown far as i know, but it is implied to be very advanced with lots of robotic work and very fast. The series is from the 90's before 3d printing was a major thing or known commonly, so it could use it, or something else entirely as far as i know its never exactly said, or shown.

In the earth minbari war, earthforce was all but destroyed, and in a decade(about) it had already rebuilt to be one of the 4 most powerful younger races. Before that, in the dilgar war, they hammered back the dilgar across the entire league of nonaligned worlds after the dilgar had run over all of them(atleast a dozen races, some more advanced, some less). Earthforces R+D is also no joke.

Another good example of their industry is the babylon stations themselves. massive oneil stations, and babylon 5 itself was the smallest of them at 5 miles long and could house 250k people. 1-3 suffered sabotage or accidents, 4 disappeared/was pulled through time to the past(it was actually semi mobile with its own vortex generator and engines even at 6miles/9.7km long)

Wiki link, thats fairly good:

and link to one of the best fic's ever written, and is as close to cannon as a fanfic can be for B5:
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The settlement itself was barely standing, its square hastily assembled buildings mostly uncared for showing a patchwork of repairs slapped on with no real skill. Some places were abandoned, some collapsed or burned out and just left where they had fallen. Despite that the place was busy, its crushed stone roads, dirty and littered, thronged with people. Most seemed to be just as shady as Pieter, but considerably more drunk.

Welcome to the New Haiti, same as old Haiti.

If successful, sudden, overwhelming campaign on Tortuga would net the Alliance a wealth of second hand BT tech to research and reverse engineer. However, if any of the jumpships escape, then the news of an unknown power with active warships will spread, leading to heightened attention by regional powers, especially the highly respectable phone company with delusion of religion.
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@Spartan303 See what you did? You brought me out of lurking... ;)
So anyway, congratulations on a very creative idea. B5/BTech is rare as hen's teeth. May I ask why this particular date / location?
I once toyed with the idea myself, but more along the lines of plot device wormhole leading somewhere around Taurian Concordat - around Pollux Proclamation...
"A wholly separate human civilisation? Stabile way into a new galaxy filled with aliens? Different type of FTL drive and comms? We shall immediately incorporate *cough* protect them of course, it's really for their own good."
Or "north" of Lyrans around the time Katrina Steiner went on her deep space tour. House Steiner seeing what EA industries can offer: "SHUT UP AND TAKE OUR MONEY!!!".
Something like that... ;)

Anyway, a few ideas / questions:
- will Q40 be present in BTech verse? There is really no reason for it not to be there - other then plot that is...
- EarthGov should have (much) large(r) stockpiles of it anyway, canonically they only started to start running dry around 1st season of B5, seeing as Earth seized Dilgar's own lot;
- About jumpgates, they should not be built at the moment, Q40 issue aside. Considering BTech's point to point nature of FTL, interstellar void sees no traffic whatsoever. EarthGov could easily drop relay nodes / beacon chains in normal space there, running off fusion or fission (RTG) cells to provide for navigation and communication, with none ever the wiser. Whereas jumpgates would attract a *lot* of attention - to be built only in well secured systems, deep in the gravity wells and away from pirate points. Ideally with a space station of that circular type we've seen at Io and some defense sats around just in case.
- About BTech FTL - are you aiming for allowing the BTech-style jumps with tachyon tech of EA, but without germanium cores and the usual "design penalties" that come with K-F drive? If so, what would be the limits? 30LY of more / less? As fun as it would be to jump from Tortuga to Circinus or the Clan homeworlds directly in one go, too much of the good stuff might break the setting. ;) Kinda like nBSG drives in either BTech or B5. And speaking of BSG, did you consider maybe going the oBSG FTL route? Let the tachyon / wormhole thing make an Einstein-Rosen bridge, where they go to a system's edge, scout around to locate a good spot for poking a hole in the fabric of space and time to blink to next / adjacent system (which is pretty much what all that scouting with Vipers was), then slowboat accross it at sublight, rinse and repeat?
It would give EA a Q40-free form of FTL but without breaking the setting all that much... It could easily be explained by funky hyperspace physics where 2+2=3,14 under some circumstances, could be germanium interaction or whatnot, so they can only do jumps between adjacent systems without it, and the usual 30LY with it. Basically making germanium the Q40 of BTech.
- For relations with "Great Powers" (TM), I think the big ones should be avoided as long as possible, lest they get the idea EA Earth is their "rightful clay" and in dire need of protection from others. Taurus is nearby and not big enough to be a threat, plus fiercely independent-minded.
EA Ground Force Data
Found some interesting data on Earth Alliance ground forces and their equipment:
Pages 155 through 158, The Earth Alliance Fact Book.

Earth Alliance Special Operations
Earth Alliance Special Forces Units, also known as SpecOps, are among the finest in known space, comparing favorably to the elite forces of the Centauri Republic and the Narn Regime. Their renown is still high from their successes in the Earth/Minbari War, where they were one of the only EF capabilities to be superior to their Minbari foes. The men and women of SpecOps are highly trained and superbly equipped goal-oriented specialists with a fierce sense of pride and duty.

The following units are the operational and non-classified special operations units in EarthForce. This list includes suspected units such as the Psi Corps Alpha Team, that organization's counterpart to the Special Assault Service. Allegations of a mysterious Bureau 13 that may include non-registered telepaths corresponds with rumors of several small EarthForce units that may include telepaths outside of Psi Corps control. There are also persistent rumors of Special Action Teams (SATs) working for the Civilian Intelligence Directorate, but these have yet to be confirmed.

Note: Names of these units reflect the rather painful consolidation process of many national special operations groups during the formation of EarthForce. In many cases, different regiments inside each overall command maintain traditions that date back to the 21st Century. As an example, the 5th Combat Swimmers Flotilla operating out of North America still retains traditions of the US Navy SEALs, while the 12th Flotilla still refers to itself as 'Delfin.'

Special Assault Service (SAS)

The various SAS regiments make up the largest numbers of EarthForce special operations personnel, with regiments and teams based on every major colony and world of the Earth Alliance. When the average civilian thinks of Special Operations, he is thinking of the Special Assault Service. SAS operators are primarily ground troops, operating for months in enemy territory performing reconnaissance, sabotage, ambushes, and covert training of indigenous peoples. Typical squads consist of one officer and 12 enlisted operators. Usually these 12 consist of one combat medic, two snipers, two turret operators, and a mix of assault and recon specialists. However, this line is quite blurry due both to the high-degree of cross training as well as the tailoring of squads to perform different missions.

Special Assault Service operators also have access to many of the advanced technologies that the average FROPS can only dream about. Stealthy ablative pods can be dropped by transports from the various Special Air Wings for re-entry onto hostile worlds, breaking apart to deploy powered paragliders for precise insertion. Black light camouflage suits and changeling nets are available for special needs. Highly expensive sniper rifles and accurate PPG carbine rifles are standard equipment, along with the archaic-seeming but extremely advanced liquid-propellant (BilPro) weaponry.

Combat Swimmer Flotillas

Nicknamed the 'Killer Whales,' these are the nautical versions of the Special Assault Service. Designed to operate in planetary oceans, they are tasked with commando and reconnaissance operations on the water (or other liquid), on the coastlines, and along rivers and lakes. They work closely with their SAS counterparts and often form combined teams for various missions. It would be a mistake to assume that they are simply Special Assault Services operators who like to swim! Combat swimmers typically are tasked with shorter duration missions than their SAS counterparts. They also have a grater tendency to be tasked with quick direct action missions, emerging from the water to destroy a military target, ambush an enemy unit, or capture high-ranking enemy personnel.

Flotilla 23 is the exception. Long enjoying a relationship with the Abbai and cross training with that race's famed Bas'har units, they have become adept at patrols of up to several months operating on or below the sea in their Piranha-class assault submarines. It was Flotilla 12 that operated on several captured EA worlds during the Earth/Minbari War, hiding in the oceans and lakes on those planets to emerge and harass the Minbari occupiers before melting back into the surf. Their success has led to the creation of specialized platoons in several other flotillas that are trained to operate from the water for long periods.

Combat Swimmers are equipped with similar equipment to their SAS brothers and sisters, although they typically prefer highly advanced slug throwers to PPGs. The primary advantage of a slug thrower is that it functions almost as well under the waters as above them, whereas PPG shots and other energy weapons are blunted and ineffective. The Combat Swimmer's Mk-7 insulated wetsuit is a marvel of efficiency, providing total coverage of the body to protect them from water-borne toxins, while the battery can continue to crack oxygen from the water for up to 2 weeks before needing a recharge. Combat Swimmer platoons are also equipped with several models of submersibles, from the three-man Minnow dive vehicle to the 60=meter-long Piranha used for multi-week submerged operations and attack missions. The typical Killer Whale team consists of 23 operators – once officer and 11 enlisted men and women organized into swim pairs. The composition is similar to that of the Special Assault Service squads.


The Razvedchik regiments are EarthForce's elite reconnaissance patrols. Shunning direct action, they are the eyes and ears of Special Operations Command. If detected, they are perfectly capable of fighting their way to a combat pick-up. However, a smooth mission means that they go in, get the intelligence that they require, and slip away with the enemy never knowing that they were there. In one of the most notable intelligence successes of recent days, a Raz platoon spent 3 weeks in a twelve-foot square stand of trees right in the middle of a Minbari headquarters company during the occupation of Proxima 3. The information they overheard allowed a sweeping counter-attack that produced one of the few ground victories of the war. The Raz platoon slipped away during the night, and the Minbari never had a clue that anything was amiss.

As can be expected, Razvedchiks are heavily equipped with personal stealth gear. Black light camouflage suits are standard equipment, and the operator platoons travel light, typically carrying food and water, a PPG carbine, and some grenades. Platoons consist of 1 officer and 8 enlisted personnel, typically one combat medic and the rest scouts or assault specialists. Often, a heavy weapons specialist is included to provide covering fire in the event of detection.

Assault Rangers

Created largely from the North American Combat Rangers and the Russian Federation's Spetsnaz battalions, these are the hammer of EarthForce Special Operations. A comparatively large force, the Ranger regiments are seldom used in numbers less than a full company of approximately 152 men and women. They excel at seizing landing ports, ammo dumps, and headquarters facilities. Their intent is to be a highly mobile strike force, and they take great pride in the fact that there is not a world or colony in the whole Earth Alliance that cannot have 3 to 4 companies of Rangers on the ground within 18 hours.

The Rangers are unique among the Special Forces in that a Ranger battalion has its own Condor-class assault ships that they share with EarthForce Marines. A typical Ranger operation consists of the massing of a small fleet of Condor assault ships, Hyperion cruisers, and perhaps a Nova in hyperspace. The Ranger companies sit in their transports while the Fleet jumps into real space, swiftly taking control of the target zone. The Condors then swoop into the atmosphere and Rangers pour out of their rear ramps in their paragliders. Vehicles are released in low altitude paradrops, crashing to the ground with retro-rocket assist if necessary, the crews rattled by unharmed. If defenses are light, the Condors will often simply land about the target, as LAP drops can by nature be quite dangerous.

Ranger companies are comparatively lightly armed and depend on surprise and lightning-fast aggression to take their objectives. With luck, they will capture and hold their target for several hours until they either pull out or are reinforced by FROPS or Marine units. Rangers not receiving reinforcements after 23 hours or so are probably in trouble.

A typical Ranger company consists of three assault platoons of 36 men and women, a heavy weapons platoon of 30 men and women, and a headquarters platoon of 14 individuals.

Combat Search and Rescue Regiments (CSR)

Starfury pilots are a highly trained and difficult to replace resource. CSR (pronounced Caesar) operators are tasked with finding them when they are shot down and bringing them home in one piece. This task places the rescue regiment on land, at sea, or even in space. Combat Search and Rescue teams are all evasion an hit-and-run specialists, often racing through enemy forces to find the Fury pilot, then carry him back through those same enemy lines. During the Earth/Minbari War, they began performing this mission for other Special Operations units, so much so that other units call them "Mothers.' More than one Special Assault Service patrol, shot to pieces on an alien world, has had a CSR team fight through the enemy to patch them up and lead them to safety. A Combat Search and Rescue operator with a Special Operations Command rescue ribbon will never have to pay for a drink at a SpecOps watering hole!

A typical CST team consists of seven operators – one officer and six enlisted personnel. These six enlisted are all trained combat medics, although usually one is trained as a combat rescue surgeon. The rest are a mix of scouts, assaulters, and one to two heavy weapons specialists.

Forward Air and Space Combat Control Regiments (FASCC)

FASCCs are atypical of Special Operations units as they rarely operate as a distinct team. Rather, many if not most teams from the other units have one or two Forward Air and Space Combat Control regiments attached to them for a mission or even a long-term assignment. The reason is simple, Special Operations units are small – very small. Hence, when the spoo hits the fan, calling in a flight of Thunderbolts often means the difference between life and death. That's what FASCCs do. They are not the troops popping out of the bushes firing their PPG rifles, but instead are the ones hidden in those same bushes calling a strafing run down upon the enemy.

Prior to the Earth Minbari war, FASCCs were often ridiculed and looked down upon. That changed when, as a result of some spectacularly unsuccessful fire missions, they started being attached to other units. For some reason, having a flight of Starfuries coming out of nowhere to smash the teeming enemy units encircling your position changed some minds. Now it is a rare unit that goes into the field without requesting a FASCC. The Rangers in particular have come to depend on them to get the relieving troops into their position before they are overrun.

Special Air Wings (SAWs)

Being a commando is great. Excitement, adventure, and combat pay abound. Of course, you also risk certain death on missions that no sane being would contemplate. You also walk. A lot.

That's where the Special Air Wings come into play. These are the highly trained pilots that laugh at ordinary Fury jocks. A typical SAW response might go like this: 'You want us to fly through thick Centauri air defenses to deposit a squad of Special Assault Service personnel, then come back through that area an hour later to land on the Emperor's palace courtyard? Sure, no problem! Which flagstone do you want us to land on?'

Simply put, the SAWs pride themselves on delivering Special Operations personnel anywhere at any time, no matter the danger. They can also get them out at the end, and support them during their actions. Flying in Valkyrie gunships and Frigga transports, they will go nearly anywhere if the mission calls for it.

Alpha Unit

Rumors abound of this unit, which is the Psi Corps equivalent to the Special Assault Service. Before the Earth/Minbari War, Alpha Unit didn't exist. Telepaths were assigned to SpecOps units as needed. They proved invaluable for recon teams, and several close personal relationships developed between Razvedchiks and P5 to P10 level telepaths. Some say that this is what caused the eventual problems. Telepaths working closely with mundanes and forming friendships was not in the best interests of the Psi Corps, after all. So, at the conclusion of the conflict, teeps were pulled from Special Forces units and rarely assigned there again. However, telepathic special operatives are still too valuable to ignore, so something must come into play to replace them. References surface from time to time of an 'Alpha Unit' that seems to fit the bill. Organization is sketchy, but it seems reasonable to assume that they are primarily reconnaissance since Psi Corps is unlikely to risk highly trained telepaths in direct action. They are often linked with the 'Black Omega' fighter squadrons occasionally rumored to be in Psi Corps service.

Blue Berets

The Blue Berets are another suspected unit. Supposedly modeled closely after the Special Assault Service, no one is quite sure whom the Blue Berets report to. However, they are rumored to have a large number of unregistered telepaths in their ranks. It seems unlikely, but there must be a need for telepaths outside of Psi Corps control. Whether the Psi Corps is aware of Blue Beret actions or if the telepaths are rogues who have found a home elsewhere in EarthForce remains to be seen.

Special Action Teams (SATs)

Civilian intelligence services occasionally have need of more direct action. Generally, members of the Special Operations Command are temporarily assigned to an ad hoc unit to perform a mission and then head back home. However, there is also apparently a need for a small cadre of experienced operators, and the Special Action Teams fulfill this role. Made up mostly of former Special Operations Command members, they are structured similarly to the Special Assault Service. Beyond that, little is known of these mysterious organizations.

Counter-Terrorism/Hostage Rescue Regiment (CTHR)

Terrorism has been a part of the Earth Alliance since its founding. CTHR (pronounced cother) is the oldest of the EarthForce special operations units, and the cooperation required for its founding led to the formation of the Earth Alliance Special Operations Command.

A Counter Terrorism/Hostage Rescue team is a tight unit of nine operators. Somewhat atypically, there is one specific commanding officer, but often several members of the team are officers as well. This is because most members are already experienced operators from other Special Operations Command units. It is very rare for someone to make the team without having served in another Special Operations unit.

CTHR operators have only two jobs – capturing or killing known terrorists and rescuing hostages. They often work with other units who support them with intelligence or extra muscle. However, CTHR regiments are the unit that actually comes flowing into the room. These men and women are a cut above even the elite Special Operations Command operator, with better marksmanship, higher strength, but lower endurance. Their missions take days or weeks to plan and minutes to execute. A typical CTHR regiment has six teams, four of which are skilled in ground operations, one in water-borne, and one which combines elements of both types. The latter is the command squad, and is to the rest of the regiment as those teams are to Special Operations Command.

Counter Terrorism squads are extremely important to the Earth Alliance and have the highest level of support in every walk of life. Whatever these teams want, they get. They are the most highly trained of all the SpecOps organizations, since running into a room filled with terrorists clutching hostages to themselves demand the best operators in existence.
Tanks: These heavily armored, highly mobile units designed to operate over nearly any terrain they might reasonably expect to encounter. Tanks can function in temperatures ranging from -40 degrees to 200 degrees Centigrade, and can travel over snow, ice, desert, forest, rough, and many other ground features. Modern tanks can be fitted with inflation pods permitting them to swiftly cross swamps, slow-flowing rivers, small lakes, and the like, although they will capsize in rough water or stormy conditions. A properly maintained tank is airtight, permitting it to operate in thin or toxic atmospheres or even under water for short distances, although the bottom must be rocky so the vehicle does not become bogged down in mud. A tank cannot operate in a vacuum or in extremely lo-G conditions. In heavy gravity, tanks tend to sink into the earth, and will only work on sturdy surfaces.

All tanks in the Earth Alliance Army use a standardized chassis referred to as the Asgard class, which can mount most turret types with only a minimum of modifications. The Asgard is one of the flattest tanks in existence, made so in order to keep a low profile, especially when silhouetted on the horizon. As the weapon arming process is generally automated, the two-man tank crew drives an maneuvers from a relining position, looking up at the monitors on the ceiling. All tanks can carry at least 1 half platoon in exterior handholds.

Thor Main Battle Tank
The mainstay of EarthForce armor, it has been in existence since shortly before the Dilgar War, where it proved itself in a number of campaigns. It is both fast, for a main battle tank, and heavily armored. In moves for modernization, certain units have replaced the 135mm BilPro with the TS-85 Light Gauss Cannon. A smaller version of the TS-105, this 'light railgun' can be mounted on standard tanks with far fewer modifications. Although the profile is still increased, most army commanders prefer the longer range and better damage to the slightly increased vulnerability produced by these advanced guns.

-1 x 135mm BilPro Cannon.

The most common type of weapon systems found in the Alliance inventory are Binary Liquid Propellant Cannons (otherwise known as BilPro Cannons). This old technology mixes two inert liquids in the firing chamber milliseconds before the weapon fires. The resulting mixture is highly unstable, with tremendous explosive potential. The amount of propellant necessary to effectively engage the target is computed automatically by the fire control computers. Once this is don, the appropriate amount of propellant is injected into the firing chamber. The amount of propellant is electrically ignited, firing the round at the target. All this occurs in less than 500 milliseconds. In emergencies, when a breach of propellant tanks is imminent, an emergency flush system flushes the propellant of one of the tanks, virtually eliminating any chance of accidental detonation.

-1 x CPPG Anti-Personnel Gun (also useful against Aircraft)

This is the larger cousin to the ubiquitous hand-held PPG weapons employed by infantry and security forces across all of EarthForce. Jus about every vehicle in the inventory equips on of these devices for use against enemy infantry. In a pinch, it can also be employed against aircraft, although the short range makes it ineffective unless the opposition chooses to get perilously close to the unit in question. It is rumored to be replaced by the more effective EF-449.

Odin Main Battle Tank
The Odin is the result of a project by EarthForce to bring the power of the railgun to the ground theater. With more range and damage than the Thor, many consider the Odin a success. However, crews are not happy with the larger profile the large turret makes, as it decreases their survivability. It is the first to mount the TS-105 Gauss Cannon, perhaps the single most powerful ground weapon EarthForce possesses.

-1 x TS-150 Gauss Cannon
-1 x CPPG Antipersonnel/Antiaircraft Gun

Modi Armored Fighting Vehicle
The Modi is essentially a mobile missile launch facility. Instead of a turret, the tank employs a series of Yellow Jacket missile racks attached to the back end of the chassis. The racks face forward only, and because they do not have fire-and-forget capability, the Modi must be motionless in order to fire.

The primary problem with the Modi is its dependence upon ammunition-oriented weapons, which put a drain on company logistics. A typical Modi will move to an appropriate spot, fire off its guns, then retreat to a supply station for additional ammunition.

Yellow Jacket Missile Rack
The Yellow Jacket is a direct fire missile system designed to provide heavy, long-range direct fire support of the front line troops. In order to make room for more fuel (an thus, increased range) these weapons are outfitted with a more primitive and much smaller optical guidance system.

-1 x 45mm BilPro AP

Hel Armored Fighting Vehicle
Built to support the lightly armed Baldur, the Hel carries less troops but is better armed. The Hel is equipped with a middle-of-the-range BilPro cannon. Once the infantry is delivered, the Hel employs its 90mm BilPro against mobile enemy units. In its primary role, the suppression of enemy light armor, the vehicle excels. If attacked by main battle tanks, it employs its quartet of Hammer ATFFV missiles before retreating.

-4 x Hammer Anti-Tank Fire and Forget Missile (4 reloads)

The Hammer is the most common missile system in use by the Earth Alliance Army. The Hammer is a "fire and forget" missile. That is, once the launching platform has obtained the initial targeting information, the Hammer takes over all guidance to the target from that point. The firing unit can move on to other tasks at hand. In addition, the Hammer can be programmed to pick up its initial targeting package after launch, from another unit who is painting the target. This enables the firing platform to fire from a safe position with no fear of retaliation.

-1 x 90mm BilPro Cannon (can destroy most targets outside of MBTs in a single volley)
-Transport (one platoon exterior)

Baldur IFV
The Baldur is a turretless tank fitted with special handholds and safety fittings for infantry transport. Up to two platoons of GROPOS, plus two remote turrets, can be carried on the exterior of this vehicle. Once it has delivered infantry to their destination, the Baldur can offer heavy support in the form of a 45mm BilPro cannon and light support with its CPPG. Lightly armored, this vehicle is not supposed to engage enemy main battle tanks. To assist it when forced to do so, the Baldur also sports a single Hammer ATFFM, allowing it to destroy enemy MBTs it cannot evade.

-1 x Hammer ATFFM (4 reloads)
-45mm BilPro Cannon AP
-Transport (Two platoons of infantry exterior)

Bragi Armored Personnel Carrier
The Bragi is a large troop carrier designed primarily to move infantry companies from one point to another over long distances away from the front. Bragis are not intended for combat and possess only a single close-range PPG for use in the event of ambush.

Bragi APCs carry troops and other equipment in an enclosed, armored interior specifically intended to protect against artillery fire. The vehicle will not stand up to a direct attack by enemy tanks, and depends on friendly armor to protect it from such things.


-Four full platoons of infantry and their equipment in an interior compartment, 5,000 lbs if no troops carried.

Loki Self-Propelled Artillery
The Loki is the primary artillery used by EarthForce. Its 165mm cannon propels a round capable of penetrating virtually any armor. The immense BilPro Cannon has tremendous recoil so powerful that it can literally flip the tank onto its back if precautions are not taken. The tank possesses retractable "feet" that must be deployed before the gun can shoot. Needless to say, the Loki cannot move when shooting.

-1 x 165mm BilPro

Frey Multiple Launch Rocket System (MLRS)
The Frey is an older vehicle type employed for long-range saturation fire against a wide area. While it cannot achieve as tight a barrage radius as the Loki, the Frey more than makes up for its lack of precision with an immense zone of effect. Its primary disadvantage is the sheer speed at which it goes through its missile ammunition. Platoons of Freys are often trailed by a small supply train of Idun trucks packed with reloads. Otherwise, they must spend a significant amount of time shuttling back and forth between the battle and the nearest supply point.

-Hornet Multiple Launch Rocket System

Uller Air Defense Artillery
Like nearly all Earth tanks, the Uller (pronounced YOU-ler) operates on the Asgard chassis, but anyone looking at it could barely tell at first glance. The surface is covered with sensor equipment and laser cannons designed to track and destroy enemy aircraft. Although its effective range is not terribly significant, owing to the difficulty in locking onto swift0moving targets from a mobile position, the Uller is still perfectly capable of protecting a company of vehicles from close-range air strikes.

Air Suppressor Laser System
Surprisingly, the Earth Alliance does not use many missiles in an anti-air role. Instead, they have developed the ASLS, to alleviate the logistical problems encountered in supplying too many missile-based weapons. When coupled with the Mark T-55 guidance system, the ASLS is a highly accurate, long-ranged AA system. These systems tend to be priority targets when in the region, but their incredible range makes it difficult to get close enough to destroy from the air. As such, ground forces are often tasked with this job before the air support can roll in.


The Army employs armored cars for the purpose of high-speed infantry transport and for reconnaissance. Cars are long, flat vehicles with three heavy-duty wheels on either side. These self-sealing wheels are protected by a reinforcement bar and are very difficult to damage. Only two per side are really needed, the third being included strictly for redundancy.

Armored Cars are much faster than tanks and are also much lighter. They can handle much softer surfaces and are naturally amphibious, so they can cross rivers and lakes without modification. The worst danger a car faces is being flipped over in a heavy current. Cars can be deployed directly into combat in a ready state, and are frequently delivered from Hades assault shuttles for the purposes of ground reconnaissance. Since most cars lack heavy gun turrets, they have an even smaller profile than a tank and are therefore much stealthier.

Sliepner Scout Vehicle
The Sliepner's purpose is strictly for reconnaissance. This vehicle's small size and low profile makes it ideal for this role. Slipping quietly into contested territory, a Sliepner parks in a quiet, secluded location where it deploys a small team of recon infantry to further survey the area. The individual troops can reach locations a vehicle cannon, such as the tops of small peaks or tall trees where they can see any movement in a wide area. A typical platoon of tour Sliepners carries two recon infantry platoons along for the ride, often deploying them in forward areas before retreating to avoid attracting further attention to themselves. Properly positioned, a Sliepner can act as a limited forward observer for artillery guidance purposes, while its troops move into full forward observer positions. To discourage crews from attempting ambushes, the Sliepner is armed solely with a single CPPG to defend against infantry.

-1 x CPPG
-Transport (one half platoon in an internal bay)

Aegir Command Car
These highly specialized variants of the Sliepner are the primary vehicles of any company or battalion command group. All infantry transport capabilities have been replaced with an extensive command and control suite, enabling an Aegir to oversee virtually all battle activities from a speedy, stealthy platform. At the battalion level, Aegirs are almost always escorted by at least one Thor, Hel, or Baldur to distract any enemy unit that gets too close. Although the Aegir is protected by a GPPG, it almost always retreats at high speed if it comes under fire.

Aegirs are always considered forward observers unless external forces prevent this for some reason - for example, a heavy storm or some other form of obscurement. A typical use of this unit is to run it along the edge of the front, looking for enemy units trying to slip past the defenses. Alternatively, an Aegir in command of a recon company will sneak ahead alone, attempting to spot enemy artillery units to facilitate a counter-battery strike.

-1 x CPPG

Sigurd Special Ops Vehicle
The Sigurd is a fairly new vehicle employing the latest in ground stealth technologies. The surface of this vehicle possesses a light-scattering coat that makes it extremely difficult to spot, and electronic output is kept to a minimum. The car's four wheels are completely covered by armored panels protecting them from incoming fire or explosion damage. Once emplaced within vegetation or rocky areas, a Sigurd is almost impossible to see.

Sigurds are too small to carry troops, but the driver and gunner are usually highly trained Special Operations operatives. When a Sigurd is not being employed as a forward observer, its typical role is information gathering behind the lines or sneaking close to enemy bases. From here, the special ops crew sneaks out to deploy demolitions packs or spy cameras before the Sigurd itself hurries away. The vehicle possesses no weapons, and if seen and followed can be quickly destroyed by nearly any kind of enemy fire. Carries 2 SpecOps Infantry.

Skirnir Recon Bike
The modern-day equivalent of military motorcycles, these wheeled vehicles are the fastest ground craft available to the Earth Alliance. They can travel over a variety of terrain types, although they cannot move over water like armored cars or flotation-equipped tanks.

Skirnirs normally do not have their own weapon systems, although the driver himself can use a hand weapon while the vehicle is in motion. A sidecar attachment for the Skirnir that permits a passenger to accompany the vehicle. The sidecar is mounted on the left, the gunner may not fire out the right side of the vehicle without hitting the driver. The sidecar may also be equipped with a single Quiver or EF-449 Heavy PPG remote platform for portable fire support. Either type of turret can be fired directly from the bike, but not while it is in motion. In fact, the driver must dismount to avoid being caught in the missile exhaust or heat backfire. A combat infantry company sometimes employs a small fleet of Skirnirs, using the sidecar to carry its remote turret, in order to quickly reach the combat zone.
Combat aircraft are used for a variety of roles and take many different forms. Some are long-range strike vehicles intended for pinpoint strikes on mobile targets, which are very difficult to track from orbit. Others are gunships intended to disrupt enemy infantry and light vehicle formations with close-orange rapid-fire weapons. Still others are employed as troop or vehicle transports, hauling ground-bound units over terrain too rough or dangerous to traverse. There are as many different missions for aircraft as there are different types of aircraft themselves.

Because of the wide variety of different planetary surface types out there, many EarthForce aircraft are classed as VTOLs. VTOL stands for 'vertical take-off and landing,' which basically means that the unit can lift off from a standing position without the need for an airfield. This gives Earth's air forces a tremendous level of flexibility, but also makes their aircraft somewhat fragile and expensive to replace. In addition, the wide wingspan requires that each such unit be stored in a collapsed state during transit. Preparing for combat after delivery takes approximately an hour, which includes fuelling time.

Frigga Assault Craft
The Frigga is a lightly armed VTOL craft designed specifically to transport infantry quickly from one location to another, over any sort of terrain. Friggas are reasonably well armored and can stand up to light antiaircraft fire, but is no match for a direct attack by AA missiles or laser cannons. Typically, the Frigga is used in a non-combat role, or to bypass large concentrations of forces. A battalion with a couple of Frigga platoons has incredible flexibility and maneuverability.

Like most vertical take-off and landing vehicles, the Frigga has two flight modes: fixed-wing and flex-wing. In fixed-wing mode, the craft is incredibly fast, with speeds rivaling that of a fighter, but cannot stay close to the ground or deploy/recover troops. When the wings are flexed, the Frigga's maximum speed is reduced, but it can hover in place or land in any flat space to carry out its primary mission.

-3 x CPPG Antipersonnel/Antiaircraft Guns
-Transport (can carry up to 2 platoons of infantry or equivalent turrets)

Valkyrie Gunship
Heavily armed but lightly armored, the Valkyrie is a devastating gunship to any opponent, and has both high speed and maneuverability. Where the Frigga excels at the troop transport mission but lacks effective armament for any other role, the Valkyrie is exactly the opposite. It has no ability to carry troops, but instead concentrates specifically on combat. Armed with both the Yellow Jacket missile system and Hammer anti-tank missiles, it is a terrifying opponent for enemy vehicles to face. Even infantry must bear the Valkyrie's rapid-fire cyclone pulse cannon, which can lay waste to entire platoons of enemy troops. While it can engage nearly any type of target, the Valkyrie is nonetheless vulnerable to enemy aircraft attacking from beyond its effective range.

-Yellow Jacket Missile Rack
-Hammer ATFFM
-1 x Cyclone Pulse Cannon.

Magni Heavy Lifter
The Magni is a very large VTOL aircraft designed to airlift up to two heavy tanks, or the equivalent in infantry, form one place to another. He lifter is not particularly fast, but when vehicles need to be moved across harsh terrain or to specific points of the battlefield, no other unit but the Magni can perform this mission. Magnis have been known to carry artillery pieces into highly fortified mountain or rocky areas they could never reach on their own, giving those weapons a look-down ability to rain down death for miles.

The Magni is unarmed, and not particularly well armored. Its maneuvering abilities are limited, especially when loaded, so when it flies near a combat zone, a Magni is usually escorted by one or more Valkyrie gunships. The primary combat advantage of a Magni is its high level of bulk and ability to soak up comparatively large amounts of damage before retiring.

All units are carried in an underside compartment and protected by the vehicle's hull. The Magni can open its doors and deploy troops or vehicles in a single round using a maneuver referred to as a 'Low Altitude Paradrop (LAP drop).' An absolutely clear landing zone is required. The Magni approaches and slows, descends to a low altitude, and opens the doors, letting anything inside fall the final distance. Parachutes are used as necessary to slow the descent. Depending on how heavy the incoming fire is, the actual distance of the drop can range from as little as a few meters to as many as several hundred. Because the risk of damage to vehicles can be considerable, and infantry involved can wind up injured if the maneuver goes poorly, this is normally done only in an emergency. The primary advantage is that the Magni only has to be in one place for a short period before retreating, hopefully surviving to drop another day. Also, the troops or vehicles can begin to fight immediately after dropping, without any need fro extensive deployment delays.

A Magni is too large to fit into a Hades assault shuttle, even with the wings detached. The only vehicle capable of delivering the heavy lifter to another world is the Condor, where it takes up as much room as two standard aircraft.

Transport can carry any one of the following:
-2 tanks of any type listed herein (ready for combat)
-4 platoons of infantry and all their equipment (one turret per platoon, ready for combat)
-1 Idun truck cab and four pallets, two cabs and two pallets, or 6 pallets (all loaded)
-3 armored cars of any type
-6 Skirnir recon bikes or sidecars, along with drivers/passengers as needed
-1 Valkyrie in a non-combat-ready state
-Standard cargo

Vidar Spyplane
This fixed wing craft is designed for stealthy high-altitude flight. While in place over a clear battlefield, it provides a clear view of the action to the field commander. In addition to reconnaissance photography and real-time visual and infrared data, the Vidar can also act as a limited forward observer versus up to four specific enemy targets, all of which must e within a 100-meter radius of each other. Not that a Vidar's spy capability is restricted to infrared views if the battlefield is obscured by weather or smoke clouds.

Like most fixed wing aircraft, the Vidar requires a runway to take off and land. This runway must be at least 50 meters long, but it need not be paved. Clearing vegetation or simply terrain to make a landing strip requires a company of infantry four full hours of uninterrupted work. Runways cannot be prepared in severely rocky conditions, swamps, or similar areas.

The Vidar can be carried in a Hades with wings folded. Typically, ground transport units do not bother deploying fixed-wing aircraft until a beachhead is secured and combat is well under way. Entire battles have been won or lost because of a Vidar's presence, or lack thereof.

Heimdall Fighter-Bomber
Because the Earth Alliance has until recently operated strictly non-atmospheric fighters in space, fixed wind aircraft are still needed in support of ground actions. Over the yeas, these have evolved into two standard forms, the fighter-bomber and dedicated bomber. The Heimdall takes on the former role, and is perfectly capable of either achieving air superiority or delivering its considerable firepower directly against ground targets.

Heimdalls require airfields equal to those needed by the aforementioned Vidar spyplanes, and are transported in a similar manner. Their maximum altitude is somewhat less than the Vidar and they are not nearly as fast, but their combat capabilities are almost on par with the Thunderbolt. The appearance of that atmospheric-capable fighter may signal the end of the Heimdall class, as the T-bolt can accomplish both a space and ground combat role without a need for special transport limitations. Of course, the Heimdall is still considerably cheaper, which will likely leave it the defensive vehicle of choice for colonial use.

When flying over a battlefield, the Heimdall typically comes into play at high speed, strafing the target with its uni-pulse cannons as it passes over the precise pot and zipping far out of reach of ground units before they can move or react. Making a strafing run provokes an attack of opportunity for all units with anti-aircraft firing capability within range of the firing unit. The Heimdall's missiles can be launched from much farther away, and provoke no opportunity fire. There are several types of missiles available to the Heimdall.

-2 x Uni-Pulse Cannon
-2 x Fighter Missile Racks

-Anti-Aircraft Missile
-BilPro Saturation Missile
-HARM missile
-Piercing missile

Wraith Fighter Bomber
The Wraith fighter/bomber is an atmospheric fighter with a variable mission profile. It can strafe, precision strike and bomb effectively. It is also a difficult target to engage, thus lending to excellent mission survivability.

Banshee Bomber
The Banshee is designed for bombing missions first and foremost. Its bomb load is the most devastating load that can be dropped by anything short of an orbital spacecraft. While it can also carry precision munitions and has the ability to strafe, it is not nearly as effective at those jobs.

Mjolnir Cruise Missile
These large, unmanned devices can be deployed by Tyr and Banshee bombers or from special launching facilities located within Earth Alliance buildings. The Mjolnir is only rarely deployed against vehicles unless they are immobile for some reason or other. Normally, it is used as a precision long-range strike device against buildings, particularly defensive ones.

With it's high speed, stealth, and self-guidance ability, this vehicle is extremely difficult to shoot down. By the time it is spotted, it is usually too late to target it with anti-aircraft weapons. The Mjolnir can be equipped with nuclear payloads.

Piranha Assault Sub
Designed for use on contested worlds with a significant quantity of surface water, the Piranha is capable of launching missile strikes from underwater and retreating quickly into the depths. The sub is used only infrequently, and since it has no amphibious capability, is useful only against targets located close to a coast or large river. Because of its limited scope, many in EarthForce feel that the vehicle should be discontinued, but it will likely continue to remain a part of the Special Forces inventory for some time.

-Yellow Jacked Missile Rack, Turret.
-4 x Mjolnir Cruise Missiles, Turret
-4 x Torpedo Tubes (24 reloads)
Gungnir Mobile Defense Turret
Named after Odin's spear, these largely immobile defensive guns are designed for ease of deployment. Delivered to the ground by Hades assault shuttles are moved by Magni heavy lifters, the Gungnir offers excellent long-range firepower against anyone or anything attempting to get too close to a command post, airstrip, or logistical depot.

There are several types of Gungnir turrets, each designed for a different type of work. Small bases usually possess no more than a few of these, while larger stations could have multiple units of each type. Since moving these around is a difficult operation requiring hours of shutdown on both ends and considerable risk to the air units involved, Gungnirs are deployed only in locations where EarthForce intends to stay for a while.

In preparation for movement, a Gungnir retracts its ground stability pylons and deploys a series of balancing posts to keep it from falling over in the interim. A Magni then affixes a crane attachment, lifts the Gungnir off the ground, and slowly maneuvers it to the new site. Once it finds the right spot, the turret drills its way into the surface, a process taking up to an hour depending on the terrain. The total time required for this is two hours plus any travel time.

If a Magni is not present or unavailable, a Gungnir can be equipped with a set of crawler wheels enabling it to slowly meander to another site in close proximity to its current location. Its speed in such cases is virtually negligible. Needless to say, the gun cannot fire while the turret is in motion.
-Anti-Armor Turret: 3 x 135mm BilPro Cannons
-Anti-Personnel Turret Weapons: 2 x Yellow Jacket Missile Racks
-Anti-Aircraft Turret Weapons: 2 x Air Suppressor Laser Systems

Quiver Remote Missile Platform
The Quiver is not technically a vehicle, but a mobile missile turret designed to be carried and deployed by infantry. It is listed here only because it can e positioned and targeted separately from other units during combat. Quivers are unmanned devices that can be aimed and triggered by gunners located up to hundreds of meters away, their primary advantage in battle.

The Quiver cannot move on its own. When it must change location, the turret's legs fold up underneath the box-shaped device, which can then be moved by two GROPOS acting in concert. For greater deployment flexibility, the Quiver is often delivered to the general target area by a Skirnir bike, or during a drop from a Magni heavy lifter. Quivers can be carried by other vehicles only if they are specialized transports.

The Quiver is used by Alliance infantry companies as heavy, portable fire support and air defense. It has 6 missiles. The Quiver is considered air defense artillery and thus can be used in a regional air defense role.

EF-449 Heavy PPG Platform (EPPG)
Like the Quiver, the EF-449 is a man-portable remote turret capable of independent targeting and fire. It is frequently used as a kind of huge anti-personnel mine, or to guard a mobile facility, staging area, or infantry company. Sometimes, EF-449s are placed in choke points amidst terrain, or along roads to prevent enemy access. GROPOS involved in peacekeeping missions use these turrets at roadblocks and guard stations for use against anyone trying to break through the gate.

The EF-449 uses the same movement and deployment rules as the Quiver. Although it does not have nearly the same range, it has the advantage of not requiring ammunition. An EF-449 can fire up to 200 shots before needing to recharge its power pack at a base.

Since the EF-449 is more effective than the CPPG, there have been rumors circulating that the EPPG will soon replace the older device as the standard anti-personnel weapon on vehicles, but as yet the high cost and higher silhouette of the EF-449 has prevented this from happening.
Flak Jacket
The shell jacket is standard equipment for many security personnel and comprises layers of toughened Kevlar laminated to a thin alloy. The result, while heavy, provides a great deal of protection.

Riot Shield
Modern riot shields initially appear to be small rectangular objects strapped to the arm, but with the touch of a button they expand into a full-body hemisphere of highly dense armored plastic capable of deflecting most physical attacks. They are not particularly effect against PPG shots or other energy weapons, but serve well in their intended role – the dispersion of armed civilians. The shields are clear, so they do not provide protection from flash-bang grenades.

Scuba Gear, Special Ops Mk-7
The name 'Scuba' is actually a long-forgotten acronym for Self-Contained Underwater Breathing Apparatus. This highly advanced full-body suit includes its own propulsion, along with an advanced water electrolysis unit that can draw oxygen directly from the surrounding sea for up to two weeks without a recharge. Compartments embedded in the hydrodynamic arms, legs, and back pouches provide storage for weapons, food, and fresh water. Special Operations units regularly train in these suits for weeks at a time, and although a non-military person might find them restrictive and difficult to work with, they are comfortable enough for long-term use.

Changeling Net
These are highly illegal devices, normally of alien manufacture, though it is claimed that EarthForce employs them as well. The changeling net comprises two separate devices. The first is a hand-held imager that is used to capture the three-dimensional image. The second is a small harness worn about the torso that creates a three dimensional holographic image that will literally allow the user to appear as someone else, no matter what their race, or, alternatively, to cloak itself in a light-bending field, rendering him virtually invisible. The changeling net is, however, notoriously dangerous to the user as it relies on vast quantities of intense and unstable energy drawn from a poorly shielded fusion-based power source.

Black Light Camouflage
Based on similar technology to the illegal changeling net, black light camouflage is an experimental device being developed by EarthForce R&D. Worn as a full body suit, black light camouflage bends light waves around its user, rendering them invisible. However, the technology developed by Earth is nowhere near as efficient as that used by the changeling net, though it is a lot safer to use.

Auricon EF-749/AC Heavy PPG Rifle
Normally used only by the military, this rifle is a lightweight, highly accurate long-range PPG with a folding stock. Equipped with laser sights and silencers, the heavy PPG is a favorite of troops. It is higher powered and greater ranged that the EF-PR used by the EarthForce Navy and Earth Alliance Security. These weapons are more durable than the EF-PR, and are fitted with scopes standard.

Auricon EF-PR
A natural development from the hand-held PPG, this EarthForce issue rifle provides all of the ready advantages of its smaller cousin, while allowing for greater ammunition capacity, range and the ability to rapid fire. The PPG rifle uses a small power pack or 'cap' that contains enough energy for 24 shots.

Auricon Mk IX Grenade Launcher
A common support weapon of the Earth Alliance and many other armies, the grenade launcher may be used in a multitude of duties. It is capable of firing grenades accurately over a great distance, thus lending itself to larger scale engagements against multiple enemies. Any grenade may be used by this weapon, with up to ten being loaded into its integral magazine. The user may load a mix of grenades but must not down the order in which they are loaded, as they will be fired sequentially.

EF-996 Sniper Rifle
The Earth Alliance has long understood the use of snipers, and employs them on nearly every battlefield they take. Snipers can be incredibly useful in destroying the morale of the enemy and taking out key components of enemy vehicles. The EF-996 has good range, three times that of most standard infantry weapons, and stands a reasonable chance of damaging components on armored targets as well.

LuminTech EF-17G Laser Rifle
Another weapon generally found only in the hands of the military, the laser rifle is an expensive and heavy piece of equipment. Although it does not have a tremendous ability to cause damage – it lacks the concussive power of an impacting bullet or plasma charge – the EF-17F's ability to fire at great distances with a high degree of precision makes it highly in demand. The laser beam produced by the EF-17G is unaffected by such factors as wind resistance and the like, although it can be partially blunted by smoke and dust.

Smith and Wesson EF-40A Ballistic Rifle
Not all modern weapons utilize energy or plasma rounds. For some missions, old-style slugthrowers are still employed. Depending on the circumstances, these weapons can have greater range and might be more difficult to detect. PPG rounds produce a significant energy discharge, for example, while a bullet does not. Ballistic rifles also tend to be more accurate and cause less collateral damage in some circumstances. When a bullet is better than an energy shot, most snipers and militaries teams choose the Smith and Wesson EF-40A. Guns of this type are rarely seen outside the military and special forces.

Westlake EF-36V BilPro Shotgun
Rarely seen outside the military, these man-portable binary liquid propellant weapons literally spray a target with explosive chemicals. Any target within the zone can be hit, but the range drops off considerably at a distance. The weapon employs two small containers of normally inert liquids that are mixed in the firing chamber. BilPro shotguns are normally used against massed troops, not at single individual targets.

Wesson EF-76 Rattler Submachine Gun
This is a rapid-fire slugthrower employed primarily for the suppression of small groups. Terribly inaccurate, it nevertheless has a fearsome ability to cut people down at close range. Weapons of this type are frequently used by front-line infantry, but occasionally fall into the hands of terrorist forces or criminal organizations. Rattlers have a short stock and are relatively inaccurate in rapid fire.

Auricon EF-7 PPG
This is the standard firearm of all EarthForce personnel authorized to carry weapons, it is more powerful than any comparable civilian weapon and uses caps far more efficiently. A standard PPG cap contains enough energy for 12 shots from an EF-7.
EarthForce has some decent ground weaponry and equipment though it will be interesting to see how they fare against battlemechs.
EarthForce has some decent ground weaponry and equipment though it will be interesting to see how they fare against battlemechs.

The proper way for EarthForce to deal with mechs is to plink them at range with guided missiles launched from aircraft. Uncontested air superiority FTW. ;)
The proper way for EarthForce to deal with mechs is to plink them at range with guided missiles launched from aircraft. Uncontested air superiority FTW. ;)

Not to mention that they can also fire on large concentrations of mechs from orbit as I doubt even the strongest battlemech would withstand something like a railgun slug from a capital ship to say nothing of a plasma bolt or heavy laser.
Not to mention that they can also fire on large concentrations of mechs from orbit as I doubt even the strongest battlemech would withstand something like a railgun slug from a capital ship to say nothing of a plasma bolt or heavy laser.
And then the Nuking of everything commences, this is toward the end of the 3rd succession war but the House Lords by now have a nearly genetic memory of what warships do for mass casualty events (even if Earth Force is being careful which I am sure they will be) and their nearly innate response of NUKE, NUKE, NUKE and oh NUKE some more. If they can't do it by normal means every house has some very very good Spec Ops and suit case nukes (Rabid Foxes, Loki, Mask, SAFE(eh...;)), Spirt Cats/ISF). Yeah reading the culture for a one system power might be a mandatory class. You DON'T use warships to bombard planets (even if being very precise and 'only' targeting military targets, everyone is going to assume spill over will occur and occur soon!) in the inner sphere unless you want a very strong 'immune' response. Better to 'play' with in the 'honors of wars/Aries Convention (light) system' that has evolved and quite ironically has kept civil damage to minimum (at least for the moment). Thank you.
Any nuclear missiles fired at EarthForce would be easily picked off by interceptors - a completely unknown type of defence technology.
Hence a few spirt cat teams with a 10 megaton 'suit case' bomb sets up just out side of Geneva some in suburbs, some some in the valleys, some in forest (Psi corps can't get them all) and puff interceptors what interceptors... and Yes Davion, Steiner, Marik and if forced even Liao (Comstar will lurk and then do something very very over the top when they get a chance see Jihad) will not do something like that but Kurita, Kurita will use the Spirt Cats for 'deniability' if the Cats are smart enough to find the word No to that mission then DEST will do, but Earth and if they can do the same to Earth Force bases, support and logistics, Earth Force will learn not to mess with the Dragon.

The other Successor states will find nodes, ships and other items to smuggle more responsible SF 'exchange' losses (aka suicide nuke attacks). Again if Earth learns the Culture and plays by Honors of War/Aries Convention they still have a tech advantage you don't have re-inflict centuries of trauma to gain an advantage, but if you do don't be surprised with at least the Combine using nukes and SF teams like their House Calderon in the unification war. Thank you.
Hence a few spirt cat teams with a 10 megaton 'suit case' bomb sets up just out side of Geneva some in suburbs, some some in the valleys, some in forest (Psi corps can't get them all) and puff interceptors what interceptors... and Yes Davion, Steiner, Marik and if forced even Liao (Comstar will lurk and then do something very very over the top when they get a chance see Jihad) will not do something like that but Kurita, Kurita will use the Spirt Cats for 'deniability' if the Cats are smart enough to find the word No to that mission then DEST will do, but Earth and if they can do the same to Earth Force bases, support and logistics, Earth Force will learn not to mess with the Dragon.

The other Successor states will find nodes, ships and other items to smuggle more responsible SF 'exchange' losses (aka suicide nuke attacks). Again if Earth learns the Culture and plays by Honors of War/Aries Convention they still have a tech advantage you don't have re-inflict centuries of trauma to gain an advantage, but if you do don't be surprised with at least the Combine using nukes and SF teams like their House Calderon in the unification war. Thank you.

If they attacked Earth like that the response would be beyond brutal as the planet that ordered it would be exterminated as in have ships use mass drivers to hurl asteroid after asteroid at it until they either surrender unconditionally or the planet is dead, dead, dead. Nobody will want to go down that road.

Though I pity an SF team that tries to do it as telepaths would sniff them out miles away as they have no defence against telepathy. They would be apprehended and every secret they have ripped out of their heads before they get reprogrammed to be agents for Earth and the Psi Corps.
If they attacked Earth like that the response would be beyond brutal as the planet that ordered it would be exterminated as in have ships use mass drivers to hurl asteroid after asteroid at it until they either surrender unconditionally or the planet is dead, dead, dead. Nobody will want to go down that road.

Though I pity an SF team that tries to do it as telepaths would sniff them out miles away as they have no defence against telepathy. They would be apprehended and every secret they have ripped out of their heads before they get reprogrammed to be agents for Earth and the Psi Corps.

EA telepaths need eye contact for a scan, so not so much. However, infiltration of any place requires landing there, as long as no foreigners are allowed to land / any who lands is properly screened, risk of infiltration is near to none. And radioactive materials aren't exactly inconspicuous... Honestly speaking there is no reason to allow BTech folk free access to Earth - once contact with the Inner Sphere is established some diplomats might be allowed, but even these get screened. Remember even Londo couldn't get a weapon smuggled in on B5, he had to have had separate components disguised as other utility items (one was a part of decorative lamp IIRC) from which the ready weapon (hand blaster of some sort) was assembled. Getting a nuke past EA is not going to happen.
Of course, for the purpose of diplomacy it might be better to build a Babylon station analogue somewhere, Tortuga makes a nice statement. If not Babylon, then the "transfer station" type would do, still better then anything BTech powers can make...

Any nuclear missiles fired at EarthForce would be easily picked off by interceptors - a completely unknown type of defence technology.

BTech does have point defense that can shoot down missiles, it's just energy weapon discharges that EA can hit but BTech can't. Anyway, BTech powers don't exactly posess the amount of space hardware capable for facing EarthForce in space should it come out to play in force. At most dropship-based fighters and dropships converted into ersatz-Warships, both of which will get LOLNOPE'd.

Not to mention that they can also fire on large concentrations of mechs from orbit as I doubt even the strongest battlemech would withstand something like a railgun slug from a capital ship to say nothing of a plasma bolt or heavy laser.

Yes, artillery / ortillery is still king of the battlefield. Against pirates none will ever know it was used anyway, any jumpship that manages to get away will run immediately, well before EarthForce can land on the planets. And if any of the Great Houses tries to invade EA space, their battlemech forces will be dealt with in space by EA warships shooting down the dropships which carry them.
And generally speaking EA isn't one to go and invade foreign worlds for the lulz of it, so again no need to deal with local ground forces. Political disputes with local powers can be solved by parking a Nova squadron over the world in question and the usual "...or else".
Very true EarthGov is not that expansionistic. They're only mounting the attack now to deal with a pirate stronghold, something that they have sent military forces to do in the past. Like during the earlier years of contact with the Centauri when House Jaddo had a monopoly on trade with Earth Alliance. Raiders from rival Great and Minor Houses in the Centauri Republic would raid human shipping and continued to do so until an EarthForce carrier group followed one group back to their base and destroyed everything there without mercy.

After that the Centauri Emperor put a stop to the practice and also removed the monopoly rite that was causing it in the first place.

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