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ELITE ARMOR UNIT:
HELL'S HAMMERS
(112th Repulsorlift Armor Regiment)

Formed during the closing stages of the Clone Wars from armor units of the Old Republic, the Hell's Hammers elite armor unit has served the Empire in a large number of actions in the Outer Rim Territories. Used initially to crush opposition to the New Order, Hell's Hammers are now engaged in eradicating Rebel outposts, subjugating planets with Rebel sympathies, and in forcibly bringing reluctant worlds into the Empire.

Originally created as a regiment, losses suffered in countless campaigns have reduced the unit's strength to little more than battalion-level. Even so, Hell's Hammers continue to strike fear into all who oppose the Emperor's will.

Often working in tandem with stormtrooper strike teams or Vader's Fist, the Hammers are frequently deployed to crack open the outer defenses of Rebel outposts. They clear a path into a base by brushing aside Rebel ground troops, eradicating gun emplacements, and shooting down enemy airspeeders and low-flying starfighters. Stormtroopers or line troops are then able to enter the confines of a base directly from their transports.

The Hammers have also seen action in more traditional armor assignments, where they are used to spearhead assaults into enemy-held territory. Equipped with the most powerful repulsortanks in the Empire, the Hammers are capable of destroying or overpowering most of the ground-based opposition they encounter.

Being able to travel fast, the Hammers are a hard-hitting assault force with a reputation for getting results at any cost – a reputation that they well deserve, for their long history is not free from the taste of defeat.

On more than one occasion the Hammers have been thrown against superior forces without effective backup. In all of these cases, the Hammers achieved their initial objective, but the lack of adequate infantry support made it impossible for them to maintain their position – something that many of the Hammers’ officers and crew carry a grudge against Imperial High Command for.


THE BATTLE OF TURAK IV

The action on Turak IV, while being marked as the Hammers' worst defeat, is also a great source of pride for the unit. Here, two battalions of the Hammers' repulsortanks swept across the lava plains to capture the Rebel Army's forward positions. But, because of the incompetence of General Maltaz, commander of Imperial Army forces on Turak IV, Rebel forces counter-attacking from hidden bases high in the volcanic Hitak Mountains cut them off.

Gen. Maltaz ordered the Hammers to hold their position, and attempted to halt the Rebel advance with the remainder of his command. Heavily outnumbered and subject to concentrated attacks by armored Rebel speeders, starfighters, and ground forces, the Hammers suffered devastating losses. Even though their 'tanks were soon burning fiercely in the hot, sulphurous air, the Hammers refused to give ground. By the time the order came to withdraw, there were few repulsortanks left to receive it. All that remained were three battered 'tanks. The rest of the once-mighty force had been turned into smoldering hulks. The two battalions had almost ceased to exist.

Even though two battalions were effectively destroyed, their 'tank crews did not die in vain. TIE fighter patrols, which flew over the area in the closing stages of the campaign, reported large numbers of Rebel vehicles and starfighters lying strewn across the plains in front of the Hammers' position. Post-battle analysis also showed that the Rebels outnumbered the Hammers by five-to-one, and by the time the Hammers were forced to withdraw the Rebels were forced in one-to-one parity. The local Alliance sector command considers the Hitak Mountains campaign on Turak IV to be a strategic defeat due to the staggering loss of personnel and equipment. The Hammers had paid a high price, but the cost to the Rebellion was even higher. The Hammers had indeed lived up to their motto of "Strike to Kill."


RECENT HISTORY

Since that fateful day, the Hammers have operated under strength, with only one battalion able to take the field. While this has reduced the fighting ability of the unit, it has also served to increase its morale. The remaining troops of the unit have an uncanny knack for surviving engagement after engagement. Always bearing the brunt of assaults, the Hammers have surprised Imperial commanders with their ability to keep on going in the face of overwhelming odds.

Once considered an expendable force, the Hammers are now viewed as an essential part of Imperial Command's strategy in the Outer Rim Territories, as well as a valuable propaganda tool. This position has been obtained at a high price, as the blood of the unit has been spilt unnecessarily by incompetent Imperial commanders.

The unit's commander, Colonel Zel "Rancor" Johans, is using the growing prominence of the Hammers to further increase his standing in the Imperial Army. Colonel Johans' proven tactical ability, and the complete devotion of his troops, has enabled him to persuade Imperial Command that the Hammers should be allowed more freedom when it comes to campaigns.

Following the successful subjugation of the Yatir, a humanoid species indigenous to Absit and sympathetic to the Rebel Alliance, Johans has been able to convince Imperial Command that the Hammers would be of far more use to the Empire if they were again restored to regimental strength. To this end, intensive training of recruits is now taking place on Brintooine to build the Hammers back up to regiment level.

As of now, recruiting is at a low, but this is due to the amount of personnel not yet capable to take the position, as the Empire is dwindling from its once-glorious state. Yet they still are quite successful under Grand Admiral Thrawn. Every day the Hammers get one or two people who want to join the prestigious Hell's Hammers, and this makes the difference.


ORGANIZATION

Hell's Hammers form an elite force within the Imperial Army. When at full strength, the regiment consists of three battalions and a regimental command group. Two battalions are used to spearhead assaults, with the third battalion being held in reserve to reinforce the front line units as required, or be deployed as the situation warrants.

As the unit is currently under-strength, it operates without a reserve, relying on the abilities of its troopers to gain its objectives quickly and effectively. This self-reliance and the growing autonomy of the unit within the Imperial command structure has helped maintain the unit's already high morale. The troopers look to each other and Col. Johans, rather than to other Imperial units, for support in times of need.

The experience on Turak IV has led the unit to act independently whenever possible, preferring to plan its own actions rather than catering to the logistical concerns of Imperial Command. If the Hammers were not so succesful, this attitude would not be tolerated. But Johans' inspired leadership has led the unit to victory after victory, a state of affairs the Empire is only too happy to accept.


BATTALION ORGANIZATION

The battalion consists of the battalion command and three armor troops, backed up by a reconnaissance troop. The three armor troops are employed to break through and capture enemy positions, relying on the mighty repulsortanks to achieve their objectives. The reconnaissance troop serves a dual role: to probe enemy positions and to protect the flanks of the armor troops during advances.

Each armor troop is led by a captain and consists of four squadrons. A squadron contains four repulsortanks led by a lieutenant and is the smallest unit deployed by the Hammers. Depending on the situation, squadrons may operate independently or be massed together with other troops to literally "hammer" through enemy defenses.

The 'tanks are crewed by highly trained troopers led by a sergeant. The crew is equipped with helmets containing wide-spectrum viewfinders, passive infrared sensors, and computer-linked fire control targeting sensors. Although the crews are not expected to fight outside their 'tanks, they are equipped with blaster carbines and pistols for defense in the event of a breakdown or being knocked out by enemy fire. These personal arms also come in handy in an attempted takeover of a ‘tank, such as the incident on Zyrteck Besh.

The recon troop comprises three squadrons of heavily armored Hammerhead airspeeders and one squadron of fast moving but lightly armored Aratech 74-Z speeder bikes. The recon squadrons operate independently of each other, allowing them to cover a wider area. The speeder bikes are equipped with a single laser cannon for defense purposes. Their riders are expected to retreat in the face of enemy fire, but often act as fast-moving infantry reserves in the heat of battle.

Before the armor advances, the recon troop explores the area ahead, reporting on the difficulty of the terrain to be traversed by the 'tanks, probing enemy positions, and noting the strengths and weaknesses of the enemy. The recon units are not designed to capture and hold ground. In the event of concerted opposition they are instructed to report on enemy positions and return to the main unit.

When the armor advances, the recon unit is positioned on the flanks of and slightly to the rear of the attack force. In this formation the recon units are able to keep the armored attack force informed of any enemy troop movements which threaten to cut off the unit or otherwise endanger its advance. In the event of any enemy attack in the flanks, the recon troop's airspeeder squadrons fight to protect the exposed 'tanks, but fall back as soon as the armor is able to bring their exposed weapons to bear.

Until the unit is returned to full regimental strength, "Rancor" Johans personally commands the battalion. His command group is therefore larger than would normally be found in a 'tank battalion. It consists of his personal squadron of four 'tanks, a communications wagon, a gun battery, and artillery units.

The gun battery consists of four Golan Arms DF .9 Mobile Emplacement Guns and two Golan Arms DF .1 Spray Blasters. The battery provides fire support and air defense fire for the battalion. The mobile repulsorlift-mounted guns can be rapidly moved into position to protect the battalion during enemy counterattacks, or to add their firepower to the battalion's 'tanks during advances. The gun battery is a recent addition to the unit, and is indicative of the more independent role that the unit has gained under Johans' leadership.

Long-range artillery support for the Hammers is provided by the ADT-32N Repulsorlift Turret, designated the “Pounder.” The Pounder's main weapon is the missile cannon, a combination of a mass driver and a missile launcher. It works by propelling a high explosive projectile with a guidance computer down the barrel using magnetic induction, so the path is frictionless. The induction mechanism also spins the projectile incredibly fast, in order to give it the range it does. As soon as the projectile leaves the barrel (in about 0.06 seconds), its boosters fire, launching the projectile to approximately 70 km altitude. The onboard guidance computers coordinate with GPS satellites (either enemy or friendly), providing 3 meter accuracy; friendly recon craft, providing 8 meter accuracy; or the launcher itself, providing 15 meter accuracy. Upon impact at over 6000 m/s, the warhead shatters and explodes, causing maximum damage in a relatively small area, with other damage slightly less around the point of impact. The Pounder's other weapon is a light blaster cannon for defense while the turret is moving to a new location. While at a location, the Pounder disengages its repulsorlift engines completely, and grapples itself to the ground tightly in order to keep from floating off. It also has elemental armor, which, while having only 1/100 the strength of molecular armor, and 1/10000 the strength of quantum armor, is still quite strong - more than strong enough for the highly maneuverable Pounder. The powerplant of the Pounder is rated for a craft twice the size of it, but barely has enough power to operate the cabin instruments because of the 'lifts, missile cannon, thrusters, and many other craft systems.

In addition to the combat tanker crews and artillerymen, the battalion contains 40 support personnel responsible for supplying the unit in the field and for maintaining its equipment. Thirty technicians work on the unit’s vehicles, keeping them functioning and repairing battle damage. A group of 10 engineers, equipped with Flatliner heavy repulsorbarges, recover disabled and damaged 'tanks and carry out any field fortifications required.

The unit relies on Imperial starships to carry them from system to system, but they usually use the medium troop transports Golden Sun and Striker (assigned to the Hammers with a Naval crew) for this duty. On arriving in a system, the unit is transported to the surface in armored and shielded landing barges. After landing, the unit quickly moves out to begin its attacks. Usually one of the first units in, the Hammers are also one of the first units to be withdrawn once victory has been assured. This unit gets little rest however, as it is soon en route to its next assignment.


CRAFT

Hell's Hammers is the leading armor unit in the Empire, and as such, it must have the best technology to perform its tasks so well. Johans consulted extensively with Ubrikkian Transports’ R&R department, and the result was the Ubrikkian Imperial-class repulsortank series. However, the contract with Ubrikkian did not work out and was dissolved. Up to and during the devastating defeat at Turak IV, the Hammers used the Ubrikkian Imperial 1-H as their main battle 'tank.

Once among the fastest of Imperial tanks, wearing some of the toughest repulsorlifted armor in the Imperial Army, and equipped with one of the best laser cannons in the Imperial arsenal, the first Imperial-class 1-H repulsortank rolled off the line on-time and on-budget. The first 1,500 of the production run were immediately assigned: 1,420 to the first Death Star, the other 80 to Hell's Hammers. Unfortunately, most of these tanks were destroyed when the Death Star was intercepted off of Yavin IV. Since then, the production lines have rolled at a steady, if reduced pace – the Imperial repulsortank is slowly filling in gaps in the armored units.

Unfortunately, the Ubrikkian tanks given to the Hammers revealed glaring errors (such as gun lockups, power generator malfunctions, and spontaneous fusion generator implosions) under long periods of heavy stress. In addition, technology limitations did not allow all of Johans' wishes for a repulsortank to be fulfilled, such as no battle-shielding, limited weapon variety, and a small power generator. The lucrative contract with Ubrikkian was terminated.

Seven months later, a deal was made with IMS providing their new repulsortank to the regiment. The defeat at Turak IV destroyed most of the 1-Hs, and the Hammers switched to IMS' new MBT-320D Main Battle Repulsortank full time, specifically made for the Hammers. Remaining 1-H craft are used as backup and support units. As of now, the Hammers have an exclusive supply contract with Imperial Military Spaceworks, except for starfighter support, which is still provided by SFS.

MBT-320D "Hellhammer" Main Battle Repulsortank
HRT-32N "Pounder" Repulsorlift Turret
RB-37A "Anvil" Repulsorlift Vehicle Transport
RCA-5D "Hammerhead" Combat Reconnaissance Airspeeder
LCT-212C "Skyhammer" Heavy Drop Transport

The unit's reconnaissance troop also uses modified Aratech 74-Z speeder bikes for its recon assignments. They are standard speeder bikes, but their power core is slightly enlarged, and they have a limited sensor suite on them. They have served the Hammers since the unit's restructuring last year with no losses - an incredible success rate.

Recon Speeder Bikes
Recon Speeder Bikes
Craft: Modified Aratech 74-Z Military Speeder Bike
Type: Recon speeder bike
Scale: Speeder
Length: 3.9 meters
Skill: Repulsorlift operation: speeder bike
Crew: 1
Crew Skill: Repulsorlift operation 4D+1, sensors 4D, vehicle blasters 4D+2
Cargo Capacity: 4 kilograms
Cover: 1/4
Maneuverability: 1D+2
Body Strength: 2D
Move: 210; 600 kmh
Weight (unloaded): 1.2 metric tons
Max Weight (loaded): 1.3 metric tons
Altitude Range: Ground level - 25 meters
Sensors:
Passive: 250m/2D
Search: 700m/3D
Weapons:
Light Blaster Cannon
Fire Arc: Front
Skill: Vehicle blasters
Fire Control: 2D
Range: 50-100/250/500
Damage: 2D+2


PERSONNEL

The weapons, 'tanks, and speeders of Hell's Hammers are powerful in their own regard. However, without the humans to pilot them and fight with them, they are useless. The many people in Hell's Hammers include 'tank drivers, gunners, commanders, engineers, speeder bike scouts, support personnel, and drop-ship pilots. All in all, a total of 840 personnel work in and with Hell's Hammers.

These men are needed most in Hell's Hammers. They fight with their 'tanks almost every day. They have come to depend on their 'tank, and it on them. These are the men who fight and die for little recognition in the general public. But they are part of a brotherhood of the bravest, the strongest, and the smartest warriors, and this forms a tight bond between them.

Hammers' Repulsortank Staff
Hammers' Repulsortank Commander
Type: Repulsortank commander
DEX 3D+1
Blaster 5D+2, blaster artillery 5D+1, dodge 4D+2, grenade 4D+1
KNO 3D
Intimidation 4D+2, survival 5D+1, tactics: repulsortanks 5D+1
MEC 3D
Ground vehicle ops 5D, hover vehicle ops 4D+2, repulsorlift ops 7D+2, sensors 5D, vehicle blasters 6D
PER 3D+2
Command 6D+2, search 5D+1
STR 3D
Brawling 4D
TEC 2D
Blaster repair 3D+1, first aid 4D+2, repulsorlift repair 4D
Move: 10
CP: Typically 5-15
Equipment: Blaster carbine (5D), blaster pistol (4D), command Hammer armor (+1D physical & energy, command information helmet (+2D to search, +2D to sensors) helmet comlink), survival gear

Hammers' Repulsortank Pilot
Type: Repulsortank pilot
DEX 3D
Blaster 5D+2, blaster artillery 4D+1, dodge 4D+2, grenade 4D+1
KNO 2D+1
Intimidation 4D, survival 5D+1
MEC 4D
Ground vehicle ops 6D, hover vehicle ops 5D+2, repulsorlift ops 8D, repulsorlift ops: Hellhammer 10D, sensors 6D
PER 2D+1
Command 3D+2, search 5D+1
STR 3D
Brawling 5D, stamina 4D
TEC 3D+1
Blaster repair 4D+1, demolitions 6D+1, first aid 5D, repulsorlift repair 6D
Move: 10
CP: Typically 5-10
Equipment: Blaster carbine (5D), blaster pistol (4D), pilot Hammer armor (+1D physical & energy, pilot information helmet (+2D to repulsorlift ops, +2D to search), helmet comlink)

Hammers' Repulsortank Gunner
Type: Repulsortank gunner
DEX 4D
Blaster 6D, blaster artillery 8D+2, dodge 4D+2, grenade 4D+1
KNO 2D+2
Intimidation 4D, survival 5D+1
MEC 3D
Ground vehicle ops 4D, hover vehicle ops 5D, repulsorlift ops 5D, sensors 5D, vehicle weapons 9D
PER 2D+2
Command 3D, search 5D+2
STR 2D+2
Brawling 3D+1, stamina 4D+2
TEC 3D
Blaster repair 5D, demolitions 4D+2, first aid 5D, repulsorlift repair 4D+1
Move: 10
CP: Typically 5-10
Equipment: Blaster carbine (5D), blaster pistol (4D), gunner Hammer armor (+1D physical & energy, gunner information helmet (+2D to vehicle weapons, +2D to search), helmet comlink)


Next are the reconnaissance craft pilots. They are the eyes of the Hammers, and are the most elite in what they do. Their superiors accept nothing but the best.

Hammers' Recon Craft Pilots
Hammers' Recon Airspeeder Pilot
Type: Airspeeder pilot
DEX 3D
Blaster 5D+2, blaster artillery 3D+2, dodge 4D+2, grenade 4D
KNO 3D
Intimidation 4D, survival 5D+1
MEC 4D
Hover vehicle ops 5D, repulsorlift ops 7D, repulsorlift ops: Hammerhead 9D+2, sensors 7D, vehicle weapons 5D
PER 2D
Command 3D, search 6D
STR 2D+2
Brawling 5D, stamina 4D+2
TEC 3D+1
Blaster repair 4D+2, first aid 4D+1, repulsorlift repair 6D+1
Move: 10
CP: Typically 5-10
Equipment: Blaster carbine (5D), blaster pistol (4D), recon Hammer armor (+1D physical, +2 energy, recon information helmet (+2D to search, +2D to sensors), helmet comlink, integrated macrobinoculars)

Hammers' Recon Speeder Bike Pilot
Type: Speeder bike pilot
DEX 3D
Blaster 5D+2, dodge 4D+2
KNO 3D+1
Intimidation 4D, survival 5D+1
MEC 4D
Hover vehicle ops 5D, repulsorlift ops 6D, repulsorlift ops: Aratech 74-Z 7D+2, sensors 5D
PER 3D
Command 3D, search 5D
STR 2D
Brawling 4D, stamina 4D+2
TEC 2D+2
Blaster repair 3D+2, first aid 4D+2, repulsorlift repair 4D+1
Move: 10
CP: Typically 5-10
Equipment: Blaster carbine (5D), blaster pistol (4D), recon Hammer armor (+1D physical, +2 energy, recon information helmet (+2D to search, +2D to sensors), helmet comlink, integrated macrobinoculars)

Without their support personnel, the Hammers would be out of commission within a week. Therefore they depend greatly on their tech teams of engineers, maintenance, and supply personnel to keep their tanks going until the next battle.

Hammers' Support Personnel
Hammers Engineer Tech
Type: Field engineer/mechanic
DEX 3D
Blaster 4D+2, dodge 4D+2
KNO 3D
Survival 5D
MEC 3D
Hover vehicle ops 6D, repulsorlift ops 7D, sensors 5D
PER 3D
Search 5D
STR 2D
Brawling 4D, stamina 4D+2
TEC 4D
Armor repair 5D, blaster repair 7D+2, first aid 5D, repulsorlift repair 8D+1, vehicle weapons repair 8D
Move: 10
CP: Typically 5-10
Equipment: Blaster carbine (5D), Engineer Hammer armor (+1D physical, repair information helmet (+2D to repair-related skills), helmet comlink), repair kit

Hammers Medical Tech
Type: Field medic
DEX 4D
Blaster 4D+2, dodge 4D+2
KNO 3D
Scholar: medical texts 6D, survival 6D
MEC 2D
Repulsorlift ops 5D, sensors 5D
PER 2D
Search 5D
STR 3D
Brawling 4D, stamina 4D+2
TEC 4D
First aid 6D, (A) medicine 7D
Move: 10
CP: Typically 5-10
Equipment: Blaster pistol (4D), medic Hammer armor (+1D physical, medical information helmet (+2D to first aid, +1D to (A) medicine), helmet comlink, fold-out medkit (from left thigh)), 4 medkits, medpac

Hammers Dropship Pilot/Gunner
Type: Dropship pilot/gunner
DEX 3D
Blaster 5D+2, blaster artillery 4D+1, dodge 4D+2, grenade 4D+1
KNO 2D+1
Intimidation 4D, survival 5D+1
MEC 4D
Sensors 6D, space transports 6D+2, space transports: Skyhammer 8D, SF piloting 6D, SS gunnery 5D, SS shields 5D, vehicle weapons 5D
PER 2D+2
Search 5D
STR 3D
Brawling 5D, stamina 4D
TEC 3D
Blaster repair 4D, first aid 4D, space transports repair 5D
Move: 10
CP: Typically 0-5
Equipment: Blaster pistol (4D), blast armor (+1D physical, +2 energy, -1D to DEX-related skills), comlink

Last, but certainly not least, is the leader of Hell's Hammers, Colonel Zel "Rancor" Johans. He took command after the last commander of the Hammers retired after 20 years service to the Empire. A young man with good ideas, Johans is the perfect man for the job. He is charismatic, intelligent, willing, and steadfast, not to mention courageous – all good traits in a leader and 'tank commander. Some think he has limited control over the Force, but Johans denies that wholeheartedly, saying, "If I had the Force, why would I need my tank?"

Colonel Zel "Rancor" Johans
Colonel Zel "Rancor" Johans
Image by Joe Corroney - JoeCorroney.ComType: Imperial Army Colonel
DEX 3D
Blaster 6D+2, blaster artillery 6D+1, dodge 4D+2, grenade 5D+1
KNO 2D
Intimidation 6D, planetary systems 4D, streetwise 5D+2, survival 6D+2, tactics: ground assault 10D+2
MEC 2D
Repulsorlift ops 9D+2, repulsorlift ops: Hellhammer 12D, sensors 5D, vehicle weapons 8D
PER 4D
Command 7D, command: Hell's Hammers 10D, con 6D, hide 5D+2, persuasion 5D+2, search 5D, sneak 6D+1
STR 3D
Brawling 5D, climbing/jumping 5D+1, stamina 6D
TEC 3D
Armor repair 4D+1, blaster repair 4D, demolitions 7D, first aid 5D, repulsorlift repair 5D+2
Move: 10
FP: 1
CP: 23
Equipment: Blaster rifle (5D), blaster pistol (4D), command Hammer armor (+1D physical & energy, command information helmet (+2D to search, +2D to sensors) helmet comlink), survival gear, rank cylinders, dress uniform, datapad

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