OP
inquisition
Not Affiliated With the Spanish Church
- Location
- Valkenheim
Galaktischer Krieg
German troops advance under fire during the First Battle of Bellerophon
German troops advance under fire during the First Battle of Bellerophon
The year is 2130, and the Orion Arm burns.
Two years ago, the deaths of a shuttleful of German diplomats - ostensibly at the hands of British-aligned rebels - led to a diplomatic crisis, which itself would lead to the Galactic War - already the largest and costliest war in human history.
Across the known galaxy, the careful balance of power between the empires has long since collapsed, taking peace with it. Now, thousands of ships and millions of soldiers clash across hundreds of worlds. Even Terra itself, protected as it is by the fleet of United Earth, burns, as the old European powers engage in massed combat on its embattled surface. While the space around Earth (and the rest of Sol) remain relatively peaceful thanks to the UE, the same cannot be said for the worlds beyond the Sun's heliopause.
In this chaotic time of endless, bloody war, you are the officers of two newly-formed combined arms groups, culled from the various nations of each of the two great alliance blocs. In the coming days, weeks, months, and years, fate or circumstance will pit you against each other again and again, across the Periphery regions of the galaxy...
I am endeavoring to make this as simplistic as possible - many games I've run or tried to run before have fizzled in part due to my insistence on overcomplicated systems. As such, like its old spiritual predecessor from a different forum, will eschew dice and stats, and will have only a few basic rules:
- If, in combat, a unit is attacked by another, the defender notes their losses and reactions - within reason (if I see someone claiming that unprotected infantry take light casualties from a frontal assault or an artillery barrage, for example, I will have something to say about it.) If in doubt, @ me.
- I will have a battle map and an order of battle available for each side - before each mission starts, each side should mark up the map and at least give a brief description of how the plan should go. There will be one commander from each side. While the first mission will have them as NPCs, that won't last long. A commander's job, aside from, you know, commanding, is to keep the battlemap up to date and have the final say on all battleplans.
- All secret interactions - both IC and OOC - should be kept to PM. I will be creating PM conversations to represent the Alliance and Entente each, basically spaces to discuss plans.
- While I very much encourage inter-character conflict, even within your own teams, keep it IC.
- For upgrades - the winner of a given battle will have one upgrade available for its members, while the losers will only get one upgrade for the entire group. A draw gives two upgrades to each team. The commander has the final say in how these upgrades are distributed.
A military alliance of France, Britain, Russia, Belgium, Japan, and a number of others, the Entente Cordiale is one of the two great alliance blocs now engaged in the Galactic War. Led de facto by the British Empire, the Entente fights increasingly as a single cohesive international unit, with a single joint command (the HEJAC, or the Headquarters for Entente Joint Allied Command) and a unified equipment inventory.
Combatants (Characters can come from here)
- British Imperial Federation
- French Republic
- Kingdom of the Belgians
- Empire of Japan
- Russian Empire
- Kingdom of Serbia
- Kingdom of Greece
- Kingdom of Romania
- Kingdom of Portugal
- Free Planets Alliance
- Freiwelt Bismarck
- Republic of Sieglinde
- Rhensletten Socialist Republic
- Arab League
- Bourbon France (Sometimes)
The Alliance
Originally known as the Triple Alliance, the organization colloquially known as "The Alliance" now includes Germany, Austria-Hungary, Turkey, Qing China, Napoleonic France, and a number of smaller nations. Germany takes the lead of this alliance of five empires, bearing the brunt of the war effort in space and planetside against the British Empire and her allies.
Combatants (Characters can come from here)
- German Empire
- Austro-Hungarian Empire
- Ottoman Empire
- Chinese Empire (Great Qing)
- Third French Empire
- Kingdom of Bulgaria
- Kingdom of Spain
- Popular Republic of Waterloo
- Irish Republic
- Scottish National Front
- Bourbon France (?)
The Units
(Please note that some unit types may become unavailable if we have too many going to one type or the other.)
Infantry
A rebel grenadier of the Free Planets Alliance using repurposed German equipment
The ancient backbone of every army since the dawn of civilization, the infantry is the numerically largest branch of both land forces. In this modern age, infantry fighting vehicles equipped with advanced gravitics provide the ground-pounders on both sides with a tactical and strategic mobility unheard of in previous eras. Small arms are overwhelmingly of the coilgun variety, as lasers and conventional ballistic "gas guns" lack the stopping power to penetrate modern combat armor with any reliability.
On the whole, Entente forces typically outnumber their Alliance counterparts, and possess a boundless esprit de corps. Their equipment is tried and tested, with the venerable Mosin M2097 and Lee-Enfield LCLE coilguns not providing quite as much power as their German or Austrian counterparts, but providing a great deal more reliability. They are not often as rigorously trained as their opponents on an individual basis, but their relatively decentralized chains of command allow for an army that can operate effectively in a wide variety of environments and situations.
In contrast, the Alliance - dependent as they are almost solely on Germany's war machine - has a much more centralized, standardized set of tactics. German equipment tends towards power and complexity, with lots of flashy additions that make rifles, vehicles, armor, and the like comparatively expensive to produce. The Mauser-Mannlicher M89 autocoil is an expensive battle rifle to produce, and is notorious for breaking if looked at sideways, but its effectiveness in good conditions is undeniable. Alliance infantry, while lacking the sheer numbers and spirit of their Entente counterparts, are highly trained and disciplined, with the average German, Austrian, Turkish, or Chinese grenadier having seen over four months more combat than their average Entente counterparts.
For both sides, the typical infantry brigade contains about 3,000 troops in 4 battalions of 800 men and women.
- Entente
- Plasma Squads: This brigade is augmented with platoons armed with the Mark 7 plasma caster. While dangerous and unreliable for its wielder, the plasmacaster is a formidable weapon that burns through troops and light armor alike.
- SIAT: The Sabot, Infantry, Anti-Tank is an upgraded version of previous British recoilless rifles. Issued to this brigade's weapons teams, the SIAT gives the brigade an edge against armored targets.
- Combat Stims: This brigade has issued its soldiers a supply of advanced combat drugs. While thse are addictive if taken in large quantities, they are undeniably effective at dispelling fear and temporarily increasing combat performance.
- IFV Rocket Racks: The BTR-94 armored personnel carrier is fitted with Banshee rocket racks, giving them a massive edge in hard firepower.
- Alliance
- Krupp bayonets: Krupp monofilament bayonets have been awarded to the infantry of this brigade. In hand-to-hand, they will be a force to be reckoned with, biting through enemy body armor with ease.
- Pioneer Support: Several companies of combat pioneers (engineers) are attached to this brigade. Pioneers are experts at the construction of defenses and fortification.
- Valkyrie Remote Medical Drones: Valkyrie drones recover casualties suffered on the battlefield, allowing for a higher rate of both equipment recovery and the survival of the wounded.
- Heavy Combat Teams: Clad in powered infantry armor and armed with heavy autocoils, HC teams are deployed as part of this brigade. Combining the firepower of a heavy weapons squad with the speed of a regular infantryman, these units provide an edge in attack.
Armor
Canadian Leclerc TUSK main battle tanks during the Battle of Charleroi
Canadian Leclerc TUSK main battle tanks during the Battle of Charleroi
The tank revolutionized land warfare during its introduction in the mid-20th Century. From lightly-armored reconnaissance vehicles to the massive monsters fielded by both sides' heavy tank regiments, armor serves in a variety of roles. In the modern day, however, the most common armored vehicle by far is the main battle tank, an evolution of the concept of the medium or "standard" tank. Armed with heavy railguns, CIWS autocannons, and powerful gravitic systems, MBTs fulfill the "mobile direct fire" role in most interstellar armies with aplomb.
The Entente comes armed with a variety of machines, although over the course of the war the Entente's armored formations have slowly coalesced around variants of two tanks for different roles - the French Republic's Leclerc main battle tank, and the British Centurion assault gun. While both are lighter-armored than and outgunned by their heavier German counterparts, the Leclerc and Centurion are both incredibly fast and mobile, able to levitate far higher and faster than enemy armor. The latter is used in a supporting or ambush role, with its lighter armor and low profile allowing it to be the perfect hit-and-run vehicle. The Russian-produced ZSU-91 las-tank is also a common support vehicle, shooting down incoming guided munitions and aircraft with their rapid-fire lasers, although they are almost useless against ground armor. The average Entente armored brigade is made up of 70 machines, with 4 brigades to a division.
Like infantry weapons, most Alliance vehicles are produced in German factories, meaning that even local variants inherit the same boons and flaws that characterize their materiel: powerful yet overengineered and unreliable. The standard Alliance MBT is the Panzer XII Katze, outmassing the Leclerc by several dozen tons and boasting a larger gun - although they are significantly slower and less maneuverable than their Entente counterparts, unable to pull off the same flight maneuvers and having a maximum altitude of only a few meters. The Panzer XIV Hase is a "superheavy" version of this machine, sized up to the dimensions of a small house and with multiple massive railguns and dozens of point defense and antipersonnel weapons. Operating as a mobile battle platform, the Hase is exceedingly rare on the battlefield, often used as command tanks or as battering rams against recalcitrant positions. Despite their CIWS, they are exceedingly vulnerable to air attack. Most Alliance Panzer brigades number about 40 vehicles, with 5 brigades to the average armored division.
- Entente
- Jumpjet Thrusters: The vehicles in this brigade are outfitted with single-use Rolls-Royce thrusters, capable of traversing huge distances in a single bound. They cannot, however, be used more than once per engagement unless the tank returns to base to refuel and rearm.
- Gravy Gun: An American innovation adopted by the British and later the rest of the Entente, the M2119 Gravitic Oscillator is similar in concept to the disruptor torpedo (see below), except on a smaller scale. It generates a rapidly shifting gravitic field in a narrow corridor, which is capable of warping and tearing armor... as well as rending flesh. The M2119 is commonly dubbed the "Gravy Gun" due to its use of gravitics, and because of the effects that a near miss tend to have on the human digestive tract...
- Cyclonic Shielding: The vehicles in this brigade are equipped with new cyclonic shielding technology, previously only available on starships and large facilities. While it has a slighrtly higher power draw, cyclonic shielding greatly improves the survivability of the relatively thin-skinned Leclerc and Centurion.
- [Leclerc] TUSK Variant: The Tank Urban Survival Kit is a series of upgrades to the standard Leclerc that increases the tank's survivability, line of fire, and lethality in the cramped, close-quarters environment of urban centers.
- [Centurion] Colossus Variant: The standard 250mm Woolwich cannon on the standard Centurion is replaced with the much heavier, far more powerful 350mm Bofors gun, a gun originally developed for siege purposes. In optimal conditions, a Centurion upgraded to its "Colossus" variant can disable even a Hase with a single well-placed shot.
- [ZSU-91] Iris Variant: The Iris variant of the ZSU-91 replaces the standard laser CIWS with a suite of microwave emitters, making the ZSU incredibly effective against soft targets as well as aircraft and missiles. This, however, comes at a cost to speed and maneuverability.
- Alliance
- Kaiserstahl Reactive Armor: Famed for its tensile strength, Kaiserstahl plating is added to the tanks in this brigade, greatly increasing their survivability.
- Frag Shell: In addition to standard HE and sabot rounds, the Katze and Hase are equipped with fragmentation shells that are viciously effective against softer targets at close range. For all intents and purposes, this turns the tank's main gun into a giant scattergun.
- Hull-Down Protocol: With this upgrade, Alliance panzers can disable their gravitic thrusters and settle into the earth, allowing power to be diverted to shields and weapons. While the tank cannot move, it fires much more quickly and is much more difficult to destroy.
- Wurfrahmen 92 Rockets: Katzes are equipped with the Wurfrahmen 92 MLRS system, making them essentially short-ranged rocket artillery in addition to their other roles.
Exosuits
A Russian attack force, including several Ono exos, during a low-orbit boarding operation
A Russian attack force, including several Ono exos, during a low-orbit boarding operation
The Galactic War is the first conflict to field heavy powered "armor" - most often called "exosuits" - in any large-scale capacity. With advances in neural integration and robotic technology, both alliances now field a large "exosuit corps" that has recently come to emulate the cavalry units of yore, acting as scouts, skirmishers and shock troops. Exos on both sides are equipped with jump-packs and neutronium cells, allowing them rapid flight and incredible maneuverability. Both sides lionize their respective exosuit pilots, painting them as modern knights and honorable warriors, even if the truth includes a high casualty rate, common mental trauma from neural connections, and a viciously competitive culture that makes mincemeat of the weak-willed. While they are speedy and hard to hit, massed firepower even from infantry weapons can down them quickly, so pitched battle is a poor role for a exosuit.
While Britain, France, and Belgium all started the war with their own exosuit designs, it was Japan that produced the suits that now equip the majority of the Entente's units. In contrast to most of the Entente's doctrine and equipment design, these Japanese machines are more technologically advanced and better armed/armored than their lighter (but more numerous) German counterparts. The Mitsubishi Type 109 "Naginata" is the most common Entente model, armed with an integrated railgun system and modular shoulder mounts that can alternately carry command modules, rocket launchers, railguns, autocannons, and more. The Nakajima Type 121 "Ono" heavy exosuit carries even more firepower, at the expense of altitude, speed, and maneuverability, making them vulnerable to fast flanking/diving attacks. The average Entente exosuit company includes about twelve suits, organized into three "platoons" of four.
The Alliance, in contrast, deploys the light, easily-produced (and replaced) Kampfanzug (KAz) 227, armed only with a heavy autocoil and a monofilament bayonet. Unlike Entente exo squadrons, the Alliance uses theirs almost exclusively as scouts, skirmishers, and harassers, targeting artillery and Ono suits behind enemy lines before retreating. The KAz 227 is referred to as the "Kraut-cooker" by British troops, for their unfortunate habit of overheating and bursting into flame under too much sustained fire - still, they are blindingly fast when compared to the heavier Naginata and Ono, and if they can close the range, their blades can easily make mincemeat of their enemies. There is also the SKAz 231, the largest exosuit ever constructed at almost 10 meters tall, but they are still barely out of the prototype stage and, while they make mincemeat of exosuits with ease, they are still incredibly vulnerable to armor. There might be only one 231 in a given system at any given time, usually reserved for hardened veterans and high-ranking officers. The average Alliance exosuit company includes about twenty to twenty-five KAz 227s in four or five platoons of five.
- Entente
- Flechette Rounds: The exos of this company are equipped with Mark 22 autocoil flechette shells, meant to burst in midair and expand into a cloud of shrapnel. This is extremely effective against tight groups of soft targets, be they exos, infantry, or light vehicles.
- Gravitic Impactors: These suits' neutronium cells are modified to exponentially increase the force with which they hit the ground. With a gravitic impactor activated, an exo can hit the dirt with the force of a railgun round, doing tremendous damage to enemy forces.
- Mosin-Lebel 89 Anti-Materiel Rifle: A heavy sniper rifle provided to three 'suits in the company, the ML89 can be lethal to exos and light vehicles at long range.
- [Naginata] Bellerophon Gun: A heavy autonomous railgun is added to the 'suit's shoulder, increasing its firepower and acting as a "tail-gunner."
- [Ono] Thermite Variant: The Ono suits in this unit are upgraded to the thermite variant; while they are poor at range compared to the baseline suits, their thermite launchers and flamethrower additions make them incredibly effective area-denial and antipersonnel weapons.
- Alliance
- Disruption Shields: Specifically built to assist the 'suit in hand to hand, disruption shields oscillate in such a way that they warp and damage metal close to the suit when activated. The drawback is that they are power-intensive, and thus can only be activated fro brief periods of time.
- Ritter Variant: Originally developed for riot control in the restive outer colonies of German space, the Ritter variant of the KAz 227 eschews its autocoil rifle for a smaller pistol, a monofilament blade, and a Kaiserstahl riot shield. The shield can be electrically charged, and this suit is thus a formidable opponent in melee.
- Advanced Afterburners: The 227 is upgraded with a set of afterburners specifically designed to give the 'suit a huge, very quick burst of speed - though it takes time to recharge, and disables the shields while they are in use.
- Schultermörtel 97: The Schultermörtel (Shoulder-mortar) 97 is a light mortar tube affixed to the 227, effectively allowing it limited utility as a ground support unit. The mortars can fire high explosives, smoke grenades, and gas shells.
Artillery
Ottoman artillery during wargames on Üsküdar II
Ottoman artillery during wargames on Üsküdar II
The artillery of the modern day is very different from the cast-bronze cannons of the medieval era or the fixed, hand-loaded guns of the industrial era. Massive railguns lob tungsten slugs and reinforced shells for dozens (if not hundreds) of kilometers, and MLRS systems flatten entire areas with dozens of guided rockets per second. In this era of mobile system warfare, almost every artillery piece is mobile under its own power, although the power requirements of their weapons systems mean that they are slower and lighter-armored than frontline tanks and self-propelled guns.
The Entente fields the Vickers Mk. G Dragoon, a multipurpose indirect firing platform that includes both a heavy Bofors long-range railgun and an American Calliope missile rack. The Dragoon's weapons are relatively precise, with even its railguns being feared by German troops for their uncanny accuracy; in one infamous recorded incident a Dragoon actually managed to hit an Austrian fliegenpanzer in mid-flight with its Bofors gun. However, they lack the same punch or saturation ability as their Alliance counterparts, with their heaviest ordnance instead being delivered by gunships and air/space bombardment. The Dragoon is also widely used for "walking bombardments," where a curtain of precisely-fired rockets will land and detonate just ahead of an advancing Entente force, theoretically preventing the enemy from firing back effectively (although in practice, the effectiveness of these tactics is… disputed). The typical Entente artillery brigade includes 30-40 Dragoon guns.
The Alliance, instead of using a multipurpose artillery support unit, fields separate railgun and missile launch systems. The Krupp FH-28 is even slower and more vulnerable than its Dragoon counterpart, but it is easy and cheap to produce, and its massive 50cm railgun can lob slugs and shells across landmasses. While they are relatively inaccurate, massed fire from these monstrous weapons can flatten cities. Meanwhile, the 21cm Höllenwerfer 27 MLRS serves as the Alliance's primary rocket system, hurling explosive death from miles away with a distinctive shrieking sound that serves to demoralize enemy combatants. Like the FH-28, the Höllenwerfer is far less accurate than the Dragoon's onboard targeting systems, but to the Alliance, saturation bombardment is just as effective as precision. Alliance artillery brigades tend to field about 30 FH-28s and 10-15 Höllenwerfer systems.
- Entente
- Hermes Spotter Drones: Dragoons in this brigade are equipped with advanced Hermes spotter drones, remote-controlled by the vehicle's tactical officer. While unarmed and vulnerable to small arms/CIWS, Hermes drones can greatly increase the accuracy of a Dragoon's fire.
- Hellfire AB Rounds: When fighting in thick jungle, or against a dug-in enemy, Entente artillery officers call upon the ROF "Hellfire" airburst round to do the job. Specifically designed with timed fuses to explode over ten meters above the ground, these shells can blanket an area in searing-hot plasma. While ineffective against armored vehicles and shielded positions, the plasma burns through infantry and seeps into buildings to cook the unfortunate occupants.
- Paladin Disposable Shields: Single-use disposable neutronium cells are affixed to the Dragoons. If they come under direct fire, they can be briefly activated for several precious minutes, giving the thin-skinned vehicles time to get away or fire back.
- Type 3 Counter-Rockets: The missile systems of this unit's Dragoons are modified to load the Type 3 rocket, a weapon specifically designed for AA work and to shoot down incoming missiles themselves. The Type 3 has proved itself to be a formidable defensive weapon, making this unit an excellent counter to airpower and the feared Höllenwerfer, though it comes at the cost of severely reducing its effectiveness as an artillery brigade.
- Alliance
- Der Albtraum: The FH-28 and Höllenwerfer in this brigade are equipped with munitions containing the potent chemical weapon dubbed "The Nightmare." While it does little against sealed vehicles and metal, any organic tissue it touches suffers from intense and painfully rapid disintegration. Cloth, wood, and flesh all melt away before this terrifying and cruel weapon. However, this gas, as with all airborne chemical weapons, can be a double-edged sword if the wind changes...
- Swarm Munitions: The Höllenwerfer in this brigade are loaded with Chinese MR111 swarm rockets. Every fifth rocket fired from the rack is designed to separate into dozens of small, superheated flechettes, acting as chaff to confuse enemy CIWS and ensure that more missiles will get through.
- M-88 Flak Shells: The FH-28 is provided with airburst shells designed to explode in midair, spraying superheated shrapnel in every direction. If well-targeted, this can shred gunships and aircraft, and has proved surprisingly effective against soft ground targets.
- Triangulator Rounds: Several FH-28 slugs in a given magazine are equipped with triangulation units, transferring data back to the FH-28 and allowing them to correct their barrages closer to their intended targets.
Air Support
A British "Scorpion" gunship
Both alliances make prodigious use of heavy gunships, VTOL hovercraft that fly above the battlefield delivering explosive death and transporting troops wherever they are needed. The presence of anti-air lasers requires gunships to be protected with heavy ablative armor, as conventional gravitic shielding does little to nothing against laser weapons; they are also armed with a bevy of antipersonnel and anti-air weapons.
Entente squadrons field two models - the British "Scorpion" attack gunship, and the Belgian "Chevalier" ground-support gunship. The Scorpion is designed specifically for air-to-air combat; while its utility as a ground support vehicle is low, its maneuverability and rack of guided missiles make for an effective midair combatant. In contrast, the Chevalier is slow and fat, with the capability of raining down massive amounts of firepower through missiles, autocoils, and cannons. The Chevalier is widely disliked by its pilots as a flying deathtrap, vulnerable as it is even to lightly-armed KAz exosuits; still, when used correctly, its effectiveness is undeniable in its intended role. Entente support squadrons tend to number twelve machines of one type or the other.
The Alliance fields the Unterstützungskanonenschiff (UKS) 99, a venerable and reliable model known colloquially as the "fliegenpanzer." Like the Entente Chevalier (which was specifically developed to be its equal), they are large, slow, and lumbering, with heavy weapons bristling from every surface. Unlike the Chevalier, it is heavily armored, capable of transporting small numbers of troops and equipment, and has its own point defense autocoils. This, to some extent, makes up for the lack of a dedicated attack gunship - even Scorpions think twice about engaging a massed formation of fliegenpanzers. Like Entente squadrons, the Alliance typically deploys fliegenpanzers in squadrons of a dozen.
Upgrades
- Entente
- [Chevalier] Grom Rounds: These specially-tooled EMP air-to-surface rockets can knock out communications, disable targeting systems, and destroy electrical cabling.
- [Chevalier] Disruptor Torpedoes: These expensive air-to-surface warheads contain an oscillating gravitic field, which can severely damage enemy shielding.
- [Scorpion] Scrambler Pulse: The Scorpion is upgraded with an electronic warfare system that projects interference on certain radio and infared bands, confusing enemy targeting and guidance systems.
- [Scorpion] Hyperthrusters: While these gravitic thrusters are single-use, they can "blink" the Scorpion almost anywhere on then battlefield in a flash.
- Dazzler Chaff: These bomblets double as both chaff to confuse targeting systems and as flares to blind ground forces below.
- Stealth Plating: Scorpions and Chevaliers in this squadron are upgraded with stealth plating, confusing radar, LADAR, and heat sensors alike.
- Alliance
- Tactical Annihilation Bomb: One of the most devastating weapons available to conventional forces, the Siegfried Tactical AM/M Annihilation Bomb carries enough contained antimatter to detonate with the force of 2 kilotons of TNT. Only one bomb is provided to a single squadron, and it can only be deployed with the permission of the task force commander and strategic command.
- Chuizi Cannon: A heavy railgun is bolted along the fliegenpanzer's underbelly, capable of firing sabot rounds tooled to punch through armor and wreck protected targets.
- CIWS Laser System: The fliegenpanzer's onboard CIWS autocannons are replaced with a bank of point defense beams, greatly increasing accuracy and effectiveness against missiles but making it difficult to counter larger, heavier air-to-air threats.
- Kaiserstahl Plating: Metal armor infused with Kaiserstahl is added to the fliegenpanzer, making it even more difficult to destroy.
Elites
An Austrian Jäger in a cham suit during the opening phases of the Battle of Brandt
An Austrian Jäger in a cham suit during the opening phases of the Battle of Brandt
Despite all the sound and fury of interstellar war, some of the biggest victories for both sides are won behind the lines. Spec-ops and commando units lurk in the shadows, neutralizing officers, sabotaging equipment, and hoarding intelligence.
The Entente's Special Operations Executive (SOE) is a joint unit from all participating nations, with elements pulled from the SAS, MI6, GIGN, and any number of other special ops organizations, SOE formations can vary wildly in their intended role, though the most common are "commando" squads usually deployed for very specific missions, and they often operate independently of the main command structure, which has given them a nasty reputation among regular army officers. SOE squads usually consist of ten commandos.
The Alliance, in a joint collaboration between the intelligence services of its subject nations, has since answered with the creation of Division 27. A similar organization to the SOE, D27 is more focused on battlefield support than their more clandestine opponents. Stormtrooper squads attack and sabotage enemy defensive positions and raise as much chaos as possible, softening them up for a general assault. In addition, jägers - marksmen unrivaled across the galaxy trained in the Austrian alps - can pick off targets from incredible distances. The average Stormtrooper platoon consists of twenty to twenty-four commandos, while jäger teams tend to be as small as five.
Upgrades
- Entente
- Vocal Emulators: If these devices can capture a good clip of an individual's voice, they can reasonably simulate them.
- Drill Charges: These specially-tooled charges burrow into metal surfaces several inches before detonating, making them ideal for sabotaging enemy armor.
- Canari Serum: This serum, when applied intravenously, forces a victim to answer questions as truthfully as possible for several minutes, before knocking them out for six hours. However, if applied repeatedly, it can cause brain damage.
- Plasma Cutters: The Mark 231 plasma cutter is a multirole tool meant for slicing through tough surfaces.
- Alliance
- [Stormtroopers] Nullraumgranaten: These advanced grenades create a pocket of slipspace in a radius of three meters, sucking anything into the nightmarish realm in a flash. They are so complicated and expensive that only three are issued to a squad at a time.
- [Stormtroopers] Jump-Packs: While these have limited fuel, they can quickly allow a squad of stormtroopers to traverse difficult terrain with ease. They have a maximum altitude of ten meters.
- [Stormtroopers] SF101 Shotgun: Alliance stormtroopers are equipped with the powerful SF101 shotgun, incredibly effective weapons in close-quarters combat.
- [Stormtroopers] KFw 912: The Kleinerflammenwerfer 912 is a wrist-mounted, single-use flamethrower that can bathe a room in sticky fire in a matter of seconds. They detach from stormtrooper armor after one use.
- [Jägers]: Gew 99 Sabot Rifle: One member of the team is equipped with a Gew 99, a heavy anti-materiel rifle that can damage light vehicles and pierce exosuit armor.
- [Jägers] Cham-Suits: The Jägers in this unit are equipped with "chameleon suits," which emulate the color and texture of their background.
- [Jägers] Marker Rounds: Jägers in this unit are provided with several marker rounds, which when fired at a target can be used to direct fire from an entire battlegroup at the commander's orders.
- [Jägers] Guided Gyrojets: These rocket-powered rounds, when directed by a special marker laser, will home in on their intended targets.
Profile Template
Name:
Side:
Nationality:
Age:
Appearance: [Shouldn't need to be said, but please keep images SFW]
Class:
Rank:*
Bio:
Command: [Note the rough unit makeup and service history here along with the name]
Sample Profiles:
Name: Akira Yunahara
Side: Entente
Nationality: Japanese
Age: 54
Appearance:
Class: Infantry
Rank: Brigadier General*
Bio: Akira Yunahara was born on the colony world of Owari in 2076. He joined the military almost immediately out of school, proving an able commander of infantry and rising rapidly through the ranks. After being severely wounded in the disastrous Japanese assault on Tiandi, he was given a (prematurely posthumous) promotion to Brigadier General, and when he was found to be alive, was given extensive reconstruction and assigned to command the 477th Mixed Infantry Brigade.
Command: 477th Mixed Infantry Brigade, a veteran unit consisting of 3,000 troops.
Name: Erzsébet Hugonnai
Side: Alliance
Nationality: Hungarian
Age: 36
Appearance:
Class: Armor
Rank: Colonel*
Bio: Col. Erzsébet Hugonnai was born on Keszthely, and got her start as an engineering student. She later joined the Imperial Army as a tanker, seeing combat in border skirmishes with Separatist and Russian troops prior to the outbreak of total war. When Germany declared war and invaded Anglo-Belgian space, and the Austro-Hungarian Empire was pulled in, newly-promoted Colonel Hugonnai was thrown into the thick of things as the commander of the 75th "Csuka" Armored Brigade.
Command: 75th "Csuka" Armored Brigade, a relatively new-minted formation with 40 Katzes.
*Note on ranks: Brigades are led on both sides by colonels and brigadier generals, although players will be starting as colonels unless otherwise specified. Battalions will be led by lieutenant colonels, and companies by majors and captains. The overall commander of each side, at the start, will be a major general, and one or two players will be brigadiers depending on numbers.
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