ORDERS: OPERATION BIG WHEEL

AREA OF OPERATIONS:
Hub complex, Stickney City, Phobos

SITUATION:
General: Due to its increasingly erratic and dangerous behaviour, the Mars supervisory AI Moriarty 3000 must be shut down by whatever means necessary. As part of operations to effect this, Baker Group, 4th Marine Regt, is tasked with securing the Stickney City Hub. The following orders are based on the assumption that by the time Marines are deployed to Stickney, a dangerous situation will have arisen.

Enemy Forces:
Moriarty 3000 will control all City systems. These are assumed to include a large and unknown number of cleaning/maintenance robots, and possibly other robots which are either Gendarme-issue combat robots or other robots modified by Moriarty 3000 for offensive operations.
In addition, attacks by human sympathisers of Moriarty, Nationalist terrorists or other fringe groups cannot be ruled out.

Friendly Forces:
4th Starship Marine Regiment, Baker Group. Able as potential support/backup if needed.
SRSS 'Bushido Spectre'.
Phobosian Gendarmerie (numbers and location unknown).

Attachments/Detachments: None.

Commander's Primary Information Requirements (PIRs) (in priority order): These must be passed to Group HQ as soon as you are aware of them.
a. Location of Moriarty 3000 components.
b. Enemy strength and capabilities.
c. Any special defences or unusual activity.

MISSION:
Primary: To enter and secure the Stickney City Hub Complex, in particular the shuttle docks, communications tower, and control rooms.
Secondary: To locate and destroy Moriarty 3000 components, when discovered.
: To safely evacuate non-combatants, while maintaining normal security.

EXECUTION:
General Outline:
The Hub will be secured in two phases. In Phase 1, squads will enter the shuttle docks, moving to clear Level 2 and the Comms Tower, then moving to secure entrances from lower levels. A forward bridgehead will then be established within the docks area by Group HQ.
In Phase 2, Group elements will penetrate downwards to secure control rooms and seize and disable the Rapid Transit System.
This mission will be Search and Destroy - all rooms must be cleared and secured.

TASKS
Phase 1:
Squads 1 & 4: You are my main effort. You are to enter via the west dock, clearing this and proceeding to the east dock. Once secure, you are to assemble by the cargo lift in preparation for Phase 2.
Squad 2: You are my secondary effort. One West dock is secure, you will enter the central complex of level 2, clearing this and the level 3 communications tower. Once secure, you are to assemble by the tower entrance to Level 1 at the centre of the Hub, in preparation for Phase 2.
Squad 3: You are my reserve. You will remain on-shuttle until committed by Group Commander. Once Level 2 is secure, you will move to the East dock in readiness for Phase 2.
Group HQ: Once Level 2 is secure, you will enter the West or East dock and set up a casualty clearing/refugee processing station. You will have access to autodoc facilities in the northern part of the East Dock area.

Phase 2:
General:
The Hub centre at Ground Level (Level 1) is a prime and likely firetrap, with many doors and corridors opening into the centre and able to provide cover for defenders. Penetrating it will therefore be a Group-level operation, with at least 3 squads moving simultaneously to swamp potential defenders.
Squads 1 & 4: You remain my main effort. You are to penetrate downwards through the cargo lift, clearing the rooms in the southeastern quadrant of the Hub. Once secure, you will penetrate the hub centre. Commander Squad 4 has authority to order the engagement of Squad 2, at his discretion, in coordination with his own movements, for maximum effect. Once defenders are neutralised you will move to secure other areas of Level 1, with priority given to control rooms.
Squad 2: You remain my secondary effort. You are to wait by the tower entrance until called upon by Commander Squad 4. Once you are on Level 1, you are to assist in securing control rooms and 'spoke' corridors.
Squad 3: You remain my reserve. You will remain in readiness in the East dock until committed. If uncommitted by the end of the operation you will be tasked with securing the lower level Rapid Transit System station, placing supercharges on the tracks and tunnel entrances, and withdrawing.

ADMINISTRATION:
Combat Supplies:
All units will be fully armed and armoured, with normal grenade and demo charge allocations. Squad 3 will also be issued with a supercharge pallet - full details to be advised.

Resupply: To be advised.

Transportation: To be advised.

Timings: To be advised.

COMMAND AND SIGNALS:
Command:
Normal command devolves down to the next in line, in the event of casualties. Authority for changes to rules of engagement remains at the rank nominated. In the event of casualties authority must be granted in person by the next up the chain of command.

Rules of Engagement:
1. Grenades:
This is a civilian complex. The general rule is NO GRENADE USE.
Caveats: Authorisation is hereby given to Squad commanders to allow grenade use if the tactical situation warrants (e.g. under attack by hordes of CLANKERS!). HOWEVER, no grenades are to be used in control rooms unless prior authorisation is sought from and given by Group Commander.

2. Demo Charges.
Moriarty 3000 is likely to have control over all internal and external doors. Therefore all doors encountered are to be blown in the OPEN position by Marines.
Caveats: This is not to be done if it would cause unacceptable loss of human life, e.g. if to do so would depressurise an area where non-suited civilians are within. Squad commanders must exercise personal judgement as the situation warrants.

3. Combat Robots.
It is not known if the Moriarty 3000 AI can effect control of Marine combat robots. As a precaution, all combat robots are to be disarmed and used for scouting, cas-evac and ammo portage only. Authorisation to arm combat robots should be sought from Group Commander.

4. Other robots.
All non-marine robots are to be treated as hostile and should be disabled or destroyed on sight.
Caveats: Phobosian Gendarmerie combat robots WHICH ARE CLEARLY UNDER LOCAL CONTROL are excepted from this. If in doubt - shoot first and apologise later.

5. Civilians.
Because terrorists may attempt to hide within the civilian populace, all civilians encountered should be 'cleared' first. They are to be ordered to lie face down and place their hands behind their heads until they can be searched and disarmed if necessary. This position will also minimise civilian exposure should a firefight break out. No standing un-checked civilians should be allowed within 6" of Marine forces.
Any force deemed necessary up to and including lethal force, at Squad Commander's discretion, may be used to secure compliance with this.
Cleared civilians should then be escorted back to Group HQ for marshalling and possible evacuation.
Civilian casualties - evacuation of Marine casualties should be given primary importance. Civilian casualties should be carried by other cleared civilians in the first instance.

Action Code Words: Definitions: (Authorised by):
--------------------------------------------
WHITE LIGHT Launch Phase 1 (Hands)
GREEN LIGHT Launch Phase 2 (Hands)
SCRUB Abort mission, secure current location and await further orders (Hands).
GANGWAY Abort mission and evacuate Hub by nearest secure route (Hands).
SPOKE Docks and tower secured (Any officer)
AMBER LIGHT Forces in position for Phase 2 (Any officer)
AXLE Hub secured (Any officer)
OPEN HAND Change Rules of Engagement - new details will follow (Hands).

Target Codewords:
--------------------------------------------
BRAIN Moriarty 3000 component
CLANKER Unarmed enemy robot.
SPARK Armed enemy robot.
JOKER Unidentified/uncleared humans.

Human targets are further identified as:
TOWEL Non-Combatants searched and cleared.
BIG CHEESE Senior political personnel.
BOGEY Humans identified as hostile.
PLOD Phobosian Gendarmerie.


Objective Codewords:
--------------------------------------------
To be advised.

© Megagame Makers 2007