"Victory through Innovation and Strength"
The many conflicts prior to 1999 created an era of great prosperity for both mercenaries and weapon manufacturers. The M.A.R.S. Corporation was uniquely positioned to capitalize on both. The Iron Grenadiers are not just a mercenary companies. They also served as a testbed for the products that M.A.R.S. Corp produced. In this, the company was able to make money hand over fist. That all came to an abrupt end with the crash of what would become the SDF-1.
The reconstruction efforts of the alien spacecraft did provide some benefit to M.A.R.S. Corporation, though. Employed by the United Nations, soon to be the United Earth Government, because of the large number of scientists and technicians, M.A.R.S. was able to quietly acquire slivers of the developing technology. Though never able to get their hands on the innovations that led to Veritechs, they did find ways to implement and develop a number of new weapons systems from their efforts. They suspected that this would be a slow time for the company.
The Global Civil War broke out, and profits went through the roof. The Iron Grenadiers were never so busy. Openly, they were employed by the U.E.G., but they often sent their agents out to train insurrectionists and provide munitions. The Iron Grenadiers made sure that they were never fielded against their own weapons, most of the time. When there were, they were always victorious, because knowing how to shut down your enemies' toys does give one a sizeable advantage. Then came the Zentradi.
M.A.R.S. rushed to develop counter-alien weaponry, but they were not fast enough. When the Zentradi bombardment happened, surprisingly, the manufacturing plants and head offices were relatively untouched, due to their rather remote location in the northern tip of Scotland.
James McCullen, though, was scarred from the incident to the point that he rarely made public appearances. His wife,
Anastasia Cisarovna McCullen, became the public face of M.A.R.S. at this time. The company began focusing on defense contracts and aiding the Earth Forces but looking outward, past the boundaries of the planet.
The Iron Grenadiers came to the forefront once more, engaging in actions again the Zentradi, both during the initial conflicts, during the riots, and then once more during the Zentradi actions leading up to Khyron's attack on the SDF-1 and SDF-2. All the while, the Iron Grenadiers were the recipients of more and more bleeding edge technologies. Reading the room, though, caused the McCullens and M.A.R.S. to decide to stop releasing as much of their developments and their best toys to themselves. They were looking to the future, a future beyond profit margins. They, and by extension, the Iron Grenadiers had a new daughter, Josephina, to look towards that future with.
The most amazing of these new toys was the development of an interplanetary warship. The Prototype Fold Ship (P.F.S.) "Steven Rogers"; named after an obscure hero from World War II young Josephina had found in some "historical records" she had come across; was built. It used stolen information about the Fold Drives of the SDF-1, SDF-2, and SDF-3. It would transport the Iron Grenadiers to their newly created Mars manufacturing plant and shipyard, and serve as a forward command base for her forces while they established their foothold. Leading from the front, the McCullens would lead the way, both as the heads of M.A.R.S. and for the first time openly the commanders of the Iron Grenadiers.
The SDF-3 had finished its construction close to the time of the "Steven Rogers'" own completion. The newly formed Robotech Expeditionary Force launched to the stars, in some vain hope of preventing a future invasion. The McCullens knew it was a fool's errand. War was the one constant in the universe, and M.A.R.S. was going to be ready to rake in the spoils. Truthfully, part of the Mars M.A.R.S. operation was salvage. The station was equipped to grab chunks of alien debris and bring it back for research and materials.
The P.F.S. "Steven Rogers" launched not more than three months after the SDF-3. While the rest of Earth was struggling to find its path from the ravages of the previous conflicts, with the "best and brightest" traveling into the void with the R.E.F., the Iron Grenadiers left Earth, with plans to jump decades ahead of the rest of humanity. Little did they realize how close to that dream they would end up. Aboard the ship were James, Anastasia, and their young daughter, Josephina.
Few people truly understood space fold technology. Complicating the matter was the fact that the "Steven Rogers" used information cobbled together from pieces stolen and smuggled from the SDF projects, scavenged fold drives from downed Zentradi warships, and a lot of scientifically educated guesses, to create its Fold Drive. This complication would lead to things, as they say, not going smoothly.
When the "Steven Rogers" exited its jump, the ship and crew did not find themselves anywhere near Mars. It did found that it wasn't even in the Solar System anymore. There was initial panic but Josephina's level head and skills in crisis situations brought the crew in line, quickly. The "Steven Rogers'" crew and mercenary company determined to find a way home, and make the best of the situation. They used the available information and began charting the path home. Making smaller jumps, they were sure they were making headway. They, fortunately, had resources intended for years since the original intent was to serve as a command station for the Iron Grenadiers while work began on the planetside portion of the Mars endeavors. It was hoped that they would be home long before resources became a concern. It did not hurt that the ship also came with research labs, construction, and repair bays, and included a ship-based hospital with some of the most advanced equipment ever seen.
The McCullens realized that they were in an odd position. Light years away from home, with a temperamental Fold Drive, that appeared to have a mind of its own. They knew that they would have to find their way home. Having their daughter in tow made the need more pressing. Fortunately for everyone involved, the crew was competent, the ship sound, and the leadership with a cool head. The journey home began.
In the course of their journeys, the Iron Grenadiers have used their skills in an unexpected way. They inadvertently stumbled across a civilization of hostile, unidentified, armored aliens. These aliens are not open to communication and have violently attacked without provocation. Surprisingly, despite multiple retreats, in order to prevent useless loss of life, the skill of the Iron Grenadiers and the tactics and cool heads of the pair of McCullens in the lead have bloodied the noses of their unknown enemy, even with every withdrawal. Unbeknownst to the Iron Grenadiers, they have become very good at fighting the Invid.
The Iron Grenadiers had come across a number of inhabited worlds. Much to the crew's surprise and the delight of the scientists, they did come across a few worlds with extraterrestrial life. The "Steven Rogers" was not meant as a liberator of worlds. They did not have an entire fleet to back them up. They developed a policy of reconnaissance, evaluation, and limited contact. If there was sentient life, the level of technology was determined, and initial contact would be had. If there were resources available, they would take what they needed, without drawing too much attention if it was an Invid held world or upsetting the locals. The last thing that Jospeh McCullen wanted was to have half the galaxy gunning for them before they could make it home.
They did engage in some raids on Invid held worlds for supplies. Also, they would launch smaller groups that would engage in educating local forces in guerilla warfare and insurrection tactics. They, personally, have never toppled the Invid's hold on a world, but they have certainly made things difficult for them. The R.E.F.'s actions kept too much focus falling on the Iron Grenadiers.
It had the unexpected side effect of beginning to collect a group of "locals" for the planets that they came across and aided. Anastasia saw the benefit in this arrangement. The Fold Drive was able to bring a small group of vessels with the "Steven Rogers". While they aided the locals in tactics and equipment, the Iron Grenadiers and M.A.R.S. would be able to benefit from the technologies as well as the additional manpower.
All through these voyages was Josephina. She was just 17 when the ship jumped. She spent most of her life on the "Steven Rogers". She grew up there, the eldest of the children that would live on the P.F.S. during the Long Tour. As she has gotten older she has demonstrated the quick mind of both her parents, becoming a strategic prodigy. When she was old enough, she picked up a rifle and joined her larger family, the Iron Grenadiers. She has earned the respect of the crew and company, even gaining the call sign "Baroness", both as a jab at her being a member of the command structure, a McCullen, a reference to the call sign her mother once used, and a show of respect.
It was in recent years that the young "Baroness" has taken command. During another conflict with the aliens, they have learned was called the Invid, an explosion rocked part of the command deck. Both James and Anastasia were sucked into the vacuum of space. Josephina rushed to the command deck and took command at that very moment. She guided the Iron Grenadiers through one of their greatest tragedies to also become one of their greatest victories. After the "Steven Rogers" was out of danger, Josephina went straight to the M.A.R.S. conference chambers, closed the doors behind her, and walked out an hour later, the official head of M.A.R.S. and the Iron Grenadiers. Ever since that day, she has proven her capabilities, despite her age, again and again. The Iron Grenadiers would not want to follow anyone else.
After lifting off from a recent repair and supply mission and attempting to plot a new course, the fold system sprang to life. The ship lurched suddenly and then jumped without input. When the ship came back into realspace, they found themselves on the sunward side of a most unusual sight.
There, before them, was a massive ringworld rotating around a moon. The green and blues of the habitable portion of the ring called out to the general crew. After some scans, it was determined to be very, very close to the living conditions on Earth. Josephina McCullen looked at the technological world and realized three things. First, this was a potential goldmine of alien technology. Second, it would be beneficial for the crew to have found an Earthlike location where they could recover from their search for a home. Thirdly, this world was too much like Earth. it was so Earthlike it was, to her, almost scary. They had seen a number of habitable worlds, but none of them so close in appearance to Earth. Additionally, the sudden activation of the drive that brought them to this world, Josephina knew, was not a coincidence. In the end, though, the crew needed the respite and the "Steven Rogers", despite its amazing performance in battle, was in need of repairs that were easier performed in the atmosphere.
The P.F.S. "Steven Rogers" was designed with planetary landing, and thus, the ship made a smooth touchdown. The ship has been set up for its original purposes, a forward command base for operations, it is used to its full function now. While creating a new base on a dead world was the built-in design for the vessel, it is easily able to adjust that to this vibrant location.
Contact has been made with the local inhabitants. They have begun a tentative weapon trading operation, guns and such for resources. They are not sure what to make races of bipedal Earth animals. It's confusing to them, but they seem to be amenable, and smart enough to know that those that have the big guns are not the ones to throw sticks at.
The Iron Grenadiers are also aware of the Invid presence. There have been minor skirmishes between the two, but the lack of the use of Protoculture has given the Iron Grenadiers an advantage at avoiding being tracked by the Invid. The Invid are still a threat, but right now, wiping them off the face of the ring is mostly in the discussion stage, with no real plans, yet. All that is known is that, if given an opportunity, Josephina will wipe every last one of the single-eyed bastards off the face of the ring.
Unknown to the command and crew, it has been over 20 years since they left Earth. For them, it has only been about a decade since the initial jump. The time displacement effect that has sometimes accompanied Fold Drive use is still unknown to those that serve aboard the "Steven Rogers". As such, when a ship, identified as an Ikazuchi class Carrier Cruiser from the Robotech Expeditionary Force, the Iron Grenadiers were confused, but not overly concerned. The Baroness, from her command deck, is weighing her options of making contact with them or laying low until they pass.
Available R.C.C.s
The Iron Grenadiers are primarily human. That is to say, most members of the Iron Grenadiers are Homo Sapien. This includes Earth Humans, Seeronian Humans, Seerman, and Talus. It's not because the group is racist, but some of the species that they have come across either do not have the physical ability to fit in the armor, don't commonly handle being in power armor or robotic vehicles, or just like being part of the Auxilia. Being an Iron Grenadiers are an elite fighting force, and not even all humans are up for the challenge. The Seeronians and Seleniak are newer members of the Grenadiers, but those willing to join and make the cut are welcomed as brothers and sisters.
- Human
- Human from Seeron (Dimension Book 4: Skraypers, pg. 75)
- Seerman (Dimension Book 4: Skraypers, pg. 76)
- Talus (Dimension Book 4: Skraypers, pg. 78)
- Seleniak (Dimension Book 4: Skraypers, pg.41)
Available O.C.C.s
Without a doubt, the Iron Grenadiers are a mercenary army. Well trained and well-armed, they are still in it for the potential money. Additionally, there are a few "experimental" warriors. Years in space, with conflicts with armored flying crabs, can spur creativity for a weapons designer. As such, the O.C.C.s available to a member of the Iron Grenadiers, are varied but also focused. M.O.S. options are not included in this list, in the interest of preventing bloat here. Some O.C.C.s may have a note indicating rarity. Due to the highly-trained nature of the Iron Grenadiers, there are a number of O.C.C.s that are very similar to militaries from other locations. A designation to the said organization is only there for ease of finding the O.C.C. information. Those O.C.C.s with an * next to them are the most common rank and file troops. The O.C.C.s available to members of the Iron Grenadiers are as follows.
- *NGR Infantry Soldier (The Rifter 55, pg. 49)
- NGR Medical Officer (The Rifter 55, pg. 47) May take Pilot Robots and Power Armor, specifically for the NG-MRU876 Med-Rec "White Knight" Power Armor (World Book 34 - Northern Gun 2)
- NGR Field Mechanic (The Rifter 55, pg. 51)
- NGR Cyborg Soldier (The Rifter 55, pg. 53) Rare, but getting more common as some heavily wounded soldiers opt for conversion as a means to continue fighting.
- *NGR Power Armor Commando (The Rifter 55, pg. 55)
- *NGR Robot Pilot (The Rifter 55, pg. 56)
- NGR Intelligence Division Agent (The Rifter 55, pg. 57)
- NGR Anthropologist (The Rifter 57, pg. 76) Uncommon, but the "diplomatic corps" of the Iron Grenadiers when it comes to the various extraterrestrial beings.
- Luftwaffe Cyborg Pilot (Triax 2, pg. 165) - This is an experimental project.
- *Turbo-Jockey (Dimension Book 3: Phase World Sourcebook, pg. 41) - These are the aerospace pilots for the Iron Grenadiers
- *Headhunter Techno-Warrior (Ultimate Rifts Core Rule Book, pg. 74)
- *Robot Pilot (Ultimate Rifts Core Rule Book, pg. 83) - These are the typical "ground pounder" pilots for power armor and robot vehicles.
- Body Fixer (Ultimate Rifts Core Rule Book, pg. 86) Doctors, basically.
- Cyber-Doc (Ultimate Rifts Core Rule Book, pg. 89)
- Rogue Scientist (Ultimate Rifts Core Rule Book, pg. 95) Research teams
- * Coalition SAMAS Pilot (Ultimate Rifts Core Rule Book, pg. 233)
- Paratrooper (Mercenary Adventures, pg. 30)
- Tin-Soldier (Mercenary Adventures, pg. 32)
- Headhunter Assassin (World Book 20: Canada, pg. 113)
- Headhunter Anti-Robot Specialist (World Book 20: Canada, pg. 116) aka "Bug Hunters". Most specialize in Invid.
- Smoke Soldiers (World Book 17: Warlords of Russia, pg. 89)
- Gunfighter (New West, pg. 90) (more commonly found among the Roughriders, but some of these specialists are in the general ranks)
- Gunslinger (New West, pg. 92) (more commonly found among the Roughriders, but some of these specialists are in the general ranks)
- CS Commando (Coalition War Campaign, pg. 72)
- EOD Specialist (Coalition War Campaign, pg. 73)
- CS Ranger (Coalition War Campaign, pg. 80)
- CS Special Forces (Coalition War Campaign, pg. 87)
Special Rules
Similar to the R.E.F., members of the Iron Grenadiers have a series of common skills.
- Computer Operations (+5%)
- Language: English
- Literacy: English
- Mathematics: Basic (+5%)
- W.P. Pistols
- W.P. Knife
O.C.C.s that have Hand to Hand: Martial Arts can change their Hand to Hand skill to Hand to Hand: Jujitsu, Hand to Hand: Karate or Hand to Hand: Shao-Lin Kung Fu at no additional cost. Hand to Hand: Commando is always an option for Hand to Hand, at the usual increase of Hand to Hand skill.
Available Equipment
The Iron Grenadiers have a large variety of weapons available to them. They have the most advanced, for humans, cybernetics, weapons, and equipment. Also, they are one of the only groups that field power armor and robot vehicles.
Despite no having the flexibility of most of the R.E.F.'s Veritechs, Destroids, and Battloids, the power armor and robots of the Iron Grenadiers have one main advantage. They do not use protoculture engines. They all use micronized fusion reactors. This makes them more difficult for the Invid to target. It does not make them blind to the Invid, but it gives them more of a fighting chance.
Any weapons, vehicles, and armor found in the Mercenaries, The Black Market Sourcebook, World Book 05: Triax and the NGR, World Book 14: New West, World Book 17: Warlords of Russia, World Book: 31: Triax 2, World Book 33: Northern Gun 1, and World Book 34: Northern Gun 2 is available. It should go without saying, no magical or techno-magical equipment from these books is available.
One of the most common armor types available to soldiers is SAMAS armor, preferred due to its speed and reaction times. All versions of the SAMAS in the core book, Japan, the New West, and the Red Hawk from the Northern Gun 2 book.
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