[center][h1][b]Diamonds in the Rough[/b][/h1] [url=https://discord.gg/RYGB2x]Discord[/url] [color=fff200][i][b]By Invitation Only! If you were not invited and are interested, please send a PM to Gunther.[/b][/i][/color][/center] [center][img]https://i.imgur.com/BEz5x7g.png?1[/img][/center] [h3][u][b][i]In Character[/i][/b][/u][/h3] “The future our nation is at stake. Its survival is in the hands of each and every one of you. We must remain vigilant in our defense. There are a group of people calling themselves Socialists who intend to disrupt our way of life. They wish to interfere with the economic develop of our great state. We cannot stand by and allow this to happen. I beseech every citizen of our great nation to stand up against their efforts. To help us defeat our enemy, I have deployed our soldiers, your sons and brothers into the affected areas of our country to prevent these dirty Socialists from taking over our nation. I plead with you, my brothers and sisters to stand by my side in this great hour of need to defeat our foe.” – A portion of President Isa Samadi’s speech to the Free and Independent People of Mumbaka. An internal socialist force has taken up residence in the mountains of western Mumbaka and threatens the very existence of the nation. The President will stop at nothing to prevent this rebellion from taking over the nation. He has deployed the army into western Mumbaka to defend points of national interest and economic development for the nation. He has hired a Private Military Corporation based in France to help protect the country and overthrow the rebellion. It is rumored there is a nation supplying the rebels with arms and ammunition to fight the war, but as of yet, President Samadi does not know by whom. He has verbally threatened the global community that he will oust the perpetrator when he learned their identity. It is high on his priority list to highlight this rogue state. He knows that the war has attracted foreign mercenary groups and expects to hear of their treachery before too long. He has urged the French Group, GSI to identify these people as they are encountered. [h3][u][i][b]Out of Character[/b][/i][/u][/h3] You are a professional military officer holding the rank/title of Platoon Commander. Please choose the type of platoon you command and create a character sheet for your officer. Choose one of the following options for your platoon. Motorized infantry Mechanized Infantry Light infantry Armored reconnaissance Armor Inform me in the OOC which type of platoon you would like to command. The second post in this OOC thread contains information on the soldiers, vehicles and platoon equipment you will command. The soldiers of your platoon, or employees of Global Securities International (GSI) are a mix of races. Every officer or non-commissioned officer (NCO) are combat veterans from any of the European nations including the USA and can speak both English and French as well as a few others. The entry level employees may also be combat veterans by serving their own country or in the French Foreign Legion. They are composed of people from any nation across the globe, but must possess the ability to speak, read and write in either English or French. Combat veterans are a preference. The racial groups most likely to join this PMC are Syrian refugees who ended up in Europe, Africans from French-speaking nations and Middle Eastern nations outside Syria; especially those people who were recently involved in combat. [center][img]https://i.imgur.com/3j3xG82.png?1[/img][/center] [hider=Mumbaka map][center][url=https://i.imgur.com/RnFTyOA.png][img]http://i.imgur.com/8kPD6rk.png?1[/img][/url] [i]Click on link for larger clearer image of map.[/i][/center][/hider] [hider=Roleplay Rules][u][b]RULES[/b][/u] 1. GM is GOD!! 2. Treat everyone else in this RP with respect. If you get a lucky dice roll, don't rub it in someone's face. 3. Feel free to include image tags for pics and music. 4. If you need to wrap your text in colors, please use a consistent color. No one is required to use a color. 5. These are advanced writing standards. 6. Just because you as the author/reader read something happening or being said in another thread or in this one, does not mean your character knows (yet) what it is. Unless the story is written in a newspaper, spread across the internet or communicated to your character in person or by phone, they do not know what may have happened. Using this information to make a decision for your character would be considered metagaming and is not tolerated.[/hider] [center][img]https://i.imgur.com/doXZHJ5.png?1[/img][/center] [hider=Combat Rules][h3][u][i][b]Combat Rules[/b][/i][/u][/h3] Because the likelihood of authors (players) from both sides getting involved in a PvP fight, we will use dice roll modifiers (DRMs) to determine the outcome of certain situations. When prompted by the Thread Moderator, please roll the dice using the forum’s dice system and link them into the OOC thread for verification. If your character is representing a group of Non-Player Characters (NPCs) who make up a tactical military unit, you will need to draw up a unit sheet as well as a Character Sheet detailing who they are and what they are capable of. Include the Personal Stats and Personal Skills in your character sheet. [u][i][b]Dice rolls[/b][/i][/u] Please allocate a number between 1 and 6 between each of the following six statistics for your character. Pay attention to weight those stats you feel exemplify your character best. The total value of the six statistics should not exceed 20. [u][b]Personal Stats (20)[/b][/u] STRENGTH: DEXTERITY: STAMINA: INTELLIGENCE: WILLPOWER: OBSERVATION: [u][b]Personal Skills[/b][/u] Choose # skills per level Gifted(+5): 2 skills Adept(+4): 3 skills Average(+3): 3 skills Novice(+2): 4 skills (The # of skills you can have per level will depend on the experience level of your character. This number is subjective to the DM’s interpretation of what you have written. I intend to add weight to individuals who have more experience in combat.) [u][b]Personal Skills to choose from[/b][/u] Marksmanship, long guns (Rifles/Carbines/Shotguns) Marksmanship, handguns Marksmanship, sniper Situational Awareness Hand-to-Hand Combat Survival, Escape, Resistance & Evasion (SERE) - A skill encompassing evading capture and survival in the wilderness. Knowledge in this skill also gives the ability to track enemies in wilderness areas. First Aid* Field Craft Tactical Driving Pistols Anti-Armor Weapons Machine guns Hand Grenades/pyrotechnics* Land Navigation* Call for Fire (Indirect Artillery) ATK ACFT request 9-line Medevac Tactician* Strategist (Thinking outside the box) Camouflage/Stealth * Mountaineering Foreign Language – List languages character has knowledge of. #1 is Fluent (Native speaker), #2 is Semi-fluency, #3 is Semi-fluency & #4 – 5 is a rudimentary understanding of the language. * These skills are tasks most soldiers and military leaders are introduced to regularly in their military career. [u][b]Dice Rules - [/b][/u] Rolls made that do not pertain to skills but instead attributes themselves are rolled as 1d20(+attribute points), i.e. “Roll to lift the log out of the road and drive past.” When requested by GM, roll for Observation (Personal) and React to Ambush (Unit) to determine whether the opposition controlled road has an ambush present and/or how well your platoon performed in the kill zone. Roll 1d20 + Personal skill level for your platoon commander (Observation) to see if he spots it ahead of time and an additional roll of 1d20 for your platoon to see how they react. The observation may be an IED or some other obstacle in their path. The platoon rolls to determine how well they react. I recall one time being a patrol with four other soldiers. The point man spotted a trip wire at dusk; low light visibility. We marked the wire and moved over it without setting it off. That point man rolled 20 on observation. On another night, I was on a patrol with my platoon; maybe 26 soldiers in Canada. There was overcast skies with limited low light visibility from moonlight. We may have had 5% illumination. The platoon broke contact during movement; split in half. We had to stop and waste time trying to re linkup before continuing with the mission. Our platoon rolled less than 10 on Move Tactically that night. [u][b]Combat-[/b][/u] *In combat engagements where your character/unit is taken off guard, the modifier of your awareness skill is rolled on 1d20+[modifier] up to and including a roll of 5. A roll of 6-9 keeps your character/unit from being overpowered and only lightly wounded, while a roll of 10-20 lets your character successfully repel and counter with the weapon they are using. *In situations where your character/unit initiates combat on a character/unit, you get an automatic +5 on your initial combat roll against your first two targets. Successful stealth attacks get the same modifier, but only against the first target if attacking at hand-to-hand range, regardless if using a knife or a gun. 1-10 is a failure, your character will be injured and brought down, where a second roll of the dice will determine if the enemy will continue to focus on this character to finish the job or take on another target (less than 5, continue the attack, 5 and up, move on unless there’s no other characters to fight). Depending on the circumstances, GM will decide if the situation will be fatal. Close characters may elect to intervene, where if a player says they wish to intercept, will have to do another combat roll to see if they both make it to the character in time and receive injury in the process. 11-15 is a success, but with minor injury. Your character receives a minor wound that will have to be treated and will hinder their ability to fight somewhat, but it won’t take them out of the fight. Each subsequent roll with an injury will have a -1 penalty on the roll, and each injury added increases the penalty. 16-19 is a success where the best possible outcome for that engagement occurs. 20+ is a success with the best possible outcome for the engagement and the unit/character acquires intelligence or assets that are beneficial to their cause. GM Will provide the added benefit. [u][b]Camouflage/Stealth-[/b][/u] 1-10, Rolls in stealth that fall within this range are considered a failure. Your character is spotted. If a sniper is searching the area you are moving in, he sees you! 11-15 rolls mean a soft success. Enemies may know you are there, but they don’t know where you are. That sniper sees evidence of your presence, but cannot see you. 16-20 is a resounding success. [u][b]Foreign Language- [/b][/u] if your knowledge of a language is rudimentary 1-10 is a failure, you have no idea what was said. 11-15 is a soft success. You understand some of the words; enough to make an educated guess as to what was said or written. 16-20 is a resounding success. No doubt about what was said. [u][b]Unit Skills[/b][/u] When your platoon attempts to employ a procedure, technique or tactic (PTT) that they have rehearsed/trained, roll 1d20+(DRM) (Die Roll Modifier). This will determine how successful the unit was. 1-8 failure. The unit has taken (1d6) WIA, (1d3) KIAs and was stopped from completing their intended technique (PTT). 10-13 Soft success, the unit completed the procedure, technique or tactic (PTT) successfully but took (1d6) WIA. They will need to check for CasEvac. 14-19 success. No casualties were taken and the PTT was a success. 20+ Resounding success. No casualties were taken and the PTT was a success. The unit was able to uncover priority intelligence from the enemy and/or gain additional ground above and beyond their objective. Medal of Honor shit right here. [u][b]Force on Force contact[/b][/u] In those rare instances when two players of opposing faction should establish contact with one another, the size and experience of the two factions will have a decided impact on die rolls and subsequent outcome. I may ask both players to roll for initiative at the outset of an engagement to determine which side gets to roll and write first. If both sides are of the same relative size, then they will each roll once for their unit. If one side is decidedly larger than the other, it will have the opportunity to roll more dice representative the disparity in size. As an example, a platoon of three squads engages an enemy squad in combat. The platoon will roll three times for whoever PTT they are attempting to use as well as other skills that may be applicable. The squad only rolls once since the platoon outnumbers the squad 3:1. It is possible for both sides to have unfavorable results in an engagement which means the engagement may have been a stalemate with both sides taking casualties. Depending on the purpose of the engagement, both sides may also achieve success. Any discrepancies will be decided by the GM. [u][b]Procedures, Techniques and Tactics (PTT) results[/b][/u] 1d20 (+DRM) – 7 results in a failure. Take 1d6 WIA and 1d3 KIA. 8 – 11 results in stale mate. Take 1d6 WIA 12 – 18 results in success. Take (1d6-2) WIA. The casualty dice will result in 0 – 4 WIA with a 33% chance of no casualties at all. 19+ results in resounding success. Take no casualties but take 1d6 prisoners if the numbers are available. In a force on force situation, the opposing player can roll 1d20 to see if their soldiers escape captivity prior to divulging any intelligence. A roll of 1 – 5, they were unsuccessful in their escape attempt resulting in 1d3 of them being killed trying to escape. A roll of 6 – 12 results in a failed escape attempt. 13 – 17 results in a successful escape attempt with 1d3 soldiers being wounded. A roll of 18+ results in a successful escape attempt with no losses or casualties. Use SERE skill for those units or officers who have a DRM in this ability if it applies.[/hider] [hider=Character Sheets][u][b]Primary Character Sheet[/b][/u] Name: nicknames and/or Call Sign (Call Sign should contain a proword and two numbers. i.e.: Cobra-zero-six or Saber-one-one) Appearance: Age, gender, Height, build, facial structure. Voice and mannerisms, even. Platoon Type: Platoon number will be assigned by GM. Education/Training: Include both Civilian and military education. Include any knowledge and experience in foreign languages. Background: You can include civilian history here, but I am mostly interested in your military background. What nation? What units? What job skills? What echelon your character has led or trained at? Connect the language experience your character has with places he/she has visited. Is he taking a position that he might be overqualified for simply because he enjoys working at that echelon level? Personality: Try to get detailed with this. Please include both positive and negative personality types. How have these traits affected your character? Is he stronger because of this? Or weaker? Likes: Dislikes: Fears: Morale: (See Unit Sheet section regarding Morale. Your Platoon Commander will not be Green. He/she will be either Yellow, Orange, Red or Black. Black is the highest morale level which enables the leader a morale level of 18. If you roll a 19 or 20 on a 1d20, your leader has suffered some form of a mental breakdown and would rather not be in combat at that particular time. If a unit sees its leader break, the unit must undergo an additional morale check. If they fail two morale checks in the same turn, they run away and suffer 25% casualties.) Leadership DRM: Your leader can roll a 1d20 to rally your unit to return to the fight. This can only happen when they are in earshot; i.e.: He is yelling at them! Depending on what your men think of their leader, he may have more of an impact on the unit than you think. This Die Roll Modifier is actually subtracted from (or added to) the dice roll because when it comes to morale, the lower the number, the better. To determine your character’s Leadership DRM roll a 1d20. If the result is 1 – 3, his DRM = +1. If the result is 4 – 10, his DRM = 0. If the result is 11 – 15 his DRM = -1. If the result is 16 – 18, his DRM = -2. If you roll 19 – 20, his DRM = -3. The best Morale and DRM combination you could have is Black (-3). The worst Morale and DRM combination you could have is Yellow (+1). (20 points to spread out within these attributes) STRENGTH: DEXTERITY: STAMINA: INTELLIGENCE: WILLPOWER: OBSERVATION: Personal Skills: Gifted(+5): 2 skills Adept(+4): 3 skills Average(+3): 3 skills Novice(+2): 4 skills Weaknesses: At least one nonphysical and physical weakness. Equipment: (Optional) Please do not post the weapon you carry or the clothing you are wearing. All of your clothing, military equipment and weapons are issued to you from the Global Securities International (GSI). Please feel free to include personal items. As an employee of GSI, you are not authorized to carry privately owned weapons (POWs; firearms), but you can carry your own knives/tools if you wish. Every employee of Global Securities International (GSI) is issued a combat uniform which includes black leather combat boots, tactical short sleeve shirt made of Polyester Mesh and spandex colored in olive green on the body and multi-cam on the sleeves and shoulders. GSI issues the Danish desert Camouflage pattern for its uniform wear. Employees are issued four different headgear. Their primary uniform cover is a sand or light brown colored beret, complete with GSI Flash worn on the left side of the head. Employees are also issued a navy blue wool watch cap, Kevlar ballistic helmet and a multi-cam booney cap which all can be worn in the field. During Hot climates, the T-shirt is authorized to wear without the combat uniform blouse. Relationships: As characters are added, write your character’s observations/opinions about the other characters. Write from his/her perspective.[/hider] Please write a separate “Unit Sheet” to describe your platoon. You can include the Unit Skills in this second sheet for your convenience. These are all your NPCs which fight for you. You can write out all their names or none at all; your choice. List the Platoon organization that I have provided in the 2nd post. If you named an NPC, fill in his name and any other information pertinent to the RP (including skills and DRMs that may affect the unit’s skills. [hider=Unit Sheet]Describe your unit: How many people? what type soldiers are these? How are they armed? Do they have vehicles? Are they a squad? Platoon? Company? in size. If you don't know how many people are in these echelons, please ask. Morale: Every unit whether it is a band of rebels with no experience or training or a mercenary unit that has been working together for ten years, will break during combat at some point in time. A more seasoned unit will take longer to break than a green unit that is relatively untrained. Each unit will be evaluated by the GM as either [color=39b54a]Green[/color] (8), [color=fff200]Yellow[/color] (12), [color=f26522]Orange[/color] (14) or [color=ed1c24]Red[/color] (17) regarding their morale. Every unit that is fired upon will undergo a morale check. Roll 1d20 and compare it to your unit’s morale. If you roll your unit’s morale factor or less, the unit remains in contact with the enemy and the fight continues. If you roll greater than your unit’s morale factor, they are frightened and forced to run away from the enemy. Individual leaders can rally broken units and bring them back into the fight. [color=00a651]Green:[/color] [b]8[/b] These are inexperienced units that have not been in combat. If they survive this contact then have the opportunity to rest and refit, they will automatically advance to [color=fff200]Yellow[/color]. [color=fff200]Yellow:[/color] [b]12[/b] These are experienced units that have survived contact with the enemy. They are more confident with their abilities and will stand and fight longer than [color=39b54a]Green[/color] units. Once a yellow unit has survived [b]six[/b] engagements, they will automatically advance to [color=f7941d]Orange[/color]. [color=f26522]Orange:[/color] [b]14[/b] These are experienced units that have survived numerous engagements with the enemy. They are seasoned veterans; more confident with their abilities and will stand and fight longer than [color=fff200]Yellow[/color] or [color=39b54a]Green[/color] units. [color=ed1c24]Red:[/color] [b]17[/b] These are elite units that have undergone specialized training. Consider SAS, Rangers, Royal Marines and other specialized commando type units. In this setting, every unit with a [color=ed1c24]Red[/color] morale rating has also survived numerous engagements with the enemy. Include the Unit Skills... [u][b]Unit Skills[/b][/u] Gifted(+5): 2 skills Adept(+4): 3 skills Average(+3): 3 skills Novice(+2): 4 skills Move Tactically* React to Ambush* Noise Discipline* Light Discipline* Conduct a Raid* Conduct an Ambush Conduct an Assault Defend* Casualty Evacuation (CasEvac) Detect Hostile Vehicle Maintenance/Malfunction Weapons Maintenance/Malfunction Land Navigation Use Tactical Drones Communication Shooting Demolitions/EOD Camouflage List as many of your NPCs that you wish here. At least list the positions they occupy and what primary equipment they are carrying or are responsible for. You can write out all their names or none at all; your choice.[/hider] [center][img]https://i.imgur.com/aR4QqVX.png?1[/img][/center]