Authored by Dansay Republican Alliance and Lamplight Caverns, the influence behind this thread was simply all of the war RPs that go on in II. With all of the numbers thrown around like it's a math class, it all blends together in to an incomprehensible, not-too-fun mess. This thread aims to shine a human light on the chosen fighting force(s) of your nation, encouraging nations to expand upon those numbers on a deeper level.
DRA's Note: Hello, NationState-ers. I'm 'the other guy' so to speak, the owner of the Dansay Republican Alliance. We've seen a good few episodes of Deadliest Warrior, and the concept is definitely a good one... however, there have been a number of faux pas. (Spinal problems!) We'll avoid these as much as we can, instead focusing on the units themselves. Anyway, awkwardly crammed intro aside, send us your entries!
Little Lamplight's note: Like mentioned above, I've looked over many of the 'war' threads of this website. While they may start out strong, eventually, every one I saw devolved in to statwanking, so to speak, who has what numbers, who has this, who has that. It was like watching people debate over a game of Risk. We figured a spin on the Deadliest Warrior format would be a welcome addition, here. It gives those who like to embellish details about their nation a nice form, and we'll put them in mock battles for the fun of it. Enjoy yourselves!
It is up to you to put as much detail as you'd like in to the following form, as well as adding any miscellaneous details you so desire. However, there are a few ground rules that must be followed:
1. You can shine positive lights on different aspects of your force, you are, essentially, being both a typical representative/patriot/serviceman, as well as an unbiased giver of statistics.
2. A judge (One of the two thread creators) will be the one to analyze the data put forth, to create a result.
3. God Modders are not welcome. Period end. If your force is infallible and perfect for whatever reason, don't bother posting here.
4. We are open to all eras, from Past Tech to Future Tech, and you will be matched up based on
general era.
4a. You will also be matched based on general force purpose (We aren't going to pit elite special
forces against the regular army of another country, for example)
5. The judge writes the resulting battle and result based on the information given here.
Country Name:
Combatant Name:
Branch of Military (If Applicable):
OPERATIONAL HISTORY
Brief History/Foundation:
Greatest Success(es) (And Why) (Max. 2):
Greatest Failure(s) (And Why) (Max. 2):
Notable Individuals (And why):
UNIT STATISTICS
Service Requirement (If Any):
Training and Tactics:
Unit Size:
General Purpose/Specialty:
EQUIPMENT EMPLOYED
Uniform/Worn Equipment:
Primary Arm (Include specialties such as marksman rifles):
Secondary Arm:
Tertiary Weaponry (IE, grenades, alternate primaries like shotguns):
Misc Equipment:
PHYSIQUE
Avg. Height:
Avg. Weight:
Avg. Age:
Avg. Build:
Favored Trait (Strength, agility, endurance, intelligence):
ATTITUDE AND MORALE
Morale:
Under Fire:
Facing Failure:
Additional Notes (Optional. Feel free to add anything you might consider important):
Combatant Name:
Branch of Military (If Applicable):
OPERATIONAL HISTORY
Brief History/Foundation:
Greatest Success(es) (And Why) (Max. 2):
Greatest Failure(s) (And Why) (Max. 2):
Notable Individuals (And why):
UNIT STATISTICS
Service Requirement (If Any):
Training and Tactics:
Unit Size:
General Purpose/Specialty:
EQUIPMENT EMPLOYED
Uniform/Worn Equipment:
Primary Arm (Include specialties such as marksman rifles):
Secondary Arm:
Tertiary Weaponry (IE, grenades, alternate primaries like shotguns):
Misc Equipment:
PHYSIQUE
Avg. Height:
Avg. Weight:
Avg. Age:
Avg. Build:
Favored Trait (Strength, agility, endurance, intelligence):
ATTITUDE AND MORALE
Morale:
Under Fire:
Facing Failure:
Additional Notes (Optional. Feel free to add anything you might consider important):
DANSAY REPUBLICAN ALLIANCE
Country Name: Dansay Republican Alliance
Combatant Name: Land Scouts
Branch of Military (If Applicable): DRGA (Army)
OPERATIONAL HISTORY
Brief History/Foundation: Founded in response to the potential threat of Karosykan forces smashing the border between it and the DRA, the Scouts were intended to operate independently of standard forces during an all-out invasion scenario. In the absence of an actual attack, they became an elite reconnaissance force.
Greatest Success(es) (And Why) (Max. 2):
During conflict in Artigantia, a squad of ten Scouts were successfully deployed ahead of a small
amphibious landing, scoping out fortified positions and marking them for attack by strike aircraft. This highlights their ability to seek out and mark threats. In a separate instance, a pair of Scout sniper teams on a separate deployment sought out and eliminated artillery operators while behind enemy lines, showcasing tactical flexibility.
Greatest Failure(s) (And Why) (Max. 2):
While on separate operations, a fireteam of Scouts were ordered by their commanding officer to leave Artigantian civilian militias and protesters alone, and ignored that order out of a misplaced 'heroic' instinct. The result was the DRA being implicated in the slaughter of a group of civilians thanks to the secrecy of the Scouts' mission, and showcasing a tendency to act out of morality instead of rationality. Only two of the members of the fireteam made it back--they were quickly tried and imprisoned for insubordination.
Notable Individuals (And why): Lt. Col Billings, who was a Land Scout member since nearly the founding of the unit. Was involved in various campaigns as a squad leader until he suffered an injury that cost him his leg, at which point he opted to return to training new Scouts.
UNIT STATISTICS
Service Requirement (If Any): None (During/Following boot camp, candidates are selected for LS
training)
Training and Tactics: Total 1.5 years of training
Unit Size: 10 man squad, 5 man fireteam
General Purpose/Specialty: Unconventional warfare, in the support of conventional operations
EQUIPMENT EMPLOYED
Uniform/Worn Equipment: Mission-specific camouflage, kevlar vest and helmet (Or soft cap/boonie cover), Five-day assault pack with rations and provisions
Primary Arm (Include specialties such as marksman rifles): MP-5 9mm submachine gun, MD-4P 5.56mm carbine, SR-25 7.62mm sniper rifle
Secondary Arm: Glock 17, 18, 19, or 26 9mm handguns
Tertiary Weaponry (IE, grenades, alternate primaries like shotguns): Fragmentation grenades
Misc Equipment: Mission specific, such as breaching charges, anti-armor weaponry, demolition
charges, laser designators, etc.
PHYSIQUE
Avg. Height: ~6'2"
Avg. Weight: ~190ilbs
Avg. Age: ~24
Avg. Build: Lean
Favored Trait (Strength, agility, endurance, intelligence): Endurance. Scouts are trained to endure and adapt to extreme weather conditions
ATTITUDE AND MORALE
Morale: High, as is typical for most nations' special forces units
Under Fire: More frantic--while collected, Scouts are trained to move in stealth, and unless they are the ones who broke the silence, nervousness can be a factor
Taking Losses: Generally collected, but on an individual level, emotions can override rationality when losses are witnissed
Facing Failure: When attempts to salvage the mission fail, Scouts often break and run in the worst situations and attempt to lose pursuers. If escape isn't possible, many subscribe to the notions of 'last stands', throwing away self-preservation and potentially expending their lives needlessly, even when better options are available.
Additional Notes (Optional. Feel free to add anything you might consider important):
Scouts are valuable combatants, sent ahead of pushes in an attempt to survey defenses that may
cause problems for friendly forces. They are among the stealthiest and most secretive of the DRA's forces, combining traits of USMC Force Recon, and US Army Rangers. They can also be deployed as elite light infantry operating with conventional forces, but this is relatively uncommon due to their more clandestine leanings and independent operational ability.
Sadly, their mystery can attract candidates with a misguided notion of patriotism, which can cause some poor judgments to be made in regards to self-preservation or the scope of their operations. When they apply these traits within their mission, however, they can prove to be lethally flexible.
LITTLE LAMPLIGHT/LAMPLIGHT CAVERNS
Country Name: Little Lamplight
Combatant Name: Scavenger Team One
Branch of Military (If Applicable): N/A
OPERATIONAL HISTORY
Brief History/Foundation:
Founded in the wake of a nuclear hellstorm, Little Lamplight was faced with the bare essentials of survival. One of these essentials was finding the needs to survive, while also remaining safe. While, at first, it was nothing more than a cluster of kids going out to find whatever cans of food and bottles of water there were, it has since grown to a paramilitary-styled force that strips whatever it can, and hauls it home.
Since its founding, Scavenger Team One has filled Little Lamplight with all of the things it needs to survive, and much more. Building materials, extra weapons, extra medicine, and the technical devices needed to tinker and push Little Lamplight further along. With every iteration, it gets more and more professional.
Greatest Success(es) (And Why) (Max. 2):
The overall greatest successes were two entirely different instances, which show the flexibility of the Scavenger team, and just exactly what they're capable of overall. The first was an assault on
Evergreen Mills, in which the team broke up in to twos and inched itself along with cover-and-move systems. Their speed, despite how encumbered they were at the time, simply saw to it that they couldn't be pinned down. The raiders couldn't wrangle them as the six kids broke in to pieces, and proceeded to surround them from three entirely different angles.
The second was a stealth operation. Simply put, an Enclave outpost housed necessary supplies,
setting up plenty of very efficient barricades in the major entry ways, and first-floor entraces such as windows, and ventilation shafts. The soldiers were well armed and armored compared to the team, so they had to be crafty. Utilizing their analytical skills and co-operation, they managed to boost each other up on to the second floor, with the last one being hoisted up after a high jump. From this vantage point, they were able to sneak around, and pull heavy, and light supplies out. The only time the Enclave were alerted was during the exfiltration. Still, had this been a lighter-equipped group that didn't have steel and ceramic plates, Scavenger Team One would have very well been able to surprise, and eliminate the entire group, or at least shatter their morale from the inside out.
Greatest Failure(s) (And Why) (Max. 2):
Despite their abilities, when things aren't at least somewhat on their terms, they are at a disadvantage. One such example was when a force of Paradise Falls Slavers (Ten, to be precise), completely caught Scavenger Team One off guard in one of its previous iterations, the kids scattered to form ranks. It was because they were completely unprepared that two lost their lives on that day.
Another failure was largely avoidable, in hindsight. A pre-war armory had been taken over by a new settlement, which saw to it that anyone who wasn't a member of their ranks were bad, and either stayed away, or died. Little Lamplight wanted their guns, plain and simple. They had Howitzers, all manners of firearms and armor. While the team co-operated well, they struck at the wrong time, attempting to eliminate a guard while he was alone. They failed to take in to account that there were people below, not gathering the entire situation ahead of time. There weren't any casualties, but they had to pull out, and stay out, allowing a Brotherhood Outcast force to seize control, instead.
Notable Individuals (And why):
Blowtorch is the most enigmatic of the bunch, and is the leader of Scavenger Team One, he expects only the best, but he also expects full co-operation and discretion whenever available. He got his name due to an instance of fast-thinking brilliance, when he stopped a feral ghoul horde from overrunning them in the tunnels by sealing a double-door shut. This ingenuity turned Scavenger Team One in to the proper force it is today, he's organized tactics, and encouraged open thought, and
careful examination.
UNIT STATISTICS
Service Requirement (If Any):
You have to play ball with what Blowtorch says. It's an Anarchy in the caverns, but if you want to
truly go out and try to sustain them, it's very strict. Physique can be worked on, but it's expected
that you can carry a large weight and volume, as well as have a good attitude, minimum.
Training and Tactics:
There are various methods of training, from the basic static-target/moving-target firearm ranges, to exercises in co-operation, and fitness courses that tests one's endurance, strength, and agility above all else. Mock exercises are set up so that potential Scavengers can put their mental sharpness to the test.
Tactics are obviously situational, but to summarize it: When they aren't detected, it is their goal to be as stealthy as possible, sticking to the shadows, and taking the long path if it means they can get to either an advantageous position, or their goal-in-mind, without being spotted. When they are detected, they'll generally break up, but not stray too far from each other (Think yelling range, maximum), to distract enemies, and give them a wide angle (Usually 180 degrees, more if possible) that they have to worry about.
Cover is incredibly important to them, and they utilize it often. As far as giving back the damage, they will do blind fire and buttoning to keep their enemies down, but they most definitely aren't stupid, throwing a firebomb or a grenade in most situations. Their goal in heavy firefights is to minimize damage to themselves, not just get the kill(s).
In short, they could be described as very guerrilla.
Unit Size:
Six, always six.
General Purpose/Specialty: Scavenging, and group eliminations, guerrilla warfare
EQUIPMENT EMPLOYED
Uniform/Worn Equipment:
The uniforms are very individualist in nature, but there is a common theme amongst them: They protect the torso, and they protect the head, while extremities are left more open. Scavengers are issued a helmet that is fit to their head, and made within Little Lamplight, a pair of goggles that are adjustable, and a gas mask just in case there's any sort of airborne toxin trying to be utilized.
Leather armor has been unofficially decided as the most popular, as it allows them to stay limber, cool, and fairly protected. Additional padding is placed on the torso, which has been shown to stop low-caliber rounds from medium/long distances, though higher caliber rounds, and plasma go right through.
Primary Arm (Include specialties such as marksman rifles):
There are three different 'rifles':
The Type 93 rifle, which chambers the popular 5.56 round, is a weapon that Little Lamplight has plenty of. The firing rate, accuracy, as well as general damage it puts forth has more than earned its place amongst the scavenging team. While incredibly heavy armors are obviously immune to this, many find themselves falling victim, even with kevlar and helmets. The availability of parts, and the fact that it's generally seen as the first gun people mess with when they want to learn how to tinker, means that the Scavenging Team keeps theirs in pristine condition.
The Plasma Rifle fires a slow bulb of viscous, deadly, corrosive plasma at their enemies, while the
rounds can literally be dodged, almost no armor stands a chance against this weapon. It's usually
used in closer ranges, but long-ranged surprise shots have been pulled off with such a weapon. While these aren't as common, they're still around, and kept in serviceable condition. When the plasma meets flesh, it acts as a corrosive agent, burning through flesh, and stripping bones dry.
AER9 Laser rifles are exactly what they sound like, they work by emitting a beam of concentrated
light, the wattage within the cells loaded in to the weapon allows for about twenty four shots before one must reload. The projectile is instant, wherever you point is where it's going to hit as soon as the trigger is pulled. While civilian variants of this weapon did exist, Scavenger Team One's arsenal is US military grade. Its downside is that it's hardly effective against most armor because of the fact that the particle is only there for a split-second each trigger pull. It heats up the armor massively if it doesn't break through. When it hits flesh or clothing, the results are hideous and instantaneous.
Secondary Arm:
Ten millimeter submachine guns, loaded with hollow point rounds are the secondary weapons. They're usually seen as blind fire weapons, or the one you fire if you aren't planning on getting the kill. They aren't too accurate, but they do have a fire rate that isn't contested by much.
Tertiary Weaponry (IE, grenades, alternate primaries like shotguns):
Grenades include the 'Pineapple Bomb', M67, and RGD-5, though the more popular throwing weapon is a simple molotov cocktail, a glass bottle filled with gasoline, and stuffed down the neck with a gas-soaked rag, when lit and thrown, it erupts in to flames upon striking the target.
Flamethrowers make the occasional appearance as the alternate primary, though it's a risky weapon, since the tank on one's back is quite the vulnerable target, and the cumbersome nature is generally seen as not worth it, it's regarded for being painful to feel, and to watch. It's used mostly if there's someone or something that needs smoking out, or if there's a large enough number of enemies.
Misc. Equipment: Crowbars, lockpicking sets, and bomb diffusal kits are quite common. Emergency medical supplies (Bandages, hydrogen peroxide, morphine) are kept on-hand, on everyone.
PHYSIQUE
Avg. Height: 4'8"
Avg. Weight: 113 lbs
Avg. Age: 11
Avg. Build: They're actually rather built, for their size, it's expected of them, and not too surprising.
Since they see the sun quite often, they aren't afflicted with rickets like some of the residents.
Favored Trait (Strength, agility, endurance, intelligence): All are appreciated.
ATTITUDE & MORALE
Morale: It's high, only out of stubbornness, and the fact that they're very jaded to the wasteland out of experience.
Under Fire: If it's as a result of them being detected, usually an effort is made to get to cover first. They'll panic for a moment, throwing blind fire back at them while they recuperate, but when they gather themselves, they're back in the fight.
However, they're more than eager if they initiated it.
Taking Losses: In that case, it's all about backing off, and getting to a position where it's in their favor. They'll be racked with sadness if the revelation hits, but usually, they're in too much of an
adrenaline high at that point to actually recognize the gravity of the situation. It depends if the
enemy pushes and continues to be an active shooter, or not. If Blowtorch were to fall, it'd likely go to 'facing failure', below, but each kid IS ready to take the mantle, so to speak.
Facing Failure: They simply break and run, in their eyes, it's not worth dying over, and Little Lamplight needs them for another day. If it's a completely botched operation, they'll get out of the field and gather themselves later (usually a briefly-spoken meeting point, they plan these ahead). If, however, they're barred in, then it's all about desperation. They'll fling their grenades and molotovs at general locations of fire/enemies, then proceed to blind fire. From there, their morale entirely depends on the reaction of the enemy. If they fail to take any of them out, then it's a 'fuck it' sort of last stand, simply because there is no other option.
Additional Notes (Optional. Feel free to add anything you might consider important):
Scavenger Team One has many reasons that it's actually successful. The first one being that they
come from a place where failure is not an option, and only through innovation, cleverness, and physical tuning can they even /hope/ to survive. Little Lamplight has always been under the
microscope of predatory factions, whether in the caverns, or out while they're exploring or scavenging. They were forced to be molded in to a fighting force because of that. But, beyond just fighting, they know how to tinker, they know what makes things tick, they aren't professionally trained, but they /would/ give the Engineer divisions of professional militaries a run for their money. They've always had such a massive arsenal of scrap to work with (Via raids, what have you), people in Little Lamplight have a free will to explore what talents they choose, the team is no exception. While many doubt the resolve of children, they are very much representative of Little Lamplight's ability to innovate and solve things in an out-of-the-box manner.
Now, obviously, the fact that they are stubborn can most definitely get in the way when things are
going well for them.
Also, as briefly touched in the tactics section, they co-operate, each person is important, and each person plays a part, they do a lot more co-operative oriented things, and have a lot of trust in each other, while there is generally an air of distrust and security in the actual caverns themselves.
CRUMLARK
Country Name: The Holy Empire of Crumlark
Combatant Name: Suburban/Urban Crumlarkian Combatant Specialist (SUCCS, pronounced like the word 'sooks', plural pronounced 'sookses')
Branch of Military (If Applicable): Homeland Security/Domestic Forces
OPERATIONAL HISTORY
Brief History/Foundation: During a time of political turmoil in the 1940's known as 'World War II', rising amounts of those seeking refugee status within its borders also was accompanied by heavily conflicting cultures, and with this conflict came large nationalist riots where enraged forces of rag-tag refugees that seeked asylum in Crumlark clashed violently. Such public displays of aggression threatened the stability of the fledgling nation. Thus, the SUCCS's were developed with the intention of subduing the riots. Little did they know this would not be a one time operation branch, a operating model of the likes of many emergency militias that preceded the SUCCS's and served similar purposes of stopping large scale domestic violence. Over the decades, the SUCCS's received an increased budget and received first pick of the Crumlarkian conscripts that normally would be destined to the slightly less strenuous and demanding conventional land forces. Now, the SUCCS's are well renowned for their brutal training and mental sharpness.
Greatest Success(es) (And Why) (Max. 2): The Falon Crescendo- March 31st, 1987 - Within the capital, several mercenary bands had snuck in under the guise of escorts for foreign diplomats attending a regional leaders conference. Due to quick thinking, and several brave individuals that had rallied existing security to a direct firefight, the diplomats and Crumlarkian officers were able to escape. The SUCCS's took heavy casualties, but conventional patrols that were on the other side of the city flanked the mercenaries, and had captured the few that did not become dead in the next fifteen minutes.
Dijario Cleanout - April 19th, 2005 - A force of thirty soldiers had been assigned the unfavorable task of executing on sight every armed individual in a known den of a powerful gang. Taking advantage of the tight corridors between shanties and shacks, the soldiers surrounded and bottle-necked the targets, and killed them all, taking minimal casualties.
Greatest Failure(s) (And Why) (Max. 2): The Majan Massacre - November 23, 1987 - In a small neighborhood, a lesser unit of SUCCS's were ambushed and killed, due to the low survivability of the situation, the reason they had been bested remains unclear, but forensic evidence suggests they were caught off duty.
Notable Individuals (And why): Sararah G. Lark- Lead the main offensive thrust in the Dijario Cleanout, later was proclaimed heir to the Empire only hours before the Emperor of the time had died in his sickbed.
Ket Tinn- Distinguished Veteran. Recognized as the greatest warrior and strategist the entire region of Republia has ever seen.
UNIT STATISTICS
Service Requirement (If Any): A ten year service requirement, including intensive training that can be two to three years long.
Training and Tactics: SUCCS's are trained in building to building combat, although they receive intensive sniping and demolitions training as well
Unit Size: Three different Unit Sizes, those being five men, twenty men, and fifty men.
General Purpose/Specialty: Peacekeeping and Urban Warfare
EQUIPMENT EMPLOYED
Uniform/Worn Equipment: Crumlarkian make of silk/Kevlar derived armor, and standard fatigues.
Primary Arm (Include specialties such as marksman rifles): The primary arm of the SUCCS's is a slightly modified G2 FAMAS
Secondary Arm: The Lyran issued Lycos Machete
Tertiary Weaponry (IE, grenades, alternate primaries like shotguns): Lyran issued 'Hellsbreath' hand grenades
Misc Equipment: Night vision goggles where applicable
PHYSIQUE
Avg. Height: 5 foot eight inches
Avg. Weight: 180 lbs
Avg. Age: 35 (not including troops still within training)
Avg. Build: Slender and compact, comparable to a gymnast
Favored Trait (Strength, agility, endurance, intelligence): Agility and intelligence is strongly sought, and endurance is one of the focuses of the training
ATTITUDE AND MORALE
Morale: High, that of professionals that know what they are doing
Under Fire: Calm resolve, those in the open take up cover
Facing Failure: Those not under immediate fire face mild chance of unauthorized retreat. Upon being outmaneuvered or flanked, they face moderate likelihood of retreat.
ONTORISA
Country Name: The Fascist Dominion of Ontorisa
Combatant Name: Ontorisan Ranger (Preferably the 73rd Ontorisan Ranger Regiment 'Nightmare')
Branch of Military (If Applicable): Special Forces Branch/Maavägede Kohta Ontorisan Relvajõudude (MKOR)
OPERATIONAL HISTORY
Brief History/Foundation: The 73rd Ontorisan Ranger Regiment 'Nightmare' was formed on February 11th 1922 during the Great Depression to prevent a communist revolution in Ontorisa. The 73rd was formed from the elite regiments in the Ontorisan military, all whom which served for at least 5 years in the Ontorisan military. Well trained and extremely deadly, especially in small units, the 73rd has been proclaimed one of the best Ontorisan fighting regiments.
Greatest Success(es) (And Why) (Max. 2):
Tyto Conflict - The operation in the war torn nation of Tyto was purely the 73rd. They brought down the oppressive government on their own.
Defence of Caujasburg - A current operation, however, the 73rd was tasked to defend the strategically important city of Caujasburg in Lolloh. Against at least 7500 Heratoian Paratroopers supported by heavy armour and 1.6 million Lolloh militia also supported by heavy armour, the 73rd held their ground while suffering catastrophic losses.
Greatest Failure(s) (And Why) (Max. 2):
Echo 4-1 - Better known as UH-1 Down, four UH-1Y Hueys were shot down over the Balkans during the Yugoslavian Civil War. The 73rd was tasked to retrieve the individuals of the UH-1Ys. They reached the downed Hueys but were too late as most of the passengers of the helicopters were dead or captured.
Notable Individuals (And why):
1st Lieutenant Alexai Lujjasbrovi 'Dyslexic' - Nicknamed Dyslexic for her first day as unit commander for screwing up a command, 1st Lieutenant Alexai Lujjasbrovi lead the 3rd Unit of the 73rd to victory in Tyto where she had the government office (a heavily guarded fortress) and the government citadel (another heavily guard fortress) captured within 18 minutes. Facing heavily armed and well trained forces, she engaged them head on and pushed forward. Hailed to be one of the best 73rd Unit Leaders since Cellis Voxanar from the 19th Century.
UNIT STATISTICS
Service Requirement (If Any): 5 years in the Ontorisan Military as well as to be invited to join.
Training and Tactics:
Very vigorous and dangerous. Rangers are taught to be alert at all times as well as willing to die for their cause. Around 30% of the recruits drop out and a large 50% die during the wilderness training (surviving on their own, as if they were separated from their unit in hostile territory. Hand to Hand combat training, infiltration and hunting are taught).
Only 20% actually survive the training to face an educational exam. The exam is difficult and requires lots of intelligence and ingenuity. Relatively impossible where the teachers actually want the recruits to cheat. The motto of the 73rd is "Any advantage is a good advantage" which translates to this exam, if the person next to you knows the answer, copy it from his paper without being caught.
The last part of training is weapons and tactics training. Rangers are expected to be able to snipe as well as the next man beside them or be as accurate with an M4A1 as their unit commander. Like the description before, the rangers who pass are extremely well trained and could hit a target at least 1250 feet away from them with a single burst from an assault rifle (although this has been exaggerated sometimes).
Unit Size: 6000
General Purpose/Specialty: Special Operations, the strike hard strike fast kind of units.
EQUIPMENT EMPLOYED
Uniform/Worn Equipment: MARPAT Camouflage, colour depends on enviroment
Primary Arm (Include specialties such as marksman rifles): M4A1, G36C, M16A4, MG36, JS3 50 Calibre Machine Gun, SR-25 Sniper Rifle, MP7
Secondary Arm: P226 Pistol, HK MP5 PDW
Tertiary Weaponry (IE, grenades, alternate primaries like shotguns): PS2 Anti-Personal Fragmentation Grenade, PS3 Flash Bang, PS4 Smoke Grenade, M1014 Automatic Shotgun
Misc Equipment: Night Vision Goggles, Binoculars, Laser Pointers, ER5 Interhelmet Radio
PHYSIQUE
Avg. Height: 5"12
Avg. Weight: 150 lb
Avg. Age: 24
Avg. Build: Medium
Favored Trait (Strength, agility, endurance, intelligence): Intelligence
ATTITUDE AND MORALE
Morale: Very High, careless sometimes.
Under Fire: High, 73rd are very furious fighters and laugh at gunfire.
Facing Failure: Ranging from Medium to High, depending on casualties. Morale would be higher if they have more casualties with the repayment of their fallen comrades.
Additional Notes (Optional. Feel free to add anything you might consider important): N/a
THE GETH CONSENSUS
Country Name:The Geth Collective
Combatant Name: Geth Shock Trooper
Branch of Military (If Applicable): NA
OPERATIONAL HISTORY
Brief History/Foundation:
Codex - Shock Trooper
The Geth traditionally have many platforms to use in battle, ever since their rebellion against the Quarians in the Morning War, the Geth have developed specilized roles, some are desgined to be light weight, which allows them to take out hostile light footed foes such as Salarians, Kig-Yar or their creators, some like the Prime are made to fight the near undefeatable Mgalekgolo, and the Sangheili, when the alliance with the Human race started, the Geth downloaded the methods used by Humans and intigrated it with their own forms of warfare.
Thanks to the superior Human A.I technology being intrgrated into the Geth, a Geth platform requires 10 prorams to be alive instead of 1,000, thus allowing more Geth to be produced for war or building. The Human advancements has allowed the Geth to work faster, and employ smarter tactics as the speed of which a single unit reaches consensus is now faster than when an organic can react, thanks to this the Geth Shock Trooper was created as a way to most effectivly use these new upgrades. Adopting and combaining Humanities ODST tactics, the Geth have managed to fight off enemies with no loss of platforms thus far.
The Shock Trooper Platform first saw action in the Perseus Raid of 2203, when several Quarian ships ambushed a Geth station, the Shock Troopers proved most valuable as their programing added the Human special forces training into the Geths already ferocious combat prowess, allowing them to fight off the far superior forces with little to no harm done to their numbers. Geth Shock Troopers practice the odd act of training in an active zone aganst allied forces, to see how prepared they are when they enter an actual combat zone, some think this may be redundant and theorize that it is likely a side effect of the Human tactics intigrating with their own.
Greatest Success(es) (And Why) (Max. 2):
Codex Entry - Perseus Raid of 2203
In 2203, Quarian Commandos wearing the latest in Quarian power armor raided the Perseus Veil in order to gain a tactical advantage over the Geth, which at this point have continued to look over the Qurian planets left over from the Morning War over 435 years prior. The Geth have remained neutral for all time until the Quarian raided the station and went on a purge of all Geth programs.
The Geth deployed the new Shock Trooper Platform in response, the Geth moved in on Quarian positions in the station and proceeded to beat back their superiorly numbered adversaries. The Geth took the invading force out with tactics and combat techniques te Qurians were not familiar with, making the Quarian threat in the system nothing more but a white noise.
Greatest Failure(s) (And Why) (Max. 2):
Shock Trooper Platforms have yet to be deployed in another combat zone.
Notable Individuals (And why): All Shock Troopers are Geth, they are all linked, while also remaining as individuals. The only known Geth Shock Trooper to have given itself a name is Legion, Legions current wereabous are however classified for the protection of the Collective.
UNIT STATISTICS
Service Requirement (If Any): None, Geth are capable of adopting this require programming in an instant, all they have to do is join.
Training and Tactics:
Codex - Shock Trooper Training
Geth Shock Troopers combine standard Geth military combat tactics (Suprise attacks, suppression, flanking, faking out, etc) with Human special forces training, In this case, the ODSTs, human warrior who have gone through several different levels of screening, brutal training and minor agumentation, their training is the culmination of several special forces branchs.
The combination of Human warfare mastery, and the Geths unrivaled skill in forcing their enemies into defeat, makes the Shock Troopers one of the most effective special forces in the galaxy, rated at super soldier levels. The Shock Trooper platform is a capable force, able to stay hidden naturally through skill, as well as using imported Sangheili active camo devices and Human "Promethean vision" upgrades.
Shock Troopers are the only Platforms that train with their platform bodies, deciding that it is better to test themselves in a true combat scenario, they commonly face Sangheili, Turian and Human troops in regulated matches, since they will be uploaded to a nearby terminal if destoryed, the other side is allowed to use live ammunition, and this thus increases their drive to succeed. The only simulation they lost thus far, is when they fought Spartans of Grey Team in a match to test their overall effectiveness against high level threats, the Sparans slightly superior reflexes allowed them to have one man standing at the end of the fight.
While Shock Troopers can fight practiclly anywhere thanks to the programming and active training
they under go, they strangly have a hard time fighting in deserts, dry or freezing, the envoirment is not their strong suit, any engagement in a desert will drasiclly lower their preformance unless an immediate upgrade is added.
Unit Size:
Codex - Shock Trooper - Feild Unit Size
With over 300,000 platforms overall, 1,000 currently active, while the rest are in a state of readiness, a deployment is " By the general consensus of the Collective" 10 platforms. Standard formation is to split 4 in supression roles, 4 in flanking roles, and the other two as long range support, the tactics in the battle field is subject to change.
General Purpose/Specialty: Shock Troopers are purposed to force the enemy into a quick and brutal submission, whether through life, or death. Shock Troopers are primarily used in Gurrilla attacks or in "blitzcrieg tactics[/td][/Table]
EQUIPMENT EMPLOYED
Uniform/Worn Equipment: Geth Shock Troopers use a slightly stronger platform base than standard Geth forces, with an armor rating equal to that of a Geth Hunter, although the leading unit general has a body as durable as a Geth prime.
Primary Arm (Include specialties such as marksman rifles): Most Geth Shock Troopers field the Type 43 Repeater, a Sangheili weapon that has been adopted for The Shock Troopers, thus giving them a greater advantage in firepower than thier lessor skilled platforms. Geth who work at longer ranges prefer the K806 Particle Beam Projector, which carries enough energy to blast through the armor of a tank and destory it in 4 hits.
Secondary Arm: The Geth Shock Trooper is the only Geth unit which utilizes a side arm, in this case it would be intergrated into the platform, removing the pistol grip and switching it out for a pull system for when it is required, this weapon is the K99L Repeating Blaster.
Tertiary Weaponry (IE, grenades, alternate primaries like shotguns): The Geth have a strange weapon with them, the UNSC's Spartan Shotgun, the M88G Assault Shotgun, or simply known as the "Bullshark". This weapon fires fragmentation slugs the size of a cap on a pen at high speeds thanks to the ciols around the barrel. The weapon was adopted by the Geth because of it's sheer fire power, while it has range that makes it useless in a mid to long range engagement, the weapon still remains the top dog when it comes to unleashing hell.
Another popular weapon of the Geth is the Hardlight blade, a weapon desgin intigrated in their armor, the blades orgins come from te ancient Forerunners, and thans to HUmanities strange ability to crack their technology, this weapon system has been given for the Geth to use in close engaements, thus giving them an edge over species that do not use it, such as the Salarians and Asari, but most otably the hostile Quarians.
Misc Equipment: The Geth's most under estimaed tool is the Combat Drone
PHYSIQUE
Avg. Height: 6'8
Avg. Weight: 326lb
Avg. Age: Not Known
Avg. Build: Strong Platform
Favored Trait (Strength, agility, endurance, intelligence): Geth Shock Troopers exhibit high intelligence, great strength, good endurqance, but poor agility.
ATTITUDE AND MORALE
Morale: High, fear of death is low due to good chance of being able to either suceed to make it to a Geth Terminal thanks to FTL buoy's
Under Fire: Geth Shock Troopers are clam, and show no fear, Geth understand that at most it will be a drawback to the collective if they are hit, but chances of survivng to fight another day, even if the entire platform is destroyed is extremely high.
Facing Failure: Failure can happen, at the most they will have to rearm, reorganise and continue with what needs to be done, the only thing they cannot fail at is the protection of the Geth, as the Geth must live on.
Additional Notes (Optional. Feel free to add anything you might consider important): If one Geth goes down it can instead send itself to a nearby unit, giving an aditional 10, thus making it more intelligent, and improve it's attributes, smart to do by joining a Commanders Platform in battle after your own is gone.
Branch of Military (If Applicable): The Grand Army of Blakullar
OPERATIONAL HISTORY
Brief History/Foundation: The 1924th VB was created in 1952 when the army was undergoing a refit during the times of the Tsardom.
Greatest Success(es) (And Why) (Max. 2): The capture of Synoese general Rikvald Langørgen during the last border conflict and conquest of Synoa in 2002.
Greatest Failure(s) (And Why) (Max. 2): Nearly two-thirds of the regiment were wiped out in the nuclear assault on Vasa AFB in the Great War for Sovereignty in late 2012.
Notable Individuals (And why): Tsar Androv III, the father of Mikrul I, the greatest Tsar, served in the regiment for two years in 1958-1960.
UNIT STATISTICS
Service Requirement (If Any): Equal to other regiments in military.
Training and Tactics: The 1924th VB favours lightning assaults and blitzkrieg tactics in battle.
Unit Size: Approximately 2,000-strong.
General Purpose/Specialty: The 1924th VB is used mainly as a shock unit, and specialises in terror operations and urban combat.
EQUIPMENT EMPLOYED
Uniform/Worn Equipment: Synthetic hyperpolymer armour suit, artificial titanium-carbon alloy cuirass + helmet w/modular HUD, polybenzimidazole plasma-retardant jacket, with the infamous Volkihansk Eagle as the insignia.
Primary Arm (Include specialties such as marksman rifles): G-15A1 General Purpose Rifle (6.5mm chamber).
Secondary Arm: G-95 Gauss Pistol (.50AE).
Tertiary Weaponry (IE, grenades, alternate primaries like shotguns): 3x MBU-5 w/HEDP, Concussion or Plasma Warhead + 2x PV-29 retractable diamond-edged titanium blades, G-90 Gauss Rifle (12-gauge slug).
Misc Equipment: None of note.
PHYSIQUE
Avg. Height: 1.9m for males, 1.7m for females.
Avg. Weight: 80kg without armour, 153kg with armour.
Avg. Age: 36 Terran years.
Avg. Build: Medium-heavyweight, though Marksmen typically have a light-bantamweight build.
Favored Trait (Strength, agility, endurance, intelligence): Agility and intellect are favoured in the 1924th VB, as is a stable mind and strong resolve.
ATTITUDE AND MORALE
Morale: Blakullaran soldiers in general are always pumped for battle and ready to crush any who stand before them.
Under Fire: Soldiers spend most of their advanced training under live-fire conditions, so are comfortable in a tense battle situation.
Facing Failure: Soldiers retain a take-as-many-of-the-bastards-as-you-can approach to battle, even when against insurmountable odds.
Additional Notes (Optional. Feel free to add anything you might consider important): None of note.
Combatant Name: The Black Guard
Branch of Military (If Applicable): N/A
OPERATIONAL HISTORY
Brief History/Foundation: Founded in 2080, following the victory of the NFE over the USA. The Chairman himself chose the most efficient Rangers on record, and made them his personal guard. After his death in 2098, Emperor Stark reformed the Black Guard. He stopped taking in Rangers, and started experimenting with gene therapy and childhood conditioning. The end product was the one of the most elite fighting forces the known world has seen.
Greatest Success(es) (And Why) (Max. 2):
The Ardavian Conflict was quite a success for the Black Guard. Under Emperor Stark's command, they were put on the frontlines to deal with Ardavia's elite "Spartan" soldiers. The Spartans were much better equipped, and had greater numbers. However, due to the Black Guard's expertise in wilderness combat and stealth, most Spartans met their match. Out of the 150 Black Guardsmen deployed, only 5 of them are reported KIA by the end of the war. This is truly something, considering out of the hundreds of Ardavian Spartans deployed, only a few dozen made it back.
Greatest Failure(s) (And Why) (Max. 2):
The Black Guard's biggest failure was their inability to protect Emperor Brown during his visit to Colonial Japan in 2281. UDAP veterans had formed a terrorist organization to strike back at the NFE. These terrorists had been planning to assassinate the Emperor for days, reportedly. When he was walking out of the Imperial Diet Building, conspirators had occupied the gathering crowd in many places. To fool the Black Guard, several reached inside their pockets to simulate grabbing a weapon. Once they saw that the Guardsmen had their eyes trained on the few distractors, a child in the crowd approached Brown. Looking harmless, Brown crouched down to speak with him. It wasn't until that moment, Brown and the Guard realized the child was holding a live hand grenade. The suicide bombing killed Brown, and the Guards closest to him. The terrorists managed to take advantage of the Guardsmens' perception and turn it against them.
UNIT STATISTICS
Service Requirement (If Any): All Black Guardsmen are born into their positions.
Training and Tactics: Once every few months, the Empire dispatches "buyers" into poor neighborhoods. Pregnant women who feel they cannot take care of their upcoming child are paid a hefty sum of Digital Credits. The mother is required to let the baby undergo gene therapies while in the womb. These procedures clean the baby of any deformities, and make the child come out strong. After it's born, the government takes the child away to a camp. In this camp, they spend their childhood training and learning. At age 6, the children are required behead a prisoner brought into the camp for this purpose with a kukri machete. They are to stay in the room with the prisoner until it is done. At 12, the children, naked and armed only with their prized machete, are thrown into stadiums with criminals dressed in leather armor and axes. If the children fail, they die. If they succeed, they continue their training.
At 14, the children are quite developed. Girls average about 6'5, and boys about 6'9. They are given a pistol with limited ammunition, their machete they have been holding since age 6, a suit of leather armor, and a day's worth of food and water. They are then deployed in the North American Jungle, relying only on their training for survival. They are expected to return to the nearest supercity within a week's time. When they return, they are declared members of the Black Guard. Until they hit 17, they accompany other Black Guardsmen into the jungle, hunting Red Men and Rebels to get first-hand combat experience.
Drugs and cybernetic augmentation are rarely used in the Black Guard. It's not unheard of for Black Guardsmen to get augmentations under the command of the Emperor or Empress in charge, but it's usually regarded as frivolous, since cybernetics and brain implants could interfere with natural conditioning. Improvement drugs, while usually harmless, are a bit addictive.
Black Guardsmen usually rely on stealth. They use their cloaking technology and natural light-footedness to traverse even the most heavily occupied areas undetected. They are also terrific marksmen, and can hit moving targets from over a mile away on average. They can adjust to most fighting styles when necessary. They are masters in several forms of martial arts. Marksmanship is a main skill, obviously. Years of practicing with their machetes has also given them a great edge in swordsmanship.
Unit Size: N/A. They can work in any formation, depending on situation.
General Purpose/Specialty: Protection of the Emperor and the Imperial Ministry, Black Operations, Counter-Insurgency
EQUIPMENT EMPLOYED
Uniform/Worn Equipment
Black Guards use a liquid body armor. Upon impact, the projectile instantly attracts millions of iron particles inside the gel. Once the particles stack, the bullet's force is absorbed by the particles. The combat gear itself is reinforced with ceramic plates and leather. The gear also includes a trench coat, but it's mainly for show. The coat can be removed at will, but it's preferred for soldiers to keep it on unless it threatens their effectiveness.
The helmet is made of a ceramic-based material. The optical systems give the wearer the best possible vision-to-protection ratio. The helmet has night and infrared visions built in. It can also hook up to the user's databoy to track targets. The helmet also has a respirator to allow oxygen in, and everything else out. This makes them nearly completely resistant to toxins and gas.
[spoiler=Primary Arms]FrenCo K7 Designated Marksman Rifle
Semi-Automatic. Chambered for 7.62x51mm rounds. 20 round magazines.
KRISS Vector K10 Submachine Gun
Fully-Automatic. .45 ACP rounds. 45 round magazines.
FrenCo Gordon-Howe W62 Gauss Rifle
Bolt-Action. Charged 2mm rounds. 100 round box.
More information on these weapons can be found in my factbook.
Country Name: Dansay Republican Alliance
Combatant Name: Land Scouts
Branch of Military (If Applicable): DRGA (Army)
OPERATIONAL HISTORY
Brief History/Foundation: Founded in response to the potential threat of Karosykan forces smashing the border between it and the DRA, the Scouts were intended to operate independently of standard forces during an all-out invasion scenario. In the absence of an actual attack, they became an elite reconnaissance force.
Greatest Success(es) (And Why) (Max. 2):
During conflict in Artigantia, a squad of ten Scouts were successfully deployed ahead of a small
amphibious landing, scoping out fortified positions and marking them for attack by strike aircraft. This highlights their ability to seek out and mark threats. In a separate instance, a pair of Scout sniper teams on a separate deployment sought out and eliminated artillery operators while behind enemy lines, showcasing tactical flexibility.
Greatest Failure(s) (And Why) (Max. 2):
While on separate operations, a fireteam of Scouts were ordered by their commanding officer to leave Artigantian civilian militias and protesters alone, and ignored that order out of a misplaced 'heroic' instinct. The result was the DRA being implicated in the slaughter of a group of civilians thanks to the secrecy of the Scouts' mission, and showcasing a tendency to act out of morality instead of rationality. Only two of the members of the fireteam made it back--they were quickly tried and imprisoned for insubordination.
Notable Individuals (And why): Lt. Col Billings, who was a Land Scout member since nearly the founding of the unit. Was involved in various campaigns as a squad leader until he suffered an injury that cost him his leg, at which point he opted to return to training new Scouts.
UNIT STATISTICS
Service Requirement (If Any): None (During/Following boot camp, candidates are selected for LS
training)
Training and Tactics: Total 1.5 years of training
Unit Size: 10 man squad, 5 man fireteam
General Purpose/Specialty: Unconventional warfare, in the support of conventional operations
EQUIPMENT EMPLOYED
Uniform/Worn Equipment: Mission-specific camouflage, kevlar vest and helmet (Or soft cap/boonie cover), Five-day assault pack with rations and provisions
Primary Arm (Include specialties such as marksman rifles): MP-5 9mm submachine gun, MD-4P 5.56mm carbine, SR-25 7.62mm sniper rifle
Secondary Arm: Glock 17, 18, 19, or 26 9mm handguns
Tertiary Weaponry (IE, grenades, alternate primaries like shotguns): Fragmentation grenades
Misc Equipment: Mission specific, such as breaching charges, anti-armor weaponry, demolition
charges, laser designators, etc.
PHYSIQUE
Avg. Height: ~6'2"
Avg. Weight: ~190ilbs
Avg. Age: ~24
Avg. Build: Lean
Favored Trait (Strength, agility, endurance, intelligence): Endurance. Scouts are trained to endure and adapt to extreme weather conditions
ATTITUDE AND MORALE
Morale: High, as is typical for most nations' special forces units
Under Fire: More frantic--while collected, Scouts are trained to move in stealth, and unless they are the ones who broke the silence, nervousness can be a factor
Taking Losses: Generally collected, but on an individual level, emotions can override rationality when losses are witnissed
Facing Failure: When attempts to salvage the mission fail, Scouts often break and run in the worst situations and attempt to lose pursuers. If escape isn't possible, many subscribe to the notions of 'last stands', throwing away self-preservation and potentially expending their lives needlessly, even when better options are available.
Additional Notes (Optional. Feel free to add anything you might consider important):
Scouts are valuable combatants, sent ahead of pushes in an attempt to survey defenses that may
cause problems for friendly forces. They are among the stealthiest and most secretive of the DRA's forces, combining traits of USMC Force Recon, and US Army Rangers. They can also be deployed as elite light infantry operating with conventional forces, but this is relatively uncommon due to their more clandestine leanings and independent operational ability.
Sadly, their mystery can attract candidates with a misguided notion of patriotism, which can cause some poor judgments to be made in regards to self-preservation or the scope of their operations. When they apply these traits within their mission, however, they can prove to be lethally flexible.
LITTLE LAMPLIGHT/LAMPLIGHT CAVERNS
Country Name: Little Lamplight
Combatant Name: Scavenger Team One
Branch of Military (If Applicable): N/A
OPERATIONAL HISTORY
Brief History/Foundation:
Founded in the wake of a nuclear hellstorm, Little Lamplight was faced with the bare essentials of survival. One of these essentials was finding the needs to survive, while also remaining safe. While, at first, it was nothing more than a cluster of kids going out to find whatever cans of food and bottles of water there were, it has since grown to a paramilitary-styled force that strips whatever it can, and hauls it home.
Since its founding, Scavenger Team One has filled Little Lamplight with all of the things it needs to survive, and much more. Building materials, extra weapons, extra medicine, and the technical devices needed to tinker and push Little Lamplight further along. With every iteration, it gets more and more professional.
Greatest Success(es) (And Why) (Max. 2):
The overall greatest successes were two entirely different instances, which show the flexibility of the Scavenger team, and just exactly what they're capable of overall. The first was an assault on
Evergreen Mills, in which the team broke up in to twos and inched itself along with cover-and-move systems. Their speed, despite how encumbered they were at the time, simply saw to it that they couldn't be pinned down. The raiders couldn't wrangle them as the six kids broke in to pieces, and proceeded to surround them from three entirely different angles.
The second was a stealth operation. Simply put, an Enclave outpost housed necessary supplies,
setting up plenty of very efficient barricades in the major entry ways, and first-floor entraces such as windows, and ventilation shafts. The soldiers were well armed and armored compared to the team, so they had to be crafty. Utilizing their analytical skills and co-operation, they managed to boost each other up on to the second floor, with the last one being hoisted up after a high jump. From this vantage point, they were able to sneak around, and pull heavy, and light supplies out. The only time the Enclave were alerted was during the exfiltration. Still, had this been a lighter-equipped group that didn't have steel and ceramic plates, Scavenger Team One would have very well been able to surprise, and eliminate the entire group, or at least shatter their morale from the inside out.
Greatest Failure(s) (And Why) (Max. 2):
Despite their abilities, when things aren't at least somewhat on their terms, they are at a disadvantage. One such example was when a force of Paradise Falls Slavers (Ten, to be precise), completely caught Scavenger Team One off guard in one of its previous iterations, the kids scattered to form ranks. It was because they were completely unprepared that two lost their lives on that day.
Another failure was largely avoidable, in hindsight. A pre-war armory had been taken over by a new settlement, which saw to it that anyone who wasn't a member of their ranks were bad, and either stayed away, or died. Little Lamplight wanted their guns, plain and simple. They had Howitzers, all manners of firearms and armor. While the team co-operated well, they struck at the wrong time, attempting to eliminate a guard while he was alone. They failed to take in to account that there were people below, not gathering the entire situation ahead of time. There weren't any casualties, but they had to pull out, and stay out, allowing a Brotherhood Outcast force to seize control, instead.
Notable Individuals (And why):
Blowtorch is the most enigmatic of the bunch, and is the leader of Scavenger Team One, he expects only the best, but he also expects full co-operation and discretion whenever available. He got his name due to an instance of fast-thinking brilliance, when he stopped a feral ghoul horde from overrunning them in the tunnels by sealing a double-door shut. This ingenuity turned Scavenger Team One in to the proper force it is today, he's organized tactics, and encouraged open thought, and
careful examination.
UNIT STATISTICS
Service Requirement (If Any):
You have to play ball with what Blowtorch says. It's an Anarchy in the caverns, but if you want to
truly go out and try to sustain them, it's very strict. Physique can be worked on, but it's expected
that you can carry a large weight and volume, as well as have a good attitude, minimum.
Training and Tactics:
There are various methods of training, from the basic static-target/moving-target firearm ranges, to exercises in co-operation, and fitness courses that tests one's endurance, strength, and agility above all else. Mock exercises are set up so that potential Scavengers can put their mental sharpness to the test.
Tactics are obviously situational, but to summarize it: When they aren't detected, it is their goal to be as stealthy as possible, sticking to the shadows, and taking the long path if it means they can get to either an advantageous position, or their goal-in-mind, without being spotted. When they are detected, they'll generally break up, but not stray too far from each other (Think yelling range, maximum), to distract enemies, and give them a wide angle (Usually 180 degrees, more if possible) that they have to worry about.
Cover is incredibly important to them, and they utilize it often. As far as giving back the damage, they will do blind fire and buttoning to keep their enemies down, but they most definitely aren't stupid, throwing a firebomb or a grenade in most situations. Their goal in heavy firefights is to minimize damage to themselves, not just get the kill(s).
In short, they could be described as very guerrilla.
Unit Size:
Six, always six.
General Purpose/Specialty: Scavenging, and group eliminations, guerrilla warfare
EQUIPMENT EMPLOYED
Uniform/Worn Equipment:
The uniforms are very individualist in nature, but there is a common theme amongst them: They protect the torso, and they protect the head, while extremities are left more open. Scavengers are issued a helmet that is fit to their head, and made within Little Lamplight, a pair of goggles that are adjustable, and a gas mask just in case there's any sort of airborne toxin trying to be utilized.
Leather armor has been unofficially decided as the most popular, as it allows them to stay limber, cool, and fairly protected. Additional padding is placed on the torso, which has been shown to stop low-caliber rounds from medium/long distances, though higher caliber rounds, and plasma go right through.
Primary Arm (Include specialties such as marksman rifles):
There are three different 'rifles':
The Type 93 rifle, which chambers the popular 5.56 round, is a weapon that Little Lamplight has plenty of. The firing rate, accuracy, as well as general damage it puts forth has more than earned its place amongst the scavenging team. While incredibly heavy armors are obviously immune to this, many find themselves falling victim, even with kevlar and helmets. The availability of parts, and the fact that it's generally seen as the first gun people mess with when they want to learn how to tinker, means that the Scavenging Team keeps theirs in pristine condition.
The Plasma Rifle fires a slow bulb of viscous, deadly, corrosive plasma at their enemies, while the
rounds can literally be dodged, almost no armor stands a chance against this weapon. It's usually
used in closer ranges, but long-ranged surprise shots have been pulled off with such a weapon. While these aren't as common, they're still around, and kept in serviceable condition. When the plasma meets flesh, it acts as a corrosive agent, burning through flesh, and stripping bones dry.
AER9 Laser rifles are exactly what they sound like, they work by emitting a beam of concentrated
light, the wattage within the cells loaded in to the weapon allows for about twenty four shots before one must reload. The projectile is instant, wherever you point is where it's going to hit as soon as the trigger is pulled. While civilian variants of this weapon did exist, Scavenger Team One's arsenal is US military grade. Its downside is that it's hardly effective against most armor because of the fact that the particle is only there for a split-second each trigger pull. It heats up the armor massively if it doesn't break through. When it hits flesh or clothing, the results are hideous and instantaneous.
Secondary Arm:
Ten millimeter submachine guns, loaded with hollow point rounds are the secondary weapons. They're usually seen as blind fire weapons, or the one you fire if you aren't planning on getting the kill. They aren't too accurate, but they do have a fire rate that isn't contested by much.
Tertiary Weaponry (IE, grenades, alternate primaries like shotguns):
Grenades include the 'Pineapple Bomb', M67, and RGD-5, though the more popular throwing weapon is a simple molotov cocktail, a glass bottle filled with gasoline, and stuffed down the neck with a gas-soaked rag, when lit and thrown, it erupts in to flames upon striking the target.
Flamethrowers make the occasional appearance as the alternate primary, though it's a risky weapon, since the tank on one's back is quite the vulnerable target, and the cumbersome nature is generally seen as not worth it, it's regarded for being painful to feel, and to watch. It's used mostly if there's someone or something that needs smoking out, or if there's a large enough number of enemies.
Misc. Equipment: Crowbars, lockpicking sets, and bomb diffusal kits are quite common. Emergency medical supplies (Bandages, hydrogen peroxide, morphine) are kept on-hand, on everyone.
PHYSIQUE
Avg. Height: 4'8"
Avg. Weight: 113 lbs
Avg. Age: 11
Avg. Build: They're actually rather built, for their size, it's expected of them, and not too surprising.
Since they see the sun quite often, they aren't afflicted with rickets like some of the residents.
Favored Trait (Strength, agility, endurance, intelligence): All are appreciated.
ATTITUDE & MORALE
Morale: It's high, only out of stubbornness, and the fact that they're very jaded to the wasteland out of experience.
Under Fire: If it's as a result of them being detected, usually an effort is made to get to cover first. They'll panic for a moment, throwing blind fire back at them while they recuperate, but when they gather themselves, they're back in the fight.
However, they're more than eager if they initiated it.
Taking Losses: In that case, it's all about backing off, and getting to a position where it's in their favor. They'll be racked with sadness if the revelation hits, but usually, they're in too much of an
adrenaline high at that point to actually recognize the gravity of the situation. It depends if the
enemy pushes and continues to be an active shooter, or not. If Blowtorch were to fall, it'd likely go to 'facing failure', below, but each kid IS ready to take the mantle, so to speak.
Facing Failure: They simply break and run, in their eyes, it's not worth dying over, and Little Lamplight needs them for another day. If it's a completely botched operation, they'll get out of the field and gather themselves later (usually a briefly-spoken meeting point, they plan these ahead). If, however, they're barred in, then it's all about desperation. They'll fling their grenades and molotovs at general locations of fire/enemies, then proceed to blind fire. From there, their morale entirely depends on the reaction of the enemy. If they fail to take any of them out, then it's a 'fuck it' sort of last stand, simply because there is no other option.
Additional Notes (Optional. Feel free to add anything you might consider important):
Scavenger Team One has many reasons that it's actually successful. The first one being that they
come from a place where failure is not an option, and only through innovation, cleverness, and physical tuning can they even /hope/ to survive. Little Lamplight has always been under the
microscope of predatory factions, whether in the caverns, or out while they're exploring or scavenging. They were forced to be molded in to a fighting force because of that. But, beyond just fighting, they know how to tinker, they know what makes things tick, they aren't professionally trained, but they /would/ give the Engineer divisions of professional militaries a run for their money. They've always had such a massive arsenal of scrap to work with (Via raids, what have you), people in Little Lamplight have a free will to explore what talents they choose, the team is no exception. While many doubt the resolve of children, they are very much representative of Little Lamplight's ability to innovate and solve things in an out-of-the-box manner.
Now, obviously, the fact that they are stubborn can most definitely get in the way when things are
going well for them.
Also, as briefly touched in the tactics section, they co-operate, each person is important, and each person plays a part, they do a lot more co-operative oriented things, and have a lot of trust in each other, while there is generally an air of distrust and security in the actual caverns themselves.
CRUMLARK
Country Name: The Holy Empire of Crumlark
Combatant Name: Suburban/Urban Crumlarkian Combatant Specialist (SUCCS, pronounced like the word 'sooks', plural pronounced 'sookses')
Branch of Military (If Applicable): Homeland Security/Domestic Forces
OPERATIONAL HISTORY
Brief History/Foundation: During a time of political turmoil in the 1940's known as 'World War II', rising amounts of those seeking refugee status within its borders also was accompanied by heavily conflicting cultures, and with this conflict came large nationalist riots where enraged forces of rag-tag refugees that seeked asylum in Crumlark clashed violently. Such public displays of aggression threatened the stability of the fledgling nation. Thus, the SUCCS's were developed with the intention of subduing the riots. Little did they know this would not be a one time operation branch, a operating model of the likes of many emergency militias that preceded the SUCCS's and served similar purposes of stopping large scale domestic violence. Over the decades, the SUCCS's received an increased budget and received first pick of the Crumlarkian conscripts that normally would be destined to the slightly less strenuous and demanding conventional land forces. Now, the SUCCS's are well renowned for their brutal training and mental sharpness.
Greatest Success(es) (And Why) (Max. 2): The Falon Crescendo- March 31st, 1987 - Within the capital, several mercenary bands had snuck in under the guise of escorts for foreign diplomats attending a regional leaders conference. Due to quick thinking, and several brave individuals that had rallied existing security to a direct firefight, the diplomats and Crumlarkian officers were able to escape. The SUCCS's took heavy casualties, but conventional patrols that were on the other side of the city flanked the mercenaries, and had captured the few that did not become dead in the next fifteen minutes.
Dijario Cleanout - April 19th, 2005 - A force of thirty soldiers had been assigned the unfavorable task of executing on sight every armed individual in a known den of a powerful gang. Taking advantage of the tight corridors between shanties and shacks, the soldiers surrounded and bottle-necked the targets, and killed them all, taking minimal casualties.
Greatest Failure(s) (And Why) (Max. 2): The Majan Massacre - November 23, 1987 - In a small neighborhood, a lesser unit of SUCCS's were ambushed and killed, due to the low survivability of the situation, the reason they had been bested remains unclear, but forensic evidence suggests they were caught off duty.
Notable Individuals (And why): Sararah G. Lark- Lead the main offensive thrust in the Dijario Cleanout, later was proclaimed heir to the Empire only hours before the Emperor of the time had died in his sickbed.
Ket Tinn- Distinguished Veteran. Recognized as the greatest warrior and strategist the entire region of Republia has ever seen.
UNIT STATISTICS
Service Requirement (If Any): A ten year service requirement, including intensive training that can be two to three years long.
Training and Tactics: SUCCS's are trained in building to building combat, although they receive intensive sniping and demolitions training as well
Unit Size: Three different Unit Sizes, those being five men, twenty men, and fifty men.
General Purpose/Specialty: Peacekeeping and Urban Warfare
EQUIPMENT EMPLOYED
Uniform/Worn Equipment: Crumlarkian make of silk/Kevlar derived armor, and standard fatigues.
Primary Arm (Include specialties such as marksman rifles): The primary arm of the SUCCS's is a slightly modified G2 FAMAS
Secondary Arm: The Lyran issued Lycos Machete
Tertiary Weaponry (IE, grenades, alternate primaries like shotguns): Lyran issued 'Hellsbreath' hand grenades
Misc Equipment: Night vision goggles where applicable
PHYSIQUE
Avg. Height: 5 foot eight inches
Avg. Weight: 180 lbs
Avg. Age: 35 (not including troops still within training)
Avg. Build: Slender and compact, comparable to a gymnast
Favored Trait (Strength, agility, endurance, intelligence): Agility and intelligence is strongly sought, and endurance is one of the focuses of the training
ATTITUDE AND MORALE
Morale: High, that of professionals that know what they are doing
Under Fire: Calm resolve, those in the open take up cover
Facing Failure: Those not under immediate fire face mild chance of unauthorized retreat. Upon being outmaneuvered or flanked, they face moderate likelihood of retreat.
ONTORISA
Country Name: The Fascist Dominion of Ontorisa
Combatant Name: Ontorisan Ranger (Preferably the 73rd Ontorisan Ranger Regiment 'Nightmare')
Branch of Military (If Applicable): Special Forces Branch/Maavägede Kohta Ontorisan Relvajõudude (MKOR)
OPERATIONAL HISTORY
Brief History/Foundation: The 73rd Ontorisan Ranger Regiment 'Nightmare' was formed on February 11th 1922 during the Great Depression to prevent a communist revolution in Ontorisa. The 73rd was formed from the elite regiments in the Ontorisan military, all whom which served for at least 5 years in the Ontorisan military. Well trained and extremely deadly, especially in small units, the 73rd has been proclaimed one of the best Ontorisan fighting regiments.
Greatest Success(es) (And Why) (Max. 2):
Tyto Conflict - The operation in the war torn nation of Tyto was purely the 73rd. They brought down the oppressive government on their own.
Defence of Caujasburg - A current operation, however, the 73rd was tasked to defend the strategically important city of Caujasburg in Lolloh. Against at least 7500 Heratoian Paratroopers supported by heavy armour and 1.6 million Lolloh militia also supported by heavy armour, the 73rd held their ground while suffering catastrophic losses.
Greatest Failure(s) (And Why) (Max. 2):
Echo 4-1 - Better known as UH-1 Down, four UH-1Y Hueys were shot down over the Balkans during the Yugoslavian Civil War. The 73rd was tasked to retrieve the individuals of the UH-1Ys. They reached the downed Hueys but were too late as most of the passengers of the helicopters were dead or captured.
Notable Individuals (And why):
1st Lieutenant Alexai Lujjasbrovi 'Dyslexic' - Nicknamed Dyslexic for her first day as unit commander for screwing up a command, 1st Lieutenant Alexai Lujjasbrovi lead the 3rd Unit of the 73rd to victory in Tyto where she had the government office (a heavily guarded fortress) and the government citadel (another heavily guard fortress) captured within 18 minutes. Facing heavily armed and well trained forces, she engaged them head on and pushed forward. Hailed to be one of the best 73rd Unit Leaders since Cellis Voxanar from the 19th Century.
UNIT STATISTICS
Service Requirement (If Any): 5 years in the Ontorisan Military as well as to be invited to join.
Training and Tactics:
Very vigorous and dangerous. Rangers are taught to be alert at all times as well as willing to die for their cause. Around 30% of the recruits drop out and a large 50% die during the wilderness training (surviving on their own, as if they were separated from their unit in hostile territory. Hand to Hand combat training, infiltration and hunting are taught).
Only 20% actually survive the training to face an educational exam. The exam is difficult and requires lots of intelligence and ingenuity. Relatively impossible where the teachers actually want the recruits to cheat. The motto of the 73rd is "Any advantage is a good advantage" which translates to this exam, if the person next to you knows the answer, copy it from his paper without being caught.
The last part of training is weapons and tactics training. Rangers are expected to be able to snipe as well as the next man beside them or be as accurate with an M4A1 as their unit commander. Like the description before, the rangers who pass are extremely well trained and could hit a target at least 1250 feet away from them with a single burst from an assault rifle (although this has been exaggerated sometimes).
Unit Size: 6000
General Purpose/Specialty: Special Operations, the strike hard strike fast kind of units.
EQUIPMENT EMPLOYED
Uniform/Worn Equipment: MARPAT Camouflage, colour depends on enviroment
Primary Arm (Include specialties such as marksman rifles): M4A1, G36C, M16A4, MG36, JS3 50 Calibre Machine Gun, SR-25 Sniper Rifle, MP7
Secondary Arm: P226 Pistol, HK MP5 PDW
Tertiary Weaponry (IE, grenades, alternate primaries like shotguns): PS2 Anti-Personal Fragmentation Grenade, PS3 Flash Bang, PS4 Smoke Grenade, M1014 Automatic Shotgun
Misc Equipment: Night Vision Goggles, Binoculars, Laser Pointers, ER5 Interhelmet Radio
PHYSIQUE
Avg. Height: 5"12
Avg. Weight: 150 lb
Avg. Age: 24
Avg. Build: Medium
Favored Trait (Strength, agility, endurance, intelligence): Intelligence
ATTITUDE AND MORALE
Morale: Very High, careless sometimes.
Under Fire: High, 73rd are very furious fighters and laugh at gunfire.
Facing Failure: Ranging from Medium to High, depending on casualties. Morale would be higher if they have more casualties with the repayment of their fallen comrades.
Additional Notes (Optional. Feel free to add anything you might consider important): N/a
THE GETH CONSENSUS
Country Name:The Geth Collective
Combatant Name: Geth Shock Trooper
Branch of Military (If Applicable): NA
OPERATIONAL HISTORY
Brief History/Foundation:
Codex - Shock Trooper
The Geth traditionally have many platforms to use in battle, ever since their rebellion against the Quarians in the Morning War, the Geth have developed specilized roles, some are desgined to be light weight, which allows them to take out hostile light footed foes such as Salarians, Kig-Yar or their creators, some like the Prime are made to fight the near undefeatable Mgalekgolo, and the Sangheili, when the alliance with the Human race started, the Geth downloaded the methods used by Humans and intigrated it with their own forms of warfare.
Thanks to the superior Human A.I technology being intrgrated into the Geth, a Geth platform requires 10 prorams to be alive instead of 1,000, thus allowing more Geth to be produced for war or building. The Human advancements has allowed the Geth to work faster, and employ smarter tactics as the speed of which a single unit reaches consensus is now faster than when an organic can react, thanks to this the Geth Shock Trooper was created as a way to most effectivly use these new upgrades. Adopting and combaining Humanities ODST tactics, the Geth have managed to fight off enemies with no loss of platforms thus far.
The Shock Trooper Platform first saw action in the Perseus Raid of 2203, when several Quarian ships ambushed a Geth station, the Shock Troopers proved most valuable as their programing added the Human special forces training into the Geths already ferocious combat prowess, allowing them to fight off the far superior forces with little to no harm done to their numbers. Geth Shock Troopers practice the odd act of training in an active zone aganst allied forces, to see how prepared they are when they enter an actual combat zone, some think this may be redundant and theorize that it is likely a side effect of the Human tactics intigrating with their own.
Greatest Success(es) (And Why) (Max. 2):
Codex Entry - Perseus Raid of 2203
In 2203, Quarian Commandos wearing the latest in Quarian power armor raided the Perseus Veil in order to gain a tactical advantage over the Geth, which at this point have continued to look over the Qurian planets left over from the Morning War over 435 years prior. The Geth have remained neutral for all time until the Quarian raided the station and went on a purge of all Geth programs.
The Geth deployed the new Shock Trooper Platform in response, the Geth moved in on Quarian positions in the station and proceeded to beat back their superiorly numbered adversaries. The Geth took the invading force out with tactics and combat techniques te Qurians were not familiar with, making the Quarian threat in the system nothing more but a white noise.
Greatest Failure(s) (And Why) (Max. 2):
Shock Trooper Platforms have yet to be deployed in another combat zone.
Notable Individuals (And why): All Shock Troopers are Geth, they are all linked, while also remaining as individuals. The only known Geth Shock Trooper to have given itself a name is Legion, Legions current wereabous are however classified for the protection of the Collective.
UNIT STATISTICS
Service Requirement (If Any): None, Geth are capable of adopting this require programming in an instant, all they have to do is join.
Training and Tactics:
Codex - Shock Trooper Training
Geth Shock Troopers combine standard Geth military combat tactics (Suprise attacks, suppression, flanking, faking out, etc) with Human special forces training, In this case, the ODSTs, human warrior who have gone through several different levels of screening, brutal training and minor agumentation, their training is the culmination of several special forces branchs.
The combination of Human warfare mastery, and the Geths unrivaled skill in forcing their enemies into defeat, makes the Shock Troopers one of the most effective special forces in the galaxy, rated at super soldier levels. The Shock Trooper platform is a capable force, able to stay hidden naturally through skill, as well as using imported Sangheili active camo devices and Human "Promethean vision" upgrades.
Shock Troopers are the only Platforms that train with their platform bodies, deciding that it is better to test themselves in a true combat scenario, they commonly face Sangheili, Turian and Human troops in regulated matches, since they will be uploaded to a nearby terminal if destoryed, the other side is allowed to use live ammunition, and this thus increases their drive to succeed. The only simulation they lost thus far, is when they fought Spartans of Grey Team in a match to test their overall effectiveness against high level threats, the Sparans slightly superior reflexes allowed them to have one man standing at the end of the fight.
While Shock Troopers can fight practiclly anywhere thanks to the programming and active training
they under go, they strangly have a hard time fighting in deserts, dry or freezing, the envoirment is not their strong suit, any engagement in a desert will drasiclly lower their preformance unless an immediate upgrade is added.
Unit Size:
Codex - Shock Trooper - Feild Unit Size
With over 300,000 platforms overall, 1,000 currently active, while the rest are in a state of readiness, a deployment is " By the general consensus of the Collective" 10 platforms. Standard formation is to split 4 in supression roles, 4 in flanking roles, and the other two as long range support, the tactics in the battle field is subject to change.
General Purpose/Specialty: Shock Troopers are purposed to force the enemy into a quick and brutal submission, whether through life, or death. Shock Troopers are primarily used in Gurrilla attacks or in "blitzcrieg tactics[/td][/Table]
EQUIPMENT EMPLOYED
Uniform/Worn Equipment: Geth Shock Troopers use a slightly stronger platform base than standard Geth forces, with an armor rating equal to that of a Geth Hunter, although the leading unit general has a body as durable as a Geth prime.
Primary Arm (Include specialties such as marksman rifles): Most Geth Shock Troopers field the Type 43 Repeater, a Sangheili weapon that has been adopted for The Shock Troopers, thus giving them a greater advantage in firepower than thier lessor skilled platforms. Geth who work at longer ranges prefer the K806 Particle Beam Projector, which carries enough energy to blast through the armor of a tank and destory it in 4 hits.
Secondary Arm: The Geth Shock Trooper is the only Geth unit which utilizes a side arm, in this case it would be intergrated into the platform, removing the pistol grip and switching it out for a pull system for when it is required, this weapon is the K99L Repeating Blaster.
Tertiary Weaponry (IE, grenades, alternate primaries like shotguns): The Geth have a strange weapon with them, the UNSC's Spartan Shotgun, the M88G Assault Shotgun, or simply known as the "Bullshark". This weapon fires fragmentation slugs the size of a cap on a pen at high speeds thanks to the ciols around the barrel. The weapon was adopted by the Geth because of it's sheer fire power, while it has range that makes it useless in a mid to long range engagement, the weapon still remains the top dog when it comes to unleashing hell.
Another popular weapon of the Geth is the Hardlight blade, a weapon desgin intigrated in their armor, the blades orgins come from te ancient Forerunners, and thans to HUmanities strange ability to crack their technology, this weapon system has been given for the Geth to use in close engaements, thus giving them an edge over species that do not use it, such as the Salarians and Asari, but most otably the hostile Quarians.
Misc Equipment: The Geth's most under estimaed tool is the Combat Drone
PHYSIQUE
Avg. Height: 6'8
Avg. Weight: 326lb
Avg. Age: Not Known
Avg. Build: Strong Platform
Favored Trait (Strength, agility, endurance, intelligence): Geth Shock Troopers exhibit high intelligence, great strength, good endurqance, but poor agility.
ATTITUDE AND MORALE
Morale: High, fear of death is low due to good chance of being able to either suceed to make it to a Geth Terminal thanks to FTL buoy's
Under Fire: Geth Shock Troopers are clam, and show no fear, Geth understand that at most it will be a drawback to the collective if they are hit, but chances of survivng to fight another day, even if the entire platform is destroyed is extremely high.
Facing Failure: Failure can happen, at the most they will have to rearm, reorganise and continue with what needs to be done, the only thing they cannot fail at is the protection of the Geth, as the Geth must live on.
Additional Notes (Optional. Feel free to add anything you might consider important): If one Geth goes down it can instead send itself to a nearby unit, giving an aditional 10, thus making it more intelligent, and improve it's attributes, smart to do by joining a Commanders Platform in battle after your own is gone.
Branch of Military (If Applicable): The Grand Army of Blakullar
OPERATIONAL HISTORY
Brief History/Foundation: The 1924th VB was created in 1952 when the army was undergoing a refit during the times of the Tsardom.
Greatest Success(es) (And Why) (Max. 2): The capture of Synoese general Rikvald Langørgen during the last border conflict and conquest of Synoa in 2002.
Greatest Failure(s) (And Why) (Max. 2): Nearly two-thirds of the regiment were wiped out in the nuclear assault on Vasa AFB in the Great War for Sovereignty in late 2012.
Notable Individuals (And why): Tsar Androv III, the father of Mikrul I, the greatest Tsar, served in the regiment for two years in 1958-1960.
UNIT STATISTICS
Service Requirement (If Any): Equal to other regiments in military.
Training and Tactics: The 1924th VB favours lightning assaults and blitzkrieg tactics in battle.
Unit Size: Approximately 2,000-strong.
General Purpose/Specialty: The 1924th VB is used mainly as a shock unit, and specialises in terror operations and urban combat.
EQUIPMENT EMPLOYED
Uniform/Worn Equipment: Synthetic hyperpolymer armour suit, artificial titanium-carbon alloy cuirass + helmet w/modular HUD, polybenzimidazole plasma-retardant jacket, with the infamous Volkihansk Eagle as the insignia.
Primary Arm (Include specialties such as marksman rifles): G-15A1 General Purpose Rifle (6.5mm chamber).
Secondary Arm: G-95 Gauss Pistol (.50AE).
Tertiary Weaponry (IE, grenades, alternate primaries like shotguns): 3x MBU-5 w/HEDP, Concussion or Plasma Warhead + 2x PV-29 retractable diamond-edged titanium blades, G-90 Gauss Rifle (12-gauge slug).
Misc Equipment: None of note.
PHYSIQUE
Avg. Height: 1.9m for males, 1.7m for females.
Avg. Weight: 80kg without armour, 153kg with armour.
Avg. Age: 36 Terran years.
Avg. Build: Medium-heavyweight, though Marksmen typically have a light-bantamweight build.
Favored Trait (Strength, agility, endurance, intelligence): Agility and intellect are favoured in the 1924th VB, as is a stable mind and strong resolve.
ATTITUDE AND MORALE
Morale: Blakullaran soldiers in general are always pumped for battle and ready to crush any who stand before them.
Under Fire: Soldiers spend most of their advanced training under live-fire conditions, so are comfortable in a tense battle situation.
Facing Failure: Soldiers retain a take-as-many-of-the-bastards-as-you-can approach to battle, even when against insurmountable odds.
Additional Notes (Optional. Feel free to add anything you might consider important): None of note.
Combatant Name: The Black Guard
Branch of Military (If Applicable): N/A
OPERATIONAL HISTORY
Brief History/Foundation: Founded in 2080, following the victory of the NFE over the USA. The Chairman himself chose the most efficient Rangers on record, and made them his personal guard. After his death in 2098, Emperor Stark reformed the Black Guard. He stopped taking in Rangers, and started experimenting with gene therapy and childhood conditioning. The end product was the one of the most elite fighting forces the known world has seen.
Greatest Success(es) (And Why) (Max. 2):
The Ardavian Conflict was quite a success for the Black Guard. Under Emperor Stark's command, they were put on the frontlines to deal with Ardavia's elite "Spartan" soldiers. The Spartans were much better equipped, and had greater numbers. However, due to the Black Guard's expertise in wilderness combat and stealth, most Spartans met their match. Out of the 150 Black Guardsmen deployed, only 5 of them are reported KIA by the end of the war. This is truly something, considering out of the hundreds of Ardavian Spartans deployed, only a few dozen made it back.
Greatest Failure(s) (And Why) (Max. 2):
The Black Guard's biggest failure was their inability to protect Emperor Brown during his visit to Colonial Japan in 2281. UDAP veterans had formed a terrorist organization to strike back at the NFE. These terrorists had been planning to assassinate the Emperor for days, reportedly. When he was walking out of the Imperial Diet Building, conspirators had occupied the gathering crowd in many places. To fool the Black Guard, several reached inside their pockets to simulate grabbing a weapon. Once they saw that the Guardsmen had their eyes trained on the few distractors, a child in the crowd approached Brown. Looking harmless, Brown crouched down to speak with him. It wasn't until that moment, Brown and the Guard realized the child was holding a live hand grenade. The suicide bombing killed Brown, and the Guards closest to him. The terrorists managed to take advantage of the Guardsmens' perception and turn it against them.
UNIT STATISTICS
Service Requirement (If Any): All Black Guardsmen are born into their positions.
Training and Tactics: Once every few months, the Empire dispatches "buyers" into poor neighborhoods. Pregnant women who feel they cannot take care of their upcoming child are paid a hefty sum of Digital Credits. The mother is required to let the baby undergo gene therapies while in the womb. These procedures clean the baby of any deformities, and make the child come out strong. After it's born, the government takes the child away to a camp. In this camp, they spend their childhood training and learning. At age 6, the children are required behead a prisoner brought into the camp for this purpose with a kukri machete. They are to stay in the room with the prisoner until it is done. At 12, the children, naked and armed only with their prized machete, are thrown into stadiums with criminals dressed in leather armor and axes. If the children fail, they die. If they succeed, they continue their training.
At 14, the children are quite developed. Girls average about 6'5, and boys about 6'9. They are given a pistol with limited ammunition, their machete they have been holding since age 6, a suit of leather armor, and a day's worth of food and water. They are then deployed in the North American Jungle, relying only on their training for survival. They are expected to return to the nearest supercity within a week's time. When they return, they are declared members of the Black Guard. Until they hit 17, they accompany other Black Guardsmen into the jungle, hunting Red Men and Rebels to get first-hand combat experience.
Drugs and cybernetic augmentation are rarely used in the Black Guard. It's not unheard of for Black Guardsmen to get augmentations under the command of the Emperor or Empress in charge, but it's usually regarded as frivolous, since cybernetics and brain implants could interfere with natural conditioning. Improvement drugs, while usually harmless, are a bit addictive.
Black Guardsmen usually rely on stealth. They use their cloaking technology and natural light-footedness to traverse even the most heavily occupied areas undetected. They are also terrific marksmen, and can hit moving targets from over a mile away on average. They can adjust to most fighting styles when necessary. They are masters in several forms of martial arts. Marksmanship is a main skill, obviously. Years of practicing with their machetes has also given them a great edge in swordsmanship.
Unit Size: N/A. They can work in any formation, depending on situation.
General Purpose/Specialty: Protection of the Emperor and the Imperial Ministry, Black Operations, Counter-Insurgency
EQUIPMENT EMPLOYED
Uniform/Worn Equipment
Black Guards use a liquid body armor. Upon impact, the projectile instantly attracts millions of iron particles inside the gel. Once the particles stack, the bullet's force is absorbed by the particles. The combat gear itself is reinforced with ceramic plates and leather. The gear also includes a trench coat, but it's mainly for show. The coat can be removed at will, but it's preferred for soldiers to keep it on unless it threatens their effectiveness.
The helmet is made of a ceramic-based material. The optical systems give the wearer the best possible vision-to-protection ratio. The helmet has night and infrared visions built in. It can also hook up to the user's databoy to track targets. The helmet also has a respirator to allow oxygen in, and everything else out. This makes them nearly completely resistant to toxins and gas.
[spoiler=Primary Arms]FrenCo K7 Designated Marksman Rifle
Semi-Automatic. Chambered for 7.62x51mm rounds. 20 round magazines.
KRISS Vector K10 Submachine Gun
Fully-Automatic. .45 ACP rounds. 45 round magazines.
FrenCo Gordon-Howe W62 Gauss Rifle
Bolt-Action. Charged 2mm rounds. 100 round box.
More information on these weapons can be found in my factbook.
Winchester Justiciar .44
Semi-Automatic. .44 Magnum Rounds. 6 Shot cylinder.
Pancor Assault Weapon System
Fully-Automatic. 12 Gauge shells. 10 Round drum.
More information in factbook.
Semi-Automatic. .44 Magnum Rounds. 6 Shot cylinder.
Pancor Assault Weapon System
Fully-Automatic. 12 Gauge shells. 10 Round drum.
More information in factbook.
Vindication MK1 Minigun
Fully-Autmatic. 10mm rounds. 1000 round box. (backpack-based)
U-49 Fragmentation Grenade
High-explosive hand grenade.
Yorkesnil EMP Grenade
EMP-blast explosive.
Again, check factbook for more info.
Fully-Autmatic. 10mm rounds. 1000 round box. (backpack-based)
U-49 Fragmentation Grenade
High-explosive hand grenade.
Yorkesnil EMP Grenade
EMP-blast explosive.
Again, check factbook for more info.
Kukri Machete
Long, curved machete. Extremely sharp.
Databoy
Wrist-based computer device. Capable of linking up with the user's helmet to improve targeting and objectives. Can also temporarily surround the user in a stealth field, making him or her completely invisible.
Long, curved machete. Extremely sharp.
Databoy
Wrist-based computer device. Capable of linking up with the user's helmet to improve targeting and objectives. Can also temporarily surround the user in a stealth field, making him or her completely invisible.
PHYSIQUE
Avg. Height: 7'2
Avg. Weight: 260
Avg. Age: 32
Avg. Build: Muscular
Favored Trait (Strength, agility, endurance, intelligence): Expected to maintain a high standard in all of these fields, but Strength is the most useful trait.
ATTITUDE AND MORALE
Morale: The Black Guard shows no attitude to their duty. They always do it, no matter what the situation may be. They don't care if their side is winning or losing. They only care about doing what their superiors say.
Under Fire: Destroy the aggravators. Stay in cover, and prioritize self-preservation if possible. If ordered otherwise, follow it.
Facing Failure: Regroup and correct the failure, if possible. Otherwise, stand ground until your dying breath.
Additional Notes (Optional. Feel free to add anything you might consider important): Based on late-PMT. I don't mind waiting to find a potential competitor to match with the standards of the Black Guard.[/spoiler]
Little Lamplight vs. Crumlark (STO vs SUCC)
Land Scouts vs. 73rd (73rd victory)