The combat drop is one of the most common Stellar Guard operations, and also one of the most demanding. While the Guard is capable of just landing their transports at a starport when coming to a world with rebel problems, the Guard rarely does this for most forces. Rather, a few forces are landed at the starport to secure it, and the rest combat drop after the enemy in the field. When invading a hostile planet, the Guard doesn't have any choice; they have to combat drop. Recognizing this, the Guard likes to keep its troops in shape.
The combat drop is part amphibious landing, part airborne assault. Rarely will an entire division drop; in fact, a Lansing doesn't carry enough transports to drop all of its load at once. Rather, one brigade of the division (traditionally designated First Brigade) will land and secure an area where the other brigades can be brought down or the Lansing itself can land and disgorge the rest of the division on the ground. Which elements to put in the First Brigade is a subject of contention in the Ground Forces, and High Command recognizes this. Rather than attempt to force all commanders to do the same things, High Command simply wants results. In most cases, the brigade contains two infantry task forces, each with two infantry and two power armor companies, one armor task force, with at least one robot companies, and one cavalry squadron. This combination mixes staying power with heavy firepower and mobility. However, some armor division commanders like to have two armor task forces and only one infantry, and other division commanders will omit the Broadword units if there is little opposition expected, since Broadswords are so heavy as to slow down the AT transports significantly (see AT transport page).
Chronology of a Combat Drop
D -72 hours: Transports arrive in orbit over target planet. Scanners are used to determine likely landing zones, enemy concentrations, and operational objectives. Most likely zone chosen as primary drop zone.
D -56 hours: Special Forces platoon(s) inserted on potential drop zone as pathfinders. Drop timing is modified to allow drop in local night.
D -48 hours: Pathfinders first report on drop zone suitability and enemy activity in area.
D -24 hours: Pathfinders second report. Final decision on drop zone suitability made. Operational plans developed for post-drop operations including: reinforcement schedule, resupply schedule, egress routes from drop zone, first and second days' objectives, and disposition of the transport ships.
D -12 hours: Final checks on vehicles and equipment begin. Troops are briefed on their part in the plan.
D -4 hours: Troops are awakened.
D -1 hour: Troops begin assembly for drop. Begin loading transports.
D -30 minutes: All transports finished loading. Final check for troops. Begin launching ATs.
D -15 minutes: All transports launched. Begin atmospheric entry, with escort if possible.
D -5 minutes: Final approach. Cavalry units stand by for deployment.
D -2 minutes: Cavalry units airborne deploy, engage any enemy threat in landing zone itself.
D -30 seconds: Stallion and Charger units deploy, maneuver to landing zone.
D: Broadsword units deploy from landed transports. All transports return to transport ships for reloading.
D +1 hour: If drop zone secure, transports return with support personnel and equipment for First Brigade, as well as troops for security. First Brigade prepares for breakout.
After this point, all actions are determined by terrain, enemy action, and the relevant operations plan. If the enemy attacks the landing zone heavily, further brigades may be dropped in as necessary, or the Lansing may descend itself to lend support. Typically, a given drop zone is used by only one division, although this can change in heavily opposed operations.
Space Force contribution:
The Space forces have important contributions to a successful combat drop. The Xenophus class cruisers carry advanced sensor packages that can discern vital information better than the more limited suites aboard the Lansing transports. Also, Xenophus cruisers and Imperium carriers carry Tomcat and Nightshadow fighters that can escort ATs down and attack enemy troops on the ground. Space force heavy ships can use their X-lasers as ground bombardment weapons in emergencies, although this practice is heavily discouraged. The Imperium wants vibrant worlds, not scorced rockballs. If no Special Forces troops are available, Marines can also perform the pathfinder function, although they are not as well trained for it as are Special Forces.