As a general notice to everyone, technology will not keep you safe, hiding behind large amounts of metal and electronics will only make your vulenerable to that less-tech reliant platoons don't have to worry about quite as much. Everything has its pros and cons. Remember, the beasties don't care if you're wearing fancy power or fancy 19th century uniforms, you are still very tasty on the inside :P
Doesn't matter if the tasty treat is in cans or wrappers, eh? Also tweaking the attire of my guys, wont change the verbage, but figured the armored look doesn't fit most of them.
EDIT: And done, decided that the Captain needed some clarification on his armor and the fact that it really isn't that advanced.
A loose coalition of planets with various governmental systems and cultures within its jurisdiction. One thing is clear, typically, is that at least two partners and their allies are at war with each other at any given time. No subtle, cold wars either, but out and out open warfare. Since these are internal wars, the belligerents are not held to the standards of the laws of war, and as such can devolve into chemical, biological, nuclear, and other methods that, should outside parties get involved, could result in the GS organizing full scale peacekeeping efforts and pacifying the totality of the ENPL.
However, this also breeds a society based on survival and warfare, at the cost of all other notable advances. A common outlook among those that deal with the ENPL is that, while their technological levels are par, at best, hiring military advisers and mercenaries that have zero moral problems with engaging in almost any behavior, and will finish a contract once signed, makes ENPL mercenary companies highly sought after. In fact, their most notable export to the GS is in the form of mercenaries and military aid.
As a people, the ENPL are typically your average human, with varying ethnicity and crude mechanical augmentation among wealthier and more militarily successful worlds. On average, they are an equal split between male and female in all aspects of the culture, since gender really means little beyond who is giving birth in a relationship. Military is even more so, and half of the military command are female, which creates interesting situations when operating with patriarchal, and matriarchal, societies that operate male or female dominated military organizations They also don't care about species or race, so long as the forces in question do their jobs.
Origins: The 122nd Rangers recruit from the shattered remains of warzones, taking the surviving veterans for the sole fact they survived, refining each of them into high quality forces. While not being abnormally well armed, specifically trained, or any other notable measurement in training, the Rangers are feared amongst most territorial forces within the ENPL. They operate independent of any individual world, answering only to the ENPL Board of Command.
Emblem/Colors: Each Ranger only has two insignia. One on their left shoulder, the Coat of Arms of their home world of choice, which varies as much as the individual Ranger. The other is the flag of the ENPL emblazoned over their heart, on top of their chest plate. The ENPL flag is a backdrop of numerous planets around a single super station, with the ENPL name emblazoned across in a superimposed font. The backdrop is white, and each planet is a different color representing the surviving member planets.
Total Size: 31 Rangers (10 man Sections, 8 Regulators each led by a senior most Sergeant and supporting Corporal, Plus Detachment CO)
Culture/Traditions: 122nd Members will squabble and bicker among themselves in a friendly manner, and often times do not maintain what most would consider formal military bearing. And how they love to flaunt that towards allied regiments that operate on tight, formal tradition and militarism.
Specialization: There isn't a man or woman among the Rangers that isn't a veteran of at least several wars. Being a rookie only means years with the regiment, and has no bearing on their skill. Their specialty, in short, is providing veteran, blooded soldiers that know precisely what they are doing in a war zone.
Appearance:
Skill: Highly Skilled, Motivated, and Determined. Numbers: 24 with the Detachment Equipment:
Regulators carry the latest generation of MAW issued by the ENPL, designed for general purpose use and coverage of a variety of situations instead of being highly specialized for a specific purpose. Rangers carry kits for changing out parts to affect range, rate of fire, and other points. By default, the Regulators deploying on this mission are using a closer range Carbine set up, foregrips attached for increased control.
As much a symbol of acceptance and status as a Ranger then anything else, the 30mm, single shot 'Self Defense Pistol' is in reality an oversized, massive hand cannon that is designed to augment the average Regulator's lack of extremely hard hitting tools. A 30mm slug tends to end arguments, and some Regulators jokingly call the Mk13's their way of solving an "Argument." Any argument needing the application of these sidearms tends to not be worth pursuing by the opposing party.
Regulators, and most Rangers period, only carry one explosive. Modular Det Charges, their payload and direction modified prior to deployment. Standard set up is a fragmentation grenade of average operation, but they can be directional for demolition work, should the need arise.
Description: Regulators are equipped and expected to fill any specific role in the battlefield should the need arise. To become one of the baseline troopers within the Rangers, Regulators have to have engaged in several wars at least, the more severe each war, the fewer the number. Section command, the Sergeant of a section or Officer in charge of a three section detachment, decides how severe a war was and how much worth it puts on a prospect. Beyond that, their individual skill and traits are taken into account prior to allowing entry.
Once accepted, they go through a form of basic training run by Rangers, for Rangers, to weed out those that don't have the fortitude to hold on to the will to survive. Wash outs go back to their old armies and worlds. Most see even being considered a badge of honor, but a few shun these failures, so washing out often times is not an option for prospects. Despite the brutal training and induction, it is rare for a recruit to wash out. Once successful, they receive their Mk13 and gear, and are assigned to a section. After that, they are part of the team, since no Ranger is green in the slightest.
Appearance:
Skill: Highly Skilled, Motivated, and Determined. Numbers: 3 with the Detachment Equipment:
Corporals, being second only to the Sergeant of a section, are given more responsibility and a more focused job. They carry the specialized weapons for the squad, whether its a full heavy weapon or merely a specialized tool that would not fit for squad wide carry. In this situation, they were sent in with the Mk2 Shotcannon. A fancy name for a standard shotgun, the customized shotguns operate pretty much how you would expect, with one nasty surprise instead. Corporals modify their ammo to increase laceration and penetration, often in illegal manners under the laws governing war. Just don't tell the command, yea?
As much a symbol of acceptance and status as a Ranger then anything else, the 30mm, single shot 'Self Defense Pistol' is in reality an oversized, massive hand cannon that is designed to augment the average Regulator's lack of extremely hard hitting tools. A 30mm slug tends to end arguments, and some Regulators jokingly call the Mk13's their way of solving an "Argument." Any argument needing the application of these sidearms tends to not be worth pursuing by the opposing party.
Regulators, and most Rangers period, only carry one explosive. Modular Det Charges, their payload and direction modified prior to deployment. Standard set up is a fragmentation grenade of average operation, but they can be directional for demolition work, should the need arise.
Description: Corporals are Rangers that have displayed two traits. They have leadership capabilities to some degree, not as much as a Sergeant, and are abnormally good at killing. With these traits in mind, they are given extra training in specialist weapons that are issued only on an as needed basis. Before each deployment likely compositions of enemies are figured out and gear is issued to the Sections as necessary. While not natural leaders like the Sergeants are, they are good at backing them up and supporting their jobs, which is the other half of their role besides specialist weapon support.
Appearance:
Skill: Highly Skilled, Motivated, and Determined. Numbers: 3 with the Detachment Equipment:
Sergeants are issued an updated platform of the MAW not normally issued to rank and file Regulators due to cost. Effectively the same weapon, the Mod 8 MAW has a smoother, more easily altered part system and has unique attachments that cannot be used by the Mod 7. In this case, the Sergeant's MAWs are deployed as Carbines by default with foregrips instead of underslung attachments, increasing their control and accuracy.
As much a symbol of acceptance and status as a Ranger then anything else, the 30mm, single shot 'Self Defense Pistol' is in reality an oversized, massive hand cannon that is designed to augment the average Regulator's lack of extremely hard hitting tools. A 30mm slug tends to end arguments, and some Regulators jokingly call the Mk13's their way of solving an "Argument." Any argument needing the application of these sidearms tends to not be worth pursuing by the opposing party.
Regulators, and most Rangers period, only carry one explosive. Modular Det Charges, their payload and direction modified prior to deployment. Standard set up is a fragmentation grenade of average operation, but they can be directional for demolition work, should the need arise.
Accessed from either the helmet HUD or the wristpad, the C&C Suite is the Sergeants link to the rest of the squad, and head of operations, to ensure smooth, easy operations and an effective chain of command. Should the Sergeant become a causality, the wristpad can be detached and integrated with the corporal or another Regulator's kit, ensuring that a loss of communication and chain of command is less likely.
Description: Sergeants lead the Regulators with the aid of their assigned Corporal. Responsible for the men and women under their command, each Sergeant has undergone several more wars with the Rangers before even being considered, and all have done time as Corporals for previous sergeants so they know better what their job will be once they advance. Most Regulators, Corporals, and Sergeants never leave these levels, as officers are drawn in as officers and only a select few will be picked as aides to the officers. Being at the top of their chains, the Sergeants can focus solely on their jobs instead of worrying about promotions or other things that might cloud judgement in an operation.
Name: Captain Damian Kurtz Appearance:
Age: 47 Rank/Position/Title: Captain/Known Hero of the ENPL Equipment:
Personally purchased by Captain Kurtz on his own pay, the Custom .380 was built on an old name stolen by a ENPL arms producer and he painstakingly went about rebuilding it and custom tooling it into a high class sidearm. Lacking the raw power of the Ranger standard pistol, it has advantages in practically every other field. A semi automatic pistol, utilizing grip inserted magazines, to pump out .380 caliber rounds at a fast pace, it provides Captain Kurtz his primary means of ranged combat and, while nothing to sneeze at, certainly is not the most effective means of self defense. To be fair, coupled with his other equipment makes the Custom .380 far more effective than one might initially give credit for.
A personal blade that Kurtz inherited from the last Captain of his detachment, the blade utilizes a monomolecular edge that can cut most materials to ribbons, with enough slashes. The blade is well balanced for the ambi dexterous man, and he can often hold the Backbiter in one hand and his Custom .380 in the other hand. This is what makes his natural combat style with his sidearm as lethal as it is, and able to keep up with his fellow Rangers. Plus, it provides a positive moral vision when he charged into a combat zone, blade raised in one hand and sidearm leveled upon the enemy with the others. Rangers gladly follow such a man, since he will lead the way into the maw of death and violence itself.
Having earned the right to real combat armor, instead of the standard issue, crude looking ballistic plates that the regular grunts utilize, Kurtz wears a rare example of advanced tech within the ENPL. This is relative, since his armor is still considered outdated since it lacks most features that one would expect out of full suited armor of a design like his. But it still regulates internal temperature and can void seal, and provides better protection than the average armor, so its not all bad.
Issued to the CO of any given detachment or regiment, the C&C Master Module allows him a constant feedback of individual soldier data, reports from the field, effective remaining fighting members in an assigned field of operations, and other vital information for making intelligent decisions on where and when to send men, hold out, retreat, or attack from. Likewise, his Sergeants can keep up with the information being sent back from the CO to them, so they can operate and make smarter decisions based on information beyond their normal ability to detect or gather.
Personality: Captain Kurtz is a cunning, level headed man who will not discount any possibility in a possible warzone situation. Having seen the worst of what the ENPL does to each other, the good Captain will not discount any report from his men, or those of trusted allies, willing to operate and investigate using his own resources and manpower as needed to respond to potential threats. He takes life seriously, but remains jovial to his men and courteous to his allied forces as well. No one has ever seen him panic, or at least that they know of thanks to his armor, which helps create an air of confident authority that others outside his own detachment tend to notice.
Bio: Captain Kurtz is a household name in many ENPL households. Some consider him a lauded hero of the ENPL and their security forces, fighting the good fight and doing what he must to defend the innocents caught in the crossfire between provincial forces fighting each other from planet to planet. Others, think he is a war criminal like any other ENPL officer, willing to resort to any means necessary to achieve ultimate victory. The truth is hardly as sinister, or even heroic. He is a soldier and a leader of men, and while he fully intends on insuring the lives of his men are secure, the mission will come first. He makes this very clear to each and every man under his command that, should the mission demand it, they will be sacrificed in the name of completing the mission. He remains frank with those under his command, and gets results that made him noticeable by the ENPL command structure. For good or ill, though, is debatable as he finds himself assigned to backwater jobs as well as frontline work. But he goes where he is needed, according to his superiors, and does his job with no complaint.
Figured we could use some not so mechanized forces, mobile suit humans included in that, so here are some lovely groupings of meatbags to murder the shit out of serve honorably with.
A loose coalition of planets with various governmental systems and cultures within its jurisdiction. One thing is clear, typically, is that at least two partners and their allies are at war with each other at any given time. No subtle, cold wars either, but out and out open warfare. Since these are internal wars, the belligerents are not held to the standards of the laws of war, and as such can devolve into chemical, biological, nuclear, and other methods that, should outside parties get involved, could result in the GS organizing full scale peacekeeping efforts and pacifying the totality of the ENPL.
However, this also breeds a society based on survival and warfare, at the cost of all other notable advances. A common outlook among those that deal with the ENPL is that, while their technological levels are par, at best, hiring military advisers and mercenaries that have zero moral problems with engaging in almost any behavior, and will finish a contract once signed, makes ENPL mercenary companies highly sought after. In fact, their most notable export to the GS is in the form of mercenaries and military aid.
As a people, the ENPL are typically your average human, with varying ethnicity and crude mechanical augmentation among wealthier and more militarily successful worlds. On average, they are an equal split between male and female in all aspects of the culture, since gender really means little beyond who is giving birth in a relationship. Military is even more so, and half of the military command are female, which creates interesting situations when operating with patriarchal, and matriarchal, societies that operate male or female dominated military organizations They also don't care about species or race, so long as the forces in question do their jobs.
Origins: The 122nd Rangers recruit from the shattered remains of warzones, taking the surviving veterans for the sole fact they survived, refining each of them into high quality forces. While not being abnormally well armed, specifically trained, or any other notable measurement in training, the Rangers are feared amongst most territorial forces within the ENPL. They operate independent of any individual world, answering only to the ENPL Board of Command.
Emblem/Colors: Each Ranger only has two insignia. One on their left shoulder, the Coat of Arms of their home world of choice, which varies as much as the individual Ranger. The other is the flag of the ENPL emblazoned over their heart, on top of their chest plate. The ENPL flag is a backdrop of numerous planets around a single super station, with the ENPL name emblazoned across in a superimposed font. The backdrop is white, and each planet is a different color representing the surviving member planets.
Total Size: 31 Rangers (10 man Sections, 8 Regulators each led by a senior most Sergeant and supporting Corporal, Plus Detachment CO)
Culture/Traditions: 122nd Members will squabble and bicker among themselves in a friendly manner, and often times do not maintain what most would consider formal military bearing. And how they love to flaunt that towards allied regiments that operate on tight, formal tradition and militarism.
Specialization: There isn't a man or woman among the Rangers that isn't a veteran of at least several wars. Being a rookie only means years with the regiment, and has no bearing on their skill. Their specialty, in short, is providing veteran, blooded soldiers that know precisely what they are doing in a war zone.
Appearance:
Skill: Highly Skilled, Motivated, and Determined. Numbers: 24 with the Detachment Equipment:
Regulators carry the latest generation of MAW issued by the ENPL, designed for general purpose use and coverage of a variety of situations instead of being highly specialized for a specific purpose. Rangers carry kits for changing out parts to affect range, rate of fire, and other points. By default, the Regulators deploying on this mission are using a closer range Carbine set up, foregrips attached for increased control.
As much a symbol of acceptance and status as a Ranger then anything else, the 30mm, single shot 'Self Defense Pistol' is in reality an oversized, massive hand cannon that is designed to augment the average Regulator's lack of extremely hard hitting tools. A 30mm slug tends to end arguments, and some Regulators jokingly call the Mk13's their way of solving an "Argument." Any argument needing the application of these sidearms tends to not be worth pursuing by the opposing party.
Regulators, and most Rangers period, only carry one explosive. Modular Det Charges, their payload and direction modified prior to deployment. Standard set up is a fragmentation grenade of average operation, but they can be directional for demolition work, should the need arise.
Description: Regulators are equipped and expected to fill any specific role in the battlefield should the need arise. To become one of the baseline troopers within the Rangers, Regulators have to have engaged in several wars at least, the more severe each war, the fewer the number. Section command, the Sergeant of a section or Officer in charge of a three section detachment, decides how severe a war was and how much worth it puts on a prospect. Beyond that, their individual skill and traits are taken into account prior to allowing entry.
Once accepted, they go through a form of basic training run by Rangers, for Rangers, to weed out those that don't have the fortitude to hold on to the will to survive. Wash outs go back to their old armies and worlds. Most see even being considered a badge of honor, but a few shun these failures, so washing out often times is not an option for prospects. Despite the brutal training and induction, it is rare for a recruit to wash out. Once successful, they receive their Mk13 and gear, and are assigned to a section. After that, they are part of the team, since no Ranger is green in the slightest.
Appearance:
Skill: Highly Skilled, Motivated, and Determined. Numbers: 3 with the Detachment Equipment:
Corporals, being second only to the Sergeant of a section, are given more responsibility and a more focused job. They carry the specialized weapons for the squad, whether its a full heavy weapon or merely a specialized tool that would not fit for squad wide carry. In this situation, they were sent in with the Mk2 Shotcannon. A fancy name for a standard shotgun, the customized shotguns operate pretty much how you would expect, with one nasty surprise instead. Corporals modify their ammo to increase laceration and penetration, often in illegal manners under the laws governing war. Just don't tell the command, yea?
As much a symbol of acceptance and status as a Ranger then anything else, the 30mm, single shot 'Self Defense Pistol' is in reality an oversized, massive hand cannon that is designed to augment the average Regulator's lack of extremely hard hitting tools. A 30mm slug tends to end arguments, and some Regulators jokingly call the Mk13's their way of solving an "Argument." Any argument needing the application of these sidearms tends to not be worth pursuing by the opposing party.
Regulators, and most Rangers period, only carry one explosive. Modular Det Charges, their payload and direction modified prior to deployment. Standard set up is a fragmentation grenade of average operation, but they can be directional for demolition work, should the need arise.
Description: Corporals are Rangers that have displayed two traits. They have leadership capabilities to some degree, not as much as a Sergeant, and are abnormally good at killing. With these traits in mind, they are given extra training in specialist weapons that are issued only on an as needed basis. Before each deployment likely compositions of enemies are figured out and gear is issued to the Sections as necessary. While not natural leaders like the Sergeants are, they are good at backing them up and supporting their jobs, which is the other half of their role besides heavy weapons support.
Appearance:
Skill: Highly Skilled, Motivated, and Determined. Numbers: 3 with the Detachment Equipment:
Sergeants are issued an updated platform of the MAW not normally issued to rank and file Regulators due to cost. Effectively the same weapon, the Mod 8 MAW has a smoother, more easily altered part system and has unique attachments that cannot be used by the Mod 7. In this case, the Sergeant's MAWs are deployed as Carbines by default with foregrips instead of underslung attachments, increasing their control and accuracy.
As much a symbol of acceptance and status as a Ranger then anything else, the 30mm, single shot 'Self Defense Pistol' is in reality an oversized, massive hand cannon that is designed to augment the average Regulator's lack of extremely hard hitting tools. A 30mm slug tends to end arguments, and some Regulators jokingly call the Mk13's their way of solving an "Argument." Any argument needing the application of these sidearms tends to not be worth pursuing by the opposing party.
Regulators, and most Rangers period, only carry one explosive. Modular Det Charges, their payload and direction modified prior to deployment. Standard set up is a fragmentation grenade of average operation, but they can be directional for demolition work, should the need arise.
Accessed from either the helmet HUD or the wristpad, the C&C Suite is the Sergeants link to the rest of the squad, and head of operations, to ensure smooth, easy operations and an effective chain of command. Should the Sergeant become a causality, the wristpad can be detached and integrated with the corporal or another Regulator's kit, ensuring that a loss of communication and chain of command is less likely.
Description: Sergeants lead the Regulators with the aid of their assigned Corporal. Responsible for the men and women under their command, each Sergeant has undergone several more wars with the Rangers before even being considered, and all have done time as Corporals for previous sergeants so they know better what their job will be once they advance. Most Regulators, Corporals, and Sergeants never leave these levels, as officers are drawn in as officers and only a select few will be picked as aides to the officers. Being at the top of their chains, the Sergeants can focus solely on their jobs instead of worrying about promotions or other things that might cloud judgement in an operation.
Name: Captain Damian Kurtz Appearance:
Age: 47 Rank/Position/Title: Captain/Known Hero of the ENPL Equipment:
Personally purchased by Captain Kurtz on his own pay, the Custom .380 was built on an old name stolen by a ENPL arms producer and he painstakingly went about rebuilding it and custom tooling it into a high class sidearm. Lacking the raw power of the Ranger standard pistol, it has advantages in practically every other field. A semi automatic pistol, utilizing grip inserted magazines, to pump out .380 caliber rounds at a fast pace, it provides Captain Kurtz his primary means of ranged combat and, while nothing to sneeze at, certainly is not the most effective means of self defense. To be fair, coupled with his other equipment makes the Custom .380 far more effective than one might initially give credit for.
A personal blade that Kurtz inherited from the last Captain of his detachment, the blade utilizes a monomolecular edge that can cut most materials to ribbons, with enough slashes. The blade is well balanced for the ambi dexterous man, and he can often hold the Backbiter in one hand and his Custom .380 in the other hand. This is what makes his natural combat style with his sidearm as lethal as it is, and able to keep up with his fellow Rangers. Plus, it provides a positive moral vision when he charged into a combat zone, blade raised in one hand and sidearm leveled upon the enemy with the others. Rangers gladly follow such a man, since he will lead the way into the maw of death and violence itself.
Issued to the CO of any given detachment or regiment, the C&C Master Module allows him a constant feedback of individual soldier data, reports from the field, effective remaining fighting members in an assigned field of operations, and other vital information for making intelligent decisions on where and when to send men, hold out, retreat, or attack from. Likewise, his Sergeants can keep up with the information being sent back from the CO to them, so they can operate and make smarter decisions based on information beyond their normal ability to detect or gather.
Personality: Captain Kurtz is a cunning, level headed man who will not discount any possibility in a possible warzone situation. Having seen the worst of what the ENPL does to each other, the good Captain will not discount any report from his men, or those of trusted allies, willing to operate and investigate using his own resources and manpower as needed to respond to potential threats. He takes life seriously, but remains jovial to his men and courteous to his allied forces as well. No one has ever seen him panic, or at least that they know of thanks to his armor, which helps create an air of confident authority that others outside his own detachment tend to notice.
Bio: Captain Kurtz is a household name in many ENPL households. Some consider him a lauded hero of the ENPL and their security forces, fighting the good fight and doing what he must to defend the innocents caught in the crossfire between provincial forces fighting each other from planet to planet. Others, think he is a war criminal like any other ENPL officer, willing to resort to any means necessary to achieve ultimate victory. The truth is hardly as sinister, or even heroic. He is a soldier and a leader of men, and while he fully intends on insuring the lives of his men are secure, the mission will come first. He makes this very clear to each and every man under his command that, should the mission demand it, they will be sacrificed in the name of completing the mission. He remains frank with those under his command, and gets results that made him noticeable by the ENPL command structure. For good or ill, though, is debatable as he finds himself assigned to backwater jobs as well as frontline work. But he goes where he is needed, according to his superiors, and does his job with no complaint.
Alright, my body is ready. I know I said I'd edit in my CS to that previous post, but forget it.
Neo-Hominid Commonwealth, Info;
The Neo-Hominid Commonwealth are a 'people' of human/humanoid descendants who have decided to leave the rest of the galaxy alone for the most part, and live in the asteroid-rich eastern outskirts of the galaxy, simply not content to live on most planets anymore. A few years ago, they have developed A.I. and brain-uploading technologies, and a surprisingly large portion of their population are now computerized consciousnesses living in a partition of 'GalNetSpace'. While they were very isolated for a good few centuries, they decided to at least check up on how the rest of the galactic community was doing and re-joined the galactic senate.
In addition, many of the Computerized Consciousnesses (as they're commonly known in NHC) joined various programs with the onset of their A.I. development, and many "Comp-Cons", such as their current political leader, desire to prove that cybernetic or fully robotic individuals deserve equal rights as 'normals' all over the galaxy. On the tech side of things, the development of A.I. has spawned many technological breakthroughs in just a few months, and now they're quite advanced. However, it appeared to be a 'growth spurt' of development, and currently their rate of advancement has stabilized to a more standard pace.
For the record, the NHC has access to (for example), crystal-based computer data storage, Cheap and portable FTL communications, rail and coil based weapon systems, fusion, (prototype) antimatter based explosives, and very-high-durability, low-weight alloys. Thus, compared to the standard GalSen trooper, an NHC 'Combat Platform' never forgets, can think at the speed of light, only needs replacement parts to be maintained, and can stay in enemy territory for very long periods of time, while being difficult to fully kill. In addition, just because you killed the body, it doesn't mean you killed the sentience.
However, for obvious reasons, the still-flesh soldiers do still need to worry about getting shot at. People are supposed to die when they are killed, after all.
Rule 10: also ur a fgt
Name: NHC Galactic Senate Assistant Taskforce #03 Origins: They stem from the Neo-Hominid Collective, a society of humans (and humanoids) who have recently experienced a singularity. Colors: The NHC-GSAT03 use a combination of blue and white, alongside red and olive drab. Total Size: 14, with eight 'fleshies', and six 'Comp-Cons', two of which are brain-uploaded humans. Notable Traditions/Cultural info: The people of the NHC are still struggling themselves with all of the recent tech and sociological development, and many of its' members are stressed out for non-military reasons. Specialization: Very difficult to kill.
Appearance:
Skill: With the advent of brain-uploading, the opposite is also possible, meaning that soldiers can learn all the skills required in a very short time. This means that they're quite skilled, if they have little 'actual' experience.
Numbers: 5, Jenkins, Romeo, Sasha, Nagase, and Larry.
Equipment: They have a standard NHC 'Ship-use Rifle 1.36', a rail-gun based weapon with an emphasis on accuracy, and ease-of-control while firing, alongside a similarly specialized pistol. They also have small 'Astro-packs' to allow some maneuverability in zero-G environments. Finally, their well-armored suit is made out of very durable scaled ceramic circles, Adamantium plates, and an improved Kevlar-like polymer. It also has some strength-assistance, so the wearer is tired out less easily, and in emergencies can inject certain drugs, such as strength enhancers and rejuvenants.
Description: Jenkins, Romeo, Sasha, Nagase, and Larry are pulled from various areas in the NHC, including anti-terrorism organizations, anti-riot police, and Planetary Defense Unit personnel.
Appearance:
Skill: Being fully computerized, the Battle-Platforms of NHC-GSAT03 can 'download' even more information, and, even though they also aren't too 'real experienced', they can simply think a lot faster and more focused; It definitely counts for something.
Numbers: 4, Arkli, Donovan, Janwall, and Ingrid.
Equipment: For weapons, the Battle-platforms of NHC-GSAT03 are quite well-armed, with heavier variations of the 1.36 Ship-Use Rifle, called the 1.37M Ship-Use LMG. Each bullet of the 1.37M is larger, and is fired at a somewhat quicker pace. Fortunately, they still have superb accuracy, and the tough killer-robots carrying them have little to worry about on the recoil side. They also have the same pistol as their human counterparts, modified to be stowed inside both of their arms in case the 1.37M is overheated (which is a rare occurrence) or otherwise inoperable. Their bodies are made out of a strong mesh of muscle-like fibers, Adamantium plating 40% thicker then their human counterparts, the same proportion of Kevlar-like padding, and well-armored Hydraulic systems providing 'quick-twitch' force in their legs and arms. They may not gib you or anything, but you definitely don't want to get punched by these guys, or kicked, for that matter. While they have special anti-hacking software installed and are very difficult to connect to in the first place, hacking is still a possibility, however slight. Of course, the people in these things are going to be very mad at whoever's trying to hack them, and will try to counter-attack personally. Finally, they have the same astro-pack as the standard grunts.
Description: The standard 'Spacecraft-use Sentience Battle-Platform 4.22' of the NHC is 6 and a half feet tall, very difficult to kill, and can break open bulkheads with its' bare hands, even if it may take a while for the larger ones. As the 'normal' people of the NHC are still getting used to their metallic counterparts, infighting is a possibility if things go wrong. Finally, the bodies are somewhat modular, and have plenty of extra storage space. If needed, in the event one of their members are 'killed', they can 'hop' to another of the bodies, and they can use what's left of its' body for spare parts, or on-site modifications.
Important Character Info: Total: 5, 3 human, 2 robot characters.
Appearance: Foulke wears the standard soldiers' uniform underneath his armor, and is a dashing young specimen with duller red hair and a certain look in his eye, ready for anything the world throws at him. His Officer's Suit helmet has additional 'eyes' and an antenna to distinguish him when he's ordering around his grunts.
Age: 28
Rank: Squad-Captain, Title: Lady-Killer
Equipment: He has all the standard grunt equipment, but with certain improvements across the board. His SUR-1.36 is equipped with longer rails for improved damage potential, his 1.36P, the same, alongside two more rounds in the magazine, and he has the 7.21O Space-Use Infantry Suit, the standard, but equipped with additional sensors (alongside a wider variety), additional armor on the joints, and 2 emergency use 'Spiker' grenades, special gizmos that fire out many small flechettes in 2 seconds, uplinked to his helmet's HUD so he can designate where they should focus, such as hostile targets.
Personality: Foulke is a reasonably friendly, calm guy off-the-job who loves the opposite sex, but on duty he turns (somewhat) more serious, and has a pretty clean, successful service record in his 6 years of service. He eventually wants to get higher-up on the totem pole, but with more and more 'super-computer' style A.I.'s looking for that same position, he's pretty worried about his goals. He's a pretty smart guy, and the biggest reason he decided to sign up for helping out GalSen was that it would look even better on his record.
In essence, when you need someone to do something, he's one of the first people you should go to. Although, his biggest weaknesses are greed, lust, and jealousy.
Bio: Born to flesh-and-blood parents on an urban-sprawl of a moon, he decided he'd join the military and make a difference in the galaxy at the age of 16, and had his sights on being the biggest military cheese in the known universe since. He was quite successful in his higher-level education, and was a somewhat of a "Drill Sergeants' pet" when training to be an officer, as he was very obedient and nearly knew what they were gonna say before they said it.
Appearance: Newton inhabits an 'Officer-type Space-use Battle-Platform 4.22O', an improved model with thicker still armor and padding around vital areas, and more space-efficient motor systems, allowing more processors and weapon-related free space to be available. He has five sensor eyes, and two shoulder-antenna.
Age: 34
Rank: Lieutenant Captain
Equipment: As aforementioned, the 4.22O model of Battle-Platform has more space efficient (But more expensive) motor systems installed, and additional armor, allowing for more free internal space to be filled up with processors and weapon-related systems, like additional ammunition, throwables, miscellaneous items, and longer rails for the 4.22's internally-mounted arm pistols, giving them more punch. In addition, his 1.37M is the officers' variant, giving it an additional barrel for even faster firing, and twice the amount of rails, each also 10% longer. This, obviously, gives each bullet a huge increase in accuracy, even more fire-rate (as they exit the barrel faster), and power. However, for obvious reasons, it chews through ammo at a severe pace, and overheating is an actual possibility, unlike with the standard model. It's more of a 'Turn this thing into swiss cheese immediately' weapon then a 'suppress these targets for the other guys to kill' one. In addition, his left arm's pistol has been uniquely replaced with a large-gauge rail-gun, able to fire 'Spiker' grenades (Which he has three available), or 2 sensor units for recon purposes. Finally, he has three additional 'eyes', making five in a pentagon formation, and two shoulder-mounted antenna.
Personality: Newton is a constantly annoyed fellow who keeps on getting into trouble, and is very headstrong, which has turned his ambitions to be a general into a nearly impossible dream. He secretly loathes his superiors, and waits for the day they die so he can replace them. He isn't at the point where he'd fire the shot himself though... yet. Of course, while he seems to be an angry bull of a bloke, that doesn't necessarily mean he's a complete idiot, which he isn't.
Bio: Born with a unique bone-shattering condition, he was confined into a wheelchair for most of his 'fleshed' life, and was always lumped in with other 'useless' individuals. In his teenage years, in a rage (And after managing to get into his parents' liquor cabinet) he angered and saddened one of his very few friends to the point she attempted suicide, which is one of the things he regrets from those years. Deciding to turn his life the other way (if only a little), he was one of the first people to sign up for his brain to be put into a robotic shell, and a few months later, for his mind to be turned into bits and pieces of code. He eventually wanted to get into the military and miraculously passed, although some say he only got in due to bribes.
Appearance: Holtz is a somewhat sloppy chap who barely meets the minimum height requirement for the squishy side of the NHC footsoldiers, and every uniform he's been issued (Such as his current one) has been either one size too small, or one size too large. It's currently the latter.
Age: 30
Rank: Specialist, Engineer.
Equipment: wearing the 7.21E Space-Use Infantry Suit, or the 'Engie-suit', his suits' left arm is covered with a variety of tools, such as cutting laser, an explosive gel sprayer, a construction foam sprayer, an emergency CQC diamond-tipped piston, and many other implements. His suit also has more stowage space compared to the average soldiers', which he uses to store one 'Spiker' grenade, spare SUR-1.36 and SUR-1.37 parts, and components for a modular sentry-gun which can be mounted with either a SUR-1.36 or a larger cutting laser, for when his arm-mounted one can't do the job.
Personality: Holtz is a quiet, laid-back and somewhat passive fellow who always loves to tinker with things, and hates talking to people. He never really felt at home in any crowd or clique, and he feels more emotions for his gun then his fellow man. He isn't completely heartless though, while he only has one friend (Keneth), he respects him very much. When his duty in the corps is over, he wants to go back to his plot to rule the computer industry of the NHC.
Bio: Actually born on the same moon as Foulke, he was orphaned at a young age and grew up with a large, extended foster family, where he was also the black-sheep. He wasn't picked on, but they actually forgot a few birthdays of his, which he's still very bitter about. He payed for himself for the first few years by clawing his way up through the computer-tech ladder, and if he didn't quit to join the military for the rush (and 'the bitches'), he'd probably be one of the chairmen of a big-shot computer company by now.
Appearance: Using the 4.22W model, or Weapons Specialist Battle-Platform, he has a bulkier body type with the same space-saving type of motor system that the Officer version uses.
Age: 31
Rank: Specialist, Heavy Armaments
Equipment: Stanton uses a severely modified 1.37M, re-christened the 2.33W. Changed to be held 'like a chainsaw' instead of the standard shoulder-grip, and featuring a gun-mounted shield, its a very useful tool in close quarters, considering it also has a bayonet, and has a sensor array linked to Stantons' HUD. It has access to many different ammo types, and with its' variable settings, can be used in different ways. For example, it can mount canisters of plasma instead of small physical bullets, so it can operate as a flamethrower. In addition, if puncturing large amounts of holes in the stations' hull isn't an issue, it can fire shotgun shells too. As aforementioned, his Weapons-Specialist body is a bulkier variation of the standard with additional internal space through a similar trick as the Officer variant, except with more focus on storing ammo. He also carries extra ammo for the rest of the squad.
Personality: Even using hardware that can think faster then a brain ever could, he simply doesn't use it all that much. He's always been a bit dim, but he's a friendly fellow at heart, and loves his 'Bros'. He's also very good with kids, surprisingly. Although it really interferes with his job (For obvious reasons), he's somewhat geeked out by actual blood, which the others take in stride for the most part.
History: Alongside his brother Keneth, they grew up on a nice primarily agricultural world, on their parents' farm, but they tired of that life and moved to an industrial city on the same planet. They lived in peace for the next four years working at a factory, but Stanton got involved in an industrial accident, and was forced to be 'Computerized' to stay alive, which put Keneth deep into debt. While it was alien, Stanton was determined to work hard in 'cyberspace' to help out his brother's financial situation (Which he put him into), until eventually deciding he'd go back into the real world, in the military. Keneth, hearing of this, decided to join up too, to make sure his brother wasn't alone out there, and they've been at it ever since.
Appearance: Keneth is a somewhat shorter fellow who's usually hard to see, as he's nearly always sneaking around or hiding behind someone else, usually his older brother. He has blonde hair and brown eyes.
Age: 27
Rank: Specialist, Infiltration.
Equipment: His combat uniform, the 7.21I Space-Use Infiltration Suit, is thinner and less armored then the standard model, with tiny holographic projectors all around its' exterior. With extra padding to soundproof, and 360 degrees of high-quality, zoomable sight, he's gonna be pretty hard to see, and he'll definitely see you first. His rifle and pistol, the I variants of each, are modified to use absolutely zero propellant instead of the (already very small) amounts of the standard model. To help maintain the same amount of muzzle velocity, they have an additional barrel each and more powerful capacitors. While they still make a noise, its' much less noticeable, and muzzle flash is zero. Finally, he has a small mono-molecular blade specialized in CQC, the design, in trials, has been shown to be able to cut through most armored enemies in one, to two swipes in the same area.
Personality: Somewhat shy and dodgey, he's a decent fellow overall who always sticks to his principles and personal code of honor, even if it is a bit lax as a stealth specialist. While he isn't very good at conversation, he feels a great rush when he's stalking enemies, or feels as if he's being hunted himself. He knows that isn't normal at all, nor healthy, but he's not going to deal with it any time soon. Due to mutual understanding (at least on some levels), he's pretty good friends with Holtz.
Bio: Alongside his brother Stanton, they grew up on a nice primarily agricultural world, on their parents' farm, but they tired of that life and moved to an industrial city on the same planet. They lived in peace for the next four years working at a factory, but Stanton got involved in an industrial accident, and was forced to be 'Computerized' to stay alive, which put Keneth deep into debt. Keneth, his own minimal social life failing, and feeling as if he's never going to be able to pay off his debts, looked for a different meaning in life instead of toiling at some workshop. When Stanton told him he was going into the military, he decided to follow suit. He found this to his liking.
I hope that's fine, if you disagree with anything, just tell me fam. And yeah... it's a lot longer then I thought it was gonna be too, lmao.
Edit: Also, other non-GMy peeps, could I have your guys' opinions too? Might as well.
I like em, look forward to having my guys working alongside of em. I have a general idea currently for my folks, drawing em up as we speak.
Yeah. Only problem is that it can get overdone and tedious.
WoW had a bad tendency of playing the "saving the world" card all too much, to the point it lost any sense of urgency in the end :<
Not to mention that the Legion doesn't have a thing on the sheer amount of personality that Choas has in Warhammer.
Hah, well, every expansion has to have a mortal threat to the continued existence of all known life. Only such is fitting for LEGENDARY HEROES *Cue needless fanfare and celebration*
Seriously, Azeroth has enough heroes running around that they outnumber the standing army if they decide to gather up in any one place.
I guess the Legion is doing what the Legion is always doing; invading planets and trying to take over them :P
Supposedly, according to the lore, there's like 1000s of planets under legion control, and infinitely more demons(who don't really ever die). I imagine that their leadership is much like that of the Orkz in Warhammer; cut off the head, and the second biggest, baddest demon will take his or her place!
It's like an eternal, never-ending war against a relentless enemy driven towards constant expansion.
Heh, oh I know Warcraft lore (At least the RTS better than the MMO), but hell, figured since Burning Crusade they were done with the Legion. Ah well, guess not.