Special Intelligence Platoon: An Evolution of the Carrack Assault Platoon in Star Citizen
Introduction
The Special Intelligence Platoon (SIP) is a special operations platoon designed to provide an Expeditionary Battle Group (EBG) with military intelligence under austere circumstances. Like the Carrack Assault Platoon (CAP) that it’s derived from, the SIP is organized around the concept of multiple rapidly-deployable assets, including stealth fighters for aerospace reconnaissance and surveillance; light strike rovers for motorized intelligence-gathering, raids, and special operations support; and troop-carrying transport gunships for direct action and close aerospace support.
The SIP is commanded by a squad-sized headquarters group that’s also responsible for platoon logistics and processing the military intelligence that’s gathered. It’s composed of four elements: the aerospace scout element, the motorized recon element, the logistics combat element, and a detached special operations aerospace assault element.
Forming a Carrack Special Intelligence Platoon at full strength requires 36 personnel, one Carrack, two Razor EXs, two Cyclone MTs, two Cyclone RNs, and two Redeemers.
Need beer money? EarnApp pays you to share your unused internet bandwidth. Install the app now!
Key takeaways
The Special Intelligence Platoon (SIP) provides military intelligence and special operations support in austere environments, using rapidly deployable assets.
Comprises 36 personnel across four elements: aerospace scout, motorized recon, command and logistics, and special operations aerospace assault (SOAA).
Aerospace scouts conduct discreet reconnaissance, motorized recon provides rapid security and surveillance, the Carrack serves as HQ and transport, and the SOAA executes deep-strike missions with close aerospace support.
The Carrack supports medical, storage, and vehicle/hangar needs; Redeemers offer versatile combat-transport; and infantry weapons enhance anti-aerospace/armor capabilities.
The SIP is intelligence-focused, prioritizing scouting, reconnaissance, and surveillance to gather tactical data, with units trained to avoid unnecessary engagements and withdraw after contact.
Organization, materiel, and personnel
Aerospace scout element
The aerospace scout element is composed of a pair of Razor EX light stealth fighters and their two pilots operating from the Carrack’s hangar bay.
The Mirai Razor EX is a Size 1 single-seat fighter. It comes with two Size 2 guns and a pair of Size 1 missiles. The Razor EX makes use of signature-reducing materials and stealth components. It’s the smallest stealth fighter by volume, and one of the smallest fighters to make use of hydrogen fuel intakes which enhances endurance.
Motorized recon element
The motorized recon element consists of a motorized rifle squad and two detached motorized scout teams operating from the Carrack’s vehicle garage. The motorized rifle squad is composed of six infantry and equipped with two Cyclone MTs. Both motorized scout teams are equipped with a Cyclone RN crewed by two infantry each.
The Tumbril Cyclone is an open-canopy four-wheeled all-terrain vehicle. All variants carry at least a driver and a passenger and have a gun rack for each. The Cyclone RN’s passenger serves as the reconnaissance systems operator for its scanner and beacons, while the MT adds a gunner in a manned turret. The MT’s turret is equipped with one Size 1 gun and four Size 2 missiles.
Command and logistics combat element
Commonly known as the platoon HQ, the command and logistics element contains a Carrack, the platoon commander, a helmsman, tactical action officer (TAO), chief medical officer (CMO), chief engineer (ChEng), and the chief of the boat (COB).
The Anvil Aerospace Carrack is a Size 5 spacecraft designed for expedition and pathfinding gameplay. It requires at least one helmsman and four gunners to operate effectively, but has enough bunks to berth up to six crew.
The ship’s amenities include a medical bay that supports three casualties and can respawn players far from the front line; an armory that can store up to 28 personal weapons and 15 suits; a hangar bay that can easily support two Mirai Razors; and a vehicle garage that can house four Cyclones safely.
It also comes with an equipment repair bay, exploration drone control stations, and modular cargo pods. However, the equipment repair bay and drone control stations have yet to have their fundamental gameplay elements integrated into the game, and while the cargo pods can carry up to 456 SCU, they currently lack their modularity.
Special operations aerospace assault element
The special operations aerospace assault (SOAA) element is composed of two assault drop squads supported by a combat lift section. Each assault drop squad contains six infantry. Two Redeemers serve as the combat lift section, and provide close aerospace support (CAS) for infantry. The combat lift section is served by two permanent crews of one pilot and two gunners, with the option of temporarily assigning two members of each assault drop squad to the role of remote turret gunners.
The Aegis Redeemer is a Size 4 hybrid gunship-dropship. It has a pilot station, two remote weapon stations, and two manned turrets, for a total crew of five. Separate jumpseats allow the ship to carry up to four additional passengers. A small four-rifle weapon rack is located beside the jumpseats.
Two manned turrets equipped with a pair of Size 5 guns each serve as the Redeemer’s main guns, while the pilot controls two Size 4 guns and 16 Size 2 missiles. Two remote turrets are armed with a pair of Size 3 guns each. These remote turrets can be operated by the pilot or from either two independent gunnery stations.
Lastly, the Redeemer features a compact living area with four bunks, four wardrobes and storage lockers, adequate sustenance storage, and a small cargo grid capable of storing a further 2 SCU.
Join Star Citizen and get 5,000 free credits. Fly your very own starship now!
Doctrine
Aerospace scout element
The primary role of the aerospace scout element is to provide discreet aerospace reconnaissance and surveillance, often well in advance of other friendly forces. It’s good practice to train the pilots of these crafts to be commandos who can recon and surveil targets on foot. Such “aerospace recon commandos” should be prepared to act as infantry-level combat support for other infantry units, e.g. in the role of sniper.
Motorized recon element
The role of the motorized recon element is to provide any company that the Special Intelligence Platoon is attached to with a motorized quick reaction force capable of providing both security and reconnaissance. For that reason, the motorized recon element is split into three parts: a motorized rifle squad, and two independent motorized scout teams.
The motorized rifle squad mixes providing mounted security with the conventional direct action capabilities of a rifle squad. Its six riflemen are divided between the two Cyclone MTs.
Meanwhile, the motorized scout teams are optimized to provide rapid reconnaissance and surveillance independently. As a result, they should be prepared to operate detached from the typical squad structure as needed.
Command and logistics combat 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.
Subordinate command personnel should be assigned to lead the other elements. The Platoon 2iC is likely most useful as a member of the motorized recon element. Meanwhile, the special operations aerospace assault element would benefit from being assigned its own commander to support the SOAA’s autonomy when detached from the SIP. A commander with a similar level of authority isn’t needed for the motorized scout teams because they remain attached at the platoon level, and are thus intended to be under the command of the platoon’s leadership at all times.
Special operations aerospace assault element
The role of the special operations aerospace assault element is to move infantry forces by transport gunship—such as the Redeemer—to conduct special reconnaissance and directly engage enemy forces deep behind enemy lines. Like their Carrack Assault Platoon counterparts, assault drop squads assigned to SOAA units may receive training in zero-G maneuvers, and their equipment should be tailored to provide anti-infantry, anti-armor, and anti-air solutions at the squad level.
SOAAs differ from CAP assault drop squads and their assigned lift sections in two ways. First, a SOAA assault drop squad is trained to be fully tactically integrated with its Redeemer, which is equipped to provide immediate close aerospace support. This necessitates that each SOAA assault drop squad has at least one tactical aerospace control party capable of directing close aerospace support. Second, each SOAA can fully detach from the Carrack Special Intelligence Platoon to support other components of the expeditionary battle group either tactically or strategically.
Carrack as platoon HQ and primary transport
Two previous The Doctrine articles, “Carrack Assault Platoon: Star Citizen's Marine Expeditionary Unit” and “Anvil Carrack Is Star Citizen's Amphibious Assault Ship” explain why the Carrack was selected as the platoon HQ. They go into great detail about the range of features and capabilities a Carrack offers to a platoon-sized element that no other ship in the game currently does at its size and price-point.
Redeemer as infantry combat support ship
The Aegis Redeemer is one of the most versatile combat ships in Star Citizen. The Redeemer was chosen for its unique range of capabilities coupled with its compliment. Although it has five crew stations plus seating for four passengers, it only three are necessary—the pilot and two manned turret operators to be fully combat effective. The two extra crew stations are in fact a ship’s company resource that can be redistributed to passengers rather than crew. Thus, the Redeemer can—in all practical sense—transport six infantry troops and their equipment without sacrificing any significant combat capability post-deployment or prior to retrieval.
The overwhelming majority of firepower is commanded by the necessary three crew members. All three can use their weapons to fire forward, creating breaching opportunities. Both manned turret gunners retain enough firepower and range of fire to safeguard against threats to the Redeemer from above or below. Additionally, with 10 Size 3 and Size 4 gun hardpoints and the ability to carry 16 Size 2 missiles, the Redeemer is versatile enough to provide effective fire support to infantry.
Anti-aerospace and anti-armor capability
The Carrack, its carried Razor EXs, Cyclone MTs, and accompanying Redeemers provide a wide range of anti-aerospace and anti-armor capability through a mix of guns and warheads. These capabilities can be augmented by making high-caliber sniper rifles, and infantry-portable artillery and 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, among others.
Get NordVPN now to protect your privacy, get access to cheaper regional video game pricing, and stream movies or shows not available in your area today. Sign up here.
Best practices
Intelligence-gathering best practices
The primary activity of the Special Intelligence Platoon is gathering intelligence. Scouting, reconnaissance, and surveillance are all intelligence-gathering activities. However, it’s important to define the difference between these distinct activities in a military context, as they each have specific purposes and methods. The main difference between them all is their scope.
Scouting involves sending small units or individuals to gather information about enemy positions, movements, and terrain. Scouts typically operate openly or semi-covertly, often engaging in short-term missions to provide immediate, tactical intelligence to commanders.
Reconnaissance is a broader and more detailed process than scouting. It involves the systematic collection of information about enemy forces, terrain, and other relevant factors over a larger area and longer period.
Surveillance focuses on continuous observation of an area or target to gather information over time. It involves monitoring enemy activities, movements, and communications to detect changes and predict future actions. Surveillance is often used to maintain situational awareness and support decision-making.
These activities can be conducted by on-foot individuals, surface vehicles, or aerospacecraft. They are crucial for planning and executing military operations.
Units engaged in these activities must keep in mind that their primary goal is often intelligence gathering, not engagement. Therefore, noting the area an enemy was observed in or where hostile contact was made followed by a swift withdrawal is a perfectly reasonable—and expected—course of action. However, such units should take care not to unintentionally lead the enemy to or in the direction of friendly forces.
Aerospace scouting considerations
Razor EX pilots should be as familiar with infantry equipment as they are with their fighter. This is because there may be times when they have to leave their Razor EX behind to conduct reconnaissance or surveillance on foot. Emphasis should be placed on pilots with excellent reconnaissance, surveillance, and fieldcraft skills with high combat proficiency treated as secondary.
Razor EX storage and recovery
Razor EXs are always stored port to starboard (or starboard to port). The Razor EX on the port side of the hangar always points fore of the Carrack. The Razor EX on the starboard side of the hangar always points aft of the Carrack. They are arranged this way to facilitate easy launch and retrieval.
Deployment and implementation
Razor EXs should be deployed to scout ahead of the SIP. Each Razor should operate independently of the other to minimize the chance of being detected. When combined with its stealth features, the Razor EX has enough firepower to provide an interim anti-fighter combat capability until heavier friendly forces can arrive to perform a defensive sweep.
Motorized recon element deployment
During surface travel, rovers should be in a staggered column when appropriate. This enables the vehicle teams of follow-on rovers to see ahead of the lead rover, while maximizing forward and rear weapon coverage while on the move.
Vehicle deployment and retrieval
Vehicles should be facing toward the garage ramp for deployment.
Deploy the vehicle guard barrier during retrieval.
Back vehicles into the garage during retrieval when practical.
Motorized rifle squad considerations
It’s important to acknowledge that the Cyclone MT’s weapon package is limited in its anti-materiel capability. It’s four Size 2 missiles have a damage potential between 6,681 and 16,280. At the high end, it’s warheads approach the capability of being able to eliminate a single light fighter. Meanwhile, the Cyclone’s single Size 1 gun doesn’t offer much of a threat against armor or aerospacecraft. Therefore, motorized rifle squads will likely want to avoid direct combat with ships and heavier vehicles.
However, the Cyclone MT’s weapons can still be used in a “deterrence” capacity or supporting role against such threats. A missile like the Tempest II is well-suited for use against vehicles and infantry, especially with it’s slightly larger explosion radius, while one like the Rattler II is excellent at warding off light fighters. Additionally, consider switching the gun from it’s stock 9-Series Longsword to something else. A laser repeater for sustained employment, ballistic Gatling for superior damage, or even a scattergun for area saturation is likely to yield superior results.
Dismounting
Aerospace scouts should not dismount casually or without a clearly defined goal. When dismount is undertaken, the Razor EX should be parked in a location that’s easy to return to, easy to egress from, and sheltered as much as possible from visual and electronic detection.
When dismounting, a Cyclone MT’s gunner should remain mounted in many cases. Ideally, the vehicle will be left in such a position that the turret has an excellent field of fire. Depending on the need, it should facilitate base of fire for either assaulting into the area of operation, or defending it against threats from the outside.
When a special operations assault drop squad intends to dismount from their Redeemer, the squad leader will request permission to dismount from the Redeemer’s commander. The Redeemer’s commander, NOT the squad leader, controls when the dismount team may enter or exit the ship.
Additional operational training material
Carrack Assault Platoon: Star Citizen's Marine Expeditionary Unit
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 …
Anvil Carrack Is Star Citizen's Amphibious Assault Ship
The Anvil Carrack is a remarkable vessel that stands out as a versatile amphibious assault ship analog within the Star Citizen universe. In this article, we’ll dive into the multifaceted capabilities…
How to Build an Effective Infantry Squad in Star Citizen
Org military leaders face unique challenges when structuring an armed force that offers the level of combat capability required by an organization’s defense policy. Key impacting factors include org …



