A Carrack Assault Platoon (CAP) is designed to prosecute, support, and sustain limited infantry missions under austere circumstances. It’s organized around the concept of multiple rapidly-deployable rifle squads, supported by a light dropship squadron for aerospace assault operations, and light infantry fighting rovers for mechanized infantry operations. These assets are divided into three elements: the aerospace assault element, the mechanized element, and the logistics combat element.
The CAP is commanded by a squad-sized headquarters group that’s also responsible for platoon logistics, plus an executive officer who is typically assigned to a squad in the field.
The individual components that make up the Carrack Assault Platoon take inspiration from a wide range of real-world examples. The CAP most broadly resembles a Marine Expeditionary Unit (MEU) of the United States Fleet Marine Force in terms of organization, with the Carrack acting as an amphibious transport dock. In terms of capability, it’s perhaps closer to a modern air assault platoon with some mechanized support. The primary differences are that it has been scaled down, operationally integrated into a self-sufficient unit for its mission, and distilled to a practical in-game application.
Forming a Carrack Assault Platoon at full strength requires 36 personnel, one Carrack, two MPUV-1Ps, and two Ursa rovers.
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Key takeaways
The Carrack Assault Platoon is composed of three elements with specific roles and functions: the aerospace assault element, the mechanized element, and the logistics combat element.
The CAP uses the Carrack, the MPUV-1P, and the Ursa rover as its main ship and vehicle assets.
Doctrine calls for adopting the Carrack as platoon HQ and primary transport, using the MPUV-1P as a light dropship, and applying the Ursa as a light infantry fighting vehicle.
Tips include how to organize, deploy, retrieve, and maintain ships, vehicles, and infantry; how to communicate and coordinate among the elements; and how to exploit strengths and mitigate weaknesses of the CAP.
Organization, materiel, and personnel
Elements
Aerospace assault element
The aerospace assault element is composed of two assault drop squads of six infantry each supported by a light dropship. Assault drop squads are rifle squads that specialize in deploying from and being retrieved by dropship. Two MPUV-1Ps serve as the lift section. The lift section is crewed by two pilots and four infantry paired into two independent security teams.
Mechanized combat element
The mechanized combat element consists of two mechanized rifle squads equipped with two Ursa rovers. Each squad is organized into a vehicle team and a dismount team. The vehicle team contains the vehicle commander and driver-mechanic. The dismount team contains four infantry, including the squad leader, paired into two fire teams.1
Logistics combat element
Also known as platoon HQ, the command and logistics element contains the platoon commander, the Carrack’s pilot, tactical action officer (TAO), chief medical officer (CMO), chief engineer (ChEng), and the chief of the boat (COB).
Although doctrinally part of the chain of command, the platoon 2iC is typically integrated into one of the rifle squads.
Ships and vehicles
Anvil Aerospace Carrack
The Anvil Aerospace Carrack is a Large-sized exploration spacecraft designed to support Expedition and Pathfinding gameplay. It features a medical bay, armory, hangar bay, vehicle garage, equipment repair bay, exploration drone control stations, and modular cargo pods.
The medical bay contains enough medical beds to support three casualties. The primary medical bed can respawn players as significant distance away from the front line.
The armory features two weapon racks capable of storing 12 Size 1 personal weapons and 16 Size 2 or Size 3 personal weapons. The armory also contains enough suit storage closets to store up to six suits of any size, although an additional nine suit closets can be found throughout the ship.
The hangar bay can safely and comfortably support two Argo Astronautics MPUVs, while the vehicle garage is designed to support an RSI Ursa Rover but has enough space to safely house two.
The equipment repair bay and exploration drone control stations have not yet been implemented in Star Citizen, nor have the cargo pods’ modularity. However, the cargo pods can still hold 456 SCU.
The Carrack requires at least five crew members to operate effectively but has enough beds to permanently support a minimum of six crew. At the very least, the ship needs one pilot and four gunners to be effective in combat.
Argo Astronautics MPUV-1P
The Argo Astronautics MPUV is a Small-sized single-pilot multipurpose utility craft designed for austere environments. It comes in multiple variants which feature a single-pilot cockpit. None of the variants have a quantum drive or weapons of any kind, but they do feature a -5% physical and energy damage modifier. The MPUV-1P variant comes stock with a passenger module. The passenger module can carry up to eight passengers. It’s used to transport an assault drop squad of six infantry and one security team of two infantry.
RSI Ursa Rover
The RSI Ursa Rover is an exploration-focused six-wheeled all-terrain vehicle. It’s served by two crew members and can carry any combination of up to four passengers or SCU of cargo. It features two Size 1 vehicle weapons on a low-profile remote turret that can be controlled by either crew member. The rover typically carries a dismount team of four infantry.
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Doctrine
Aerospace assault element
The role of the aerospace assault element is to move infantry forces by small low-emissions spacecraft—such as the MPUV-1P—to take and hold key terrain, and directly engage enemy forces behind enemy lines. In addition to ground-based combat, aerospace assault units are trained for and prepared to engage in zero-G combat. Their equipment is tailored to provide anti-infantry, anti-armor, and anti-air solutions at the squad level.
Mechanized element
The mechanized element is organized to enable rapid deployment, maintain the tactical movement, and enhance the firepower of a rifle squad. A mechanized rifle squad can operate in support of ground-based aerospace assault operations, or independently. When necessary, the vehicle commander and driver can also be dismounted and paired into a standard foot-mobile fire team, enabling the unit to continue operating as a fully effective rifle squad. This is particularly useful for infantry operations in zero-G, where a mechanized rifle squad can be put into action as an additional infantry rifle squad.
The squad is composed of two teams. The first team is the dismount team, which provides security for the rover and conducts on-foot reconnaissance and other infantry operations. The second team is the vehicle team which provides the squad with high-speed mobility and artillery-caliber firepower.
Command and logistics element
Overall command of the platoon rests with the platoon commander, while command of the Carrack itself may be deferred to another crewmember such as the helmsman. Meanwhile, platoon 2iC is responsible for leading field operations.
The Carrack’s first officer is responsible for the good order and discipline of the Carrack’s crew. He or she may assume command of the Carrack at the discretion of the platoon commander. The first officer may have an additional role on the Carrack, such as serving as the helmsman or TAO.
The TAO is responsible for tactical decision-making for the Carrack’s weapons and providing tactical advice and solutions to platoon elements active in the field when appropriate. The TAO should expect to direct gunners and assign targets during combat operations.
The ChEng is responsible for the good maintenance and condition of the Carrack and its carried vehicles, as well as ensuring that mechanics are properly trained. As ChEng, he or she should expect to take command of the platoon to conduct salvage, repair, and maintenance operations.
The CMO is responsible for the good health and condition of platoon personnel and ensuring that combat medics are properly trained. As CMO, he or she may assume command of the platoon to conduct medical operations.
The COB is responsible for helping to maintain the good order and discipline of personnel (informing embarked personnel of their roles while aboard, making sure the chain of command is respected), and logistical support (ensuring armory and stores are appropriately stocked and in good condition, managing cargo, etc.).
The ChEng, CMO, and COB may double as the Carrack’s manned turret gunners as needed.
Carrack as platoon HQ and primary transport
The Carrack was selected as platoon HQ because it features a wide range of facilities that are not all at the same time available on other ships of its size, and which put it on par with an amphibious assault ship. For example, it can sustain the medical needs of 3 players at the same time, arm or rearm up to three squads, support operating at least one rover, support operating at least one snub-sized spacecraft, transport a few hundred SCU of cargo, and defend itself all at the same time. When its repair and drone gameplay are finally made available, it will be able to add those to its concurrent operational capabilities as well. It can also practically transport over two dozen people safely. All of these features make the Carrack strategically invaluable and suited to serving at the platoon level.
We must also recognize that the Carrack is one of the few ships in which the vast majority of its strategic and tactical value is not eliminated when it’s landed or otherwise immobile. It can still effectively use all of its weapons and facilities without issue or compromise. The same can’t be said of its closest competitors, the Hercules M2, Hercules A2, and Polaris—the latter two of which are severely hampered operationally when immobile and cease to be capable of their primary missions when landed.
The Carrack’s medical bay is capable of sustaining a 10% platoon (or 50% squad) casualty rate. Its armory is appropriately-sized for a platoon, and its suit closets can efficiently extend the armor options for up to one squad while still reserving suits or armor for the permanent crew. This makes it an acceptable front-line medical support ship.
The armory can store a large variety of infantry-portable weapon systems and a limited number of armors for easy access. Additional weapons, armor, parts, and supplies can be stored in one or more of the Carrack’s expansive cargo modules.
The hangar bay can safely and comfortably support two Argo Astronautics MPUVs. The vehicle garage is large enough to support two RSI Ursa Rovers.
As platoon HQ, the Carrack’s permanent crew serves in two roles. They have their tactical roles as the ship’s crew, but also have their strategic roles as the command element for the entire platoon. The ChEng, COB, and medical officer may find themselves doubling as manned turret gunners when the platoon has been fully deployed. Conveniently, the Carrack’s inherent crew size is the same as what we believe squad size should be in Star Citizen, which simplifies platoon organization.
All of these features make the Carrack ideal to serve as both the primary transport for and headquarters of a platoon.
There exists the caveat that carrying a total complement of 36 is unlikely to be permanently sustainable when life-support systems are implemented in the game. However, we should remember that there are multiple layers of life-support systems available to the crew and embarked passengers. First, there are the life-support systems of the Carrack. Then, there are the life-support systems aboard the dropships and rovers. Finally, there are the integrated life-support systems of individual undersuits and armor.
However, this also means that there’s effectively a timer between departure and return to a hospitable environment. Platoon commanders will need to keep this in mind and plan accordingly if operations are to be conducted in an environment with significant survival impediments.
To learn more about using the Anvil Carrack as an amphibious assault ship, read:
MPUV-1P as a light dropship
The MPUV-1P was selected to be used as a dropship due to its small size, large passenger capacity, and low EM, IR, and CS signatures. It features no weapons or quantum drive and has mid-range speed among passenger ships. But, it does have countermeasures and light armor as indicated by the current presence of a -5% physical and energy damage modifier applied to the hull.
It’s important to note that the MPUV-1P is capable of achieving a lower EM and IR signature than an Aegis Sabre.2 Such stealthy characteristics are excellent for the intended purpose of inserting rifle squads quietly into the field.
The MPUV-1P is similar in its use to the UH-1 Huey and some versions of the UH-60 Black Hawk during air assault operations. Troop transport variants of these real-world vehicles tend to be lightly armed if at all during air assault operations, with transport Hueys in particular often lacking any weaponry. For such vehicles, speed, good use of terrain, good situational awareness, and countermeasures were their main defense.
For more insight into using the MPUV-1P as a light dropship, read:
RSI Ursa as light infantry fighting rover
The Ursa’s compact size, low-profile dual-weapon remote turret, extremely low EM, IR, and CS signatures, mid-range vehicle passenger capacity, weapon locker, fully-enclosed crew and passenger cabins, and ability to carry cargo make it the only viable option for an all-environment light infantry fighting rover.
Its dual-weapon turret can be given an asymmetrical loadout. The weapons can be assigned to their own weapon group, giving each its own fire control. With both weapons controlled and managed independently, the Ursa can be equipped with one rapid-firing energy repeater to engage infantry and other light vehicles, and one hard-hitting ballistic cannon to engage heavier vehicles and some aerospace fighters. Additionally, the position of the turret enables the Ursa’s hull to remain completely concealed behind a terrain feature while still having a full range of fire.
Finally, the Ursa’s passenger capacity allows it to deploy a four-man dismount team. The dismount team can act as security, as additional sensors for the vehicle, or as the main assault element to be supported by the Ursa. An onboard weapon locker provides the dismount team with additional infantry weapon options.
For more information on using the Ursa rover in this role, check out:
Anti-aerospace and anti-armor capability
The Carrack and Ursa rover provide a degree of anti-aerospace and anti-armor capability by virtue of their artillery-grade weapons. However, both capabilities can be augmented by making high-caliber sniper rifles, infantry-portable artillery, and infantry-portable aerospace-defense systems available to rifle squads. Examples of such weapon systems include the P6-LR sniper rifle, GP-33 grenade launcher, Scourge railgun, and Animus rotary missile launcher.
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Best practices
The following are some best practices to consider for your Carrack Assault Platoon. It’s not intended to be an exhaustive list, and may be lacking in consideration for features that are not yet implemented or no longer implemented in the game.
General operations aboard the Carrack
During rover deployment and retrieval, any garage personnel who are not in a rover should stand behind the vehicle guard barrier.
During MPUV-1P deployment and retrieval, any personnel who are not in a dropship should be outside of the hangar.
Platoon commander
Choose a platoon executive officer and a Carrack executive officer. They should not be the same person.
Suggested candidates for platoon XO are one of the squad leaders.
Suggested candidates for the Carrack XO are the Tactical Actions Officer or helmsman.
Chief engineer
Ensure pilot-mechanics and driver-mechanics are maintaining their respective ships and vehicles.
Exploit the availability of pilot-mechanics and driver-mechanics to perform maintenance and repairs to the Carrack when they are not otherwise immediately needed for, preparing for, supporting, or engaged in an infantry mission.
Chief medical officer
Ensure the medical bay is stocked and well-kept.
Exploit the availability of security teams to operate as additional medical personnel when they are not otherwise immediately needed for, preparing for, supporting, or engaged in an infantry mission.
Chief of the boat
Account for and ensure weapons and personal equipment are to standard or otherwise appropriate for the mission.
Help enforce and maintain order and discipline among the ship’s complement.
Be the bridge between the Carrack’s crew and the ship’s additional embarked personnel.
Helmsman
Ensure Carrack gunners have the best practical fields of fire.
Act as watchstander and primary sensor officer while the Carrack is landed or otherwise idle.
Be ready to open, close, lock, and unlock Carrack access points as needed.
Tactical actions officer
Command and control the priorities of the Carrack’s gunners.
Exploit the availability of the vehicle commander to operate as manned turret gunner when they are not otherwise immediately needed for, preparing for, supporting, or engaged in an infantry mission.
Mechanized rifle squad best practices
Initial deployment of the rover
When working with another mechanized rifle squad, rovers should travel in a staggered column when appropriate. This enables the vehicle team of the second rover to see and defend ahead of the first rover, and the vehicle team of the first rover to see and defend behind the second rover.
Vehicle deployment and retrieval
Deploy the vehicle guard barrier during loading and retrieval.
Position vehicles so they’re facing toward the garage ramp for deployment.
Back vehicles into the garage during retrieval when practical.
Dismount team deployment
Dismount one terrain feature away from the objective when practical.
The squad leader will request permission to dismount the vehicle. The vehicle commander, NOT the squad leader, controls when the dismount team may enter or exit the vehicle.
Dismount team
Use the rear doors to enter and exit the vehicle.
Never stand directly behind or directly in front of the vehicle if you’re within 50 m of it.
Provide 360-degree security of the vehicle.
Search for appropriate targets for the vehicle.
Vehicle team
All communication between the vehicle and the dismount team is handled by the vehicle commander.
The vehicle commander is the primary gunner.
The driver-mechanic should be prepared to take over gunnery duties from the driver’s seat at any time.
The vehicle commander should expect to work with TAO while aboard the Carrack.
The driver-mechanic should be prepared to work with ChEng while aboard the Carrack.
Vehicle team engagement considerations
The remote turret is equipped with a split weapon loadout. One high alpha damage ballistic cannon is used to engage armored vehicles and small ships. One rapid-firing laser repeater is used to engage light vehicles and infantry, and serve as a backup weapon. Each weapon is assigned to its own fire group so that it can be fired independently.
Recommended engagement distance is 1200 m to 1300 m. With the loadout suggested below, engaging at this range allows both weapons to be employed while maximizing defense against being targeted by other vehicles, small ships, and some medium ships. It also provides the Ursa with a large buffer zone to maneuver within. The Ursa is currently targetable by most other vehicles within less than 1 KM, but any vehicle or ship with a Size 1 radar or greater will be able to detect it at its maximum engagement range.
Recommended weapon loadout is 1 Deadbolt I or Sledge I ballistic cannon and 1 CF-117 Bulldog laser repeater.
Recommended engagement distance is 1200 m to 1300 m.
Favor bounding overwatch and hull-down positions when engaging the enemy.
The vehicle’s strengths are its speed, small size, crew-served weapon system, and ability to deploy infantry.
Turn laser repeater, shields, and engine off to lower EM signature. Ballistic weapons may remain on.
Aerospace element best practices
Storage and recovery of the lift section
MPUV-1Ps are always stored fore to aft (or aft to fore). The MPUV-1P at the front of the hangar always points to the port side of the Carrack. The MPUV-1P at the back of the hangar always points to the starboard side of the Carrack. They are arranged this way to give pilots the most room when entering and exiting the cockpit.
Initial deployment
The MPUV-1P furthest from the hangar personnel doors always loads first. The MPUV-1P furthest from the hangar personnel doors always loads and launches first. MPUV-1Ps should always operate as a pair, flying in together and landing in the same area.
Security team deployment
The security team should always occupy the two seats closest to the MPUV-1P’s passenger compartment hatch. They are to exit the MPUV-1P first to draw fire away from the assault team and provide force protection for the MPUV-1P.
The security team should avoid leaving the vicinity of the MPUV-1P when it isn't mission-critical. If the security team does need to leave the MPUV-1P, it should return as soon as practical. Otherwise, casualties should be brought to the security team at MPUV-1P if medical treatment isn’t immediately available.
Pilot-mechanic
While in flight, the pilot-mechanic is God(dess).
The decision of where and when to land is at the sole discretion of the pilot-mechanic.
Clearly state when touchdown has occurred.
Expect to work with ChEng while aboard the Carrack.
Security team
Always sit opposite each other in the seats closest to the door.
The first out and the last in.
Expect to provide force protection, supporting fire, medical aid, combat search and rescue, and emergency reinforcement.
Treat casualties at the MPUV-1P whenever practical.
Expect to work with CMO while aboard the Carrack.
It may be possible to equip the Carrack with a second Ursa or two Cyclone-MTs, and one additional mechanized squad of six infantry. But the fit of two Ursas combined with the state of the vehicle grid encourages us to advise against this for reasons of safety and practicality during rover loading and off-loading.
Data sourced from Erkul’s #DPSCalculator (https://www.erkul.games/live/calculator).
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