[center] [i] [color=lightgray] Europa's peace hung on a tightrope. Even the war-fatigued nations, burnt to exhaustion from the attrition of the First Europan War, could not manage anything beyond a bitter peace. In the East, the East Europan Imperial Alliance had once been a magnificent, sprawling Empire that spanned all Europa, and during its height, ushered in a golden age of peace and prestige. Its fracture, however, has not gone unforgiven, for the nascent powers in the West challenge their hegemony, pooling their strength while too bickering among themselves. An Empire is born and built upon families, by a nation, by religion, and such with the hearts of its mothers, the wisdom of its fathers, and the exuberance of its children does it prosper; Such that these upstart youths of states say they might know more than tradition is, from a certain perspective, an arrogant one. Yet, what was to be said of the republics of the West? Have they no merit to grant unto men the inalienable rights held to all beings dear? Do those ideals that turned the air of change from a breeze into a gale have no merit, for if the notion of liberty, fraternity, and equality were such foreign concepts to the minds of kings, then by what use was it to be ruled as such? What merit were the machines of wonder if we were to be ruled by machine men? With machine minds? And machine hearts and machine souls? The people of Europa are not machines, not cattle nor fodder; They are men, with all the love of humanity within their hearts, and with the minds and hearts of all their spirit, the Federation has vowed since its inception that they will stand to see men prosper...and tyrants die. With two ideologically opposing factions exercising so closely to one another, the tides of conflict were, in the minds of many, an inevitability. The solution, then, was clear: If not through the courtroom, their ancient disputes would need to be settled on the battlefield. From the fateful day where the fields of Europa first saw relief from the firestorms of war, the First Europan War was, to its denizens, called to an end. Yet, there was no official peace treaty, for such an insolent document would insist either the Federation or the Empire had done something unjust. Still, the good earth of Europa saw peace, but hidden deep in the minds of the people, they knew that this peace was sustained on borrowed time. That time has come to a close. In its time of peace, the preparations had been made, the plans drawn, the men trained. Among those valiant souls arose the need for the gifted and talented, for those willing and able to go beyond the constraints of the common soldier. Our technology had borne us the fineness to amplify the capabilities of the warfighter, and too came the necessity to adapt to it. Herein enter the Edinburgh Armored Ranger Corps. The Rangers have a notorious reputation for fortitude, bravery, and adaptability, but the result of such ardent training that might break many a soldier is one of most supine character. With the formation of such Corps comes the need for the acclimatization of new weapons, tactics, and technology; In the hands of the very best, the Ranger Corps will be on the cutting edge of warfare, engaging well with their comrades-in-arms as they bond valiantly together. Performing feats thought impossible, the bonds they share will, too, shape every Ranger and forge an engagement stronger than any weaponized steel or ragnite monstrosity. And the Ranger Corps is in need of a few good men. [hr] Gathered together by Chancellor Mark Newman and General Nicolette Ducasse a group of officials across the Federation placed their stakes in a special operations team that answered only to the collective that would be known as the Insider Council. With a war so inevitable and its weapons archaic, the path for the future remained. Funding provided through merit, science devoted to the needs of its members, and a demand to prove that the General's experiment would pay off resulted in the birth of a delicate group strung together from the international armies of the Federation. The Empire would strike back and if the first war proved anything it proved that the Empire would devote time and effort to the strengths of works behind closed doors. The Federation would not sit back and idly ponder what beast would spawn while they twiddled their thumbs and called it keeping the peace. Nicolette was affected by the tragedy that was the first Europan War. She would not let this mistake repeat itself again. Echo Black, the militaristic experiment, would pull through. Using members of the 21st Armored Rangers' Squad C as the core and pulls from across the Federation, Echo Black is formed. Elite, recruits, members of ambition. These men and women are hand selected as showing potential amongst their peers. If not by skill, then by exceptional heart. By mission, by commission, by life and by death the Federation judges. By victory, by success, and by excess of its history does it rise and fall. An army that does it all. The cavalry that's coming, the shadows in the night, the first in or the last out, and the friend in the trench that will see it through to the end. The beginnings of legends and the ongoing of humble peace. Though it took much negotiating and convincing, the general's experience and more importantly, influence in politics, allow them the space required to let the children of war grow. Though Newman proves to be a valuable ally from the west, his influence can only spread so far. It is up to the actions of Echo Black and the intelligence of Echo White's core members to ensure its future development and in turn the end of an undoubtedly long and bloody war. [/color] [/i] [/center] [hr] Welcome everybody to our titular Valkyria Chronicles RP, [i]Echo Black.[/i] For everyone who has been patiently waiting for us, on behalf of both Proxy and myself, we would like to thank you for your understanding and cooperation whilst we organized this endeavor. Getting everything together was no easy feat, and conjoining all of our mangled notes into an exciting campaign was quite the intensive process. Without further ado, accept this as our formal introduction into the adventures of Echo Black! [hider=Map of Europa] [img]https://cdn.discordapp.com/attachments/417199055349874689/668549840463986699/psxcn4k0ps021.jpg[/img] [/hider] [hider=The Atlantic Federation] [hider=Member States of the Federation][indent][sub][b]▼ N A T I O N S[/b][/SUB] [sup][color=#8293a0]▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔[/color] [COLOR=SILVER]► [B]United Kingdom of Edinburgh[/B] ► [b]United States of Vinland[/b] ► [b]Republic of Valois[/b] ► [b]Republic of Emden[/b] ► [b]Republic of Assen[/b] ► [b]Republic of Wesel[/b] ► [b]Republic of Roselaire[/b] ► [b]Republic of Arlon[/b][/COLOR][/SUP] [color=#2e2c2c]-[/color][/indent][/hider] [center] [img]https://vignette.wikia.nocookie.net/valkyria/images/3/37/Fed_flag.png/revision/latest?cb=20190716201159[/img] [i]Popular uprisings spurred on by the late 18th Century Industrial Revolution gave birth to a number of new democratic republics. The nascent Empire, formed to the east, represented a common threat, motivating a mutual defense agreement among these infant republics. Though an elected Head Councillor acts as the Federation's chief executive, unanimous agreements are rare among the constituent republics, meaning it often takes months to enact measures. Though a series of secret alliances and gains won by extortion and blackmail put the Federation ahead of the Empire in terms of national power, they have yet to defeat them on the field of war. [/i] [/center] [right] [b]- Excerpt from the Valkyria Chronicles 1 Artbook[/b] [/right] [hr] The Atlantic Federation is a multi-national alliance dedicated to mutual trade, commerce, and defense. Formed in equal parts out of necessity and shared similarities, the Atlantic Federation in 1934 stands as a powerful - but shaky - opposer to the hegemony of the East Europan Imperial Alliance. The Federation has certainly made long strides in the advancement of technology on their own, but due to conflicting development methods and an awkward communication system, the Federation has rarely been ahead of the technology race. While there are many fields at which the member states of the Federation have attributed such leaps and bounds, as it stands, the necessity of standardization between all members relegates them to the issue of their home country in question, and - perhaps surprisingly for the progressive politics of the faction - changes are slow to come. In contrast to the conservative regime of the Empire, there exist no [i]de jure[/i] discrimination against Darcsen minorities, although enforcement equality is another story. All members of the Federation exist as some manner of electoral democratic state, varying from constitutional parliamentary monarchies to representative democracies. Common assemblies, consisting of elected diplomats from each member state convene monthly to discuss the enactment of common law, although it is quite common for certain states to abstain from implementation of such laws, or for the discourse to enter deadlock entirely. The more radical parties of the Federation's many states call for a completely unified political body to reside over all members' territories, yet sovereignty is too precious a foundation upon which the Federation is built, and such pleas are dismissed as being antithetical to the organization. The military doctrine of the Federation cannot be called upon to rely upon the superiority of its technology, for the its biggest threat has long been one step ahead of the Federal standard. Instead, the Federation has adopted an ideology of mass production, knowing full well that, in a war of attrition, the Empire cannot hope to withstand the full brunt of its nations combined. All of the equipment of the Atlantic Federation is made such that it be simple and repaired in the field, tens of thousands of miles away from its native factory. As such, there tends to be few models, only interrupting mass production for significant improvements in the base model of equipment. [/hider] [hider=East Europan Imperial Alliance] [center] [img]https://vignette.wikia.nocookie.net/valkyria/images/a/a7/Imp_flag.png/revision/latest?cb=20190716201603[/img] [i]A conglomerate of nations united under the rule of the East Europan Emperor, commonly referred to as "The Empire." The Industrial Revolution that occurred when ragnite was discovered as a useful energy source saw the nations of eastern Europa, pioneers in machine technology, rise to power. Already tightly bound by a network of marriages amongst their royalty, these nations now joined hands in a formal international alliance. While not technically an autocracy, the emperor enjoys limitless authority within the alliance. The Empire retains customs and practices held over from medieval times, and its people are known to harbor conservative views including a strong hatred for the Darcsen race, who are often put into forced labor camps to provide labor and materials for the Empire. The culture of the Imperial Alliance still has strong roots in medieval times. This influence can be seen in the armor that the soldiers wear, and in in the vows of fealty that each soldier makes to the king. [/i] [/center] [right] [b]- Excerpt from the VC Wiki[/b] [/right] [hr] Under a vast conglomeration of kingdoms and vassal-states, the Empire once held steady control over all of Europa in centuries past. While commonly depicted as a monolithic, gigantic kingdom ready to assert hegemony over all its neighbors, the truth of the matter is that the Empire is a titanic construction of various ethnicities, languages, and cultures roughly united under the intermarriage of local barons or duchies. Each county of the Imperial Alliance enjoys its own distinct customs, all united under a common national banner. Owing to a long custom of advancement among an academic elite, the scientist of the Empire enjoys a surplus of funding, even to the point of lacking moral oversight in their endeavors. Although in many cases such frivolousness in spending has resulted in many a worthless endeavor, equally has it resolved in a fruitful manner such that it earns the envy and scorn of the Atlantic Federation. If imitation is flattery, than such is it that the Federation acts as the Empire's greatest suitor. As such, the Imperial Army earns the envy of many a worldwide army in their technological feats, yet, their doctrine has been thoroughly conditioned to the idea of technological supremacy that they have often been critiqued of being dependent upon such. Without giving credence to either such side, it is worth mentioning that on many accounts the Empire has been the first to pioneer many a military concept, yet the notion of refinement or perfection of such ideas have - more often than not - fallen upon many its neighbors. [/hider] [hider=Character Sheet Template] [center] [color=lightgray] [b][u]Image:[/u][/b] Put an image here that you think best represents your character. Having trouble? Try checking Pinterest, DeviantArt, or Tumblr! Alternatively, ask one of the GMs or your fellow teammates if they have any spare pictures. [hr] [b][u]Name: [/u][/b] Their name. It's typical for many Darcsens to lack a surname/family name, but exceptions exist. [b][u]Age: [/u][/b] Their age at the start of the journey. You have to be 16 to be enlisted in the military, so please make your characters older than that if they're supposed to legitimately be in the army. [b][u]Sexuality (Optional): [/u][/b] Your character's preference(s), for lack of better words. [b][u]Nationality: [/u][/b] Your character's national identity and/or country of origin. You can find a list of member states of the Federation in its corresponding tab. It's possible for your character to be a Gallian or Imperial migrant/volunteer as well. [hr] [b][u]Appearance: [/u][/b] A few paragraphs describing your character's physical attributes, as well as any differences in their uniform that are worth mentioning. Do they pop their collars? Do they have a funny hat? Will their left eye never fully open? [b][u]Height: [/u][/b] Their physical height. Imperial or metric is up to personal preference. [b][u]Weight: [/u][/b] Their physical weight. Some people get dodgy about this one, but the top brass needs to know for the medical evaluations. [hr] [b][u]Rank: [/u][/b] Your rank is largely determined by the experience you have in the army proper. As such, if you have just been first recruited into the 21st Rangers, your rank is to be Private or Private First Class (PFC). With the lengthening of service, it is possible to progress into Corporal or Sergeant, but past such (into Staff Sergeant) requires application on behalf of the applicant to be in such a leading position. [b][u]Class: [/u][/b] Their class from the list of Scout, Shocktrooper, Lancer, Engineer, Medic, Gunner, or Sniper. [b][u]Specialization: [/u][/b] Their subsequent class specialization. Each class has its own Specialization branch, of which you may pick one. [hr] [b][u]Equipment: [/u][/b] How equipment works is as follows: [list] [*] You get a basic kit according to what core class you chose (Sniper, Scout, etc.), and in addition, you obtain a gizmo from your specialization. Check the corresponding Equipment tab to get a look at your standard equipment choices as well as your Specialization Gizmos. [*] In addition, you get another item called a "Requisition Item" that is essentially a "Free Space". You can choose what piece of gear you would like to bring "from home" or otherwise acquire "through the grapevine". These could be anything from another weapon to charms to toolkits and more. I know you all want to bring tactical assault lions and Star Wars blasters, but please try to restrict it to something a special operative could reasonably acquire. [/list] [b][u]Potentials: [/u][/b] Potentials work as quirks or perks that your character has that sets them aside from the usual faceless grunts. They can range from minor to completely altering their person, but they're all unarguably linked to their character. More on potentials below: [hider=Potential Examples:] [b]Steady Hands:[/b] As a result of Patricia’s extensive history with needlework, she’s capable of fine manual dexterity, and assists with her ability to aim weapons and defuse firearms. [b]Interpreter:[/b] Long hours spent in all walks of life have made Felix apt at adapting to social circumstances. Naturally, he’s quick to pick up on different languages and the sensibilities of others based on their posture. [b]Fragile Mind:[/b] Andrew has always had the luxury of time at his back, making sure he has all the materials and space he needs to work to his fullest potential. Under pressure, Andrew becomes less confident while beady eyes glare over his shoulder, and as such, his abilities take a decline while others are watching. [/hider] [hider=What Potentials Cannot Do:] [list] [*] Potentials cannot overrule the decisions of other players or the GMs. [*] Potentials cannot be used to guarantee success irrespective of the situation the character may find themselves in. [*] Potentials cannot grant them knowledge and/or abilities beyond that which are plausible given the setting. [/list] [/hider] [hr] [b][u]Biography: [/u][/b] "It all started...when I was born." An overview of the life that your character has lived up until their joining of the Ranger Corps. Try to think of important events, role models, what made them want to join, etc. [b][u]Personality: [/u][/b] What kind of person are they like? How do they usually act? What are their most discernible traits? What are their strengths and weaknesses? What are their goals and dreams? What keeps them "going"? Do they have anything that keeps them up at night? Are they a killjoy, or the life of the party? Do they have a penchant for interpretive dance? These are all just a few questions that can be answered in the Personality section. [b][u]Affiliations: [/u][/b] If this were a job resume, this would be their references. You can include family, mentors, role models, co-workers, etc. [b][u]Relationships: [/u][/b] If they have any pre-established relationships with any other cast member, you can list them here. Otherwise, this is usually filled out as the RP progresses. [/color] [/center] [/hider] [hider=Classes] [hider=Scout:] Rifleman - Backbone of any army, an expert with rifles and armed with rifle grenades. Gizmo: Type F-1 Grenade Launcher Single-shot grenade launcher that fixes to the underside of a rifle. Specialist - The eyes and ears of the squad, Specialists act as markers and designators for the squad. Gizmo: Target Marker Radio-based designator that provides clear indication of marked targets to anyone listening in on allied radio comms. Infiltrator - An expert at stealth, the infiltrator uses camouflage to perform advanced reconnaissance. Gizmo: SPG-3 Powerful wrist-mounted grappling gun that allows for the quick and near-silent transversal across any distance. Has a limited range and a strict weight-carry capacity, so be careful. [/hider] [hider=Shocktrooper:] Commando - Interlopers and expert ambushers. Use satchel charges and other stealth equipment to get behind enemy lines. Gizmo: L25 Charges Satchel charges coupled with a remote detonator. Can be set for instantaneous or delayed detonation. Raider - Forefront, quick combatants with rifle-mounted flamethrowers. Gizmo: FW Mk. I Underbarrel-mounted flamethrower that can be fueled with either a changeable fuel cell or hooked up to a larger backpack supply. Juggernaut - Heavily armored adversaries that can shrug off most attacks. Gizmo: DG-1 Micro-Shield Detachable weapon blast shield that can resist shrapnel and small arms fire. Will fracture and wear with extended use, and heavily obstructs field of view. [/hider] [hider=Engineer:] Tech Specialist - Innovators and experts that give their allies specialized equipment. Gizmo: Mk. XV Calibration Tool Multi Use calibration tool that allows for the simple augmentation of weaponry even on the fly, hastening repairs and adaptations. Tank Technician - Crewmen of armored vehicles that are as adept at handling them as they are maintaining and fixing them. Gizmo: M-118 Multitool Multi-function tool serving as a blowtorch, welder and solderer, and much more. Powered by a detachable Ragnite canister. Demolitionist - Explosive experts that specialize in all things mines, charges, and grenades. Gizmo: Wiring Kit Explosive rewiring kit that allows the defusal, resetting, and sabotage of almost all explosives. [/hider] [hider=Medic:] Apothecary - Dedicated protectors of their squad, ensuring that their comrades can live to fight another day. Gizmo: Lazarus Grenade A deployable Ragnaid-based aerosol grenade that remedies the wounds of all caught in its cloud. Pharmacist - Eccentric doctors who use stims and combat drugs to great effect in assisting their allies. Gizmo: Combat Stims Injectable combat stimulants that amplify abilities in battle to increase speed, pain tolerance, reactivity, or recovery. Overuse has severe health consequences. Corpsman - A hardened medic capable of keeping even the most grievous of injuries from the jaws of death. Gizmo: Acid Projector Underbarrel-mounted acid projector which produces a noxious and corrosive acid that takes effect on contact. [/hider] [hider=Gunner:] GP Gunner - General Purpose gunners who can fulfil a variety of tasks, from suppressive fire to forward assault. Gizmo: L7 “Velvet Wire” Electrically-charged wire which stuns and incapacitates foes who try to traverse it. Light AT - A stopgap between lancer and infantryman, they are armed with the right tools to put a halt to any charge, from armor to armsman. Gizmo: SB-7 “Javelin” A downsized lance capable of being carried in a back pouch, approximately the length of a submachine gun. Less powerful than a typical lance, but much easier to reload and carry. Ammunition Specialist - In charge with carrying enough ammo for any mission, they are issued with a wide variety of ammunition for any purpose. Gizmo: P-18 “Ragnarok” Rounds Volatile, Ragnite-tipped ammunition that is primed whilst the bullet is traversing the chamber. Detonates upon contact. Leaves a very visible trail when fired, and is very taxing on the weapon. [/hider] [hider=Lancer:] Grenadier - Using newly-developed retracting mortars, Grenadiers are capable of extending fire support far beyond the typical reach of conventional grenades. Gizmo: Incendiary Mortars Experimental incendiary mortars which blanket fire over a large area. Mortarman - Mortarmen use specialized mortar lances to provide indirect fire as they tackle tanks and infantry alike. Gizmo: RX Mortars Concentrated anti-tank mortars with two-stage operation. An initial detonation ruptures the armor, while a secondary charge sends a blast into the crew inside. Has a very small blast radius, limiting its effectiveness against infantry. Fire Brigadier - The Federal equivalent to the Imperial kampfgruppe, Fire Brigadiers are able to respond to any threat quickly and immediately tackle armor advances. Gizmo: Stabilizer Suit Gyroscopic suit meant to evenly distribute the weight around the body, allowing for more flexible movement and reduced recoil. [/hider] [hider=Sniper:] Saboteur - Cunning sharpshooters who use distraction tactics to lure out their adversaries. Gizmo: Feedback Screecher Deployable high-frequency incapacitation device that overwhelms adversaries with an ear-splitting screech to those who can hear it. Jaeger - True stealth snipers capable of waiting inordinate amounts of time to find the perfect opportunity to ambush their prey. Gizmo: Tracker Dart Dart with a single-shot gun that is virtually silent. Sends out a radio signal which can, with the right training, be used to interpret the location of the fired dart. Marksman - Guardian angels capable of shutting down any ranged threat who may threaten their squad. Gizmo: Advanced Sighting Optic Large, multi-zoom optic with electronic resolution amplification that can help discern even the most well-hidden targets. Very fragile and sensitive to water. [/hider] [/hider] [hider=Equipment] [hider=Class Base Kits] [hider=Scout:] - Rifle -- Pick between: - Lenfield M3 (Well-balanced attributes across the board) - Gallian S1 (More accurate but less powerful) - Brown M3 (More powerful and higher rate of fire but less accurate) - F1 Grenades - Ragnaid - BD-3 Light Armor [/hider] [hr] [hider=Shocktrooper:] - Submachine Gun -- Pick between: - Robinson M91 (Versatile with good performance all around) - Mags M3-X (Very controllable and accurate at the cost of punching power) - Reising M9A1 (Higher rate of fire and ammo capacity but less accurate and less reliable) - F1 Grenades - Ragnaid - ND-3 Combat Armor [/hider] [hr] [hider=Engineer:] - Rifle -- Pick between: - Lenfield M3 (Well-balanced attributes across the board) - Gallian S1 (More accurate but less powerful) - Brown M3 (More powerful and higher rate of fire but less accurate) - F1 Grenades - Repair Kit - Ragnaid - BD-3 Light Armor [/hider] [hr] [hider=Medic:] - Submachine Gun -- Pick between: - Robinson M91 (Versatile with good performance all around) - Mags M3-X (Very controllable and accurate at the cost of punching power) - Reising M9A1 (Higher rate of fire and ammo capacity but less accurate and less reliable) - F1 Grenades - Trauma Kit - BD-3 Light Armor [/hider] [hr] [hider=Gunner:] - Machine Gun -- Pick between: - Squall-AD (Top-feeding machine gun with less capacity but much more accuracy) - Hurricane-A (Belt-fed machine gun with high rate of fire but less accuracy) - Muspell G5 (Versatile machine gun possessing fair handling) - Bipod - Ammunition Belt - Ragnaid - ND-3 Combat Armor [/hider] [hr] [hider=Lancer:] - Anti-Tank Lance -- If your specialization is Fire Brigadier: - M2EQ (An all-rounder without any outstanding characteristic) - SB9 (Prioritized for user safety and accuracy, but less directly powerful) - Hrist G1 (Contains a more powerful charge but is exceedingly heavy even for a lance) -- If your specialization is Grenadier: - Sanders M1 (Most well-balanced, with good performance) - Hartman MS2 (Larger blast radius makes it better versus infantry and weaker against tanks) - Elias MA2 (Concentrated charge makes it better versus tanks and weaker against infantry) -- If your specialization is Mortarman: - Rossweisse G1 (Very well-balanced and a very lightweight lance offering more maneuverability) - Lancaar-SH (Refined for accuracy and range at the cost of individual punching power) - Thrud G5 (Maximized for explosive power, but very unwieldy) - VD-2 Blast Shield - Ragnaid - AD-3 Blast Suit [/hider] [hr] [hider=Sniper:] - Sniper Rifle -- Pick between: - LF Wasp No. 4 (No-frills, tried-and-true sniper rifle) - GSR-10 (Highly accurate with the greatest range of all snipers, but less powerful) - LF-ASR No. 1 (Experimental sniper rifle with burst fire capability. Accuracy expectedly takes a dive) - Camo-Cloak - Ragnaid - BD-3 Light Armor [/hider] [/hider] [hider=Gizmos] [hider=Scout-class Gizmos] [b]Rifleman:[/b] [b][i][url=https://vignette.wikia.nocookie.net/valkyria/images/a/a2/20181118074007_1.jpg/revision/latest?cb=20181118075414]Type F-1 Grenade Launcher:[/url] Single-shot grenade launcher that fixes to the underside of a rifle.[/i][/b] [b]Specialist:[/b] [b][i][url=https://sc01.alicdn.com/kf/HTB1WFB1KXXXXXchXXXXq6xXFXXXc/PARABOLIC-MICROPHONE-FOR-INVESTIGATIVE-USE.jpg_350x350.jpg]Target Marker:[/url] Radio-based designator that provides clear indication of marked targets to anyone listening in on allied radio comms.[/i][/b] [b]Infiltrator:[/b] [b][i][url=https://i.pinimg.com/originals/c4/ce/31/c4ce3139f382d1b37cdd6db43b75561f.jpg]SPG-3 Grappling Device:[/url] Powerful wrist-mounted grappling gun that allows for the quick and near-silent transversal across any distance. Has a limited range and a strict weight-carry capacity, so be careful.[/i][/b] [/hider] [hider=Shocktrooper-class Gizmos] [b]Commando[/b] [b][i][url=https://thumbs.worthpoint.com/wpimages/images/images1/1/1106/12/1_3960de797a1ac8f0588c0dd060cdbf62.jpg]L25 Charges:[/url] Satchel charges coupled with a remote detonator. Can be set for instantaneous or delayed detonation.[/i][/b] [b]Raider[/b] [b][i][url=https://vignette.wikia.nocookie.net/valkyria/images/8/88/Fog_01-06.png/revision/latest?cb=20111023003333]FW Mk. I: [/url]Underbarrel-mounted flamethrower that can be fueled with either a changeable fuel cell or hooked up to a larger backpack supply.[/i][/b] [b]Juggernaut[/b] [b][i][url=https://cdn.shopify.com/s/files/1/0183/0121/products/DSC_0927.jpg?v=1372369502]DG-1 Micro-Shield:[/url] Detachable weapon blast shield that can resist shrapnel and small arms fire. Will fracture and wear with extended use, and heavily obstructs field of view. [/i][/b] [/hider] [hider=Engineer-class Gizmos] [b]Tech Specialist[/b] [b][i][url=https://kinesis.co.uk/media/catalog/product/cache/1/image/9df78eab33525d08d6e5fb8d27136e95/V/A/VALTOL-ASTM_0.jpg]Mk. XV Calibration Tool:[/url] Multi Use calibration tool that allows for the simple augmentation of weaponry even on the fly, hastening repairs and adaptations. [b]Tank Technician[/b] [b][i][url=https://cdn.shopify.com/s/files/1/1205/4730/products/Victor_WH411C-FP_w_Tips_large.jpg?v=1525276439]M-118 Multitool:[/url] Multi-function tool serving as a blowtorch, welder and solderer, and much more. Powered by a detachable Ragnite canister. [/i][/b] [b]Demolitionist[/b] [b][i][url=https://zeropointusa.com/wp-content/uploads/2018/12/IMG_4146.jpg]Wiring Kit:[/url] Explosive rewiring kit that allows the defusal, resetting, and sabotage of almost all explosives. [/i][/b] [/i][/b] [/hider] [hider=Medic-class Gizmos] [b]Apothecary[/b] [b][i][url=https://vignette.wikia.nocookie.net/brink/images/1/15/BRINK_Lazarus_Grenade_icon.png/revision/latest/scale-to-width-down/340?cb=20110515163301]Lazarus Grenade:[/url] A deployable Ragnaid-based aerosol grenade that remedies the wounds of all caught in its cloud.[/i][/b] [b]Pharmacist[/b] [b][i][url=https://pittsburgh.cbslocal.com/wp-content/uploads/sites/15909642/2017/07/vintage-world-war-ii-medical-kit.jpg?w=1024]Combat Stims:[/url] Injectable combat stimulants that amplify abilities in battle to increase speed, pain tolerance, reactivity, or recovery. Overuse has severe health consequences.[/i][/b] [b]Corpsman[/b] [b][i][url=https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcRoBfSNU4Fk5prOokrhvE6ilSv01sTRo43oHbK8xPEg2WN4lsyqjw&s]Acid Projector: [/url]Underbarrel-mounted acid projector which produces a noxious and corrosive acid that takes effect on contact. [/i][/b] [/hider] [hider=Gunner-class Gizmos] [b]GP Gunner[/b] [b][i][url=http://www.bartlettscountrystores.co.uk/wire%20barbed.jpg]L7 “Velvet Wire”:[/url] Electrically-charged wire which stuns and incapacitates foes who try to traverse it.[/i][/b] [b]Light AT[/b] [b][i][url=https://static.turbosquid.com/Preview/001222/904/K0/panzerfaust-rpg-rocket-3D-model_Z.jpg]SB-7 “Javelin”:[/url] A downsized lance capable of being carried in a back pouch, approximately the length of a submachine gun. Less powerful than a typical lance, but much easier to reload and carry. [/i][/b] [b]Ammunition Specialist[/b] [b][i][url=https://vignette.wikia.nocookie.net/warhammer40k/images/9/9a/BS/revision/latest?cb=20080920122312]P-18 “Ragnarok” Rounds:[/url] Volatile, Ragnite-tipped ammunition that is primed whilst the bullet is traversing the chamber. Detonates upon contact. Leaves a very visible trail when fired, and is very taxing on the weapon.[/i][/b] [/hider] [hider=Lancer-class Gizmos] [b]Grenadier[/b] [b][i][url=https://cdn.globalauctionplatform.com/e67d7649-3445-49ea-9677-aa2d00c4977b/b4f911a5-857f-4467-82af-aa4000ec9bc4/540x360.jpg]Incendiary Mortars:[/url] Experimental incendiary mortars which blanket fire over a large area. [/i][/b] [b]Mortarman[/b] [b][i][url=https://victoriancollections.net.au/media/collectors/4f729f5997f83e0308601610/items/5c75ea6c21ea7816a41dc7b4/item-media/5cf9214e21ea6b08e0221cdb/VictorianCollections-medium.jpg]RX Mortars:[/url] Concentrated anti-tank mortars with two-stage operation. An initial detonation ruptures the armor, while a secondary charge sends a blast into the crew inside. Has a very small blast radius, limiting its effectiveness against infantry. [/i][/b] [b]Fire Brigadier[/b] [b][i][url=https://www.researchgate.net/profile/Jianting_Ma/publication/278827551/figure/fig13/AS:646775035662353@1531214593310/Systeme-de-MOCAP-mecanique-Gypsy-7.png]Stabilizer Suit:[/url] Gyroscopic suit meant to evenly distribute the weight around the body, allowing for more flexible movement and reduced recoil. [/i][/b] [/hider] [hider=Sniper-class Gizmos] [b]Saboteur[/b] [b][i][url=https://i.pinimg.com/originals/dc/0d/63/dc0d63da71b288f19574762b1979d374.jpg]Feedback Screecher:[/url] Deployable high-frequency incapacitation device that overwhelms adversaries with an ear-splitting screech to those who can hear it. [/i][/b] [b]Jaeger[/b] [b][i][url=https://daninjectdartguns.com/wp-content/uploads/2010/02/jmsp25.jpg]Tracker Dart:[/url] Dart with a single-shot gun that is virtually silent. Sends out a radio signal which can, with the right training, be used to interpret the location of the fired dart. [/i][/b] [b]Marksman[/b] [b][i][url=https://dygtyjqp7pi0m.cloudfront.net/i/8690/9966223_1.jpg?v=8CD4A72DAC0BEE0]Advanced Sighting Optic:[/url] Large, multi-zoom optic with electronic resolution amplification that can help discern even the most well-hidden targets. Very fragile and sensitive to water.[/i][/b] [/hider] [/hider] [/hider] Last but not least, anyone interested in joining this RP would do well to join the [url=https://discord.gg/cmWDYyM]Discord server![/url] The Discord is where you'll most reliably talk to the GMs as well as your fellow players, as the OOC is typically reserved for only the most important announcements.