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Post by grimmedslug on Jan 20, 2010 23:01:38 GMT -5
I really hope spoiler tags work here, because a lot is going to be summed up in spoiler tags. This is basically the OOC/Signup thread. It's really very very hard to cut down on the information, especially in terms of daily life, magic, army etc. I think I would just sum it up in spoiler tags and tell people to read when it pertains to the information.
Damn, freaking spoiler tags don't work here. Ah well. I placed a part so that casual RPers know which section they should read and which they shouldn't care about.
Background Story:
For 3 centuries, the world has been embroiled in conflict. The Confederation has battled the Alliance for what seems like eternity to the people, scarring the various continents on Earth. And now, 3 centuries after the war started, the Confederation finally has enough, and has been pressured by their people to push for a punitive peace settlement to end this battle once and for all. In a meeting in Reykjavik, Iceland, a neutral country in the conflict, it is decided that they would make the Confederation suffer for their crimes, with high settlement claims on the Confederation. They don't really care; they're sick and tired of this long war already, and everyone just wants to get on with life now. (Note: The Alliance can be considered as Europe broadly, the Confederation as Asia)
However, not everyone is happy at the peace settlement. Some in the countries under the Confederation are suffering due to the poor economy from the economic reparations exacted by the Alliance, and of course there is the humiliation of 'defeat', typically in the younger generation. The people in the nations under the Alliance are also disgusted because of the war, which has slowed down technological development in their countries so much that they have literally fell back into the Stone Age in all senses but the military sense, living in houses built with sand and stone, old fashioned farming techniques etc, and they are jealous at how the Confederation has managed to supplement their technology even during this hard war.
Then there is another group who had profitted from the war, and know that they can continue to profit if the war continues. Assassins, some large corporations, weapons scientists, they do not want to see the war come to a close just like that, for that will literally mean an end to their prosperity. They know that they can make the war happen again, either by buying over the governments in the countries to provide pressure to reinstigate the war, or to simply kill leading figures, putting the blame on the other side to reignite conflict.
And deep within this conflict, there is a terrible weapon harboured beneath the sands of Saudi Arabia, recently uncovered by a huge sandstorm that swept the sand cover from the machine. The catalyst to spark a new war has appeared. A weapon that destroys entire country in a single button, developed by the terrorists in the conflict during the 21st century, but lost to the elements. Until now.
And so, as the world recovers from the chaos, it is up to some, to choose whether to send the world back.
Character choices: Alliance Civilian, Political leaders of various Alliance nations, Confederation Civilian, Political leaders of Confederation nations, Assassin, Leader of large corporation, Military Soldier
Note that scientists belong under Civilian.
Template Name: Choice of Character: If army, status. If civilian, job. If political leader, position: If army, role: Weapon Choice(s): Country: Appearance: Personality: Biography: Relations (with other characters, like family): Faerie (if any): Faerie ability (if any): Others:
Need to know information: (WARNING: EXTREMELY LONG)
At the very least, should read Life in Each Faction and Situation in Each Country. Assassins can read the Assassins section, anyone interested in having their own Faerie read the Faeries section, and anyone in the army should take a look at the roles of their army. Politicians should take a look at Politics. Note that Assassins don't need to give a crap about army apart from positions, everyone else doesn't need to give a crap about the assassins section.
Faeries: [spoilers]Faeries are mystical creatures that have existed for very long, much before humans, but before this they have not been published as truly existing. Faeries typically attach themselves to families, taking care of them for as long as possible, which is amplified by their lifespan of several millenia.
However, faeries are very rare even as such. In the war, they were used extensively, but they are not naturally beings suited to combat. They live to protect and serve their family of choice, and that's how they always wanted it. Many have left because the war destroyed the families that they have sworn to defend. There are still some left, but very very few.
Most noble families have one faerie watching over them, never more than that, because faeries are jealous and usually do not cooperate unless they are convinced to do so. Faeries come with magical powers, but only one. They are very good at doing something, and that is the extent of their powers. Well known powers that have been discovered during the war are explosive (blows up target area is a sprinkle of faerie dust), food-spawn (creates food by sprinkling faerie dust) and growth (spontaneously increase growth rates of organic matter such as plants).
Faeries are guardian angels of their owner, so if they lose their entire family they will die unless they attach themselves to another family within 24 hours. These are for family bound faeries only, however; some faeries exist in the wild with no such boundaries. These faeries can be convinced to join, but unfortunately there are also very few of these.[/spoilers]
Life in each faction:
Alliance
[spoilers]In the Alliance, technology has dropped way too much over the times, with electricity being extremely scarce, clean water a challenge. Farming has become small scale, and out of the cities in the countrysides nearly everyone is a farmer (or fisher), unless they live near ore mines in which case they're conscripted by the Alliance to run them. Occasionally the Alliance officials are sent out into the countryside to seize crops during periods where it is scarce, because of hording. This results in quite some resentment out in the countryside. Tunnels have also evolved during the war as a means of safer travel, so there are really tunnels all over the place, they lead into safe houses, into the cities, etc.
In the cities, the officials are the kings, and the soldiers their enforcers. The soldiers unlucky enough to be called in for city duties typically spend their time patrolling in the hot sun or rain, but they also have the jurisdiction to arrest any they don't like on the way. So most people live in fear of those soldiers, and hardly do people go out unless it's necessary. The streets of cobblestone and such material are typically empty except for the soldiers. But with the end of the war people are feeling it safer to step out onto the streets (so long as they have not offended any soldiers... yet).[/spoilers]
Confederation
[spoilers]The Confederation keeps a very tight hold on its people. This is typically done to ensure high efficiency and to make sure that they don't actually defect to the other side. In the countryside, there is mechanized farming, effective collective farming. High production, low input makes the Confederation highly efficient in the countryside. However, enforcers are often sent to ensure the work gets done. And some of the farmers do not really fancy the government taking an interest in their affairs.
In the cities, water is still hard to come by because most water purification is gone (scrapped or destroyed), so they hope for rain, mostly. Fortunately it rains quite often in most Confederation countries, which provides the water. There are basic household commodities such as television, so they actually enjoy a much better life than under the Alliance, albeit with a stricter rule, they just have to do anything that seems suspicious and the secret police of the Confederation countries will come running. To add to this paranoia, neighbours are encouraged to report on neighbours, and children on their parents and teachers, so a cloud of fear still lingers in the Confederation. There is freedom, but most of them still prefer their condition as compared to the Alliance. This means a power keg of disaster if the Alliance recovers from the water faster than them.[/spoilers]
Politics (Scroll to bottom of spoiler tag for simplified version):
[spoilers]In the governments of that time, the head of Parliament in each country is an elected official. That means that it is possible to bring them down. He is pretty much the most powerful man in the country, having control over military, foreign affairs and internal affairs. He is supported by a Cabinet of Ministers in some countries, although not all; some prefer dictatorship, go it alone. The head of Parliament (also known as President) can also create private armies; lower officials can too, but if it's found out they're done for. They'll probably be exiled under the grounds of treachery under most governments.
Parliament is voted for by the people. The head of Parliament is voted for by the Parliament members. The size of Parliament varies between countries, but typically they do not go too large, having a maximum of 12 members in most countries. International law forbids parliaments above the size of 18 members, including the head of Parliament. The Parliament deals with issues such as those too big to be dealt with by the Autonomous Councils. The Cabinet is chosen personally by the head of Parliament, typically can be any size, and members in Cabinet can also be members in Parliament. Cabinet members are personal advisors to the Head of Parliament.
The General Secretary is a person elected by the Parliament. While he or she is not a member of Parliament, he or she gets to participate in meetings at Parliament, and notes down the details, also notes important points with which to start discussions at Parliament. All appointments to lower officials submitted to Parliament go through the General Secretary, thus the General Secretary is a powerful position. The General Secretary CAN be a member of Parliament or Cabinet.
Below the Parliament is the Autonomous Council. There is pretty much one in each town, and they are small groups that are appointed by the government to maintain political stability in each town. At the end of each month, the head of each Autonomous Council (who is voted for by the Parliament) submits a report to the Parliament about issues in the country. This also passes through the General Secretary before reaching Parliament (as can be seen, the Gen Sec is a very strong position). In the report, they can do things such as ask for raises, ask for more funds in their budget etc to help them better coordinate their efforts in the towns. People can apply to join the Autonomous Council, but must be appointed by the Parliament (once again, the application goes through the General Secretary).
Each side of the war elects 1 member from each cabinet that exists to form the faction cabinet, that provides political expertise to the leader. One Fuhrer is chosen by each side, elected by the faction cabinet from all the heads of parliament. One Total Secretary is also selected from all the General Secretaries in the same way. This war council decides mainly on war, and the Fuhrer has complete control over the military. Cabinet advises the Fuhrer, while the Total Secretary brings about the issues to discuss just like the General Secretary. The Fuhrer can interfere in the politics of other countries in his or her faction.
And that is pretty much the politics I have in mind, largely inspired by Russian style Communism government (it's less complicated than that, though), minus the war council. So basically, the strength in terms of power goes about like this.
Fuhrer Faction Cabinet Total Secretary Head of Parliament Cabinet Parliament/General Secretary (but if the Gen Sec is good he can actually hold as much power as the Head of Parliament) Head of Autonomous Council Autonomous Council
Parliament voted for by people, Head of Parliament voted for by Parliament, Autonomous Council controlled by Parliament, Head of Autonomous Council elected by Parliament, Cabinet chosen by Head of Parliament.
Hope this was not too complicated. Politics is always complicated.
Simplified: Positions: Fuhrer (Supreme leader, elected from Head of Parliaments) Faction Cabinet (Chosen from Cabinets of each faction, advises Fuhrer) Total Secretary Head of Parliament Cabinet (Advises Head of Parliament) Parliament/General Secretary (but if the Gen Sec is good he can actually hold as much power as the Head of Parliament) Head of Autonomous Council Autonomous Council (In charge of towns) [/spoilers]
Form of Governance in Playable Countries: Confederation: China: Partly democratic. There is a Parliament that elects the President, but the Parliament is not voted for by the people, but by the Parliament members themselves.
Russia: Autocratic. The democratic system does not exist, led by their King instead.
Afghanistan: Democratic
The ASEAN Coalition (excluding Singapore, and they are counted as one country): Democratic
Singapore: Dictatorship
Iran-Iraq Coalition: Democracy
Alliance:
Britain: Democracy
America: Democracy
France: Democracy
Germany: Dictatorship
Norway/Finland Coalition: Partly Democratic (the Parliament is chosen by the Head of Parliament, Head of Parliament chosen by Cabinet)
Italy: Dictatorship
Spain: Democratic
Situation in Each Country Confederation
[spoilers] China
A country ruled by the Chinese Communist Party. China has a very powerful economy, with large companies stationed in the country, and they are the backbone of the Confederation efforts with a powerful army and way too much money for their own good. Assassins have much less power in this country because the Communist Party is a literal one part state, and there is not much political opposition. Also the Chinese guards are very powerful, and many assassins have lost to overwhelming Chinese forces during their hits. The Chinese army is not opposed to capturing other countries, having annexed Cambodia, Vietnam and Japan over the course of the war. The current Fuhrer is from China.
Russia
Another large country, but nowhere near the wealth of China. Russia does, however, have many hardy soldiers recruited from tough areas such as Siberia, and they have the largest standing army in the world. However, there is quite some civil unrest in Russia, and the assassins and large corporations capitalize on it as the most vulnerable country in the Confederation.
Afghanistan
Torn apart by war due to it being the frontline country in the war, Afghanistan is the most damaged Confederation country in the war. Most of the infrastructure is destroyed and the people are poor and suffering, and China tries to placate them by sending money along the China-Afghanistan line, but recent sabotages by the assassins along that line has caused opposition within Afghanistan. Afghanistan has a decent army, but their political order is on the verge of breakdown with too much opposition within. A power keg for disaster in the Confederation.
ASEAN coalition
Most of these countries are far away from the actual conflict, and participated unwillingly in the war, only doing so to ensure their survival. Now that the war is over, they are quite content with the peace, which, of course, is not the plan for various weapons scientists in this region. The famous EMP mine was developed here, and there is such a large proportion of weapons scientist in the population that it is insane to really try to go against them. Their army is small, but they provide most of the mechanized divisions to the Confederation army, thus they are a vital role in the mechanics of the Confederation. Think of the ASEAN coalition as the garage of the Confederation.
Singapore
This small island participated in the war for fear of being attacked by Confederation countries. Controlling a vital waterway that leads to China, Singapore is an important weapons development hub of the Confederation army. Most firearms are developed in Singapore, with raw materials obtained from the ASEAN countries around it. They are not very pleased with the end of the war though, since their main industry has been converted forcibly to the armanents industry, and it's hard to change it back, with the end of the war the demand goes down, and the economy collapses in Singapore.
Iran-Iraq coalition
A very powerful Confederation ally within the Middle East. They are a late participant to the war, and have served as a valuable Confederation ally, being able to technically strike behind enemy lines since they are too far South of the conflict. They have a very powerful army that can navigate through the dry, harsh terrain of Western Asia/Eastern Europe, and their destruction count over the war has amounted to 1438 Alliance squads on last count (with 746 tanks and 422 ships destroyed under their forces). This is a prime assassin spot, because assassins are not illegal in this place. [/spoilers]
Alliance [spoilers]Britain
A country largely secluded from the war. Britain has always been very hesitant to fight the war, only committing the minimal amounts of troops and equipment to the Alliance in this conflict, instead preferring to strengthen their own defence. The British Fleet now stands at the helm of the world's naval class, even though they have had several disasters over the war (when Iran-Iraq joined the war, the British Fleet lost slightly less than 300 ships that had been moored near the Gulf). The British government is highly secure now as they have mass public support, however the Fuhrer of the Alliance has been putting pressure on the British government for very long to make a greater impact on the war itself. Britan is, as expected, not exactly a hot favourite of country choice of the Alliance as a result.
America
The industrial superpower to rival China. America is the economic backbone of the Alliance, providing weapons, equipment, vehicles, whatever it can to the war effort. America's naval fleet is the 2nd most powerful in the world, but it's a far cry to Britain's standard, as America had not been fighting like a coward while building it up in the background.
France
Another country that was not exactly fully committed to the war, but at least they did far more than Britain. They are the central suppliers of weapons, the Purlion being their most built weapon that they contribute to the Alliance. However, they donate very few soldiers to the war effort. France serves also as a main pathway to link America to Europe in the war effort.
Germany
The German Republic is under a dictator, but it is the single most powerful nation in the Alliance. They have sturdy soldiers, fearsome production capabilities, excellent technological advancement sites and a powerful economy to boot. Thus, the German Republic leads the war against the Confederation, the Fuhrer being from Germany. The government is highly stable in Germany, because of their successes in the war.
Norway/Finland Coalition
Norway and Finland do not have much to provide, except for the fact that some of the best pilots come from their country. The best fighter aces, the best tank drivers, they all come from Norway and Finland. However, there is much discontentment because of high casualty rates on the front, so the government in this is weak.
Italy
Italy is ruled by dictatorship, and they are the central hub in Europe for the assassins, because there is no ban on them, since the dictator finds them useful. Italy provides to the war effort by spies and infiltrators, commandos that sneak behind enemy lines and sabotage enemy war efforts. Also, Italian food is a great morale booster to the frontline soldiers XD
Spain
The Alliance's manufacturing capabilities are all squeezed into Spain. Every of the Alliance's constructions come through Spain, either the raw material, the parts, or even entire tanks themselves come steaming off the production lines here. Because America provides a lot to Spain as thanks for the war, Spain is relatively well off, and wishes a fresh start for their people, kickstarting their industries with that cash, and doing quite well, which is really not what the assassins want.[/spoilers]
Assassins
Note that Assassins are ILLEGAL in any country apart from those specifically listed, in other words, Iran/Iraq and Italy. They can exist but the soldiers have permission to kill on sight.
[spoilers]The Assassin's Toolkit
Each Assassin typically carries several weapons, but their arsenal is limited due to weight restraints, they cannot carry too much and hope to travel fast enough to escape the guards after they commit their crime. Typically, they carry about 10 kilograms of weapons and ammunitions combined maximum, any more and they'll be too slow to negotiate corners before they get nailed by the guards.
Of course, each target requires a different weapon to kill, so the assassin's tend to have varying weapon choices. To make up for this, there is an 'Assassin's Shop' where the assassin's pick up all their weapons. Technically, the weapons are rented and all. Note that all weapons are fictional.
Most assassin's pick the choice of one long range firearm, one close range firearm, one close range melee weapon and a quick draw short range weapon. That is the typical choice.
Long range firearms typically consist of sniper rifles that are fired from a distance. A particular favourite of the assassins is the M60 Grand Rifle, known also as the Tiramisu (note, this is not a real weapon, I made it up). It's heavier than other similar rifles and slightly outdated, but it has perfect balance, minimal recoil, and is the last rifle created that can be fitted with a silencer, since no one actually cares about using silencers in war anymore. Another choice is the R43 Sinker, which has the capability to fire from an incredibly long range, and is extremely accurate, but it makes a lot of noise. The R43 is also compact, comprising of moving parts that can pack and unpack into and from a cube into a rifle in 3 seconds flat, which allows for easy transportation through heavily guarded areas (since the soldiers will fire on any holding firearms). There are other weapon options, but less popular than these two, these are particular favourites of the assassins. The assassins also prefer phosphorous tipped bullets, because the white smoke they release on contact helps them to track their shots. These rifles are very heavy, typically; the Tiramisu weighs in at about 6 kilograms, while the R43 at 4.5 kilograms, both values counted with the weight of ammunitions.
For close range firearm, they are typically split into three: semi automatic miniguns, easy to draw and no one actually cares about the spray at close range, shotguns, which do perfectly well at medium to close range, and finally pistols, which also serve as a quick draw weapon as well. For semi auto miniguns, the long favourite amongst the assassins is the Blaze X-10, a gun small enough to be concealed within the sleeves of a long clothing. The ammunition clip is wound around the arm so it does not trail out, with a clip size of 600 bullets per ammunition clip. At the slightest sign of danger, it can be slid out of the underarm holster with a small flick of the hand, grabbed, and subject the enemy to 600 rounds of death and whatnot. Small enough to be hidden, and weighs in at only slightly less than a kilogram, it is a favourite short range weapon of many.
The Remington Gaues Shotgun is the weapon of choice for most assassins who like a heavy close range weapon. It has a 12 bullet clip size, and can be folded once to reduce the length by half, to a mere length of about 56 cm. When unfolded, this thing is about 1.1m long, so people trying to sneak in for a close melee attack is hard to be blocked by this, but anyone else in range is going to be turned into pulp. Typically strapped onto the back of the assassin, disguised together with a set of bow and arrows, with this stowed away together with the arrows, just simply because those aren't illegal. But these weigh in at about 4 kilograms, so it's hard to pick a nice weapon choice with this unless the assassin chooses to sacrifice long range weaponry.
Pistols are basically, you draw and you shoot. These are hidden in a small pouch by the assassin's pocket, and can be drawn, safety turned off and fired in little more than a second, thus classifying as a quick draw weapon. The assassins use the Colt Peacekeeper, which has 9 rounds in it, with little recoil, thus a particular favourite of those who prefer a steady aim. They weigh about the same as a minigun, 1 kg.
For melee weapon, there are a large variety; swords, knives, axes, whatever. Just as a backup in case the enemy gets too close, or you suddenly get ambushed when your quick draw weapons are out. Most assassins are highly proficient with their melee weapons of choice, although most stick with swords and knives because anything else tends to attract too much attention.
Quick draw weapons are basically a choice of either pistols or throwing knives. Pistols are explained; throwing knives are basically knives thrown as a last ditch attempt to distract or kill an enemy. The typical knive thrower has 8 holsters: Boots (1 each), Armpit (1 each), Underarm (1 each) and Shoulder (1 each). If minigun is chosen as a close range weapon, it substitutes an underarm holster. Subsequently, any other weapon you have that coincides with each is also taken in place of the knife.
The assassins also use grenades, but not to kill, typically only to provide distraction. Thus, their favourites are the flashbangs and the smoke grenades. There's also a very useful grenade, the 'hallucinogen' grenade, that shines so many lights on explosion that anyone who sees it typically overloads and their brain shuts down. Good if you don't want gunfire by someone blinded by flashbangs to blow your cover.
Of course, sometimes the assassins may want something special. In such a case, there are weapons such as the Hidden Blade (inspired by Assassin's Creed), which fits into an underarm holster and can sneakily dispose of the enemy. Or really, anything they can think of. What the shop doesn't have, given a special order, they will make, since, business is business.
The assassins follow their creed, which is 1. Do not involve innocents. 2. Do not kill for vengeance, revenge, or other base desires. 3. Always remain inconspicuous, no matter what upper hand you have. 4. The target always comes first. All others are secondary. 5. If the target fails to be eliminated, they must compensate to their employer.
Any who break the creed are to be put on trial and subject to death, normally.[/spoilers]
Military:
[spoilers] Standard issue in army are still old fashion pulse rifles, bullets travelling at much higher speeds in the past but certainly still deadly. Technology has advanced over the past generation in terms of military equipment and transportation, now each typical soldier is armed with portable GPS, signal transmitter, shrapnel and bulletproof helmet equiped with night vision and can be used to receive information from hq. Also, the body armour is bulletproof to some extent, but not entirely, because bullets that are still fast enough (approximately 450km/h) can still pierce through the armour, thus the developments in pulse rifles to send bullets to that speed.
In transportation, military transportation has developed much over the centuries, even if they are the only form of civilized transportation left in the Alliance. The trucks are designed to withstand at least 3 bomb explosions before being knocked out of commission, and can take sustainable damage from RPGs, Grenade launchers and anti-tank weapons. Tanks are now literal god armours in the field, being near indestructable short of sustained fire from anti-tank weapons, or by the newly designed EMP mine (built by the Confederation), which knocks out the tank to allow for safe takeover. Air transport is pretty much still the same as last time, because there isn't much development in air as pulse rifles can put bullets so fast that planes can literally be shot out of the sky.
Artillery has improved over the years, now shells can travel well over 500km in distance on the newest artillery machines (developed by the Alliance), but accuracy is still haphazard, relying on mass destruction rather than pinpoint accuracy. Military planes have improved slightly, basically radar deflection and higher altitudes to dodge the pulse rifles. Unmanned Aerial Vehicles have been decommisioned, because of how expensive they are and the fact that they are shot out of the sky by pulse rifles. Unmanned ground vehicles have also halted in production because of lack of survivors with the technical expertise to maintain and operate them.
On the sea, with the developments in artillery, ships have also increased in their range to deal with artillery threats. Most ships isolate their targets with GPS and fire at pinpoint range, but they lack the range that the artillery shells have, so they make sure every shell counts. Most aircraft carriers have also been decommisioned following the weakness of aircraft, reverting to old fashioned destroyer class ships. The Confederation in particular has sped up submarine research, allowing submarines to remain submerged for over a year within resurfacing, and increasing the submarine's typical payload to a hefty 140 torpedoes per trip. They have also improved the speed to reach their targets quickly on short notice. Submarines have become the mainstay of the Confederation fleet, because they can go so deep that most depth charges are negated before they reach that depth.
In the military, the ranks have been cut short, to a very short thing, since most soldiers die long before they reach the top anyway. The ranks, in order of power, are:
Fuhrer General Field Commander Brigaider General Colonel Lieutanent Private Recruit
Typically there's about 3 generals per faction. Field commanders are still the most respected military officials, because they lead their soldiers to battle directly.[/spoilers]
Military Weaponry
The military, has of course the latest, high tech weaponry, since they've been fighting for forever and a day. I'll split it up on both sides first, but the idea is simple; the basic soldiers are armed with a set arsenal, only soldiers with a rank of Colonel or above can choose their own weapons. However, the higher the rank, the more risky life is, because assassins and the enemy will be more likely to take you out, and very few survive at the higher ranks for too long.
The Alliance Army: [spoilers] The weaponry of Alliance soldiers are very simple. Alliance soldiers travel in squads with 5 different weapon types: Machine Gun, Anti-tank, Sniper, Rifle and Mortar. Typically a squad has 18 people max, since the Alliance favours hit and run tactics with their weaker arms. Soldiers of higher rank typically lead charges, so in a typical squad there should be 1 field commander and 2 colonels. Brigaider Generals are pretty much Generals with desk jobs, so they don't go to battle so often, still they are formidable. The Brigaider General's role in the Confederation is slightly different; I'll explain later. Now I'll go into the typical arms of a Alliance soldier.
While the colonel and higher rank get their own weapons, most soldiers carry basic supplies: water, food. Normally, it lasts them only awhile, 2 days maximum, but since they have relatively safe supply lines it is fine. Each soldier gets a sword, a pistol, then their weapon of choice. They typically carry enough ammunition to sustain conflicts that can last for hours. The average weight of the soldiers packs are from 4 to 7 kilograms, depending on their weapon designations.
Riflemen
The most basic soldiers in the field. Armed with a water cooled Purlion Mark III Pulse Rifle, they lead the frontline charges in battle, with the Pulse Rifle able to fire past most cover, penetrating through much of the enemy. The Purlion comes with an underslung grenade launcher, used to clear garrisons, and riflemen use only incendiary grenades, unless they're high enough to choose; most colonels go for a split between fragmentation grenade or flashbang. Field Commanders will always, always count on flashbangs, because they are experienced and know their effects. The typical soldier carries 4 grenades with him as his stock. Total weight: 5.3 kg.
Machine Gun Team
Most Machine gunners don't act alone. Since the machine gun is heavy, the parts are actually split between two different soldiers and assembled on site. The Regent Machine Gun is the weapon given to most machine gun teams. Weighing in at a total weight of 10 kg, the Regent spits out 10 rounds per second, slower than other machine guns but with far less risk of overheating or jamming. When the Regent is set up, one man fires the gun while the other spots the target. Total Weight per soldier: 7 kg
Anti-Tank Soldier
Anti-Tank soldiers are armed with the basic Zeppelin Dual Rocket Launcher, firing two rounds each volley at the enemy. The Zeppelin homes in by GPS to its target, then explodes with a large explosion, burning anything. The Zeppelin has a range equivalent of 1.5 kilometres accurate, but pass that it becomes very hard to put in a very accurate shot short of the most experienced soldiers. Each Anti-Tank soldier comes equipped with 3 remote anti-tank mines, which detonates upwards when triggered, possibly causing a tank to flip over and be harmless in the best case. Total weight per soldier: 6.4 kg
Snipers
Snipers have very basic weapon settings. These are the squad's scouts, and can spot targets for their own artillery as well. Each sniper is armed with a Telemetry Rifle, which allows for equal range as the R43, but is much more difficult to carry around due to size. Total weight: 4.3 kg
Mortar Teams
Mortars come in teams too, but it's not because the weapon is heavy, it's because they need experienced spotters to help the mortar. One man plugs the mortar in the cannon, the other fires, while the first man notes where the mortar drops and tells the other to adjust the weapon accordingly. The mortar is fairly accurate, being the latest Transcender 540. Thus, mortar teams have very little load to carry. Weight for the one holding the mortar: 6.1 kg. Weight for the one not holding mortar: 3.4 kg (the one not holding the mortar gets all the mortar shells to lug around instead).
Colonels can also choose to pick up shotguns. Since the rest of the weapon choices are up to date, there's not really a difference in picking an older weapon apart from personal preference.
War vehicles can only be driven by soldiers with rank Lieutanent or above, so most tanks are driven by the higher ranking soldiers. It's hard to find them in a squad, the Alliance prefers entire tank columns by themselves. Artillery is similarly manned, typically serving as support for tank columns, and naval ships must be led by a person with rank Field Commander or above. Planes can be flown by anyone.[/spoilers]
Confederation Army:
[spoilers]The Confederation loses in terms of machine strength to the Alliance army, they have weaker tanks, weaker artillery, but their foot soldiers have better equipment than the Alliance, and their men receive better training. Thus they are more willing to confront the enemy squadrons with a large force, rather than the small squads the Alliance army operates in. Their vehicles are more of support rather than made for the frontline, with the soldiers taking the lead in conflicts.
Because of this, their soldiers are more of multipurpose, able to adapt to most situations. They reduce their different roles of soldiers, allowing them to make full advantage of every situation. There are basically three types of soldiers: Foot soldiers, Heavy weapons soldiers and Support soldiers.
Foot soldiers
Basic foot soldiers, armed with pistol, sword, fragmentation grenades, Goliath pulse rifle, and 3 anti-tank EMP mines. The frontline unit of the Confederate army, these things can deal with mostly anything thrown at them, with superior equipment that allows them to destroy practically anything. EMP mines stop any vehicle in its tracks, allowing the Confederate soldier to assume control of it, while the Goliath destroys everything else with much better range and accuracy than the Purlion. They carry a pretty heavy weight of 11.2 kg, but because Confederate soldiers are tougher than their Alliance counterpart they can carry this weight and still travel at the same speed as the Alliance soldiers. They are the most feared soldiers of the Alliance squadrons, with some Alliance soldiers even preferring to injure themselves and get removed from combat rather than face them.
Heavy Weapons Team
Heavy Weapons Team come in groups of 3. One carries the mortar tube, the other carries a Purifier Machine Gun, which fires much faster than the Alliance counterpart, and the last carries the ammunition, spotting targets for both, and carries a Dominator R-21 Flamethrower for close range combat. This heavy weapons group is typically known as the BBB, or Bomb, Blast, Burn. The spotter defends the two entrenched heavy weapons soldiers, while the others rip through the enemy columns, thus these are also feared soldiers on the battlefield.
Support Soldier
The Support Soldier is a multi-role soldier. He can carry mostly any weapon, ranging from Shotgun, to Flamethrower, to Sniper. He is the scout, the medic, and the technician rolled into one. He can maintain vehicles, provide emergency healing to nearby soldiers, while scouting the enemy, and he packs a punch with whatever weapon he chooses. He is the backbone of the Confederate army, taking care of most, thus he is given free choice of whatever armanents he wishes to bring into the field.
The Confederation allow all soldiers of rank Lieutanent and above to pick their weapons whatever the role, as long as they are not classified under foot soldier; the foot soldier must ALWAYS carry a pulse rifle. So basically only the Support or the Commanding officers can choose their own weapons.
Vehicles, because they are weaker, are typically driven by Recruits and Privates, since they cannot afford to waste higher ranking officials on them.
For the Confederate army, the Brigaider General plays a pivotal role by being together with the Field Commander as a frontline officer. Brigaider Generals are often classified as a Commando; armed with light machine guns, explosives and loads of bombs, they sneak alone into enemy encampments and entrenchments, destroying everything. Thus, it can be seen that the Confederation can better manage their troops, although the Alliance begs to differ.[/spoilers]
Man, I need to cut this down! But I can barely find anything to strip down, since I'm an information sort of person. As far as I'm concerned, there's nothing to cut down! At least I specify the sections for people to read if they care.
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