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WIP DNP
Aug 20, 2016 3:42:18 GMT -5
Post by Percival de Rolo III on Aug 20, 2016 3:42:18 GMT -5
"Marine, get down!" The sharp, commanding voice rings out. Immediately you hit the deck, having been trained for years to follow orders. Before you even hit the ground shots spread through the air above you. You hit the ground gasping with raw fear and disbelief. Had you been even a tiny bit slower you would have been vaporized. Getting back up, you turn your head to see that one of your squadmates hadn't been so lucky. Scrambling to find a gun, your fingers drift over the corpse's, and you feel dog-tags slip into your hand. Stunned, you stare for a second at the tiny steel chain before taking your squadmate's weapon. An energized shell explodes only 10 feet away from you, showering dirt over your position. "Come on, we have to get out of this trench!" Your commander shouts over the still-increasing din of battle. Shouldering the gun you sprint over to a group of your friends only to find that a fearsome elite has snuck into the bunch. Even as his active camouflage dissipates and the cloaked alien becomes visible, he lashes out with an energy sword and three marines collapse. Roaring with satisfaction the squid-faced alien turns and faces you, readying to charge. Terrified, you spray your rifle in its direction to no effect. Its shield flares briefly and its mandibles curl in a cruel approximation of a smile as it closes in, an unavoidable death marching upon you...
A ground-shaking explosion goes off in front of you, killing the elite instantly and leaving only a smoking crater where it once stood. "Come on, soldier!" Someone calls out in front of you and you stumble forward on numb legs to reach the evacuation ship. The tarnished aircraft lifts off and you look out the window. A burning city stretches out before you, as far as the eye can see. Colorful bolts of plasma dash back and forth across your vision as you watch a skyscraper crumble to the ground in dismay. The sky seems to darken; massive alien ships cast huge shadows across the city and strange creatures stalk the embattled streets... You can't help but wonder if anyone can hope to stand against such a vastly superior enemy.
Maybe no one can. Hello everyone, and welcome to the only Halo roleplay on the forums! (At least right now...) This roleplay is probably a lot darker and more tragic than any other roleplay you've seen, because in this roleplay you play the role of an average UNSC marine as they face the greatest threat humanity has ever known- an alliance of alien races bent on destroying all humans. Be warned, the death of characters in this roleplay will likely be a common occurrence and even for the soldiers that do survive, the war will be incredibly stressful. Be aware that you DO NOT have to be knowledgeable about the Halo universe to join this roleplay. The basic premise is easy to explain and leaves a lot of room for intense battles as we fight a losing war against the alien menace. If you have any questions about the Halo Universe or this roleplay, please ask and I will do my best to explain."Hello soldier, and welcome to the UNSC Shade of Winter. This is a Phoenix-class Assault Carrier, and it will be your home for at least the next fifteen months. That's a long time, so get comfy, marine. The barracks is on level 4, you'd better head there first to get acquainted with the regulations and get your stuff squared away. Hop to it, soldier!"
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WIP DNP
Aug 20, 2016 3:42:35 GMT -5
Post by Percival de Rolo III on Aug 20, 2016 3:42:35 GMT -5
Rules and Regulations
The UNSC Marine Corps are submitted to a series of regulations that must be followed to ensure unit cohesion and proper response to combat situations. Regulations are as follows:OOC Rules: (These must be followed at all times by all roleplayers) 1. Follow all forum rules. This should be easy. 2. No cursing. I know the rules seem to allow words like "hell" and "damn", but I want to play it safe here. If your character must curse, find an alternate word or star it out. Or better yet, just say "Bob cursed" and leave it at that. 3. No over the top gore or romance. Use the trusty *skip* if necessary. 4. Your characters may and most likely will die over the course of this roleplay. I have a system in place to ensure deaths are fair and meaningful rather than random and arbitrary. For each character you submit, you can put a number in the Death Likelihood spot of the form. The number can be a "1" (one), a "2" (two), or a "3" (three). A one means you would rather the character not die. You may use a "1" on one character. A "2" is an average chance of death. "3"s will be selected first if a death is needed in the plot- they are not necessarily expendable, but they are more likely to be killed in action. You may have any number of level 2 or level 3 characters, but for every two level 2 characters, you must have three level 3s. If you are active and participate in the rp often, you may be granted an additional level 1 slot or some of your characters may be upgraded to a higher level. This roleplay is different than other roleplays in that death is a very real possibility for your characters. I believe that this makes for more interesting roleplaying as there is worry and stress in your character's actions and it provides a way for your character to leave a lasting legacy. We all have characters with interesting backstories, but how many of our characters have a beginning, middle, and end? Death, especially the heroic death likely provided in this roleplay, provides a way for us to flesh out our characters' lives much better. I will ask before killing or injuring any characters and you have the right to refuse, but keep in mind that these are just average soldiers and they have no supernatural skills. 5. Be realistic. This goes with the above, but there are also other things that must be kept realistic. If a character is injured, they won't heal immediately. Abnormal hair color is allowed, but only as a result of hair dye. Abnormal eye color is also not allowed. It is highly unlikely that a 21 year-old is in charge of a squad. Little things like that. 6. No powerplaying, godmodding, mary-sueing, or any other word you have for it. Characters are most likely not supernaturally accurate or unbelievably athletic. You must have flaws. Please ask before injuring or killing another character. 7. Be respectful to other forumers no matter what. 8. LGBTQ+ characters are allowed but not required. Do not disrespect any character or forumer for their orientation.
IC Regulations: (Characters are expected to follow these, but they may be broken for drama) 1. You must be 17 to join the UNSC Marine Corps under any position, including non-combat occupations. 2. All active-duty combat personnel must keep hair shorter than shoulder length and no hair is to show with a helmet on. All facial hair must be kept trim and short enough that it cannot be grabbed. These length regulations are to ensure that your hair cannot be used to gain control of your head in a melee situation. Failure to comply will result in combat probation until the offense is rectified, as well as any punishments bestowed by your executive officer. These regulations do not apply to non-combat personnel, although hair must be kept out of the face during engineering or research work. 3. In combat all parts of the Battle Dress Uniform are to be worn. This includes all armor plates as well as the helmet. Under the armor should be either PT wear or the assigned camouflage uniform. Personalization of armor is allowed so long as the customizations do not effect the performance of the armor. Painting on the camouflage surfaces is not allowed. These regulations are to minimize risk of death in combat. Failure to comply will result in combat probation and fines for each piece of armor not worn or not to specification. 4. Your weapons and armor are to be kept in good working order by you. Maintenance is to be done by the user of the equipment at least once every two days as well as before and after deployment or use. Failure to maintain your equipment will result in fines for each piece of equipment left uncared for or extra maintenance duties. This regulation is to ensure equipment failures are few and far between. 5. All orders from a superior officer are to be obeyed, unless such orders are in violation of accepted war crime clauses. If an order is suspected to be criminal, a report of the incident must be filed and the officer must immediately step down until the event can be investigated. Failure to comply can result in court martial, trial for treason, or punishment by the officer's choosing, depending on the severity of the offense. 6. Officers are not to inflict cruel or unusual punishments on their subordinates. 7. Marines are to follow the training schedule set by their unit. 8. In the event of a superior officers death, command passes immediately to the next highest rank. This is not to be questioned or debated by the squad members. 9. Marines are expected to respect their fellow squadmates. Quarrels should not interfere with squad cohesion, and brawling between squadmates is highly discouraged. 10. Inspection is once a week, the rooms are expected to be clean and equipment is to be properly maintained. Failure to comply will result in the entire squad's punishment, usually some form of ship-wide labor such as janitorial duty. 11. A short PT test is to be conducted once every month. This test will encompass 100 push-ups, 10 pull-ups, and a random other physical test. Failure to meet this quota will result in discharge from the Corps or physical therapy with the doctors.
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WIP DNP
Aug 20, 2016 3:42:46 GMT -5
Post by Percival de Rolo III on Aug 20, 2016 3:42:46 GMT -5
Occupations
"So, Marine. Which unit were you assigned to? Your unique skills will almost certainly be an asset to our forces..."
The UNSC employs many different types of soldiers in the Marine Corps, as well as non-combat support personnel who are just as vital in making sure the ship and the soldiers stay ready for whatever comes their way. Listed below are the various occupations aboard the Shade of Winter:Active Combat Roles: Rifleman: The backbone of the Marine Corps, the Rifleman is the basic trooper. Equipped with the BR-55 Battle Rifle or the MA5B Assault Rifle, the Rifleman utilizes their marksmanship skills, frag grenades, and team coordination to achieve their goals. Riflemen are the most versatile soldiers, having a well-rounded skill-set that doesn't give them any huge advantages, but also no disadvantages. Quote: "We are green, and very, very mean!"Support Rifleman: The Support Rifleman is a heavier variant of the Rifleman dedicated to providing heavy fire support and other specialized equipment. Typically the Support Riflemen act as pack mules, carrying extra ammo and supplies for their comrades to refill from. They also carry heavier weaponry in addition to their rifle, such as the M90 Shotgun or the tripod M247 General Purpose Machine Gun, with the goal of laying suppressive fire for their team. These guys also boast smoke grenades and flares for signaling as well as additional plates for their armor. Due to all of their equipment, these soldiers are also usually the slowest as they are burdened with a lot more stuff to carry. Quote: "What do you need? Ammo? Grenades? Cheeseburger with a side of fries?"Combat Medic: One of the most vital battlefield assets, the Combat Medic deploys alongside the Riflemen with the singular goal of keeping them alive. The Medic heals light injuries and stabilizes more major wounds. While little can be done once a soldier is seriously injured, the Medic uses basic first aid to keep fallen soldiers alive long enough to be evacuated and treated by a Doctor in a safer location. The Medic uses the M7 Submachine Gun or M90 Shotgun as their primary weapon, and they come equipped with a first aid backpack and various medical supplies. Quote: "Hang in there, buddy."Specialist: The Specialist is a soldier trained in the use of technology and computers, important for their ability to use alien equipment, hack into mainframes, and interpret and use data gleaned from enemy systems. In addition, Specialists double as radiomen, equipped with extended communications packs that allow squads to receive orders from extreme distances, such as orbiting command posts like the UNSC Shade of Winter. They are an essential link in the chain of command that keeps squads organized and responding directly to orders from high command. In combat they use the same equipment as Riflemen. Quote: "Shut up! I'm not a nerd! Call me a nerd again when you trip this alarm and kill us all!"Combat Engineer: The Combat Engineer is the one you call when you need something blown up, vaporized, or otherwise wiped off the map. Engineers are experts in structural design- specifically, in taking said structures apart in as fast and efficient a manner as possible. In addition Engineers can act as battlefield mechanics for when vehicles break down or are otherwise damaged. They use M90 Shotguns or M7 SMGs at close range, and come equipped with demolition charges for leveling buildings as well as a basic toolkit for maintenance and light repair of vehicles. Quote: "Sorry, I can't hear you over the sound of generously applied plastic explosives!"Marksman: The Marksman is trained in the use of long-range weaponry such as the single-fire M392 DMR or the SRS99 Sniper Rifle. A master of camouflage, the Marksman uses skillful positioning to find a good perch and then takes out targets from afar. The most accurate shooters typically become Marksmen. In addition the Marksmen are the best reconnaissance troops given their training in moving silently and watching enemy positions without being seen. Quote: "Bolt actions speak louder than words."AT Soldier: The AT soldier is used as a counter to enemy vehicles, packing heavy anti-vehicular weaponry like the SPAMR Rocket Launcher or M319 Grenade Launcher in addition to an M7 Submachine Gun. They are responsible for laying anti-vehicle mines and using more types of grenades than the regular soldier, including Incendiary Grenades and EMP Grenades. Quote: "Kill it with fire!"Tanker: The Tanker is equipped with little in the way of weapons- a sidearm can suffice when you spend your time inside a 66-ton war machine equipped with high explosive shells and heavy machine guns. The Tanker is a soldier dedicated to the use of the M808B Main Battle Tank, commonly referred to as the "Scorpion." The Tanker is augmented with a cybernetic implant that allows them to interface with and control more advanced vehicles, allowing them to drive and shoot with greater precision. The Tanker is highly trained in the use of the Scorpion and the other heavy vehicle platforms in use by the Marine Corps such as the Mark III "Cyclops" Exoskeleton and the M312 "Elephant" Heavy Recovery Vehicle. Quote: "Cry 'Havoc!' and let slip the dogs of war..."Pilot: You can't fight a war if your soldiers can't get to the battlefield. The job of the Pilot is twofold: get the soldiers to the battlefield, and then get them out. Flying the D77-TC "Pelican", they use their flight training to drop off soldiers at their targets and airlift them out when they are done. Alternatively a Pilot might take a purely offensive role and fly the GA-TL1 "Longsword" in bombing runs against enemy ground troops or dogfights against enemy aircraft. Another alternative is the AV-14 "Hornet", a VTOL aircraft with gunship capability and a well-rounded range of weapons. Whatever the Pilot chooses, they are an asset to their team as the only soldiers with an eye in the sky. Typically they carry no weapons aside from their sidearm and whatever they have bolted on to their aircraft. Quote: "The enemy may have built a fortress, but they forgot to put a roof on it."Special Combat Roles: Special Combat Roles are roles that are not affiliated with the traditional Marine Corps. Spots for these positions are limited and each of these roles can also be paired with any of the roles from above, except for the Pilot and the Tanker. Please do not take more than two ODSTs or more than one SPARTAN to ensure other roleplayers have a fair chance of getting a special role. ODSTs (Orbital Drop Shock Troopers): ODSTs are easily the most elite status any Marine can attain. ODSTs are special operations troopers that have a very unique role: Using drop pods they are launched from a ship in low orbit as a method of entry. This method allows the pods to land wherever the objective is, even if it is deep inside enemy territory and inaccessible to other ground forces. Once on the ground ODSTs use their superior armor and training to inflict massive damage on enemy operations. These guys are the commandos of the UNSC. They are a very select group, and only the best marines get asked to be ODSTs. That said, ODSTs often die as a result of pod failures or as a result of the high-importance and high-risk missions they are sent on. They are authorized to use any and all weapons and equipment as a means of achieving their goals, and ODST missions are not to be interfered with by any Marine. Quote: "Most of the crew - not to mention your fellow jarheads - will be leaving the ship in lifeboats. They'll ride to the surface in air conditioned comfort, sipping wine, and nibbling on appetizers. Not you, however. Oh no, you're going to leave in a different method. Tell me boys and girls… how will you leave?" "We go feet first, sir!" (10/10 positions left)SPARTAN-II Supersoldiers: The SPARTAN-II program began in 2517 as a means of creating a super-soldier to combat Insurrection in the outer colonies. Involving the capture and training of 75 five to six year-olds of both genders, the SPARTAN program also included biological augmentation. At the age of 14 all candidates were subjected to cybernetic and genetic augmentation to gain super-human abilities such as unnatural strength, reinforced bone structure, drastically improved reaction time, improved eyesight, and a cybernetic implant that allowed the use of specialized armor. The augmentation process was brutal and left only 33 candidates without physical deformity. Those that survived became hyper-elite soldiers with incredible battlefield skills. The MJOLNIR Mark V armor that they wear is only usable by those with a SPARTAN's abilities- the armor acts as a second skin for the wearer, weighing nearly a ton. It is the only armor equipped with a shielding device derived from that of the Covenant Elites. Notable SPARTAN-IIs include Jorge-052 and John-117. (Note that at the time of this roleplay there are only SPARTAN-IIs. The SPARTAN-III program is technically active at this point in time but they are still in training and will not be seen in this roleplay unless the RP continues further into the timeline.) SPARTANs are trained in all forms of weaponry and fighting styles and can use any vehicle. SPARTAN objectives take priority over any and all operations in the area and any Marine encountering a SPARTAN should immediately assist them in any way possible, unless asked not to by the SPARTAN. The SPARTANs assigned to this ship are a four-man squad known as Yellow Team. Quote: "Thought I'd try shooting my way out, mix things up a little." (4/4 positions left)Non-Combat Roles: These are roles that typically do not require the participants to enter active combat; they may still be assigned to contested areas, but these servicemen and women are not expected to engage hostiles. Researcher: Researchers aboard the UNSC Shade of Winter come from a variety of scientific professions, mainly in the fields of xenobiology, practical sciences such as physics, and weapons research. Their role is to investigate strange activity encountered during the fight against the Covenant and to analyze alien artifacts and equipment brought back by the soldiers. Quote: "Stop bugging me and let me get back to my work..."Doctor: Doctors are tasked with healing soldiers and performing surgeries as well as taking care of patients as they recover. Where a Combat Medic just keeps soldiers alive, the Doctors bring them back to full strength. Quote: "Oh, don't be such a baby. A missing finger is nothing compared to the last guy."Mechanic: Mechanics are the crew members tasked with keeping all the vehicles in tip-top shape. Their mechanical expertise allows our soldiers to keep fighting even as we keep breaking things. If it needs fixing, the Mechanics can handle it. In addition the Mechanics are responsible for forward base construction and the planning of fortifications. Quote: "Quit complaining about how fast we work. If you stopped breaking things you wouldn't have to wait for us to fix them."Crewman: The Crewmen and women are miscellaneous crew who perform various administrative functions aboard the ship. Some are yeomen, messengers who help higher-ranked officials with their daily tasks. Others are the cleaning crew, or technicians. Some are trainers who help to keep the marines in shape. Still others are the high-ranked officials who assist the Captain in controlling the ship, tasked with overseeing particular functions of the ship. Quote: "..."Ranks: The ranking system in the UNSC Marine Corps is similar to that of the 21st century USMC, with enlisted and officer ranks. A basic explanation is provided below. Enlisted: Private (PVT) < Private First Class (PFC) < Lance Corporal (LCpl) < Corporal (Cpl) < Sergeant (Sgt) < Staff Sergeant (SSgt) < Gunnery Sergeant (GySgt) < Master Sergeant (MSgt) < First Sergeant (1stSgt) < Master Gunnery Sergeant (MGySgt) < Sergeant Major (SgtMaj) Officer: Second Lieutenant (2ndLt) < First Lieutenant (1stLt) < Captain (Cpt) < Major (Maj) < Lieutenant Colonel (LtCol) < Colonel (Col) In general Officers have higher ranks than Enlisted. Typically leaders of squads are Lieutenants or higher, with the various Sergeant ranks commanding fireteams within the squad. Platoons are commanded by Majors or higher.
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WIP DNP
Aug 20, 2016 3:42:56 GMT -5
Post by Percival de Rolo III on Aug 20, 2016 3:42:56 GMT -5
The Ship "I've already welcomed you to the ship, so I won't do it again. The barracks is down the hall to the right, there's a terminal in there you can use to find the technical specs to the ship. I mean, if you're interested in that kind of stuff..."The UNSC Shade of Winter is a Phoenix-class Assault Carrier. It is two and a half kilometers long, with reinforced armor plating and a Magnetic Accelerator Cannon (MAC Gun) that can fire rounds at 30 km/s and strike with a force 64.53 kilotons TNT-equivalent. The Shade was originally designed as a colony ship for ferrying colonists to new worlds and then establishing colonies there. When the Insurrection threat ramped up, several Phoenix-class Colony Ships were converted to Assault Carriers in order to combat the rebels. The result is a Carrier that is able to house thousands of UNSC Marines, vehicles, and aircraft. Even with the conversions, the ship is still weak against Covenant warships and requires assistance from allied ships or clever maneuvering in battle in order to defeat its foes. However, the ship's ability as a transport is unrivaled. Some call the ship a delivery machine for distilled conquest, which is somewhat fitting.Being a converted civilian ship, the Shade of Winter had a lot of extra "empty space" that is not used by the military. The original designs had the UNSC shaving off these parts of the ship to conserve resources, but instead the spaces were used for expanded crew space. As a result the crew areas of the ship are larger and in general better than on other ships. Below is a list and description of each of the ship areas.Crew Areas: The crew areas are all on the 3rd level of the ship deck, and in general any crew member is allowed to be on this level as long as they are not skipping training. Mess Hall: The mess hall is the usual gathering point for the crew, as all crew members have to get their food here. They serve 3 meals a day on a rotating selection. There is one food served at each meal, with rehydrated fruit and salad bar on the side. The food isn't that great, comparable to school cafeteria food, but its better than a lot of marines get on deployment and the veterans learn to enjoy it. Generally squadmates eat at the same square table but there is no restriction on where people are supposed to sit.Barracks: The word barracks conjures up visions of square, apartment-like buildings, but on this ship the barracks refers to an entire half of the crew deck. The barracks section is row upon row of dorm-like squad rooms, separated by regiment and unit. Each squad room is like a living room with bunks for all of the squad members tucked away inside the left and right walls. The room has a small kitchenette, a fridge, a few couches, and chargers for the standard-issue tablets assigned to the soldiers. The tablets are able to access the ship network and can do anything a tablet today can, though there is usually a shortage of new movies and the like because of the thing with bandwidth being limited on a ship in space. If a crew member wants something new, they can trade files with someone else on the ship or they can wait until the next landing to use the station's bandwidth. Each crew member is allowed thirty minutes of video conference time per month to contact family and friends.Training Room: The training room is a large room with green-screen walls and movable obstacles. A projection alters the green-screen and obstacles to resemble the area they are simulating and then two or more squads are pitted against each other in something like a game of paintball. The difference is that the training armor recognizes when it has been hit and locks up to prevent the marine from moving, simulating death. In this way the game is able to resemble a real battle, and teams are given opposing objectives to complete. Training is on a rotating schedule and all members of a squad are required to report to the room for training when their squad is called to the room.Gymnasium: The ship's gym is fairly basic, with treadmills, weights, benches, and a few different machines for performing different leg and arm presses. Not much to say here, except that it can help marines recovering from an injury to get back up to full strength. PT is to be conducted here, with squads on a rotating schedule. The squad leader usually sets the daily reps, though there is no official regulation as long as you pass your monthly PT test.Memorial Wall: The memorial wall is located on the end of the ship in a secluded corner. It isn't official, being crew-made, but it lists all of the Marines who have been killed in action aboard the Shade of Winter. A table sits below it, draped with the UEG flag, for the purpose of holding flowers or other offerings for the deceased in the absence of graves. Pictures of the departed can be pinned next to their names, and a knife hangs on the wall next to the names so new names can be carved into the wall. While this is not necessarily authorized behavior, the officials look the other way, recognizing the need for closure.Restricted Areas: These areas of the ship are restricted to certain occupations. Marines found in a restricted area that they are not permitted in will be questioned and/or punished.
Medical Bay: The sickbay on board the Shade of Winter is depressingly large, with many operating rooms and individual bunks separated by curtains. The equipment for dealing with any kind of injury is present, as well as some more permanent individual rooms for the more seriously injured. Only the injured, Doctors, and Combat Medics are allowed in here unless invited.
Research Labs: The research labs are restricted to all personnel except for the Researchers. The labs contain all forms of data-gathering equipment and adequate space for experiments. Other personnel may be invited to the labs by a Researcher if another occupation is needed to help with research. Located on the 4th level. The labs are almost always spotless and clean, with various rooms that each have different equipment in them for the purpose of staying organized. Most of the Researchers will claim an office for themselves to work in peace.
Hangar: The hangar is a large room that stores the various fighter aircraft in service of the Shade. The hangar stores GATL-1 Longsword Fighter/Bombers, AV-14 Hornet Attack VTOLs, and DC77-TC Pelican Troop Transports. The only permitted personnel on this floor are Pilots, Mechanics, and Combat Engineers, as well as whatever squad is actively deploying. Located on the bottom floor, the 5th level.
Garage: Located directly next to the hangar, the garage stores the vehicles used by the UNSC ground troops. When a vehicle is needed, it is driven to the hangar and loaded onto a Pelican for delivery to the surface. The only permitted personnel are Tankers, Mechanics, and Combat Engineers. When a ground operation is in place, infantry teams may request transport and a M12 Light Reconnaissance Vehicle ("Warthog") or several M274 ULATV Mongooses will be delivered to them via Pelican dropship. The garage is a busy center of maintenance activity. Various power equipment can always be heard running somewhere in the huge room at any time of day.
Life Support, Servers, FTL Core, Reactor Core, Engine Control: Engineering utilities are almost all located on the second floor and are restricted to Mechanics. These areas of the ship are very highly restricted, as unauthorized tampering with any of them can cause the death of the entire ship crew and/or the ship's destruction. The entire second floor is devoted to maintenance and technical duties with no space wasted. The ceiling is only 6'0 and pipes and grates cover all available surfaces. There is minimal lighting in the hallways between the various areas, though all of the cores and control rooms have more space and more lighting, with the core in the center and various monitors surrounding. The Life Support room is actually a massive garden with hydroponically grown plants providing both the ship's food and the ship's oxygen, with the plants naturally filtering out carbon dioxide and producing oxygen for the entire ship.
Ship Bridge: The ship's bridge is the only room on the first floor, and it is where the captain and the other high-ranking crewmen command the ship from during battle or movement. Only crewmen and the captain are allowed on the bridge unless invited. The bridge is a largish room with a reinforced glass windshield for viewing. The windshield has metal shutters that slide down during attack. There are computers and screens covering all the walls from which the crew monitor the ship. In the center of the room is the captain's chair.
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WIP DNP
Aug 20, 2016 3:43:06 GMT -5
Post by Percival de Rolo III on Aug 20, 2016 3:43:06 GMT -5
Character Information "The barracks has an armory for your use. You should go there and check out a BDU for your use, as well as whatever other equipment you will need. If you have any more questions about your unit or your occupation, just talk to your squad leader."
This section is just additional information for your character forms. If you know a lot about the Halo universe you can probably skip the explanatory section and go straight to the squads.
Weapons and Armor: Weapons and armor are issued to new soldiers at the beginning of their deployment. Marines may trade out weapons whenever they would like, so long as they complete a requisition form and only take weapons related to their occupation. A soldier may only have one set of armor at a time, and they may take one weapon and a M6C Magnum, unless they are specially trained in the use of multiple weapons. For instance, a Support Rifleman may take two weapons, so long as the second is an M90 Shotgun or a tripod machine gun.
Armor: Marine Armor: The UNSC Standard Battle Dress Uniform consists of a camouflage cloth layer under dull-coloured armor plates. Usually the cloth is a woodland camouflage and the armor plating is a drab green, but different camouflage colors will be worn for different environments. The underlayer is full of pockets and pouches and is fairly comfortable but thick. It provides little protection but helps to keep the wearer warm in cold environments and protects them from sunburn, shrapnel, and chafing with the armor pieces. The armor is a lightweight metallic material that provides fair protection against conventional weapons. Unfortunately, Covenant weapons are anything but conventional. Even so, the plating can withstand a hit or two before melting beyond repair. The armor goes over the cloth layer, kept in place by various straps. There are greaves, arm guards, a chestplate/backplate, and shoulderplates included in the standard armor. Gloves (fingerless option also available), boots, and an optional balaclava (for cold or sandblasted environments or just to conceal the face for stealth) come with the armor but are not armored parts. The armor has a helmet which can vary from occupation to occupation. The standard helmet is fairly plain, with a jutting part over the forehead to act as a sun visor. Typically marines wear clear or polarized goggles along with this. As the war goes on armor technology will get more advanced, but this is what we've got now.
ODST Armor: Worn only by the ODSTs, this armor is much more expensive than the regular armor and also much better. The armor is fully sealed, allowing for activities in space or underwater with 15 minutes of air (which can be expanded with an external air tank). Born as a hybrid of Marine armor and released MJOLNIR prototypes, the armor is a dark gray color and has armor plates covering most every part of the body. The helmet is equipped with an active heads-up display (HUD) which displays valuable targeting information and mission objectives, as well as being fully sealed with a full-face visor. (Used only by ODSTs)
MJOLNIR Mark V Armor: Worn by SPARTAN-IIs. This armor is the most advanced armor available to the UNSC and also the most expensive, ensuring it only sees use by SPARTANs. The armor is an all-encompassing titanium skin with armor plating over every part of the body and a rudimentary shielding system based on recovered Covenant tech. The armor is immovable without a cybernetic implant, as the armor moves itself at the wearer's direction, more like a second skin than an armor. Even with an implant the armor would crush someone who didn't have the reinforced bones and enhanced reflexes of a SPARTAN. The Mark V armor is also fully sealed with a recycling air system and environment control. It has biofoam injectors to heal injuries on the fly. The helmet conceals the entire face and has an advanced HUD with targeting, objectives, communications, a motion-tracking sensor for detecting enemies, and ammo counters.
Weapons: MA5B Assault Rifle: The MA5B is a fully automatic assault rifle that is standard issue for the Marine Corps. Its easy to use and fairly cheap, so this is the most common UNSC rifle. The gun has a 60-round magazine with medium-to-low range. The optimal strategy is to fire in controlled bursts to minimize recoil and bullet spread. Used by the Rifleman, the Support Rifleman, the Specialist, the ODST, and the SPARTAN.
BR55 Battle Rifle: Only slightly less common than the Assault Rifle, the Battle Rifle is nonetheless a staple weapon of the Marine Corps. Firing in three-round bursts, the BR55 has less suppressive potential than the Assault Rifle but is generally more accurate, albeit harder to just pick up and use. Has a 36-round magazine and medium to high range. Used by the Rifleman, the Support Rifleman, the Specialist, the ODST, and the SPARTAN.
M7/Caseless Submachine Gun: The M7 SMG is a lighter weapon than the Assault Rifle, making it ideal for those who need to do other things with their hands during the battle. Given its small size it can be wielded with one hand, though recoil is fairly uncontrollable at that point. Even with two hands the weapon's recoil is fairly high and the gun's spread makes the weapon hard to use at range. When the gun hits though, the high rate of fire simply shreds unshielded targets. 60-round clip, low range. Used by the Combat Medic, the Combat Engineer, the ODST, and the SPARTAN.
M90 Shotgun: The M90 Shotgun is a classic weapon for close quarters combat, with high damage output. The gun fires buckshot by default, but can be exchanged for slugs. The gun is a classic pump-action, easily the closest-ranged UNSC weapons besides the combat knife. Highly effective, but only at short ranges. It also makes a good tool for destroying door locks, wooden objects, and your hearing (wear ear protection kids! jk). Plus, nothing puts fear in your enemy's eyes like the sound of a shotgun's pump racking for the next shot. Used by the Combat Medic, the Combat Engineer, the Support Rifleman, the ODST, and the SPARTAN.
M392 DMR: A single-shot weapon demanding accuracy and control, the DMR requires more training to use effectively than the other two infantry rifles. Standing for Designated Marksman Rifle, the DMR is a rifle designed to be somewhere in the middle between the Sniper Rifle and the Battle Rifle. A trained shooter can take down nearly any enemy in one or two shots, slightly more if the enemy has shields. Has a 15 round clip and is designed for medium-to-long range combat. Used by the Rifleman, the Marksman, the Support Rifleman, the ODST, and the SPARTAN.
SRS99 Sniper Rifle: Easily the longest ranged weapon in the UNSC armory, the Sniper Rifle is designed as an anti-materiel system, which means that it is effective against machines as equally as it is against aliens. (Don't use this against people, it violates the Geneva Convention to use anti-materiel guns against other humans. ;D) The gun has a ridiculous range of several kilometers and can kill any alien in one shot, two if they have shields. Unfortunately without stabilization the gun is very hard to aim, which means it is best for the shooter to be bracing the gun against something and at long range to give time for the shooter to aim and fire without being distracted by enemy shots. Used by the Marksman, the ODST, and the SPARTAN.
SPAMR Rocket Launcher: The SPAMR is a personification of the UNSC Marine Corps; brutal, highly explosive, and relatively simple. The Rocket Launcher is used to destroy land and air vehicles. It can be dumb-fired or locked on to a target, and the rocket is able to destroy just about any vehicle in one or two hits. It has two barrels which allows it to be fired twice before needing a reload. Medium-to-long range. Used by the AT Soldier, the ODST, and the SPARTAN.
M319 Grenade Launcher: The M319 is a valuable asset to any squad, giving the ability to launch grenades much farther distances than the hand can throw. The Grenade Launcher can launch grenades at a distance and also works as a remote detonator; if the trigger is held the grenade will not explode, allowing a skilled user to bounce the grenade off of things until it is in position. Releasing the trigger causes the grenade to explode. The grenade's effectiveness is the same as the regular Frag Grenade, but the advantage comes from the increased range and accuracy of placement with the launcher. It has a magazine size of one, requiring that the user chamber each grenade manually. Short-to-long range. Used by the Combat Engineer, the AT Soldier, the ODST, and the SPARTAN.
M6C Magnum: The Magnum is a standard-issue pistol for all UNSC personnel, including non-active duty members. The M6C is trusty and reliable. It is fairly large for a pistol, but with the size comes firepower on par with the Marine's assault rifles. The gun is easy to use and ammunition for it is easy to find, making it a prime choice for a sidearm. The only complaint that most Marines have with it is its weight and its tendency to drop spent magazines on the user's foot. Both of these problems can be mitigated with training as the user gets more acquainted with the gun. 12-round magazine, short-to-medium range. Used by all occupations as the official sidearm.
Vehicles: Vehicles in the UNSC are used to provide support for Marine infantry on the ground. Some vehicles do not require special training to use, but others require the operator to be a Tanker or a Pilot. If a vehicle is needed on the ground, the squad leader must radio the ship for the vehicle(s) they need and, if possible, the vehicle will be delivered to them via DCC-17 Pelican dropship.
M12 Force Application Vehicle (Warthog): The Warthog is the staple vehicle of the Marine Corps. It is a fast and agile all-terrain jeep. There are many different variants of the Warthog built on the same basic frame. The jeep has two seats in the front behind a windshield and then a flat bed like a pickup truck. The flat bed can be equipped with a high-powered machine gun or a rocket lattice (in which case it is referred to as a Rocket-hog), or the Warthog can forego guns entirely in favor of a roll cage that can seat an additional four people. If a gun (of either type) is added there can be 3 occupants- a driver, a passenger, and a gunner. If the roll cage is added instead of the gun then there can be six occupants, a whole squad- a driver and 5 passengers. The vehicle requires no special training to use as it is essentially just a souped-up car.
M808 Main Battle Tank (Scorpion): The Scorpion is a 66-ton killing machine, armed with a heavy cannon and machine gun mounted on a swivel turret. The tank moves somewhat slowly but is unrivaled in terms of firepower and resilience. It is incredibly hard to destroy and can lay down heavy damage in short amounts of time. It has another machine turret on a separate swivel, but this must be operated by a second gunner. Unfortunately the need for a cybernetic implant in order to pilot it means that it can only be driven by the Tanker. Two seats- one for the driver and one for the gunner. If you are crazy/suicidal you can ride on the treads, but you could be killed easily when the enemies focus their fire on the tank.
Mark III Exoskeleton (Cyclops): The Cyclops was originally a failed MJOLNIR prototype, developed for the SPARTAN-II project. The armor proved too bulky for infantry, but it worked incredibly well as a demolition tool with some revision. As a result these "failures" are becoming a common presence on the battlefield. The exoskeleton is vaguely humanoid with two arms and claw hands. On their own these hands can be devastating, ripping apart metal with the sharp fingers. However, the arms can also be fitted with a variety of weapons, including a left-arm flamethrower, right-arm machine gun combo that tends to be found most often. Other weapons include drills, saws, and other industrial tools that can be retrofitted for use in combat. However, the exoskeleton is hard to pilot and requires a cybernetic implant, meaning it can only be used by the Tanker. Single-occupant.
M312 Heavy Recovery Vehicle (Elephant): The Elephant is essentially a base on wheels, with a large transport capacity and the ability to carry smaller vehicles. It is outfitted with several machine guns to defend itself from attack and can carry large amounts of ammo, fuel, and other supplies for soldiers on the battlefield. It is slow-moving and can lock down when stationary, affording it better protection. Essentially this is a mobile fort that you move to an area and then lock down to defend it. It requires a cybernetic implant, therefore only the Tanker can drive it. Up to 16 other soldiers can ride though.
wip wip wip wip wip
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Aug 21, 2016 15:28:34 GMT -5
Post by Percival de Rolo III on Aug 21, 2016 15:28:34 GMT -5
Personnel Roster "I'll leave you alone now, I'd suggest you find your squad and introduce yourself. You're going to be spending a lot of time with your squadmates, best make friends now so you don't have to do it in the foxhole."Okay, so this is how the roleplay will work- your characters will be a certain rank and their rank determines what spots in their squad that they can get. For instance, sergeants and up can be fireteam leaders, lieutenants and up can be squad leaders. Other ranks will fall into the other spots. Each squad is made up of eight men and women plus a commander, split into two fireteams of four. The fireteams have leaders who direct only their fireteam and follow the direction of the squad leader, who will usually tag along with one of the fireteams. In this way a squad is able to split up and cover more ground while maintaining order. The squads are named in the manner of the NATO alphabet, starting with Alpha, Bravo, etc. and moving along. There can be an infinite number of squads but I will not create a new squad until all squads are filled. SPARTAN-II teams and ODST squads are different in their lack of fireteams and different naming schemes. Another difference between SPARTAN-II teams and regular squads is that rank plays no role in the team dynamic. The commander is usually chosen by the other SPARTANs or assigned to the team as commander regardless of whether their rank is higher than the others or not.Join here-->(Link to joining page here eventually once i make an actual page)Alpha Squad: Commander: 1stLt Emily Carpenter Fireteam 1: Fireteam Leader: <Free spot: Sgt or higher> <Free spot: Less than Sgt> <Free spot: Less than Sgt> <Free spot: Less than Sgt> Fireteam 2: Fireteam Leader: <Free spot: Sgt or higher> <Free spot: Less than Sgt> <Free spot: Less than Sgt> <Free spot: Less than Sgt> Bravo Squad: Commander: <Free spot: 2ndLt/GySgt or higher> Fireteam 1: Fireteam Leader: <Free spot: Sgt or higher> <Free spot: Less than Sgt> <Free spot: Less than Sgt> <Free spot: Less than Sgt> Fireteam 2: Fireteam Leader: <Free spot: Sgt or higher> <Free spot: Less than Sgt> <Free spot: Less than Sgt> <Free spot: Less than Sgt> Charlie Squad: Commander: <Free spot: 2ndLt/GySgt or higher> Fireteam 1: Fireteam Leader: <Free spot: Sgt or higher> <Free spot: Less than Sgt> <Free spot: Less than Sgt> <Free spot: Less than Sgt> Fireteam 2: Fireteam Leader: <Free spot: Sgt or higher> <Free spot: Less than Sgt> <Free spot: Less than Sgt> <Free spot: Less than Sgt>
Eagle Squad (ODST Team 1): Commander: <Free spot: 1stLt/MSgt or higher> <Free spot: Less than 1stLt/MSgt> <Free spot: Less than 1stLt/MSgt> <Free spot: Less than 1stLt/MSgt> <Free spot: Less than 1stLt/MSgt> Hawk Squad (ODST Team 2): Commander: <Free spot: 1stLt/MSgt or higher> <Free spot: Less than 1stLt/MSgt> <Free spot: Less than 1stLt/MSgt> <Free spot: Less than 1stLt/MSgt> <Free spot: Less than 1stLt/MSgt> Yellow Team (SPARTAN-II Team 1): Commander: <Free spot: SPARTAN-II Any rank> <Free spot: SPARTAN-II Any rank> <Free spot: SPARTAN-II Any rank> <Free spot: SPARTAN-II Any rank>wip wip wip wip wip
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Aug 21, 2016 15:28:52 GMT -5
Post by Percival de Rolo III on Aug 21, 2016 15:28:52 GMT -5
save6
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Aug 21, 2016 15:29:13 GMT -5
Post by Percival de Rolo III on Aug 21, 2016 15:29:13 GMT -5
save7
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Aug 21, 2016 15:29:25 GMT -5
Post by Percival de Rolo III on Aug 21, 2016 15:29:25 GMT -5
And save8 for good measure.
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