[centre][hr] [img]https://media.discordapp.net/attachments/535722469303255040/820792123292254208/VC_thing_idk.png?width=1052&height=676[/img] [url=https://youtu.be/6vrrZulD9IE][b][i]"It is fitting to die for one's country..."[/i][/b][/url] [hr] [/centre] [color=Silver][centre][i]War is the most peculiar of human achievements. Never in any other point of history does the rapid technological development of mankind muster the same drive as it does when it's under the pretences of slaughter, defence, defiance and conquest. Intelligent pools of thought are put together to best figure out how to annihilate the opposition. And it all seems so easy to deny its virtuous place in the world, yet it crawls back over and over, lusting off of the banquets of suffering and hate that so easily fuels its fires. Someday, however, an impasse may arise, where humanity pushes itself so far to brutality that only then will it spend all it has to offer on reversing the carnage it has indulged in for thousands of years. In 1911EC, the most formidable Empire in history launches the swift invasion of the Eastern fringes of unconquered Europan soil, breaching an unsteady status quo held up by twigs and paper. The reasons behind were mainly driven by the lust for ragnite, the ever-so precious material of Ragnite, a natural resource capable of fulfilling the needs of the fuelling the new age of industrialisation, alongside its only-recent manipulation for medicinal and wartime practices. Only a year before, the Atlantic Federation had been birthed out of a taped-together defensive pact, opposing the ideology of the Eastern Autocratic Europan Empire. Whilst the first troops swept through its border nations, such as Assen and Wesel, the mass mobilisation began for the largest military conflict mankind had seen. Many feared for what the war would bring, but the most optimistic of politicians, commentators, generals and citizens slated a year long engagement that would see a rise and fall of one or more great powers. What followed, however, was soon to be known as the Great Europan War. It is now December 30th, 1914. Four long, gruelling years of violence has seen the greatest loss of life in any existing conflict. The harsh realities of trench-based warfare has set the world continent into chaos. Things have improved little. On one side, the Imperials were halted before their advance could overwhelm the Federation - and over time, the attrition has slowly begun to whittle down the lonesome giant that persists in claiming the valuable resources and expanding its continental ambitions. However, as the Federation's offensive to liberate Assen and Wesel has progressed at an aching pace, the winter has once again settled in. Now, the frontline sits static once more. The Empire holds heavily entrenched ground with the Federation forced to dig in out of fear of losing its gains. And now, with the long-awaited arrival of Vinland soldiers, it's unsure if the coming days will see any victories for the foreseeable future, or if the war will forever persist until it perpetuates humanity's very destruction.[/i][/centre][/color] [hr] Hello all, and welcome to Valkyria Chronicles: Changing of the Guard, a lite-fantasy-esq historical war drama focusing on the narratives of characters forced to endure its horrendous conflicts. Now, first thing to put out there, yes this is derived from the universe of the same game name, SEGA's Valkyria Chronicles, however I will immediately say that prior knowledge of the series is nothing much of a bonus rather than a requirement. Returning group members range from long-time fans to those who've never even touched or had heard of the source material anytime before what we did, and we don't so much follow the canonical events. For example, the games follow the Second Europan War in 1935, whereas we're currently exploring EW1 in its closing years, before transitioning over to EW2's inception when we eventually conclude its former self, showcasing the chance of technology, ideologies, character development and more. For those unaware, CotG was a long-running roleplay that started in 2018 and lasted until early 2020. It achieved over 410+ posts and to this day stands as the most successful thing I've ever miraculously ran on this website. You can find the old thread [url=https://www.roleplayerguild.com/topics/174715-valkyria-chronicles-changing-of-the-guard/ooc]HERE[/url]. With this in mind, it should be a clear that this is a continuation from where we left off, yet jumped ahead to the next arc to openly welcome and accommodate new players that wish to partake in this gritty and downtrodden world. Though, do be aware that [i]there is a bit of an anime aesthetic to the RP, as to catch the visual identity of the original series.[/i] Below is a small summary of the events leading up to the war and those which have taken place in-RP so far. So, the cast are all members of - within the EW1 half of the story - the Federation's [i]15th Atlantic Rifles[/i], an infantry regiment utilised along the centre frontline for the Assen Offensive. However, our characters originate from an array of nationalities under the Federation's umbrella, neutral volunteer forces, colonial dominions and more. The war itself has been a ruthless bloodbath for most of the years, with the arrival of trench warfare devastating the glorious image of combat. Whether failed poets, nationalists uplifting the spirit of their fallen nation, misguided volunteers, terrified conscripts or members of an upper-class fulfilling their duty, the scale of personalities, opinions, inputs and outputs set within the conflict have seen a great pool of personalities live and die in the hands of brutalist fighting. We don't want this RP to remain a closed club, however, for just returning members, and are actively seeking an ever growing number of roleplayers who want to throw their character into the midst. If at any point you're interested in joining, please tag me on the thread and I'll be happy to welcome you! [centre][hider=Map of Europa, Circa 1911][b][u]Key:[/u][/b] - [color=0072bc][b]BLUE[/b][/color] - Atlantic Federation Nations - [color=ed1c24][b]RED[/b][/color] - Eastern Autocratic Europan Empire, including puppets and allies - [color=662d91][b]PURPLE[/b][/color] - EW1 Participants, non-Federation - [b]WHITE[/b] - Neutral Nations [img]https://media.discordapp.net/attachments/535722469303255040/820805913539117127/unknown.png[/img] [/hider] [hider=A Brief Summary of EW1 + Story][color=Silver]Though there were many attributing factors to the war's outbreak, such as ethnic tensions and desires of conquest, the most cited reason for the conflict was a higher demand of the all-important Ragnite. The industrial age was reaching its end and the new century demanded that the precious mineral fall into the hands of the dominant powers. Imperial economies stagnated as early as 1903EC. Of course, it wasn't the only factor, and remains only a common headline as to the greed of man. [hider=1911EC][b][u]1911EC[/u][/b] - The Great Europan War begins with the Imperial invasion of Assen and Wesel bordering its nation. In turn, the declaration of war sends all of the Federation to rush for their help, though they are slow to mobilise their forces to match or outnumber the initial Imperial storm. The First Battle of the Maren River becomes the Federations greatest defeat of the year, with immense casualties on both sides. - A smaller yet incredibly well-trained army is sent to the Empire's southern borders to expand into its weakest neighbours. Kortrijk and Hazebrouck fall within a month, however Ostaria, Erneutzia and Drivja put up heavy resistance and halt the advance. Meppen joins the 'Southern Alliance' shortly after and sends forces across the frontline. - Wesel falls in September 1911, whilst Assen is fully occupied by the end of the year. Federation forces have mobilised by that rate, and the frontline becomes stagnant when the winter sets in. What is thought to be only a temporary halt to the conflict turns in to the next four years of trench warfare.[/hider] [hider=1912EC][b][u]1912EC[/u][/b] - The Federation Standardisation Programme is drawn up, with rampant production going into a streamlined arms deployment. Weapons like the Edinburgh SM-Longfield Mk. 3 and Valois Service Dagger are incorporated into the 'common soldiers gear' in an effort to further solidify the Federation's unified alliance. - The United States of Vinland begins to send the Federation financial and logistical support, lend-leasing them equipment, workers and food to help sustain the war effort. However, they refuse to enter the war. - The Southern Alliance crumbles during the [i]Hildebrumme Offensive[/i] in April, where just under a million Imperial soldiers utilise strong artillery-based assaults to break the relatively thin but strong defensive lines. Though outnumbered at first, the tides favour the aggressors and one by one the nations surrender as their capitals are occupied by Imperial soldiers. Arras declares neutrality and brokers a non-aggression pact with the Empire under the promise of embargoing the Federation, which it upholds out of fear. - Gallian border skirmishes begin as the Empire uses fear tactics to try and pressure the monarchy into giving its much needed ragnite resources. They refuse time and time again, leading to five incidents of skirmishes. - The Imperial push into Zwolle picks up momentum and drives the Federation forces down to the Southern Peninsular, though not quite off the mainland itself. In their push, the 21st Atlantic Fusiliers are almost completely wiped out and become the first disbanded-through-defeat regiment of the war.[/hider] [hider=1913EC][b][u]1913EC[/u][/b] - A coalitionary expedition army is put together under the command of General Charleston, and Operation Breached Gates is initiated. It's the first recorded 'Titled Operation' in Europan history and is an utter failure. Forces compromised of mainly Edinburgh, Oceanic and Roeselare forces navally invade the Gulf of Arras, though a blockade from the neutral nation squeezes their landing force into Drvija. In 4 months, only 91 miles was gained and subsequently lost, with 47,000 soldiers killed, 10,000 injured and a further 1,200 captured. - Gallia is finally invaded by the Empire, however the optimistic Imperial generals are swiftly put on hold when the Gallian Militia was pre-emptively formed three months earlier. Combat boils down to slow frontline movement across the trenches, though the Empire does slowly make its way towards the Capital over the year.[/hider] [hider=1914EC][b][u]1914EC[/u][/b] - The beginning of the year sees the Federation plan its next great attack, the Assen Offensive. Unlike any other, months upon months of planning is utilised to ensure its indefinite success. It began with several days of bombardment across the [url=https://cdn.discordapp.com/attachments/497471233001127936/498201054660263956/unknown.png]Garnian Salient[/url]. Among several targets, the 15th Atlantic Rifles were sent to Hill 58, where two companies assault around and up the strategic position. Though casualties were smaller than most offensives, much of the company's forces were killed or injured, with half of its predicted assets reaching the peak of the hill. There, they repelled a counter attack by the Empire, and pressed on the following day. The 15th were reassigned up the frontline as it progressively moved closer to the border of Assen. - September, 1914, saw the third stage of the offensive begin. Like the gateways to a fortress, the border of Assen was entrenched with thick frontlines. However, Federation forces honed in on the city of Amone, a once religious centrepiece for the less-than-stellar Cruxian faith: a symbol of pride for Assen's population. Subsequently, the city was placed under Siege for several weeks, with frontlines devolving into pockets rather than straight lines across Amone. Many members became trapped inside, though civilian-held neutrality zones were set up by surviving locals to nurture soldiers of both Imperial and Federation origin. Unfortunately, the Siege of Amone also saw the first deployed use of gas by the liberators, who knew their underprepared adversaries had no counter or protection against it. The South-Western parts of the city were engulfed with poisonous air for just under an hour. Two days later, the Imperials retaliated with an experimental mechanised artillery piece firing ragnite-infused ammunition, devastating two streets at once. And shortly after, the final offensive of the Federation came, and the city was reclaimed as the first liberated hotspot in Assen, at huge costs. - The United States of Vinland, after having more than 30 vessels sunk by the Empire and with a prominent naval base being attacked under darkness, joins the war on its allies side. Its troops are slated to arrive in December, where the full scale of their newly reinforced bodies hopes to quell the stagnation in early spring. [/hider] [/color] [/hider] [/centre] Our characters will be, as previously stated, under the command of the 15th Atlantic Rifles. This continuation is set to begin during the Winter of 1914, in the final days of the year, with new introductions of technological prowess, conflicts and spouts of character interaction to happen across its time. These characters are split into 5 infantry roles - Rifleman, Shocktrooper, Gunner, Sapper and Marksman; these serve more as identities and lore guidelines for equipment, potential skills and all that jazz, nothing too gamey. [centre][hider=Character Sheet][hr] [color=Silver][i]An image of the character could go here. Though advised you get a faceclaim, ones without are required to have heavier detail in their appearance section as a result.[/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. Though most beginning characters tend to lie between 16 and 19, characters in their 20s and over are allowed. However, seeing as many are expected to return in EW2 (20 years after), it's best to keep those sort of characters on the low.[/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. If you are unsure as to what a 'Darcsen' is, then by all means ask away - especially if new to the franchise.[/color] [hr] [color=Gold][b]Appearance[/b][/color] [color=Silver]Description of how they look physically, as well as their uniform. There are differentiations 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. If any, crack on.[/color] [color=Gold][b]Height[/b][/color] [color=Silver]Easy enough.[/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, the options will open up more. However, unless previously obtained, all characters should start at the Private rank. Open to discussion if you have specific ideas though.[/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, there are specific melee alternatives, explosives and tools that vary within each role. Personal belongings can also be thrown in here too, if there are any in particular.[/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. See these more as quick-to-identify parts of the character that can progress overtime. Doesn't 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 came 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]Optional, but a fun way to document how they see other characters they regularly interact with.[/color] [color=Gold][b]Character Theme[/b][/color] [color=Silver]Not necessary, but can be used if wished.[/color] [/hider] [/centre] This sheet is more or less just a skeleton frame that you can rearrange the bones for. Decorate it as you wish, format it as you like and have the freedom to add additional information as you see fit. As long as the necessary parts are included, then it should be all good. I'll let you know in the sheet review if anything major is missing or if there's anything up for debate/change within it. Any questions about suggested characters that don't quite "fit" the mould are open but not always to be accepted, dependent on a case-by-case basis. Finally, there's the roles that are permitted within the Atlantic Federation Army. Though I'm leaving out the Second Europan War roles for now, they will be added once we arrive there far down the line. Guidelines for said roles showcase their place within the platoon, as well as decide on their main weaponry and specialist role. However, whilst it advantages them in some areas and disadvantages them in others, characters strengths and weaknesses play more into their character + situation. Mostly common sense, narratively speaking, but that's not so much a grand issue to talk about here. [centre][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 any military force, standardised riflemen are the common soldiery that make up the Federation's armed services. Almost exclusively armed with the [url=https://media.discordapp.net/attachments/417199055349874689/816665343853723689/unknown.png]SM-Longfield Mk. 3[/url] Rifle, one or two shrapnel grenades, melee weaponry and dressed to be effective on their own. Alternatively, most Vinland riflemen have access to the [url=https://studio.evozon.com/wp-content/uploads/2016/04/screenshot002.jpg]M1912 Fielder[/url], with lower ammo capacity than its Edinburgh counterpart. Riflemen are most effective when put in pairs or groups, allowing for subsequent suppressive bolt-action fire, a favoured tactic by the Federation Infantry whenever a gunner is not present. Some riflemen differentiate themselves by acting as an 'Assistant Gunner', who's primary role mirrors that of the traditional rifleman, however their are burdened to carry additional ammunition whenever topside on the battlefield, and are more likely to be posted with a gunner if they require such help. [/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 have proven themselves to be the dominant defensive force of any infantryman. As the war broke past its first year, the first renditions of light machine guns popped into the hands of its troops and portable, though heavy, automatic weapons became a limited yet prized addition to platoons. The Federation's service machine gun is the [url=https://cdnb.artstation.com/p/assets/model3ds/images/010/062/325/large/j-w-fd3db75ae6e54cbd80f37bbc83789882.jpg?1522347939]Typhoon Mk. II Machine Gun[/url], a somewhat bulky yet reliable piece of weaponry, only seeing small improvements over its original design in an attempt to lower its weight. Alternatively, the Vinland forces also deploy the newer [url=https://i.pinimg.com/originals/69/eb/49/69eb493222867d26e9094467ca68dd9d.png]Robinson Automatic Rifle[/url], or RAR, with its more portable frame yet less reliable construction, also containing a lower bullet count per magazine. Gunners are usually equipped with slightly bulkier gear, such as their detachable bipods, melee weaponry and occasionally a sidearm. [/hider] [hider=Sapper][hr][img]https://i.natgeofe.com/n/8e8f1a40-9dd0-4c89-b922-761634b67038/wwi-trench-archaeology-12.jpg[/img][hr] A Sapper does what a Sapper does. Traditionally tunnellers in the early days of the war, sappers have adapted to become more flexible riflemen with a greater emphasis on maintaining defences and bringing down the oppositions. Featuring a carbined rifle counterpart to the rifleman's, these soldiers are greatly known for committing to demolition tasks, carrying the occasional satchel charge if need be, constructing tunnel systems and deeper trench bunkers, as well as acting as the platoon wire cutter at its most basic function. With the carbine, they are also granted standard supplies of newer ragnite grenades, though are usually stockpiled elsewhere until needed so as to not detonate pre-emptively. [/hider] [hider=Shocktrooper][hr][img]http://en.diorama.ru/_img/content/gallery/971/2.jpg[/img][hr] The Shocktrooper is a relatively new addition to the standard military rank and files. Soldiers proficient in, or simply ordered to, assault positions with a greater emphasis on aggression. At least, that's the foundation of their role, with a large imbalance resting on the confidence and effectiveness of the soldiers themselves. Whilst at the beginning of the war they were hand picked from recruitment drives, specifically of those who showed far greater courage in the face of death, the full mobilisation of Federation forces has left them with a larger margin of error, meaning not all soldiers act as [i]heroically[/i] and [i]brave[/i] as expected. Shocktrooper companies were once a separate thing, however they resulted in extreme casualty losses over the course of 1912, and were integrated as a plentiful role within platoons instead. Their weaponry is equal to that of a rifleman, however they far commonly sport carbine variants over the standard rifle variants of Longfields and Fielder rifles. They are far likely to carry more damaging handheld melee weapons and are permitted to more fragmentation grenades than the average rifleman. On top of this, a little additional padding of armour is given to help bolster their effectiveness at frontal assaults, however its effectiveness is nowhere near invulnerable. [/hider] [hider=Marksmen][hr][img]https://i.pinimg.com/originals/b2/d5/57/b2d557c995d4262af18d9119dc474b9b.jpg[/img][hr] Marksmen aren't a common breed, yet their place in companies and platoons are welcomed most of the time. These soldiers are usually the better shots of the group, though the awful terrain of trench warfare hadn't exactly allowed them to thrive at their greatest capacity. These soldiers are permitted 7 or 9 times optical scopes and can be seen sitting in the trenches with their eyes on dangerous targets, such as enemy gunners and officers. However, they aren't useless in standard infantry combat. Beneath their optics are still their iron sights, albeit with the added baggage of a rounded box obstructing their field of view. Equally these soldiers have been able to thrive in varied terrain, such as forests, hills, mountain ranges and cities, such as their widespread deployment in the Siege of Amone. Their rifle may be the same as the standard rifleman, but their effectivity and assignments usually differ when detached from a standard infantry rabble. [/hider] [/hider][/centre] Other than that, I think I've covered pretty much everything there is to cover. If there's anything I haven't cleared up, do feel free to ask in the thread and I'll try my best to answer it! One thing to note is that during wartime sections like the Winter Stalemate and any upcoming battles in the final months of the war, there will be a bit more of an emphasis on player agency, with less restrictive events. Players, within lore reasons and all that, can orchestrate a number of small things for their characters to do, such as raids, small defences, interactions with POWs, being stuck in no man's land, heading to the reserve lines and even relaxing in the towns behind the frontline. A big emphasis on character interaction is hopeful in my eyes, with their developments and relationships forming/breaking the further we get into it. [i]I know how much of you guys love your relationships and rivalries, so go at it my children.[/i] Thanks for reading this! If you've left your interest on the OOC and are still interested, please join the discord here as we have a separate channel for the RP's OOC, just to make it easier to communicate, chat and banter about all things relevant and unrelated to the RP! See you out there! [centre][b][url=https://discord.gg/ptTAzMg4Cs]DISCORD[/url][/b][/centre]