PRETTY OKAY COMPANY
An Ayreonia Roleplay, rebooted for your pleasure
In-Character ThreadOLD | Worldbuilding Thread
Welcome to the front, soldier!
Whether by the guidance of Fate's gentle hand, or by choosing of your own, you're here: the Fourth Armored Division of the Royal Antediluvian Army. In either case, congratulations are in order. You've probably read all the official documents that the postman tried to drown you in. Confusing, weren't they? That's why we, actual soldiers of the 4th, have lovingly prepared this small primer for you. We hope it will answer any and all questions you have. If not, don't be afraid to ask your new brothers in arms. We don't bite. Just steer clear of Major Edrich, he's a jackass.
Let's start by telling you that this introduction will be honest. We won't try to make ourselves look better than we are (you'd find out the truth for yourself anyway, then be angry at us for lying). We're grunts. That's our job. If you joined us for fame or glory, you'd better look elsewhere, and turn back now.
Just kidding! Once you sign up, there's no escape. If you're fond of having a head on your shoulders, that is. And if you want to die, be a sport and do so while catching a bullet for another Fourther, will you?
There, we said it. We're not 1st Para, nor Air Cavalry, nor UNMETA commandos. We're 4th Armored. The Fucking Fourth, they call us, and it's a name we carry with pride. The story behind it has nothing to do with fornication, sadly: legend has it that when our division was first formed as the Royal 4th Infantry, it was thrown into combat without proper training or supplies in an attempt to slow down a major Precambrian assault. When they against all odds not only succeeded, but actually beat the aggressors back, word was sent to HQ, where General Sensus belched out his now-famous line:
"The fucking Fourth!? Those people couldn't hold off my grandma's rotting corpse, may she rest in peace."
Just so. We do have a reputation for doing shitjobs. If it's boring, dirty or just plain suicidal, our motto comes to life: Bring Forth The Fourth! And the Fourth bitches and moans, curses its superiors to nine hells and back, then gathers its crap and does it.
We do these things because that's who we are.
We might complain, but when the sky splits, when the Soil erupts in flames, and when mammoth shit hits the proverbial fan, it's the Fucking Fourth who stand and fight. We might whine about our officers, but we'd follow them to the end of the world and back. We do these things because we understand that glory isn't a title, or a rank, or a medal. Glory isn't prestige or perfect conduct or empty words. In the end, none of that matters. What matters is that one does their job and survives to reap the results. The optimal result would, of course, be victory for Antediluvia, but we'll make do with securing our country for the next generation or so. We're not that ambitious.
So without further ado... welcome to the front, soldier. Welcome home.
Feel your blood rise? Your stomach tingling with excitement? Do you want to sing the Anthem, cry out patriotic slogans or shoot a Precambrian right now? If yes, that was enough pathos, if not, you're a lost case. Either way, on to practical matters.
You probably know these from basic training, but let's go over them anyway. Wouldn't want to misidentify an officer and do pushups until the stupid goes away, would you?
Privates:
Levy -- drafted with no or minimal training. Only deployed in emergencies. If this is you, you're fucked, sorry.
Recruit -- a soldier in service for six months or less. Pretty rare on the front, but we see them from time to time.
Private -- the most common enlisted rank. You're probably this. If not, congratulations or condolences.
Lance Corporal -- granted to long-serving enlisted personnel, often held by vehicle crews and other specialists. Only good for bragging rights, to be honest.
Non-commissioned officers:
Corporal -- lowest NCO rank, usually junior squad leaders and decorated non-commanding enlisted.
Sergeant -- promoted squad leaders, vehicle tactical commanders and the like.
Staff Sergeant -- Holy shit, who brought the Drill Instructor to the front? Well, this is your chance to see if they're as tough as they appeared in Basic. For realsies, a SSgt is probably a Platoon sergeant.
Master Sergeant Shooter Sergeant Person -- Seriously, there's like a dozen senior enlisted ranks with "sergeant" in them, and even the Ssgt. is old as fuck. If you see one of these, call a geriatrician. In all seriousness, they're badasses who've seen it all, but rare out here.
Commissioned officers:
Lieutenant -- most junior officer rank. If you're a Knight in civilian life, you're this. Lieutenants usually command platoons.
Senior Lieutenant -- if a Ltn does well, they might get field promoted to SLtn. Like Lance Corporal, it's mostly an honorific.
Captain -- company commanders, mostly. Most Captains are Barons in real life.
Major -- executive officers at battalion level. Mostly seen as a springboard to battalion command.
Lieutenant Colonel -- usually battalion commanders. Viscounts and Counts.
Colonel -- commanders of brigades. Counts and Margraves.
General officers -- hold commands of divisions and higher. We won't make fun of these, because we don't dare. Might even be Dukes.
Model 174 assault rifle -- An idiot-proof 7.62mm assault rifle issued to troops fighting in the Great Forest. Good penetration, almost never jams, easy to clean and fix (if you manage to break it in the first place). Also highly modular. Downsides include weight and overall size. It does have a folding stock, though -- which just happens to be its only part that doesn't really work. Not to be used as a crutch or a spade.
Can be fired in full automatic mode, but is the most efficient with well-placed semi-auto fire.
Six (6) magazines -- Thirty bullets each. Don't squander them. Return empty magazines to your logistics officer for refill. Don't lose empty magazines.
Rifle cleaning and maintenance set -- A small waterproof plastic pouch with all the tools you need to keep your rifle working! Includes cleaning rod, sight adjusting tool, small oil bottle (don't loan this to your friends, you'll regret it) and cloth. Comes with a paper tag to write your name and rifle S/N on, which is pretty neat.
Model 166 knife/bayonet -- Used mostly as a general purpose cutting tool. Great for carving one's initials into trees. Can also be used to stab enemies, but you should probably not let them that close.
Model 166 fragmentation grenades -- The amount issued varies, usually from zero to two. The classic device every recruit shat their pants practicing with.
Composite helmet -- Standard protective headwear. Stops most shrapnel and the odd bits of wood and rock flying about. Will not stop bullets. Comes with a net that lets you attach a small bush's worth of vegetation to it.
Ballistic combat vest -- For too many years, soldiers had to wear both a ballistic and a combat vest. No longer! The M188 BCV will stop most shrapnel while having those PALS links for attaching pouches and the like. The flap at the bottom is not for protecting your genitals, but the veins down there.
Knee/elbow pads -- Hard plastic pads to protect your joints. While they do look like the pads your mom made you wear when you practiced skateboarding, don't be ashamed to wear them.
Standard woodland camo coat and pants -- Great for making one blend into the surroundings and slightly worse at keeping water out. Still, fairly comfortable and breathe well and have a ton of pockets to stow your crap in.
Combat boots -- Black leather. Durable and comfortable even on long marches. Treat them well, and they'll thank you by keeping mud and water away from your socks.
Raincoat -- If it pours like hell, this knee-long hooded raincoat will keep even the worst monsoon out. Kind of hot when it doesn't, so wearing it all the time is not recommended.
Field cap -- A sturdy cotton cap with a longish visor in front and a swallowtail in the back. Protects reasonably against the elements, but not a valid substitute for a helmet in combat.
Gloves -- Waterproof!
Underwear, socks, t-shirts, etc. -- Assorted pieces of fashionable military clothing. Comes in various sizes and colors like green and darker green.
Canteen -- A handy one-liter plastic bottle. You don't want to get dehydrated, so keep it filled at all times.
Field tin -- For carrying and eating food.
Spork -- Is it a spoon? Is it a fork? It's both! Eating has never been easier.
Entrenching tool -- Basically a small foldable spade, carried in a pouch attached to the tactical vest. Can also be used to hit people.
Assault pack -- A small backpack for storing the most important items. Left in the IFV when dismounted for combat.
Rucksack -- Sleeping bags, spare clothes and other camping gear goes here. Usually rides in a truck behind the main force. Remember to put a name tag on it, lest someone else take it.
Specialist Gear
Vehicle crewmen:
Model 180 Pistol -- A 9 millimeter pistol issued to mounted troops, worn on a thigh holster. Good for self-defense if dismounted, since it can be a hassle to get your rifle out of storage while being shot at.
Pistol magazines -- Six spares.
Intercom headset -- To be attached to the regular helmet.
Tanker boots -- Just like the regular combat boots, but fastened with leather straps instead of laces. Offer less support but improved blood circulation. Also have less dangly bits that get stuck in machinery and make your limbs tear off, which is nice.
IFV and tank crews wear the same ballistic/tactical vest, but stripped of most pouches, since the vehicle can be a bit cramped.
Other:
Portable radio -- For keeping in touch with other squads and vehicles.
Model 181 'Slammer' light recoilless gun -- Anti-tank weapon. Lightweight and easy to use, usually carried in pairs by AT troops. Very effective against Precambrian light vehicles, and can even disable infantry fighting vehicles and tanks with a well-placed shot.
Model 174/s light machine gun -- a belt-fed, faster-firing variant of the M174 rifle issued to support gunners. Weighs a ton. You regret wanting to be the machine gunner now, don't you?
Model 174/m marksman rifle -- a long-ranged, 7,62x51mm, semi-automatic battle rifle variant. Wielded by marksmen.
In the military, you've got to do something. The Second Mechanized Company, of which you're a part of, has been founded with an experimental roster emphasizing light supply elements, high mobility and independence, with jobs that emphasize this. Here's a handy list detailing available roles, sorted by rank.
Privates
Rifleman -- In the end, every soldier is a rifleman, but while their skill set is a common one, it's very diverse. Designated riflemen hold ground, assault, provide direct fire support and other missions that are too many to list here. A rifleman is characterized by their flexibility and ability to adapt to any and all combat situations. Their lighter load means that they can pick up and utilize discarded specialist gear without much hassle.
AT gunner --Soldiers carrying two Slammer recoilless guns. They work closely with riflemen to hunt down enemy vehicles. Usually fight in pairs.
Support gunner -- A formidable fighter armed with the M174/s machine gun. The support gunner's job is to suppress enemy troops and positions, allowing friendlies to maneuver freely.
Medic -- While actual medical personnel serve in their own units, there's a handful of troops in each company who have had more advanced training in first aid. They won't perform miracles, but can give you those precious minutes that can mean the difference between life and death.
Marksman -- Fancy yourself a crack shot? Sign up for designated marksman duty and start disrupting the foe with your M174/m. These guys are the reason why you don't salute in the field.
Driver -- No matter how elite, a unit without drivers won't go anywhere. They operate all manners of vehicles, from humble jeeps to the mighty main battle tank. Sounds easy, but not for the faint of heart. If applying, remember to specify the kind of ride you want, or you'll be assigned to whatever's free.
Vehicle gunner -- The dealers of the company's main punch. If you think an assault rifle is a cute BB gun, this might be the job for you. From twenty to one hundred and twenty millimeters, the selection is huge.
Loader -- A tank's cannon won't load itself, and a skilled and strong loader plays a huge role in maintaining a steady rate of fire. They also act as assistant commanders of their vehicles. Just a hint: a pretty good position for quick promotion.
Mortar operator -- Hardly heavy artillery, but even light mortars provide essential indirect fire support for a company. They swear there's nothing more satisfying than the thunk of an outgoing shell.
NCOs
Squad leader -- These troops lead their fellow squadmates into battle. Their position is backed by combat experience and/or prior leadership training.
Mortar squad leader -- Same as above, but for mortar teams.
Fire controller -- Since mortar crews can't see their targets, they need someone to designate it for them. Fire controllers fight as riflemen, but are burdened by the responsibility to direct fire support. Most say the feeling that comes from bringing death from the skies makes it well worth the extra studying.
Vehicle commander -- Spotter, rearview mirror, boss. An experienced tanker who's been given the duty to direct a mean machine of death. Driving might be more fun, but these guys are in charge.
Platoon sergeant -- A senior NCO and the platoon leader's right hand man. A link between the boss and his men. An experienced warrior and people person who both advises and commands. It might sound like a rank, but it's not.
Company sergeant major -- Holy shit, how do they do it? The CSM does everything: getting food and water, taking care of salaries, bolstering morale and spirit, refilling ammo, organizing leave, etcetera. Usually an older NCO who's too ancient to fight, but uses their considerable experience to make the company's bureaucracy as smooth as possible. A good CSM is worth their weight in gold and is highly respected by both grunt and brass.
Officers
Platoon leader -- Leads a platoon. Did you really need an explanation?
Executive officer -- The CO's best buddy. Their word is the commander's word, which makes it law. The prince to the CO's king.
Company commander -- Squad and platoon leaders may have their turf, but in the end, it's the company commander who runs the place. They're the one who makes the big tactical decisions, and answers directly to battalion level. At the moment of writing this, all positions for company commander (one) are filled. If you want to become one, become an XO and hope for an accident!
14T 'Crawler' armored personnel carrier
As unlikely it sounds now, the Crawler started its journey as a humble off-road truck, designed for increased mobility over broken terrain. A wheeled, a half-tracked and a fully tracked variant later, the 14T was fielded in its modern incarnation, a tracked multipurpose APC that can cross any terrain safely and quickly. It's fully amphibious and its light armor can withstand infantry weapons up to a machine gun, but any larger and it's toast - then again, it's not meant to be a frontline combat vehicle.
The Crawler is crewed by two soldiers, a commander and a driver, although both are cross-trained to take over the other's duties if need be. It can carry up to eight passengers, but usually transports three to six plus specialist equipment. In mechanized units, it's usually attached to mortar sections (it can easily hold two teams) and that's exactly what it does in Werebear company. The mortars themselves are easily towed in a wagon - the Crawler can pull a six-ton load with zero difficulty.
The commander's cupola carries a 14,5mm M174/h_14.5 machine gun, the vehicle's only piece of armament. The troop compartment has firing ports beside every seat and in the back hatch. Although these are measures meant for self-defense, the Crawler has been used in foolhardy attacks, so-called "Crawler rushes," where a large number of these vehicles surprise the enemy with their speed and quite formidable machine guns, then dismount their troops right on top of the stunned enemy. Needless to say, these attacks are highly discouraged.
TLT-15 light tank
The LT-15 was designed originally to be a light assault vehicle made to carry out raids on enemy supply lines. But due to failing design options and a lack of significant power plan to make it fast enough to keep up with a mission. Due to the medium depth of the armor it was resigned to an infantry support role, it was essentially used to run alongside infantry and keep enemy infantry from overrunning certain positions.
At 15 tons, 7.7m hull and a 5.5m long 50mm gun; it is mainly stocked with high explosive ammunition but has a very low amount of armor piercing. Using the LT-15 to counter anything other than IFVs is discouraged if not plain stupid. It is crewed by a loader who doubles as the gunner, a driver, and a commander. Their is a coaxial 7.62mm gun, and in the commanders cupola mounts the M175/H the heavy barreled version of the M174/s, it is adapted to fire from a box.
The Commanders cupola sits high up in the turret where his hatch has small observation slits armored with high density glass. Lower and to the left the loader sits where he can reach shells from the magazine to the rear of the crew compartment. This area is not armored well, so avoid getting hit in the rear middle. A fast and capable tank, avoid getting hit at all, there is no emergency hatch all crew have to scramble out the top hatch or driver door. The compartment is fairly small as well, large tankers not recommended.
1. You are a conscript, but be proud of your service. It is a right.
2. Obey your superiors, respect your peers, counsel your subordinates. Work towards an accepting and warm atmosphere.
3. You're not only allowed, but encouraged to have more than one character. We have no idea what this means, but we were told to put this here.
4. If you have a wish to be assigned to a particular squad and/or platoon, it will be taken into consideration. Please note that it is not always possible to realize this wish.
5. Non-standard issue weapons and gear are allowed, but discouraged. Under no circumstances are you allowed to discard standard issue equipment.
Some people made IC apps the last time, and those were a lot of fun. This time, that'll be the official way.
- Code: Select all
[b]At ease. Sit down. What's your name?[/b]
[b]How old are you, <name>?[/b]
[b]What rank do you hold in His Majesty's army?[/b]
[b]How long have you been serving, <rank>?[/b]
[b]What is your civilian occupation?[/b]
[b]Do you or members of your family hold nobility, titles or land?[/b]
[b]Thank you. Now, if you have wishes pertaining to your role, please list three in order of preference. What job you want, is what I'm asking.[/b]
[b]Right. Would you prefer serving in a certain platoon/squad?[/b]
[b]Thank you, <rank, name>. Drop that medical record by the nurse's office, and we'll call you when your unit is formed. Welcome to 4th Armored, soldier.[/b]
The medical record is just a bullshit excuse for asking about the following:
[b]Sex/Gender:[/b]
[b]Appearance:[/b]
[b]Personality & traits and habits:[/b]
Alright, pilgrim. We all know you're no wizard. If you were, you'd either wouldn't be serving, or you'd be UNMETA... sorry, just repeating nasty, baseless rumors. Bottom line is, we don't like magic users here. The brass say the Precambrians don't have them, either, but sometimes you see things here in the Forest that make you wonder. If you encounter them, the higher-ups will dismiss it as PTSD, shellshock, or just plain old crazy talk. We've compiled a list of these things, just in case. Oh, and if anybody asks, Sergeant Helenski, Corporal Dupont and Private Arts know nothing of this pamphlet. Arts has tin foil.
"Madness"
Imagine you're on patrol, sentry duty or any such situation. Boring, right? Well, imagine your teammate getting silent all of a sudden, their movements jerky and awkward, then shooting you. Or the other way around. Or maybe your totally happy and well-adjusted squaddie goes into the woods to take a leak and is found an hour later with a smashed-in face and a bloody shovel in his hand. Weird, right? Some people can really spin a scary tale!
"Lag"
One recurring story among Great Forest deployees is about the so-called lag, proven to be a particular symptom of combat fatigue. The ones who experience it and survive always tell the same tale, with minor variations: they're in a firefight, when suddenly they experience a strange sense of tiredness, like they can't move their bodies. They look around, only to see their nearby squadmates moving at a crawl, while the rest of the world is completely normal. If they get a glimpse of enemy soldiers in this state, they seem to be moving much faster than what should be possible.
"Spontaneous combustion"
The Precambrians seem to have fielded some sort of incendiary weapon that can set people and objects on fire without any sort of contact. Troops with an unhealthy interest in old legends claim that Antediluvian mages of old could do that with their minds.
"Ghosts"
Enemies appearing from thin air. Is it just us, or is this the oldest excuse of a sentry who's fallen asleep, like, ever?
"Super armor"
This is probably a quality control problem with our mass-produced weapons, or a case of bad marksmanship. Enemy tanks have been reported to sustain hits from anti-tank weaponry without even a scratch. These kinds of stories are usually dismissed as crazy talk, but there was one case with several eyewitnesses. A Precambrian Triarius main battle tank had been flanked and fired upon with several confirmed hits... but no damage, no explosions and no sound from the impacts. It had taken a dozen hits from AT weapons of various calibers before the thing finally burned out. The best part? The four-man crew was taken alive and unharmed. During interrogation, the loader burst into flame and burned to death.
Some backstory
The nations of Antediluvia and Precambria had been at each other's throats for as long as anybody could remember. What had started the conflict, nobody knew or really cared. It was almost like an annual sports event. The winters on the continent of Supercentennaria were brutally cold and long, which forced all military operations to halt. It was an unwritten rule that nobody fought in the winter. There were tales of a Precambrian general who had ordered his division to attack after the snows fell, and as a result he was murdered by his own men. True or not, it wasn't far-fetched. But as soon as the snows melted and you could take a piss outside without your dick freezing off, the Antediluvians hopped onto their IFVs and half-tracks, and the Precambrians rode out on theirs to meet them. The frontlines had not changed significantly for thirty years.
You are a soldier of the Antediluvian Armed Forces, Central Army Group, 2nd Army, 4th "the fucking Fourth" Armored Division, 1st Brigade, Mechanized Battalion, 2nd Mech. Infantry Company, callsign "Werebear". You were conscripted one to four years ago, some of your unit you know from wintertime (during which you have a regular civilian job. Or not. Depends on you), while others are new faces. You might have seen some combat, but the Fucking Fourth aren't yet considered to be a crack unit.
The 4th Armored in its current state has been deployed for seven months now, which is an unusually long time. Autumn is in full swing, which in the Great Forest means lots of rain, warm and humid days and freezing nights. There has been talk of the division spending the winter on the front or even advancing, since they have made an unusually successful push deep into Precambrian territory. This has resulted in mixed feelings from the troops: some are upset that they won't be pulled back and will freeze to death in the woods, while some are hopeful that their success means that Antediluvia is winning the war.