Oceanic Union Light Horse Regimental Command

For the full OU Orbat by Owen Glover, visit the OU figures page, maintained by epowles.

1..
HQ Tac - Colonel, com/EW (enhanced) , Intelligence/medic, Orbital Liason (all with F72 ACR)

2.. (attached to the HQ Tac section)
HQ Main - Major, Colour Sergeant Major, com/EW (enhanced), medic, Air Liason, sniper trained trooper (no sniper rifle), 4 troopers (all with F72 ACR & the squad carries 4 M39 IAVRs).
Security Section (Military Police) - 8 military police in full riot gear (d8 armour) & assault shotguns.
- OR: 6 troopers with F72 ACR & 2 troopers with F77 SAW in partial light armour.
Four Air Defence teams - 1 Harlequin Airdefence Launcher (superior AA, GMS/L) & 3 crew.

3.. (attached to the HQ Main command section from support company)
3 full OU Lighthorse companies.
Recon Company.
Artillery Company.
Strike Team Command - 6 Heavy OUPA - Captain, EW(sup), MLP(9), SAW & 2 x Assault PA.
Deep Recon Patrol (on Walers) - Lt, Signaller, medic, SAW gunner & 2-man sniper team.
Thylacine Infantry Walker Patrol - 1 Command walker, 3 Line Walkers.

4.. (attached to Strike Team Command)
Strike Team One - 6 Heavy OUPA - Lt, MLP(6), SAW, DFFG/1 (FC:d4), 2 x Assault PA.
Strike Team Two - 6 Heavy OUPA - Lt, MLP(6), SAW, DFFG/1 (FC:d4), 2 x Assault PA.

Regular Infantry wear light ballistic bodyarmour (d6) & carry a light pistol as backup weapon.

Any support vehicles or transports are borrowed from the support battalion as required.

There are currently rumours of a prototype infantry walker being tested as an urban assault vehicle, but have generally been discounted due to the lack of cost effectiveness.
The Thylacine Infantry Walkers are now on final trails at a secret location. (04 May, 2188)

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Dingo Heavy PowerArmour
The OU have only just started using Power Armour for strike teams & special forces. However, having learned from the results of other nations, a balanced type has been developed.
The Dingo isn't anything pretty to look at, but does the job it was designed for. Lightly armoured (by powerarmour standards), it provides enough protection to survive most weapons (during testing, a soldier was accidently shot by a class 5 Railgun & survived, although badly bruised).
It is also is completely vacuum-sealed, with it's own 48 hour air supply.
The standard issue suit is fitted with a modified F72 ACR, optional 3-round MLP & a 2-round reload pack for the squad Funnelweb R17/spx support weapon.
Two features requested by the SAS were included as factory options for field use. The first was EVA capability with manoeuvering jets for boarding actions & the second was a weapon system capable of destroying battletanks with one shot, the Funnelweb DFF R17/spx. Although unable to successfully combine both functions in the same suit, the result was considered acceptable (as blowing large holes in a starship's hull defeats the purpose of boarding).

Standard Assault Suit: Move 12"/d12x2, Armour d10, CAF x2, ACR (FP:2,I:d10).
Heavy Weapon Suit: Move 12"/d12x2, Armour d10, CAF x 2, Funnelweb DFFR17/spx.
All suits are Vacuum sealed with 48 hour air supply & PA medical suite (roll on PA table).


The Funnelweb DFF R17/spx was the result of the weapon programme.
A self contained DFFG/1, the funnelweb is derived from the vehicle mounted version, each projectile being self-contained. Each R17/spx carries 4 preloaded DFFG projectiles in a break-action launcher. Although unable to carry any other weapons (or even its own reloads) except an ACR, after all 4 rounds have been expended, 2 round reload packs carried by squad mates can be inserted by breaking open the launcher.
(NB: a reorganise action is required to specifically reload the Funnelweb).
Rumours have recently surfaced that a mega-corporation has commenced production of a copy that has removed the need for direct reloads, but apparently, it drains the suit of power after firing & has reduced armour penetration.

Funnelweb R17/spx DFFG (support): Firecontrol (none):d4, Impact: d12x2*. 4r break-action.

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