[centre][hr] [img]http://portal.valkyria.jp/vc1/world/img/flags_pic02_sp.png[/img] [img]https://fontmeme.com/permalink/181004/e0b233f40430c4777f606c7aff6c3c03.png[/img] [sub][color=Aqua][i]Excerpt from the Atlantic Federation's Anthem[/i][/color][/sub] [hr] [color=Silver][i]War is an enigma in itself. Technology changes and the timeless act of slaughter is widened further and further than the previous world-changing conflicts. Tactics change and equipment adjusts to try and minimise casualties, but the death toll keeps on rising regardless of their successful advancements. However, one thing that has always differed in itself was the result of the war. How did it change a continent, or even a world? Some wars left no marks beyond personal grievance whilst others led on to struggles within national politics, however none were quite the same as that of the First and Second Europan War. Europa had always been a continent of trying times, expanding its influence throughout history and designating itself as the central point of humanity. Darcsens and the age-old majorities roamed the lands and had built empires, nations and coalitions beyond the imaginable boundaries they'd been set previously. The world grew in size and power, and then it all came crashing down when the 18th Century Industrial Revolution began. Europa strove forward and surpassed all limitations of technology. It started with the steam engines and plenty of other small contraptions, but soon enough the need for fuel, tools and mechanical machinery was spreading throughout the nations of Europa and becoming the rise to humanity's prowess. Materials were now a necessity for the common man and not just the rich and famous. Factories were demanding extra manpower to quickly churn out new inventions intended to change the world forever. Some were a lost cause that only made a few years of fame before dying off, but others were beginning to take complete control of the situation. Motor vehicles were replacing the aristocratic horse-and-carriages, but only for the rich and monarchists, in the final years of the Industrial Revolution. It was around 1910EC when things started to take its downward stride. A deficit began to arise, and Ragnite, the material crucial to the efforts of industrial success, were running short in their known deposits. The horizons of trade were starting to become a constant declaration of selective neglect. Nations were starting to fall back on their own promises and kept the desperate resources for themselves, worried that they could not upkeep their demand for a sustainable future. And soon enough, desperate minds and greed collided with the shift of eyes. It started with the first strike, where an assassination brought around the very first Europan War. It was not to be a war like any else. It was a testing ground for new technology found throughout the industrial revolution. It was to last four years, which would claim the most lives of any war before that. Bullets were becoming faster and olden tactics were crude and outdated. Many were starting to see that war was no longer as chivalrous and rewarding as the past romanticism had dictated. Families were to be torn apart, ripped from one another at the striking of a projectile. Men and women were sent overseas to fight in lands they'd never been to, looking for an adventure but only finding desolation, mental torture and the physical battling required to survive the trenches of the war. Fields took a standstill. Cities were destroyed by the heavenly rains of artillery and the eventual organisation of formal charges left hundreds of thousands dead per day. This was the new type of warfare Europa had to adjust to. The men, women and children of the Atlantic Federation, especially, would have to adjust quicker than anyone else, discovering that only in 20 years time an even more devastating Europan conflict was to break out...[/i][/color] [hr] [/centre] Welcome, ladies and gentlemen, to the Valkyria Chronicles scenario, titled 'Changing of the Guard'. Me and a few comrades of my own were craving the VC-Style roleplay for a while and I finally have set in motion the plan that I want to thrive. The roleplay dictates that this will be a rather different experience than that you see in the games and other types of media, for we are going to be entering the First and Second Europan War from the eyes of the Atlantic Federation. What do I mean by this? Well, its quite simple. The basis of this Roleplay is about the changing of views through the eyes of the frontline infantry. Not much is said about the First Europan War, except that it was a brutal trench-based conflict that eventually led onto the more widely appreciated Second rendition. Instead of picking and choosing between one war or the other, going for originality over expansive availability, I have decided to go over it with the idea of looking at our characters grow up throughout the story. Characters are the crucial part of the roleplay, as most are, and the setting comes second to their journey, carrying them through two different eras of warfare. We are to start out in 1914EC (Europan Calendar), where the second to last year of the First Europan War is taking place. This is a time where the flow in volunteers has slightly dwindled and the nature of conscription for both men and women became a necessary tool for hopeful success. Manpower was being stretched to its limits ever since the first few months of the conflict and now the bogged down nature of the trenches has set itself in motion. We will be focusing on the latter-part of the year, eventually playing out the final 5-8 months of the war from the eyes of experienced or new soldiers, younger and fresher than before. Now their naivety to the war, horrors and lack of adventure are to be tested, as what they experience in the brutal conflict of the First Europan War will carry on through the second half of the roleplay scenario. Those who are not yet dead and live long enough to see the cease fire (which will obviously take some time to get to) will go on to the timeskip, leading up to the opening days of the Second Europan War. Those who survived will be played again, grown up and changed by the things they saw and witnessed from before. The main reasoning behind choosing this is because I wanted to see how characters lead up towards interacting with one another in the second war and how their experience from the stagnant first conflict effects their will to fight. Many of the characters in the actual universe aren't as effected because they are only old enough for the latter conflict. We will be able to form relationships, rivalries, mental disorders, injuries, potentials and possible romantic engagements throughout the course of the story, dictating how people are to eventually transition over to the second war. Now I don't want to make this sound overly complicated, and it really isn't. Each RP "part" will contain a large amount of time for battles, character interactions, excitement and deterrence. I want to create a band of characters that actually feel connected, built from the fires of war and then thrown back into it after 20 years of "peace" between the Imperials and Feds. From the younger teenagers/young adults shown in the first war, they will eventually grow into men and women once again forced to join the war, this time fought differently with armour, mobility and a whole new array of technology at one another's disposals. Below will be the exact details of the Character Sheets, useful information, classes for both eras we will be playing in and the weaponry available. [centre][hider=Character Sheet][hr] [color=Silver][i]An image of the character could go here. Ensure this is heavily detailed as well in the appearance segment too.[/i][/color][hr] [color=Gold][b]Name[/b][/color] [color=Silver]Should be simple enough[/color] [color=Gold][b]Gender[/b][/color] [color=Silver]Ditto[/color] [color=Gold][b]Age[/b][/color] [color=Silver]Years and date of birth. The characters must be between 16-19 for the beginning of the roleplay, as they will be around their late thirties at the start of the Second Europan War. However though, side-characters and secondary characters may be allowed outside these boundaries if requested. Keep in mind, the first area of the roleplay starts in 1914EC.[/color] [color=Gold][b]Sexuality[/b][/color] [color=Silver]Self-explanatory[/color] [color=Gold][b]Race[/b][/color] [color=Silver]Either select of Darcsen or any of the Federation descents. Name a town of origination, own-created towns are available.[/color] [hr] [color=Gold][b]Appearance[/b][/color] [color=Silver]Description of how they look, physically as well as in their uniform. There are differentiation in the army's clothing when it comes to both their role and personality, meaning that some are easily identifiable based upon their additional adjustments to their uniform. Mention these as well.[/color] [color=Gold][b]Height[/b][/color] [color=Silver]Easy enough. Feet and inches, preferably.[/color] [color=Gold][b]Personality[/b][/color] [color=Silver]What kind of person are they usually, both on duty and off duty?[/color] [hr] [color=Gold][b]Rank[/b][/color] [color=Silver]This will be their rank during the start of the First Europan War. When we eventually go into the Second, this will have more options. However, there are only places for Privates, though I will be accepting applications for 1 Lance Corporal.[/color] [color=Gold][b]Role[/b][/color] [color=Silver]What is their role within the Atlantic Federation army? If your character does get a role progression, then list it here later on in the RP.[/color] [color=Gold][b]Equipment[/b][/color] [color=Silver]Whilst their equipment is going to be mostly similar to that of those below, those with higher ranks or with makeshift melee weapons will be able to reveal them here. Melee weapons are only given to those who've served small amounts of time on the frontline.[/color] [color=Gold][b]Potentials[/b][/color] [color=Silver]These directly correspond to how they are in their personality, listing their traits and potential upsides/downsides to their combat. Doesn't always trigger like in the game, and acts more as a character narration tool.[/color] [hr] [color=Gold][b]Biography[/b][/color] [color=Silver]The account who they were before the war, their life growing up and how they became to be who they are now. Involve their eventual inclusion into the military, including the vital reasons why.[/color] [color=Gold][b]Affiliations[/b][/color] [color=Silver]Who are they families, major friends or life-impacting individuals with prior to the war's beginning?[/color] [color=Gold][b]Relationships[/b][/color] [color=Silver]This is how they view other characters throughout the story. This will be updated as major changes in their involvement and view of one another is expanded. Most changes will be listed from experiences out of combat, but some can occur from within their combat positioning out in the field. They can become rivals, hating on one another, romantic couples or simply comrades in arms.[/color] [color=Gold][b]Character Theme[/b][/color] [color=Silver]Not necessary, but can be used if wished.[/color] [/hider] [/centre] And so, here are the roles you will have available. They will change between wars and so I will list their changes as such in separate version of the hider, in small segments. They will include their descriptions, weaponry types and how they function as a role, listing some advantages and disadvantages of their abilities. There will be limitations for certain classes and there will also be certain restrictions on how many can occupy the specialised classes. [centre][hider=Classifications for the Federation Soldiers]Within the Atlantic Federation, troops are split into separate classifications and roles to suit their combat abilities and to provide an ever-expanding array of skills for the frontline. During the olden wars, they were mainly restricted to fairly straight forward roles, but as the First Europan War came into its opening phase, many of the Army's expanding branches required more able hands to do more specific roles. This was expanded even further within the Second Europan War. You will pick from the First War's roles for the first half of the RP. These roles will upgrade and change overtime and the eventual Second War will give you more options. [hider=First Europan War Roles][hider=Rifleman][hr][img]https://www.picclickimg.com/d/w1600/pict/171555950692_/Thomas-Gunn-Ww1-British-Gw035A-Kneeling-Firing-Rifleman.jpg[/img][hr] The bulk of the Atlantic Federation's armed services is made up of youthful men and women thrown into this generalised and effective combat role. Intended to adapt to all situations and be able to provide extensive offensive and defensive capabilities on the frontlines, each rifleman is essential to any regiment or squad. All are armed with the [url=https://www.warmuseum.ca/firstworldwar/wp-content/mcme-uploads/2014/07/19950004-001.jpg]SM-Longfield Rifle[/url], standard issue to the Atlantic Forces of the time. They are all given access to bayonets for the tips of their rifles, used intensely for charges or close-quarters engagements within trenches. On top of those, each soldier holds an entrenching tool and are considered the standard bearers for creating entrenched positions. Standard webbing pouches mainly hold their magazines, and without much specialist equipment they are able to carry the highest counts of rifle ammunition. Only the higher-ranking officials and NCOs are given binoculars for planning exchanges, and all sidearms are situated towards the high-ranking officers of the army only, restricting each soldier to a single weapon. Riflemen are also the most likely to bring their own makeshift melee weaponry after holding their positions on the frontline for several days or weeks. [/hider] [hider=Gunner][hr][img]https://i1.wp.com/militaryhistorynow.com/wp-content/uploads/2017/06/Belgian_machinegunner_in_1918_guarding_trench.jpg[/img][hr] Machine Gunners are a lethal and new addition to the frontline, first appearing in armed services a few years before the war's outbreak. Not only do they excel in the format of defensive operations, but they are also a mobile and additionally powerful form of infantryman that can function on his own without the need of a two-man crew. The first two years of the First Europan War depicted them as the most heroic of the entire infantrymen, seeing as they carried the largest equipment and forced themselves to spray the power of ten riflemen from a single gun, but the Federation attempt to pick [i]strong-minded[/i] individuals who are expected to not be afraid of either death nor claiming lives. Whilst the quota for these machine gunners is rarely filled, the role itself is expected to be one of the last few to run from a fight and one of the most determined troops, focusing on suppression or clearing out points of heavy resistance. Once more, their capable amount of ammunition and rapid firepower makes for the largest death tolls, meaning machine gunners are most likely to claim the most lives during their service with the abilities to down entire squads in seconds. They are armed with the [url=https://www.historyhit.com/wp-content/uploads/2018/07/German-Maxim-08-15-full-1024x456.jpg]HR-14[/url] and a personal combat blade, they are ruthless in stationary combat, but lack extreme mobility. That doesn't mean they cannot run, but sometimes this can lead to back pains or sluggish pursuits. [/hider] [hider=Sapper][hr][img]http://photo.media1.hollywood.com/prevcln/3/1/0/31053970.jpg[/img][hr] Sappers have adapted in their roles and become more complex as the era of industry came closer. Old wars had them building wooden defences and sandbag fortifications for line-infantry, but now they are considered to be the pinnacle of supportive warfare. Frontline infantry at their core, each of these Sappers are tasked with quite strenuous tasks that ultimately help the stalemate draw out for longer. Whenever tunnels are required to be built, Sappers are called to duty. Whenever a marksman's dugout is needed, a Sapper is usually sent out into No-Man's land at night to see to it. When barbed wire, mines, radio wire lines and standard trench defences are in demand, the Sappers are always there to provide their assistance. They are armed with the same [url=https://www.warmuseum.ca/firstworldwar/wp-content/mcme-uploads/2014/07/19950004-001.jpg]SM-Longfield Rifle[/url] however the barrel was manufactured to be shorter, and a cyclical upgrade was made to the bolting mechanism to allow for quicker follow up shots, making it an effective carbine. [/hider] [hider=Shocktrooper][hr][img]http://en.diorama.ru/_img/content/gallery/971/2.jpg[/img][hr] Shocktroopers were first utilised by the Imperial Autocracy in 1912, during the halfway point of the war. They were devastating towards the frontlines of the Federation and caused massive fear amongst the troops. Some saw them as the bravest soldiers to have ever lived, storming trenches with immense amount of power and speed that those defending them could not react fast enough. To combat this, not only were methods of slowing down their attacks put into place, such as extended wire patches, there was also the implementation of Federation Shocktroopers designed to act as their own version. Finding the exact method in which the Imperial versions succeeded was near impossible, so their own version was developed. Shocktroopers of the Atlantic Federation are armed with the standard [url=https://www.warmuseum.ca/firstworldwar/wp-content/mcme-uploads/2014/07/19950004-001.jpg]SM-Longfield Rifle[/url], though almost all of them have the carbine edition, whilst having access to [url=https://upload.wikimedia.org/wikipedia/commons/thumb/f/fd/N%C2%B05-MkII_N%C2%B023-MkII_N%C2%B036-MkI.jpg/300px-N%C2%B05-MkII_N%C2%B023-MkII_N%C2%B036-MkI.jpg]Shrapnel-Ragnite bombs[/url]. Soldiers are trained to engage the enemy at closer ranges, rather than fighting from across the trenches, and to help clear out defences by lobbing explosives into the trenches. However, the downside to their quick deployment is that the same ferocity and courage captured by the Imperial renditions was far less guaranteed, and many shocktroopers were open to death on the frontline in higher numbers than other Riflemen. [/hider] [hider=Marksmen][hr][img]https://i.pinimg.com/originals/b2/d5/57/b2d557c995d4262af18d9119dc474b9b.jpg[/img][hr] Marksmen were always an experimental addition to warfare. Jaegers of the old wars were stationed in small groups on elevated positions, easily finding their way to pick off the further enemies at longer ranges. However, in the opening of the First Europan War, it became apparent that their capabilities required far more scrutiny, skill and adaptation. With the muddy plains of No-Man's Land, littered with bodies, barbed wire, debris and shell holes, it was far more difficult to accurately mark targets and execute them from long ranges. Higher-optical scopes were given to those tasked with such prestigious shooting tasks. However, it is extremely rare to find a flawless marksman, and the job is easily the most difficult for a regular soldier in terms of completing tasks. Whilst it isn't as dangerous as its counterparts, the job is extremely stressful, sometimes requiring patience and virtuous timing. When caught in close-quarters engagements, marksmen are almost completely reliable on their melee weapons, making them some of the most vulnerable in an attack. They most use the Scoped variation of the [url=http://www.deactivated-guns.co.uk/images/uploads/0asmlesnip/0asmlesnip-035087_11.jpg]SM-Longfield.[/url] [/hider] [/hider] [hider=Second Europan War Roles]During the Second Europan War, the Atlantic Federation quickly realised that the organisation and structure of their previous branches needed updating for the mobile war at hand. With mechanisation becoming the strong-point in most engagements and combat being less sluggish than the previous war, each role was heavily modified and updated with extensive equipment changes, thanks to the introduction of automatic handheld weapons and medical sacks. [hider=Scout][hr][img]https://vignette.wikia.nocookie.net/valkyria/images/8/8f/VC4_Nico_Emery_FB.png/revision/latest?cb=20180811000644[/img][hr] Scouts replaced the common rifleman as a wider range of firearms came into hand. Usually armed with [url=https://vignette.wikia.nocookie.net/nazizombiesplus/images/7/7d/M1_Carbine.jpg/revision/latest?cb=20150418020724]M3-A2 Rifle[/url] for medium-to-long ranged engagements and a [url=https://upload.wikimedia.org/wikipedia/commons/thumb/8/8f/Webley_IMG_6789.jpg/1200px-Webley_IMG_6789.jpg]Mk. 15 Revolver[/url] sidearm. All are equipped with binoculars and mapping equipment, as well as small personal radios to contact their squad leaders with. Whilst limiting in range, these transmission tools are vital for reporting local findings and possible advancements for their team. If they aren't scouting ahead and acting as reconnaissance, Scouts are the forefront of infantrymen, taking up most of the roles and providing balanced firing capabilities at all ranges. Each are armed with ragnite grenades and small personal medical pouches for minor injuries. [/hider] [hider=Shocktrooper][hr][img]https://vignette.wikia.nocookie.net/valkyria/images/8/81/VC4_Raz.png/revision/latest?cb=20171127130324[/img][hr] Shocktroopers were highly regarded as useful during the First Europan War. Now that the conflict's sequel had become more mobile, the demand for Shocktroopers were once again rising to great heights. This time, in their favour, Shocktroopers are armed with submachine guns capable of delivering high firing rates for lethal short-to-medium ranges, such as the [url=https://wwiiafterwwii.files.wordpress.com/2015/09/lanchester.jpg]Rainfire Mk. 3[/url] Submachine Gun. They are also armed with extra explosives and similar sidearms to their counterparts, becoming the automatic majority on the battlefield. Whilst at extreme long-ranges they can be considered weak and ineffective, their ability to maintain low suppression can assist the battle by any means. [/hider] [hider=Engineer][hr][img]https://vignette.wikia.nocookie.net/valkyria/images/5/56/VC4_Aulard_Abington.png/revision/latest?cb=20180811010746[/img][hr] When the mobile war and blitzkriegs of the Imperial Forces came into the picture, Sappers were replaced with something more versatile and effective for the ever-changing war. Engineers were the chief maintenance personnel for frontline vehicular well-being, as well as the important supportive givers each Squad had to offer. Dealing out ammunition, acting as first respondents to medical injuries and casualties and containing a lightly armoured uniform made them effective in mobility, assistance and catering for the needs of others on the frontline. They too are armed with the [url=https://vignette.wikia.nocookie.net/nazizombiesplus/images/7/7d/M1_Carbine.jpg/revision/latest?cb=20150418020724]M3-A2 Rifle[/url]. [/hider] [hider=Light Gunner][hr][img]https://steamuserimages-a.akamaihd.net/ugc/39743923170561024/D59D8A866856499C710A4469F09FBAF54FB6F7A9/[/img][hr] Light Gunners were upgraded to hold light-machine guns for easier transportation, allowing for quick deployments for high-rates of fire to concentrate upon enemy positions. Once again being masters of defence, their upgraded equipment and specialised weaponry has allowed the expectations of these mobile gunners to be more lenient and trusting, making them important assets to turning battles around. They now use the [url=https://upload.wikimedia.org/wikipedia/commons/d/d5/Bren1.jpg]BRN-35[/url] Light-Machine Gun, with its overhead banana mag for quicker reloading speeds. A good gunner can provide more rounds per minute than an entire platoon of scouts. [/hider] [hider=Medium Gunner][hr][img]https://i.imgur.com/5fP3vhH.jpg[/img][hr] The First Europan War saw the massive use of machine gunners in their prime. Because of this, alongside the huge doctrines in developing tank warfare, Gunners saw their prime leading up to the outbreak of EW2. Not only did they become more mobile and useful in many situations, but they also differentiated into sub-groups. The Lighter counterparts, as stated above, were more assault focused, with the ability to act as a hybrid shocktrooper and suppressive support trooper, however the Medium gunner retains its more traditional use as seen in EW1, yet with even more firepower. With extreme fire-rates, usually, larger belt-fed designs and a mobile rendition of the larger Heavy Machine Guns, these soldiers can single-handedly fend off squads of infantry on their own if they find a good place of defence. The lighter counterpart excels more in attacking whilst the medium variant is vastly more efficient in defensive operations and stationary fire, however due to them being a step down from the heavy variant, they are still able for moderately quick offensives. [/hider] [hider=Lancer][hr][img]https://vignette.wikia.nocookie.net/valkyria/images/e/e8/VC4_Laurent_McCloud_FB.png/revision/latest?cb=20180811005455[/img][hr] When tanks first appeared at the end of the First Europan War, there were no efficient methods in taking them down from an infantry standing. Whilst the Atlantic had developed its own batch of mechanised tanks, there was still the need to provide anti-material firepower in the event of one not being present. Lancers were the strongest of troops, ordered to carry Lances to fire projectile explosives or armour-piercing rounds to puncture and damage the opposing armour. Armed with the [url=http://valkyria.sega.com/img/system/branch/branch-ss07.jpg]Federation Standard Lance[/url] and a [url=https://upload.wikimedia.org/wikipedia/commons/thumb/8/8f/Webley_IMG_6789.jpg/1200px-Webley_IMG_6789.jpg]Mk. 15 Revolver[/url] for personal defence made them valuable assets to modern squads. [/hider] [hider=Sniper][hr][img]https://static.giantbomb.com/uploads/original/9/97089/2996432-4.png[/img][hr] Now that the war had more versatility and verticality to it than that of the previous Europan War, snipers were expanded upon and given much more important duties, having the ability to scale more urban environments, hilltops and other areas freely without much worry. Their efficiency had trebled since the previous conflict and now they retained being the best long-ranged experts the Atlantic Federation had to offer, giving higher training facilities for them prior to deployment. They are primarily armed with the updated [url=http://sadefensejournal.com/wp/wp-content/uploads/2016/07/wwii-04.jpg]SM-Longfield Mk. 4[/url] rifle. [/hider] [/hider] [/hider] [/centre] Our world will be strained and tested through both conflicts, starting with the former struggle, where the story begins a few hours before the first battle the characters would have to partake in. New, fresh recruits either forced by conscription or volunteered by their own accord would have to deal with the reality of the war, seeing it to be less than a romanticised concept of glory and honour. With friends being killed and few more being alive, connections between one another would have to be held together strongly and protected in the hopes that they would not lose the ones they care about the most. Welcome to the 15th Atlantic Rifles, part of the 3rd Edinburgh Infantry. This is the war through their eyes. From one to another, can they live long enough to avoid the Imperial bullets, or would they use one of their own to end the chaos early?