[hider=Character Sheet] Yero Adder Age: 31 Gender: Male Nickname/ Call Sign: Shell Fodder Crew Position: Infantry Commander Rank: Colonel Nationality: Free World Leagues Biographical History: Yero was a third sibling in a family of 10 on Ionus and seemed destined to toil on a hydroponic farm for the rest of his life, helping his family harvest and sell their produce to nearby systems in the Inner Sphere. Ever since witnessing his first military parade from the shoulders of his beleaguered father on Ionus, the majesty of battlemechs stomping across ferrocrete streets captured his imagination. At the ripe, bold age of 15, Yero tried hard to enter into Ionus Military Academy to become a full Mechwarrior and reap the glories that he saw in his early childhood. However, a medical examination revealed that a cochlear defect would prevent Yero from being able to wear a neurohelmet and fully pilot a mech without suffering further injuries. Some would say this was the catalyst for Yero’s descent into depression and full on development of imposter syndrome. However, in spite of his bitter regret, Yero signed up as a member of his provincial military. His talent and fleet-footed mind eventually propelled up the ladder to NCO status, eventually becoming a lieutenant of his own platoon. However, trouble struck during a pirate skirmish where it was discovered that several members of his platoon were running a hashish trafficking operation with the pirates. To protect his platoon (or to flee the military in his own opinion), Yero took the lion share’s of the blame and after a military tribunal, was summarily discharged for insubordination and then, arrested for collaboration with criminal elements in the Free World Leagues. Yero was then sent to live a 10 year sentence in a prison colony on Wendigo. Spending 2 years in confinement, a mass breakout occurred Yero escaped with a group of convicts in a K-1 DropShuttle and hopped from mercenary to mercenary team across the Inner Sphere, accumulating a sizable group of people who looked towards him as a natural leader. Eventually, his crew of 25 odd people eventually made their way into Marley’s Misfits whereby he was made captain. The high casualty rates of contracts on the mercenary company’s infantry units eventually led to Personality: Yero is a greedy, selfish man who is leading all the poor souls of the Marley Fusiliers to their doom and will be remembered in history as the single most incompetent infantry commander of the 31st century…..is what he would say to you. Whilst bearing a confident and witty demeanor on the outside, Yero is wrought with pathological self-doubt and believes that he is not as courageous, strong or the bonafide tactical genius that his men think he is. Humble does not even begin to describe the vast depths of his self-loathing as he takes great efforts to diminish his accomplishments by either crediting them to other individuals, coincidence or just ignorance. Such is his self-loathing that he is prone to going into fetal positions of distress in private moments when he is not being observed and crying himself to sleep in order to keep functioning as a part of his company. He believes that the thought of attaining enough kerenskys to retire on some ocean world far away from the incoming crisis of the Fourth Succession War is what fuels him and not the fact that he is addicted to danger in any way possible. In reality, Yero possesses near suicidal levels of bravery in combat as the threat of death barely manages to make him blink. In addition, Yero is also a veritable tactical genius, able to understand where his men need to be placed on the battlefield and having a knack for logistics and management. His former military background also gives him He is also a deeply empathetic and compassionate individual towards his own men, putting their own needs ahead of his, which he often regards as evidence of his talents in sociopathic emotional manipulation. Yero has a habit for boozing up with Yangtze Pale Ale and religiously guards his private reserves from the rest of the mercenary company. [hider=Character Portrait][img]https://i.imgur.com/sT7EdOA.jpg[/img][/hider] [/hider] [hider=Infantry Organisation] Over the years since the formation of Marley’s Fusilier’s , the lucrative financial remunerations of contracts attracted all sorts of scoundrels, savages, soldier units and wanderers from across the Inner Sphere. Today, they are known as relative nobodies in a system full of crack commandos and super soldiers. If you need a suicide bomber, someone with a jump pack to sneak up onto a Flea and plant an AV mine into a jockey’s cockpit or an extra liver for an emergency procedure, then, you can call on the Marley’s Fusiliers. The Marley Misfit Fusiliers roughly consists of over 3 companies worth of armed infantry, numbering roughly 298 personnel in total split between 3 platoons worth of men and women. There is no formal organization, given the fact that multiple squads with different SOPs from across the Inner Sphere, can be found, but intensive pressure and management of Jero has managed to beat some sense of direction into unit cohesion. Each company is responsible for management and battle readiness of their own supplies, loadouts and equipment whilst Jero and other recruit new Fusiliers into the infantry. Mercenaries will regularly switch between companies on a chaotic basis and are given a free degree of latitude on how to conduct themselves. [u][b]Slaughterhouse Company [/b][/u] Total Members: 108 Commanding Officer: Lieutenant Rosar “ One-Eye” Indel - A former capellan commando who washed out after a tragic mission during the brewing years of the 4th Succession War. Converted to a highly individualized sect of Omniss during medical leave and became obsessed with bringing peace at any cost by killing those who were unpeaceful. Eventually came into contact with Marley’s Misfits and signed up. [hider=Redshirt Platoon] First to enter and the last to leave when shit hits the fan. Primarily used in first strike operations or used to conduct strikes on enemy positions. Crimson Squad: Crimson Squad is the oldest squad of the Red Shirts with multiple members having been there since the inception of Marley’s Misfits. Iago. Generally the most well balanced and mentally sane of all the squads in Slaughterhouse. Bonebreaker Squad: An astounding number of their mercs in this squad have training in HVA insertions and are known for incurring the highest medical fees of all squads post-contract due to their tendency to break all their bones when they land. Burgundy Squad: Rumors exist that members of Burgundy Squad are cannibals from their common tendency to distribute finger and tooth necklaces from the corpses of their fallen enemies, much to the disgust of the battalion. Otherwise, they’re reliable foot infantry. Just be wary of falling asleep next to a member. Carmine Squad: Known for boasting members that have the best accuracy and perception which makes them lethal sharpshooters. Members regularly compete with other mercs in darts and billiards and bet ludicrous amounts of post-contract payments in casinos. [/hider] [hider=Octane Platoon] Adrenaline junkies who are prone to performing daring manuevers in the battlefield in aerial and land based transport vehicles. Suspected of taking multiple joyrides with war material in contracts and damaging company equipment. Dove Squad - Originally used to be called Falcon Squad in the early years of the Marley Misfits before an inordinate number of mercs with both medical and vehicular pilot training were recruited into the squad. Noted for being potential sadists in Slaughterhouse Company due to their tendency to resort to amputation. Eagle Squad - Every member of Eagle Squad learns the hard way that no, you can’t dogfight an Aerofighter with a VTOL or a transport carrier, no matter how much shells you lob in their general direction. Turtle Squad - If you need to be transported somewhere fast on land, don’t rely on Turtle Squad. Rat Squad - The only infantry unit with enough balls to ride on dune buggies and cycles underneath the crotch of an Atlas mech. [/hider] [hider= Angel Platoon] The only platoon in Slaughterhouse Company that is trusted with the usage of jump packs in combat. Typically collaborates with elements of Octane Platoon for high velocity HALO insertions. Stimulant usage is notably high amongst this platoon to stave off inertial stress and the nausea of using jump packs. Thunder Squad - Jump-infantry squad noted for being particularly fond of dropping C8 explosives on enemy positions mid-jump. All mercs are noted to suffer tinnitus and hearing problems Lightning Squad - Talented in usage of shooting with rifles and weaponry mid-jump. Informal sharpshooting competitions are held between members of Lightning Squad with more than one individual becoming horribly injured in an attempt to break company records. MORE SQUADS TBA [/hider] [u][b]Saboteur Company [/b][/u] Total Members: 102 Commanding Officer: “Private” Peter Lucell - Former Comstar Beta Adept who was imprisoned for deliberately hiding deliberate sabotage of mobile HPGs on trade vessels as mechanical failures in return for payment by roving pirate crews. [hider= Errant Platoon] Consisting of a combination of foot infantry with combat engineer elements, Errant Platoon primarily serves as Saboteur’s company demolitions experts and primary anti-mech force when the Mechwarriors are unable to get the job done. SQUADS TBA [/hider] [hider= Vulture Platoon] Generally a grab bag group of scientists and combat engineers who specialize in acquiring and stealing gear from the battlefield to repurpose it for the mercenary company’s own usage. SQUADS TBA [/hider] [hider=Losmen Platoon] Serve as the general gearheads of the company, being able to fix anything with sprockets and judicious usage of plasma welding. SQUADS TBA [/hider] [u][b]Oddball Company[/b][/u] Total Members: 90 Commanding Officer: “Senior Cadet” Io Shamsing - BACKSTORY TBA [hider= Jungle Platoon] In times of tough situations or when the terrain is unsuitable for vehicular or mechanical reconnaissance, this platoon breast mounted infantry troopers are primarily used for stealth reconnaissance of enemy positions without alerting them of their presence. [/hider] [hider= Orbit Platoon] Consisting mostly of former commandos from ComStar and the Draconis Combine, they are highly reclusive and elitist compared to the rest of the company, preferring to keep their affairs to themselves. In other words, they're complete and utter loners. Used mostly for contracts in zero gravity enviroments. [/hider] [hider= Shellshock Platoon] When you absolutely, positively need to bury everyone on the battlefield in caskets, Casket Platoon will reduce the entire battlefield to a bloody mist thanks to the absurd number of field guns in their possession that can raze a mountain into a flat plateau. [/hider] [/hider] [hider=Equipment, Weaponry and Mechanized Assets] [u][b]Slaughterhouse Company[/b][/u] [u]Weaponry [/u] [u]Equipment[/u] [u]Vehicular Assets [/u] “Mother Nest” - Karnov UR Transport AC/2 Variant Specifications: 2 x Bulldog Minigun, 1 x Armstrong Autocannon, 2 x LSRM Launcher, Dual Interfus 155 “ Dying Light” - AC/2 Fire Support Carrier “ Galapagos - Goblin Medium Tank " Kangaroo" - Heavy Hover APC "Poker" - Ignis SRM Model “ Rat King” - 10 x Dune Buggies/Skimmers With Varying Alterations " Excalibur" - Von Luckner Heavy Tank " Scrapper" - Marsden II-A MBT " Yin and Yang" - Bulldog AC/2 MBT and Bulldog LRM-20 [u][b]Sabot Company[/b][/u] [u]Weaponry [/u] [u]Equipment[/u] [u]Vehicular Assets [/u] "Piggyback" - Battlemech Recovery Vehicle 13 x Flatbed Trucks "London" - Prometheus Combat Support Bridgelayer "The Hand of Truth" - Oppenheimer Hazardous Material Recovery Vehicle [u][b]Phantom Company [/b][/u] [u]Weaponry [/u] [u]Equipment[/u] [u]Vehicular Assets [/u] [/hider] NOT FINISHED. TO BE ADDED AND EDITED OVER THE WEEK. JUST PUT HERE AS A PLACEHOLDER.