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Okay, so this is the product of mine and other’s musings and worldbuilding for the Systems Alliance. It’s...pretty damn big. Some of it is expansion on canon stuff, some of it is my wild imaginings, some of it is from other CDN members (thanks in particular to Mr_Sandman, who let me thrash out my ideas/ramble on about all this shit and gave me heaps of constructive criticism, SummitB, Ni, Gunny and everyone who contributed and edited (which is a pretty long list, you guys are the best)). Obviously this is just my vision of how things are, but I would advise people RPing Alliance military characters to have a look at Section Two(once it’s up), as it’s based on the advice of a lot of currently serving and ex-military folks here at CDN.
I welcome critique/comments/proposed modifications, though I’d prefer for people to talk to me before they edit it (when it does go on the wiki) simply because of the Table of Contents Introduction Section One: Military Vehicles and Spacecraft -Large Spacecraft *1: Dreadnoughts, Carriers and Cruisers *2: Frigates and Auxuliaries -Small Spacecraft *1: Corvettes, Shuttles, Dropships and Fighters -Ground Vehicles *Armour and other vehicles -In-Atmospheric Craft *Drones and Gunships -Misc Section Two: The Alliance Military -Structure, Rank and Regulations -Jargon, Lifestyle and Relationships Between Members -Doctrine, Composition and Operation Section Three: Politics, Past and Present -Citizenship and Population -Structure of the Parliamentary Government -Structure of the Military Government -Domestic Relations -Colonial Administration -Foreign Policy -Economic Policy Introduction The Systems Alliance is the representative body of Earth and all human colonies in Citadel space. Formed by Earth’s most powerful and wealthy nations, the Alliance has become humanity’s military, exploratory and economic spearhead. While relatively new to the galactic community, it has quickly become a power in C-Space, gaining a council seat after the Eden Prime War and forging the Pact with the turian Hierarchy and Urdnot Clan government. Prior to the Reaper War, the Systems Alliance was governed by a parliament based on Arcturus Station, the SA's original capital which was destroyed in the opening stages of the war with said parliament aboard. Currently, the Alliance is under martial law and is governed by the admiralty, led by Fleet Admiral Steven Hackett. ![]() Systems Alliance Flag ![]() Systems Alliance Marine Corps Symbol First Sergeant Natalie King, 2/4th Marines
Click To Read Out Of Character Comment by
Nat
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Section One: Vehicles And Spacecraft
Large Spacecraft i: Dreadnoughts Dreadnoughts are simply massive vessels, the masters of long range combat, capable of destroying smaller ships and even cities in a single shot. A dreadnought is at once a statement of military might and a weapon of mass destruction. Prior the Reaper War, the Systems Alliance operated eight dreadnoughts. Dreadnoughts are named for mountains. a. Everest The older class of Alliance dreadnought, the Everest is 888 metres long with a main gun length of 800 metres. The Everest was, in its first years, a celebrated symbol of humanity's development on the galactic stage. It was considered a prestigious posting for any sailor or Marine, despite the cramped, badly soundproofed living quarters situated too close to the main gun for comfort. Like all capital ships, the vessel moves sluggishly, though prior to the Reaper War, the class had very little to fear due to its sheer size and large armanent. With the introduction of the Kilimanjaro class, production of Everest class dreadnoughts halted, though ships of this class remain in service despite being staged out. b. Kilimanjaro The most recent class of dreadnought, the Kilimanjaro was built with the lessons learnt from the Everest and from other Citadel governments in mind and is somewhat larger. That said, it isn’t too much more comfortable for the crew, with 156 broadside cannons-each 40% of the ship’s width, taking up entire sections of the vessel-in addition to the main gun making quarters cramped, particularly once the fighter and other spacecraft carried by the ship are factored in. Still, the improved sound-proofing was greatly appreciated by the crew. The pinnacle of pre-War Alliance engineering, the Kilimanjaro is a formidable weapon, though it was outgunned by the Reapers and made vulnerable by their habit of closing to knife-fight range. There is currently a proposal before the admiralty to improve the vessel’s knife-fight capability by installing extra thrusters and refitting all broadsides with Thanix weaponry, but it is still generally acknowledged that a capital ship is not meant for close quarters and if it is within knife-fight distance, you’re usually doing something wrong. The class acquitted itself reasonably well in the Reaper War, though many were destroyed as the Reapers concentrated on the Alliance’s most dangerous ships. i: Carriers Carriers are ships that carry and deploy fighters, interceptors and mechs as their main armament. They may also carry ground forces and other support for the rest of their fleet. Carriers are vulnerable against other ships and are rarely seen without an escort. Carriers are named for great leaders, artists and intellectuals in human history. a. Zheng He ![]() The Zheng He is the second generation Alliance carrier, having been in service for ten years. The Zheng He is significantly larger than the Al-Kindi class at close to a kilometre long, with a crew of five thousand, not including embarked Marine units. The Zheng He has a dual purpose-firstly carrying and deploying large amounts of fighters and mechs to harass enemy ships and screen friendlies, and secondly as part of the Alliance’s planetary assault doctrine, dropping large units of Marines and their equipment onto planets, before sitting in orbit as a control and command centre. Construction post-war has been inhibited by sheer cost, though nine Zheng He carriers are still maintained by the Navy. Main article b. Al-Kindi ![]() With a smaller hull and a more compact core than its predecessors, the Al-Kindi is a mobile attack craft, deploying fighters and mechs to conduct reconnaissance and harass enemy fleets, allowing allied fleets to close in and engage. While still vulnerable to anti-ship fire, the Al-Kindi boasts the latest GARDIAN defence systems and a complement of anti-ship Thanix missiles. Presently the Navy has launched the class’s namesake which is set to be commissioned following shakedown runs and another two carriers are nearing completion. However, due to its smaller size (more comparable to that of a heavy cruiser than of a capital ship) and large armament, the Al-Kindi cannot transport large units of Marines. Therefore, it is intended to fulfil an escort role for its sister carrier class. iii: Cruisers Cruisers are the ‘poor bloody infantry’ of the Alliance Navy, often found doing solo ‘show the flag’ patrols or leading frigate flotillas in small conflicts such as pirate suppression campaigns. During large fleet actions, cruiser squadrons screen the flanks of the dreadnought battle line and are the backbone of any fleet. Cruisers are named for cities on Alliance planets, usually on Earth. a. Dresden Class ![]() The Dresden Class Heavy Cruiser is a stalwart of the Alliance Navy, a tried and tested vessel that has participated in pirate suppression campaigns in the Traverse, battles such as the Skyllian Blitz and actions during the Eden Prime War. Heavily armed and armoured, with two 540m mass accelerator spinal cannons, two 480m mass accelerators and forty-six 45m broadsides, the Dresden is called in to provide considerable firepower for engagements where dreadnoughts are not required (read: most engagements). Similarly to capital ships, the Dresden acts as a command and control centre for its flotilla when in an engagement. The Dresden is 600m long with a crew of seven hundred. Currently, the Dresden class is in the process of having its broadsides retrofitted with Thanix cannons. b. Tokyo Class The Tokyo Class Cruiser is far more lightly armed and armoured when compared to the Dresden, with two 490m mass accelerator cannons and thirty-eight 30m broadsides. While the first vessels of the class had significant technical issues involving their automation systems during their first years of operation, the Tokyo has become a workhorse of the SAN, patrolling the edges of Alliance space and engaging pirates. The SSV Tokyo itself is somewhat of a symbol, with a rich operational history and the most confirmed kills of any vessel in the Alliance Fleet. The class is 544m long with a crew of five hundred. Prior to the Reaper War, the SAN was considering proposed light cruiser designs to replace the Tokyo, but post-war a combination of expenses including in-motion production, repairs and refits of current vessels and war debt has meant the Tokyo has remained as the Alliance’s light cruiser class. The Tokyo Class is currently being refitted with broadside Thanix cannons. First Sergeant Natalie King, 2/4th Marines |
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Yessss.
(Nine carriers in less than two years seems a bit fast, especially considering the gutted resource base of the alliance. 4-6 may fit better.) |
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The nine Zheng He carriers are survivors of the Reaper War, not newly built. Sorry if that wasn't clear.
First Sergeant Natalie King, 2/4th Marines |
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Nat wrote:The nine Zheng He carriers are survivors of the Reaper War, not newly built. Sorry if that wasn't clear.
Ooooh, OK. My bad. |
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iv: Frigates
Smaller than cruisers, but significantly larger than a corvette, frigates perform light escort duties and the particularly important role of reconnaissance, acting as the eyes and ears of fleets and bases. During battle frigates operate in ‘wolfpacks’ of four to six, circle strafing targets and hunting vulnerable ships whose shields have been disabled. Their speed and quick acceleration means they are resistant to larger vessels’ long range fire, though their light armour means they are quickly destroyed if shots connect. Frigates are named for famous battles in human history. a. Hastings Class ![]() The Hastings Class is a mainstay of the Systems Alliance Navy due to its durability, proven reliability and a decent bite with a trio of two hundred and fifty metre mass accelerators and a sizeable bay of torpedos. Its competitive GARDIAN batteries, powerful engines and powerful sensor suite have allowed it to be a staple in the detection and interception of pirates. The Class is two hundred and seventy-eight metres in length with a crew of seventy.The Hastings Class is currently being retrofitted with ablative armour and Thanix weaponry, though it is still intended to be replaced by the Leipzig Class. b. Leipzig Class ![]() The newest line of frigate, the Leipzig Class is destined to replace the Hastings Class as the SAN’s frontline combat frigate. The mass accelerators of its predecessor, the Hastings classes, have been replaced with thanix cannons, the first class to be designed with Thanix weaponry rather than retrofitted. The Leipzig is smaller and cheaper than the Hastings, and has been hailed as a model of combat efficiency. The Leipzig is 250m with a crew of fifty-six. The Alliance plans to replace the Hastings with the Leipzig as early as 2205. The SSV Leipzig, the first vessel of the line, performed admirably in the Reaper War and further ships are under construction. c. Normandy Class (SR): ![]() Developed in conjunction with the turian Hierarchy, the Normandy Class is a revolutionary concept, as the class’s over-sized Tantalus drive core and heatsinks allow it to function in ‘stealth mode’, in which it is invisible to scanners. The Normandy Class is designed for deep scouting missions, operating solo reconnaissance in unstable regions; another role it has played during the Eden Prime and Reaper Wars has been the insertion of small special forces teams into hostile areas while in stealth mode. While originally criticised as over-designed and ridiculously expensive, the Normandy Class has had an impressive track record. A small class, with a length of 130m and a crew of forty, the Normandy is armed with disruptor torpedoes or small mass accelerators, though they are in the process of being refitted with Thanix weaponry. Note: The Normandy SR2 is a large ship, but any other ships of her class in service would be smaller, more the size of the SR1. d. Chosin Class (Destroyer): ![]() The Chosin Class was first considered by the admiralty before the Reaper War, a proposed solution to lightly-armoured but hard-hitting Terminus designs such as the Mameluke. The Chosin is a designed shipkiller-lighter, cheaper and faster than a cruiser but more heavily armed and durable than the average frigate. In contrast to the normal escort and recon duties of the average frigate, the Chosin is specifically designed to intercept and destroy raiders and as such is armed with Thanix weaponry with heavy armour and strong shields so it may go toe-to-toe with heavier classes. The vessel is 338m long with a crew of one hundred and thirty. The first Chosin is soon to undertake its first shakedown runs and if performance reviews are favourable, it is hoped another three Chosin vessels will be produced by 2196. v: Auxiliary Vessels Auxiliary vessels are naval vessels which support combatant ships and are not primary combatants themselves, armed only with largely defensive weapons and are extensively automated. Auxiliary ships are vital to the success of combat assets. Auxuliary classes have no overall naming convention, but instead are named to suit their purpose. a. Solace Class The Solace class hospital ship specialises in the treatment of the wounded during large scale operations in which the medical bays of combatant ships will not suffice. The size of a heavy cruiser, the Solace Class carries three and a half thousand hospital beds and a crew of four to five hundred depending on operational status. With extensive automation, surgery theatres and advanced medical facilities, the vessel is a FTL-capable hospital that can save the lives of troops anywhere in space. They carry modified Kodiak shuttles designed as medical transports to evacuate casualties to the ship and drones that may carry medigel and perform basic procedures on wounded such as setting a bone or suturing a wound. The Solace uses extensive VIs to monitor and manage large amounts of patients. All Alliance Solace Class ships are painted white in the tradition of Terran hospital ships, though unlike traditional hospital ships, they carry limited weaponry. This is justified as being necessary for a navy that operates against enemies that do not follow Earth Laws of War. In peacetime the Solace is deployed during great disaster. During the Reaper War, two Solace Class vessels, the SHSV Comfort and the SHSV Consolation were destroyed from within by indoctrinated wounded. Security was therefore tightened immensely aboard the vessels, almost to the point of paranoia. The Alliance’s remaining hospital ships were all present during the counterattack on Earth and after the fall of the Citadel, were the only medical facilities left available to the Alliance’s forces beyond such organisations as the Lifebearers and Galactic Red Cross. b. Sahara Class Sahara class tankers are in essence large fuel tanks, enabling warships to be refuelled while on tour without being forced to return to fuel depots. The Sahara is three hundred and ninety-eight metres long, with a crew of thirty-five and is armed only with GARDIAN batteries. It has been criticised by some for being too slow to consistently outrun attackers and for handling ‘like an elephant overdosing on red sand’ in the words of one of the reviewing pilots. c. Niger Class The Niger class are in essence modified civilian freighters. Carrying only GARDIAN defence systems, these vessels have the sole purpose as acting as transport and replenishment ships for the Navy. The Niger carries supplies between Alliance worlds and to combat vessels, increasing the length of time they may remain in space. Due to their lack of weapons, they are easy prey for enemies, so they are escorted in frontier space. The Niger class is four hundred and fifty metres long and when fully loaded can carry about 150 000 tonnes of cargo. They carry a crew of only fifty. d. Ibn Battuta Class The Ibn Battuta Class is a joint research-exploration vessel, lightly armed but containing four labs, sensory equipment, drones and a long range propulsion system. It carries a small Alliance crew and Marine detachment in addition to scientists and specialists, both military and civilian, and is tasked to explore unknown reaches of space or act as a portable research facility when necessary. In the aftermath of the Reaper War, these vessels have been extensively used to find new sources of building materials. e. Eyrie Class These vessels are basically spaceworthy fabricators, able to fabricate materials and repair drones when necessary. They carry a small crew of thirty, along with drone operators and engineers. Their primary purpose is to deploy drones and materials for repairs in space on Alliance ships and orbital stations, though too severe damage may require a trip to the drydock. Quite small, they have robotic arms that can extend from the hull in addition to drones, in order to manipulate whatever they happen to be repairing. Unarmed and rarely seen outside of protected space or fleets. First Sergeant Natalie King, 2/4th Marines |
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Oh, great, nice work, Nat! Thinking up spaceships was something I loved to do as a kid.
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Small Spacecraft
i: Corvettes Corvettes are small, cheap starships with crews of no more than ten to fifteen. They may be used for recon, accurate strikes from orbit and launching missiles. a. D'Aguilar Class ![]() The D'Aguilar Class is a lightly armed, lightly armoured corvette stuffed with imaging equipment and a crew of eight. Unlike a frigate, which has some bite to it, the D'Aguilar's main defence is its ability to run the fuck away as fast as possible when threatened. D'Aguilars may be used to scout planets and landscapes as well as conduct space recon where a frigate is unnecessary or unsuitable. The Class may be modified for special forces purposes. b. Amazon Class ![]() The Amazon Class is an assault and orbital artillery corvette, used to destroy orbital infrastructure during fleet action and to provide precision orbital support for ground forces. Due to the size of its slugs, the Amazon is exempt from the Citadel Convention prohibition of orbital bombardment. The Amazon carries a crew of fifteen, with the three main guns separate from the cabin to provide suitable living space and a small cargo bay. Newly built Amazons carry thanix cannons. They may also carry torpedos or missiles magnetised to the hull. ii: Shuttles and Dropships Shuttles and dropships are small spacecraft used to transport personnel and material, often from large spacecraft that cannot enter atmosphere or land. a. UT-47 Kodiak ‘Combat Cockroach’ ![]() The UT-47 Kodiak Drop Shuttle, nicknamed ‘Combat Cockroach’ by Alliance personnel, is the Alliance’s primary drop shuttle, with a capacity for fourteen people and two front-mounted cannons that can be used in a light gunship role. The Kodiak is quite durable and thoroughly tested in various hazardous environments. As a result, the shuttle is considered quite reliable. The UT-47A model boasts stealth technology and is often used for insertions of special forces and was especially useful during the Reaper War. The UT-47M model is designed as a medical aircraft and is used to MEDEVAC wounded and dead from danger as well as provide patient transportation. These models are used primarily by 'Dust Off', the SAN's medical evacuation wing. b. HT-77 Caiman ‘Brick' ![]() The HT-77 Caiman dropship is a solution to the problem of how to move vehicles and material from large ships to the planetary surface safely. The Caiman is large enough to carry cost efficient numbers of vehicles and material but small enough to fit within the shuttle bay of cruisers and capital ships. The Caiman is sectioned, with decks that can be raised and lowered, allowing different vehicles to be dropped at different altitudes. It is also used to move larger amounts of troops to the surface than can be by the Kodiak. However, the dropship is not particularly agile and must be supported with other craft, else it is very vulnerable to anti-air weaponry despite extensive armour plating. The Caiman is largely used as part of the assault stage of a battle, in which enemy forces are still present in the landing area and once on the ground, may be used as a temporary base of operations. c. LT-94 Vespers The two main drawbacks of the Kodiak and Caiman are size and cost respectively. The Vespers transport is the answer to that. It is comparatively lightly armoured (therefore considerably cheaper) and quite large , usually only carried by a carrier, allowing a large amount of materiel and troops to be transferred from a fleet in orbit to the ground. Due to its light armour and armament, the Vespers is usually used once a beachhead or base has been established. During the Reaper War, the Vespers was not so jokingly named the ‘Combat Coffin’ by Alliance personnel, as heavy losses of Caiman and Kodiak craft forced Command to utilize the Vespers as part of assaults. This didn’t go so well. iii: Fighters and Interceptors Fighters and Interceptors are small attack spacecraft designed to either attack ships or, in the case of interceptors, destroy other small spacecraft. They are also used to provide air cover for ground forces and perform air strikes against ground targets. a. F-61 Trident ![]() An agile, maneuverable spacecraft, the Trident has long been a staple of Alliance doctrine for years. However the Reaper War called into sharp focus the weaknesses of the design in large-scale anti-ship actions, as Trident squadrons took exceedingly high casualties. Post-war, it is hoped to reform fighter squadrons using Harpoon fighters and mechs, though the Trident interceptor design will remain in use due to its agility and excellent performance against Reaper Occuli. b. F-64 Harpoon ![]() As part of a general reformation of the Alliance Navy’s defence doctrine, the F-64 Harpoon is seen as an attempt to improve upon past fighter designs and to render them viable as an effective anti-ship weapon against GARDIAN defences. The Harpoon has ablative armour to protect it from severe GARDIAN damage and is armed with a Thanix cannon specifically designed to be mounted on fighters, along with a complement of two Thanix missiles. However, the Harpoon’s design sacrifices the maneuverability of the F-61 Trident which means it may encounter problems when in combat with interceptors or unmanned mechs. Presently, the Harpoon has exited the prototype stage and is set to undergo its first performance trials. Depending on the success of these trials, the Alliance hopes to begin introducing the Harpoon into active service within the next five years. First Sergeant Natalie King, 2/4th Marines |
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Ground Vehicles
i: Light Armour The Alliance incorporates IFVs and APCs as an important part of their ground battle doctrines. Their versatility, mobility and ability to work closely with light infantry makes them invaluable. Most ships with Marines aboard will carry an IFV, most often the M-35 Mako, for rapid deployment. a. M-35 Mako The Mako is an IFV designed for rapid deployment, being small enough to fit inside a frigate and easily deployed to most worlds. The M-35 is armed with a 150mm mass accelerator and a coaxial machinegun to provide fire support and is famously tough, if hard to handle. It contains a small eezo core and thrusters, allowing it to reduce and increase mass as needed, safely drop from large heights and to extricate itself from difficult terrain. The Mako comes in IFV and APC versions, with the APC version lacking a turret, adding room for more troops. b. M-39 Sturgeon The Sturgeon LSV is a different machine to the Mako, being quite small with only room for five crew members, lighter armour and only a machinegun for a weapon. However, the Sturgeon handles much better, is faster and copes well with difficult terrain. A scout vehicle, operated in patrols of of LSV or mixed with heavier vehicles, the Sturgeon carries a sensory suit that can detect hostiles at a great distance, survey an area and even interface with drones in the area. ii: Medium Armour And Other Vehicles Sometimes, even a Mako can find itself outmatched, its armour too little to withstand anti-vehicle fire. Sometimes, light armour simply can’t do a task needed. This is where medium armour, in the form of the M-080 and other vehicles come in. In addition to the vehicles described here, it can be assumed that the Alliance also uses civilian-designed vehicles for specialist tasks, such as construction and mining by the Engineer Corps. a. M-080 ![]() A large, more heavily armoured vehicle, the M-080 serves a variety of tasks. In assaults, it is used in conjunction with Makos and often makes up the heavier platoons of the Alliance’s armoured units. It comes in several varieties: the IFV, the APC which removes weapon systems for an armoured top, the light tank and the artillery truck version, which replaces both the troop bay and weapons systems for two missiles. The M-080 IFV variant is armed with a mass accelerator cannon and coaxial machinegun, similarly to the M-35, but is less prevalent in smaller vessels in the fleet due to its larger size. The light tank variant is armed with a larger cannon and several machineguns, trading the troop bay for more ammunition, more sophisticated weapons systems and heavier armour. b. M-111 Armoured Truck A large, lightly-armoured and unarmed vehicle, the M-111 serves a simple purpose: getting Marines and all they need from point A to point B. A large vehicle, they can up to thirty Marines, including the driver. Post-war, these trucks are often seen on Earth, carrying Alliance personnel and building materials all over the planet’s ruined cities. First Sergeant Natalie King, 2/4th Marines |
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In-Atmospheric Craft
i: Drones and Mechs Drones and mechs are used by the Systems Alliance as auxiliary, as they diminish the costs and losses associated with losing expensive (in many, many ways) human personnel. However they are not a suitable replacement for human personnel in many roles and are therefore restricted to support and auxiliary. a. S-11 Reconnaissance and Surveillance Atmospheric Drone (S-11 RSAD) ‘Rook’ ![]() The ‘Rook’, as nicknamed by its Navy operators, is a drone used to conduct recon and surveillance missions while mitigating the constraints of shipboard imaging and the risk of sending human personnel. The Rook is used to enter buildings, monitor enemy movements from a low altitude, locate targets for precision orbital strikes and other such tasks. The S-11’s onboard systems are dedicated almost exclusively to imaging (thermal, em, nightvision etc) and tactical systems, with its only armament a defensive shock. As such the Rook is never used in a fire support role, rather acting as a ‘spotter’ for larger drones and Alliance units, including artillery . b. R-12 Fire Support Atmospheric Drone (R-12 FSAD) ‘Albatross’ ![]() The R-12 FSAD drone is significantly larger than the Rook, armed with four mass accelerator machine guns and with inbuilt shield generators, allowing it to fulfil a fire support role assisting Marine units. While limited by VI programming, the Albatross is cheap and far more disposable than a Marine, and has seen increased use by the Alliance after their losses in the Reaper War. While its imaging systems are far more rudimentary than the Rook’s, it may interface with the smaller drones to increase combat effectiveness. c. R-25 Low Atmosphere Drone (R-25 LAD) ‘Sparrow’ The R-25 LAD is what most people think of when they think ‘Alliance drone’, due to its prevalence at bases and other Alliance facilities. There are several different models: the Advanced Assault (R-25 LAD-A), the Advanced Rocket(R-25 LAD-R) and Defence (R-25 LAD-D) varieties are commonly used by Alliance personnel. The LAD-A is armed with a single machine gun, the LAD-R is armed with a rocket launcher and the LAD-D carries a mass accelerator cannon. LAD-R and LAD-A drones are used as fire support in low-intensity conflicts, conduct patrols and are used to train Marines in combat scenarios. LAD-D drones are predominantly used to protect bases and other facilities-even civilians projects without Alliance guards. d. A-13 Anti-Ship Unmanned Space Vehicle (A-13 AUSV) ![]() The A-13 AUSV is a recent design introduced as part of the fighter doctrine reformation. Armed with a Thanix cannon and torpedos as well as ablative armour, this drone is an anti-ship attack craft. It is vulnerable compared to manned fighters in regards to interceptors, but less expensive to lose. The SSV Zheng He has received the first shipment of drones as part of a trial and pending feedback, the drones will be introduced to carriers throughout the Alliance fleet. ii: Gunships Gunships provide air cover for ground forces, carrying out air strikes against enemy forces. Used effectively, a gunship is a formidable weapon. Gunships either use their own targeting solutions or are guided by observers on the ground. Recently, they have begun to interface with recon drones when conducting air strikes. a. A-61 Mantis ![]() The first model of the A-61 Mantis was rolled off the assembly lines in 2170 and to this day, is one of the most popular gunship models throughout Citadel and Terminus space due to its tested performance and versatile modular design. The Mantis can be configured for various roles, though the Alliance primarily utilizes it as a cheap, effective low-altitude attack craft. The Mantis is driven by vectored-thrust engines and has a small mass effect core to lighten its weight and reduce fuel consumption. It lacks a FTL drive and must be transported by shuttle or ship if long distance space travel is required. The Mantis is armed with missiles and a heavy machinegun. Its defences include armoured plating, a kinetic barrier, a thermal decay system and an electronic countermeasures suite to confound surface-to-air weaponry. The Mantis, in its J configuaration, the primary aircraft of the Systems Alliance Combat Search and Rescue service. b. T-70 Bengal http://fc04.deviantart.net/fs70/f/2012/031/d/6/abadon_gunship_by_alex_ichim-d4o4k2j.jpg The T-70 Bengal Heavy Gunship was developed after the First Contact War, when it quickly became apparent that more traditional aircraft would no longer suffice. The Bengal is less prevalent than the Mantis due to its size and cost compared to the other gunship, but it has considerably more firepower. The Bengal is equipped with two autocannons, banks of missiles and rockets and is heavily armoured. Despite having a mass effect core, the Bengal’s weight means it consumes more fuel than most other gunships, restricting its range and time in the air. Despite this, the Bengal is very proficient at its purpose as a heavy attack craft and is capable of destroying even fortified buildings. The Bengal is capable of exiting the atmosphere to engage orbital targets if necessary and is generally brought in when heavy resistance is present. First Sergeant Natalie King, 2/4th Marines |
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Section Two: The Alliance Military
The Alliance military outdates even the establishment of the Systems Alliance as a sovereign entity, established in 2149 to protect Earth’s extra-solar interests and colonies. The foundation of the Navy and Marine Corps was the ‘donation’ of units from the eighteen founding nations, which was built upon by rigorous recruiting drives in the early years, drives that successfully lured experienced officers and NCOs from their national militaries. Its decisive action during the First Contact War gave the SA the legitimacy and popularity it needed to become a power and government in its own right. Structure: i. Rank Structure and Associated Billets SAMC Enlisted: Private (Pvt): entry rank for most enlisted. No rank insignia. Performs their MVC with no leadership role. Private First Class (PFC): Entry rank for individuals who have met certain requirements. Due to increased responsibility, this rank is far more difficult to enlist as post-war. Usually reached after 2-3 years. Section/Squad 2IC. Rank insignia of one chevron. Specialist (SPC): Equivalent rank to Corporal-however not considered an NCO. Those who enlist after earning a four-year degree such as a bachelor’s degree are given this rank. Promoted from PFC after 2-3 years and may be laterally promoted to Corporal. Rank Insignia of a badge. Corporal (Cpl): Junior NCO. Billet of section/squad leader.Generally takes four-six years to reach the rank of Corporal. Rank insignia of two chevrons. Service Chief (SvC): NCO. Billet of platoon sergeant or Quartermaster. It generally takes ten years to reach Service Chief without prior military experience. Rank insignia of three chevrons. Gunnery Chief (GyC): SNCO (senior NCO). Billet of Quartermaster (post war this billet is either assigned to a Service Chief or completed by the First Sergeant), First Sergeant, platoon sergeant of a Weapons Platoon (heavy weapons unit of a Marine company) or Master Sergeant. It often takes fifteen years to reach this rank. Rank insignia of four chevrons. Operations Chief (OpC):SNCO. Billet of Regimental Sergeant Major, Command Sergeant Major, Sergeant Major of the Marine Corps OR Master Gunnery Sergeant. It often takes twenty years or longer to reach the rank of Operations Chief. Rank Insignia of five chevrons. Note: Some units refer to Chiefs as ‘Sergeants’. Actual rank and billet title (which are traditionally derived from sergeant ranks) may be used interchangeably at the NCO’s discretion or due to the traditions of the unit. Officers: Second Lieutenant (2LT): Platoon leader. Rank insignia of one gold bar. First Lieutenant (1LT): Company 2IC, platoon leader of weapons platoon. Rank insignia of one silver bar. Staff Lieutenant (SLT): Company CO “Skipper” Lieutenant Commander (LTCDR): Battalion 2IC Staff Commander (SCDR): Battalion CO or Regiment 2IC Major (Maj.): Regiment CO or Brigade 2IC General (Gen.): Brigade CO or higher Commandant of the Marine Corps: Commander of the SAMC. Highest ranked Marine in the Alliance military and advisor to the Chief of Defence and the Prime Minister. Navy: Enlisted: Serviceman Third Class (SvM3): Technical specialist in a particular area. Serviceman Second Class (SvM2): Taskgroup supervisor. In charge of several SvM3s Serviceman First Class (SvM1): Work group supervisor, leads several taskgroups. Specialist (SPC): Similar to the Marine Specialist, the Navy Specialist is given to individuals with university degrees who aren’t commissioned, despite the fact that all Navy personnel are themselves specialists in a particular area. This rank is criticised as basically being a way to entice graduates into the military through offering them a pay grade equivalent to the SvM1. Service Chief (SvC): Division senior enlisted. Advises the division officer and handles administration. Gunnery Chief (GyC):Department senior enlisted. Advises the department head and handles administration. Operations Chief (OpC):Ship’s senior enlisted. Advises the Captain. Officers: 2nd Lieutenant(2LT): Leads a naval division. Put in charge of smaller divisions. 1st Lieutenant (1LT): More experienced division leader. Leads larger divisions Staff Lieutenant (SLT): Department assistant. Aids the department head. On smaller ships is the department head. Lieutenant Commander (LTCDR): Department head. On smaller ships is the XO. Staff Commander (CDR): XO or a department head, on smaller ships is the CO. Is still addressed ‘Captain’ while commanding a ship. Captain (Capt): Commanding officer of a ship. Rear Admiral: Commands a flotilla. Admiral: Commands a fleet. Fleet Admiral: Most senior admiral, commands the Navy. Reserved for wartime use. First Sergeant Natalie King, 2/4th Marines |
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ii. Basic Structure of SAMC Units
Fireteam: 4 Marines. An infantry fireteam is comprised of a team leader (PFC), an automatic rifleman carrying a light machine gun (experienced private), assistant automatic rifleman carrying a rifle and extra heatsinks for the LMG and a rifleman (least experienced member of the team). Squad/Section: 9-10 Marines. Comprised of two fireteams and a squad leader, usually a Corporal or Service Chief. Platoon: 19-44 Marines. Comprised of 2-4 squads or sections and commanded by a Second Lieutenant or a First Lieutenant, with a Service Chief or Gunnery Chief as platoon sergeant. Company: 100-150 Marines. Comprised of 2-5 platoons along with a headquarters element and commanded by a Staff Lieutenant with a First Lieutenant as XO and a First Sergeant as senior enlisted advisor. Prior to the Reaper War, companies also had a Quartermaster, however this is now a role completed by the First Sergeant. Battalion: Roughly 400-600 Marines. Comprised of 3-5 companies. Commanded by a Staff Commander with a Lieutenant Commander as XO, with a Regimental Sergeant Major as the senior enlisted advisor to the commander. Regiment: Roughly 2000 Marines. Comprised of 3-5 battalions. Commanded by a Major with a Staff Commander as XO and a senior Regimental Sergeant Major as senior enlisted advisor. Division: Between 10 000 and 20 000 Marines and made up of at least three regiments. Commanded by a General with a Major as XO and advised by a Command Sergeant Major. Divisions may have specialties, such as light infantry or armour, or may be combined arms. Corps: The SAMC in its entirety. Commanded by the Commandant of the Marine Corps who is advised by the Sergeant Major of the Marine Corps. iii. Basic Structure of SAN Units Flotilla: Any group of more than two ships, though most commonly of a single cruiser and 4-6 frigates, though composition can vary. Commanded by the most senior captain or if of significant size, a Rear Admiral. Squadron: 3-4 ships of the same classification (e.g a squadron of corvettes or of cruisers), commanded by senior-most captain. Taskgroup: A temporary formation of vessels assembled for a purpose. Vary in size but often commanded by a Rear Admiral. Strike Force: a significant formation based around either a dreadnought (DSF) or a carrier (CSF), consisting of said vessel and supporting escorts. Fleet: largest formation, usually consisting of one hundred combat-capable warships and a variety of support vessels. In peacetime fleets are largely administrative units, with individual groups and ships conducting independent missions. Commanded by an Admiral. Prior to the Reaper War, the Alliance operated eight numbered fleets. iv. The Upper Echelons At the very top of the Alliance military you have those who wear so much brass, they might as well melt it down and make a statue of themselves with it. Or more officially: the Chiefs. Pre-War the Department of Defence, the civilian department with jurisdiction over the military and all its supporting apparatus, was in the hands of the Minister for Defence and her/his junior ministers, the Minister for Defence Materiel and the Minister for Veterans’ Affairs and Personnel. Unfortunately, the ministers were all killed in the destruction of Arcturus Station, leaving their military advisors to run the DoD, which still functionally exists, made up of Joint Operations Command (JOC)-simply known as Command-the Marine Corps, the Navy, the Intelligence Group and all the support organisations necessary, including tactical and research agencies. Each has either a Chief, Commandant or Director and all answer to one man: Chief of Defence Fleet Admiral Steven Hackett. In addition to DoD and military responsibilities, the upper ranks have now taken on administrative duties. To say that the current military government is stretched thinly would a gross understatement. First Sergeant Natalie King, 2/4th Marines |
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Jargon, Lifestyle and Relationships Between Members
i. Jargon and Acronyms: Civvie: Civilian Civvies or Mufti (as in ‘I’m wearing my civvies’): Civilian clothing PSG: Platoon Sergeant PL: Platoon leader Company Gunny (Quartermaster): In charge of the supplies of the Company. NCO: Non Commissioned Officer. Also referred to as noncomms. SNCO stands for Senior NCO and usually refers to NCOs with the rank of Chief. RSM: Regimental Sergeant Major CSM: Command Sergeant Major CO/OC: Commanding officer, Officer Commanding EXO/XO: Executive officer (second in charge) 2IC: second in command BFG: Big fucking gun. POG: People Other than Grunts. A pejorative for non-infantry personnel. Pronounced phonetically. REMF: Rear Echelon MotherFucker. Same as above. Pronounced phonetically. FUBAR: Fucked Up Beyond All Reason/Recognition/Repair. Pronounced phonetically. SNAFU: Situation Normal, All Fucked Up. Pronounced phonetically. FOB: Forward Operating Base. A secure forward position used to support tactical operations. Pronounced phonetically. COP: Combat Outpost. Any secured position from a patrol base to anything smaller than a FOB, that Marines operate from. Fourther: A member of the Fourth Fleet that was garrisoning Earth at R Day. The majority of these individuals would probably have been stationed planetside when the attack occurred, as the Fourth was completely destroyed in orbit. These remnants were forced to resist the Reaper occupation without external support for the duration of the war, and saw extensive losses to combat, indoctrination, and bombardment. As a result, they are viewed as unstable by the general public, Command and their fellows in the military. CIC: Command Information Centre. OPORD: Operations Order. An executable plan that directs a unit to conduct a military operation, detailing the situation, the mission and what activities the unit will have to undertake to complete the mission. Pronounced phonetically. FRAGO: Fragmentation Order. Used to make changes to an operations order without rewriting the whole thing. Pronounced phonetically. Sitrep: Situation Report. A report on the current military situation in a particular area. OpSec: Operational Security. The process of protecting small pieces of information that might be grouped together to get the big picture, such as being careful as to who may be eavesdropping on a conversation and not speaking openly on the extranet about troop movements, deployments, equipment shortages and the like. PerSec: Personal Security. The protection of personal information that may be used to harm the Marine or sailor in question. KB: Kinetic Barrier AFE: Alliance Fitness Exam. Pronounced phonetically. Conducted both to get into the military and also to maintain fitness throughout service. Boot (person): A person fresh out of boot; inexperienced or green. Marine term, extremely derogatory. Shavetail: Inexperienced lieutenant Butterbar: Derogatory term for second lieutenant Mustang: An officer promoted from NCO ranks, as opposed to someone who joined as an officer. Common. Salty: Experienced in the soldiering profession, has seen combat. Hatch: Door Bulkhead: Wall. Deck: Floor. Belowdecks: Decks under one’s current deck Above decks: decks that are higher to one’s current deck. Overhead: Ceiling. Beauty Queen: N7s. November Sevens: N7s. From phonetic alphabet for N. Port: Left. Starboard: Right. Mess: A dining facility where military personnel eat and socialise. Furlough: A temporary leave of absence from duty, often a vacation. Leave: Time where a member of the military has permission to be absent from duty. Shore leave: Leave of absence granted to a sailor or Marine aboard a ship to go groundside AWOL: Absent without leave.Can refer to a temporary absence without intent to desert or desertion. MP: Military Police. Grunt: Marine. Jarhead: Check above. Squid, Gob, Swab: Pejoratives for sailor. Flyboy: Pejorative for a sailor in a piloting billet. SABER: Readiness rating of the Alliance military. SABER 5 is lowest, with SABER 1 being the highest level of readiness. FNG: Fucking New Guy. Either someone straight out of boot, or someone transferred into a new unit. Tends to make a mess. IFV: Infantry Fighting Vehicle. Supports the infantry in combat. (E.g the Mako) APC: Armored Personnel Carrier. Transports infantry to the combat zone quickly. Tango: Phonetic alphabet for T, which stands for target. Enemy target. Boogey: Unknown target. Unsure of hostility. WARNO: Warning order---alerts a unit to stand by for a mission, giving the basic information. Details will follow in the mission OPORD. Charlie Foxtrot: Clusterfuck. ROE: Rules of Engagement. ROEs are directives to military forces defining and giving the manner and degree of force that may be applied. They provide authorisation and/or limitations on the use of force. Bail Out: Repeated three times by the driver or commander of a vehicle, this is an order requiring all personnel to leave a vehicle, including the driver and gunner. Dismount: An order requiring passengers in a vehicle to leave a vehicle, excepting the driver and gunner. K-Kill:: Catastrophic/complete kill. When an armoured vehicle is destroyed beyond repair, often killing the crew. Often occurs when an enemy attack causes a breach of fuel cells or 'cooks off' (ignites) the vehicle's ammunition. Both the M-080 and Mako are designed in such a way as to attempt to direct an ignition of ammunition away from the crew-still destroying the vehicle in many cases but saving the lives of the Marines inside. M-Kill:: Mobility kill. When an armoured vehicle is damaged so it is unable to move, but is not necessarily beyond repair. Medevac: Medical evacuation. The timely and efficient transportation and enroute care provided by Navy medical personnel to wounded being evacuated from a battlefield. The Navy's dedicated Medevac units use the callsign 'Shield', though UNAS-influenced units continue to colloquially refer to them as 'Dust off'. Medevac units tend to have a higher casualty rate than other Naval Aviation branches due to their missions often involving landing in active combat zones. Casevac: Casualty evacuation. The primary difference between a medevac and a casevac is the vehicle used. Those used for casevac are generally not dedicated for medical purposes but are called when medevac units are unable to attend to the wounded. CSAR:: Combat Search and Rescue. A CSAR mission is a search and rescue operation undertaken during combat conditions. Dedicated units are able to locate and evacuate friendlies, retrieve downed pilots and provide medevac. AO:: Area of Operations. ii: Radio Protocol Roger, Affirmative: Yes Wilco: Will comply --- Roger wilco is considered to be sloppy radio protocol, and never used. Wilco means that you understand and will comply. Rarely used. Negative: No Copy that: I understand Say again: Repeat that Repeat: Fire the mortar/artillery bombardment again. Do not confuse with ‘say again’. Can be used in sentences though: “Those tangos repeated the same thing again, over.” Six: Unit Commander Five: Unit Second In Command One, Two, Three, Four: Subunit 1, 2, 3, 4 Seven: Unit Senior enlisted Actual: The unit commander himself. Six might go to the commander’s RTO. Actual reaches the commander personally. Send it: I am listening, send your message Netcall, All Stations, All Callsigns: All units listening in on this frequency Echo-# (followed by initials): Indicates a particular enlisted man. The Echo is followed by the serviceman’s paygrade number---for example, Echo-One means Private. Service Chief John Doe would be: Echo Four Juliet Delta First Sergeant Natalie King, 2/4th Marines |
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iii. The Relationship Between NCOs, Enlisted and Officers
The three segments of the Alliance rank structure all have their unique culture and foibles. They’re also none too keen on each other, though some relationships, much like some marriages, are far better than others. The roles of the three groups can be summarized as follows: the officers think, the NCOs enact, the enlisted men do. For example, take a simple assault. A Lieutenant is ordered to take a hill---he will think of a plan to take the position; his NCOs will enact the plan, and the enlisted men will do whatever it is the plan dictates they do. Of course, all this assumes the working relationship between the three is smooth as clockwork, which it rarely is. The officer corps has been said to own the military, and with their higher level of education, command responsibilities and paygrade this is not exactly inaccurate. It’s the officers who dictate policy, strategy, and anything else that happens to need doing, relying on their NCOs to help them get the job done. However, some officers find themselves possessing a certain arrogance along with their bars, which lends some friction to their relationships with their NCOs, and breeds resentment amongst the enlistment. Differences in MVC, say an Intelligence officer issuing an order that adversely affects an infantry unit, also breed distaste. While officers might think they own the military, the NCOs are of the opinion that they are merely renting it out from them. Officers come and officers go, common wisdom holds, but NCOs are forever. A unit’s NCO corps provides it with continuity and espirit de corps with the noncoms enforcing discipline amongst the ranks as well. Senior NCOs (or Staff NCOs, as the Marines call them), with their great experience and knowledge of their area of the service, serve as advisors to a unit’s commanding officer. A unit’s top noncom can make or break it. NCOs tend to view themselves as the guardians of the Alliance’s professionalism and ability to provide a good fighting force, no matter what MVC they may hold, and can thus be somewhat contemptuous towards both officers and enlisted men---though the best noncoms work to strengthen members of both groups in their unit. The enlisted men are those who make the military go. A well-thought out, well-led plan is worthless without the junior enlisted men to carry out the dictates of that plan. Accordingly the old wisdom of fecal matter rolling down a hill holds very true for a PFC or Private’s duties. The mundane make-work of keeping barracks clean, uniforms and kit squared away, largely fall to the junior enlisted. Accordingly they tend to be rather judgemental of their superiors---of their NCOs for enforcing seemingly ridiculous standards at the expense of practical matters, of their officers for receiving superiority without experience and for perceived (or actual) incompetence. Their motivation can vary---some love the military, same are just marking time until they get out. In short, it is hard to make generalizations about the enlisted men as a whole, but it is harder to still to overstate their importance to keeping the military running. iv: Uniforms and Gear a. uniforms (just imagine name tapes and clearer rank insignia.) Utility: ![]() Utility uniforms are worn on an everyday basis, often to work or complete non-combat duties. Service: ![]() Service uniforms are worn in more formal situations, where a utility uniform is inappropriate but not so formal as to warrant a dress uniform, or at the discretion of the Marine or sailor in question or as dictated by one’s CO. Dress: ![]() The dress uniform is worn in more formal situations, or at the discretion of the Marine or sailor in question. It can be worn with ribbons or medals, though medals are only allowed by regulation during official ceremonies or as dictated by one’s CO. Battle Dress: ![]() Battle dress is worn when a hardsuit is not. Generally, this would be worn if a hardsuit is unavailable, if conducting non-combat duties in a combat zone or for other reasons such as not wishing to appear threatening during peace-keeping tours. Consists of fatigues and armour plating. b. Standard Issue Gear Assault Rifle: N7 Valkyrie Shotgun: M23 Katana Sniper Rifle: M97 Viper or M92 Mantis Submachine Gun: M4 Shuriken or M12 Locust Marksman Rifle: M15 Vindicator or M97 Viper or M96 Mattock Sidearm: M5 Phalanx Light Grenade Launcher: M37 Falcon Heavy Sniper Rifle: M99 Saber Light Machinegun: N7 Typhoon AT Recoilless Rifle: Black Widow Special Forces Sniper Rifle: N7 Valiant Special Forces Shotgun: N7 Crusader or N7 Piranha Special Forces Submachine gun: N7 Hurricane Special Forces: Sidearm: N7 Eagle Flamethrower: M580 Firestorm AT Rocket Launcher: M560 Hydra Superheavy Rocket Launcher: M920 Cain Heavy Combat Hardsuit: T5-V Battlesuit First Sergeant Natalie King, 2/4th Marines
Click To Read Out Of Character Comment by
Nat
Thanks to Gunny for writing the bit about the relationship between ncos, enlisted and officers.
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v. Medals
in order of precedence Star of Terra Navy Cross Medal of Heroism Legion of Merit Distinguished Combat Medal Purple Heart Distinguished Service Medal Space Service Ribbon Colonial Service Medal Combat Readiness Medal Long Service Medal Exemplary Medal vi. Regulations Military life tends to be highly regulated and contrary to the image of the military maverick the vids would have you believe, these regulations are enforced-most regularly by NCOs, whose duty it is to enforce discipline throughout their unit. Regulations include such things as what haircuts servicemen/women are allowed to have , which uniform to wear, who to salute, who not to salute, fraternization and even such things as reporting pregnancies. On and off-duty, Alliance personnel represent their military through their actions. Bringing the SAMC/SAN into disrepute is a real charge and off-duty indiscretions can and do get punished. That said, it is expected that Marines and sailors will need to blow off steam after deployments. Fraternization: regulation restricts relationships between enlisted and NCOs, NCOs and officers, officers and enlisted, though exceptions exist if the relationship out-dates the enlistment/commission date or if one individual was promoted over the other. Fraternization regulations exist to avoid such things as favouritism. If an officer has to send someone in to clear a room, s/he isn’t probably going to send the Marine they’re sleeping with, even that Marine is the best choice to do so. Saluting: The subordinate always salutes the superior, who then returns it. The highest ranked NCO is still required to salute the newest butterbar. There are a few exceptions: generally it’s a bad idea to salute on the battlefield, the dead are saluted at ceremonies and funerals regardless of rank and it’s tradition, if not regulation, that all personnel salute a recipient of the Star of Terra first, even if the recipient is a private and the person saluting them an Admiral. First Sergeant Natalie King, 2/4th Marines |
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Doctrine, Composition and Operation
i. Basic Tactics After initial contact with the enemy, the infantry deploys their suppressive weapons (depends on the unit size: fireteam has a light machine gun, squad two of them, platoon medium machine guns and mortars, Company has those + artillery....) quickly to suppress the enemy and pin them at their place. When the enemy is pinned, the mobile elements loop around the enemy’s side and destroy them. ii. Doctrine Blitzkrieg. When advancing, the Alliance forces avoid and bypass all the enemy hardpoints, concentrating on the destruction of the Command and Control infrastructure to destroy the enemy’s ability to fight. What this means in practice is a concentration on combat assets that can move quickly and decisively to exploit an enemy’s weaknesses, such as air assault, light armour and mobile heavy weapons such as missile trucks in place of traditional artillery. iii. Combat Arms a. Infantry The infantry are the cornerstone of the SAMC, around which all other combat arms are orientated. The infantry clear rooms, establish beachheads and other tasks unsuited for vehicles and other combat arms. Most infantry units do not have mechanized suits, meaning that these Marines must remain fit throughout their careers in the military. While all Marines receive basic rifleman training during Basic Training, Marines who select the infantry MVC receive further training on Titan. Some may attend further schools to become a part of specialised units such as heavy infantry. b. Air Assault In order to become part of Air Assault units, the infantryman or woman must attend Air Assault School, a gruelling month-long course where the Marine is taught HALCD, HALO and fast-roping. While every Marine must learn how to deploy from a shuttle, Air Assault takes this one step further. Air Assault units are the first in, seizing beachheads and destroying enemy defences, and the last out, often extensively redeployed by shuttle throughout battles. Every Air Assault unit is paired with a Shuttle Assault Transport (SAT) squadron, though in a pinch they can be deployed using gunship, and must know intimately how to work with the Kodiak drop shuttle and other aircraft. Most of these units are stationed aboard ships, though one can be air assault qualified and not part of an air assault unit. c. Heavy Infantry Heavy infantry are specialised assault units, designed to dropped in the hottest fighting and punch right through the enemy’s lines. While not as versatile as other types of infantry, heavy infantry can take a lot of punishment and dish it out in return. These Marines wear heavy, bulky and partially mechanized suits and carry heavy weapons. They’re not a particularly precise weapon, but can be used to overwhelm enemy defences and create breaches more lightly armed Marines can exploit. d. Mechanized Infantry Mechanized infantry are infantry Marines armed with IFVs or APCs. These vehicles protect their passengers, get them to battle quickly and, in the case of IFVs, provide fire support. Most Alliance mechanized units work with M-080s or Makos. e. Motorised Infantry In comparison to mechanized units, motorised infantry are equipped with ‘soft’ vehicles, such as personnel trucks or Infantry Mobility Vehicles. These vehicles are much more lightly armoured and often only armed with a mounted machine-gun and are used for patrolling and transport. f. Armour Marines in armoured units man all of the Alliance;s ‘hard’ vehicles, including IFVs, APCs and the odd tank. Jobs in these areas include gunner, driver and commander. While even infantry are taught to drive and gun a Mako IFV, crewmen and women of the Armoured Divisions know these vehicles intimately. They may be assigned to the vehicles of mechanized infantry units or be part of cavalry or armour units. g. Combat Engineers Combat engineers are Marines who perform various engineering tasks under combat conditions, such as construction and demolition, breaching fortifications, laying defensive mines, defusing enemy explosives, building bridges, destroying bridges and otherwise facilitating the movement of friendly forces and the restriction of enemies. They are also taught tech skills that enable them to breach enemy defences using their omnitools and are responsible for the deployment of flamethrowers when needed. First Sergeant Natalie King, 2/4th Marines |
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iv. Special Forces
note: okay, so one of my pet hates is when special forces are seen as shiny badge to put on a character or as action heroes (thank you media). To become a special forces soldier, you do have to be the best. You have to be mentally and physically tough. . Shepard is...well Shepard. James Vega was a special forces Marine before he got the N7 designation. And we’re going to ignore the whole ‘every SF Marine is an officer’ thing because that’s stupid. also, swords are stupid. But Sandy tried. Thank you Sandy. a. Training The Systems Alliance Marine Corps’ Interplanetary Combatant Training is an eight phase course meant to take the excellent Marine and turn him or her into an extraordinary one. Only some of these phases are conducted at the Villa, the base outside Rio De Janeiro in Brazil from which the Special Operations Division (informally known as ‘the N Division’) of the SAMC operates (inconveniently levelled by the Reapers). Of those who attempt to become the best of the best, very very few will make it, and most who do don’t do it in a single attempt, due to mental or physical strain or just sheer bad luck. This is not considered a shame and multiple attempts are even encouraged. Note: this description of N training is based heavily on both British and Australian SAS training. Selection: Selection is the first hurdle a Marine hoping to join the Alliance’s special forces faces. Candidates may either be invited to attempt Selection or may volunteer to do so. Many eventual Ns do not pass Selection on their first attempt as it is specifically designed to weed out the vast majority of candidates-out of every two hundred who attempt it, only twenty to forty will pass and be granted the N1 designation. Selection occurs twice a year and includes: navigation through hostile terrain, long timed runs in either heat and cold (depending on the time of year) while carrying full combat gear, various physical ordeals and 36 hours of ‘interrogation’ in which the candidates are placed in stress positions and must repeat only their rank, name and service number or say “I cannot answer that sir/ma’am.” no matter what they’re asked. Throughout the four week process, the instructors will give no indication of performance, even refraining from smiling or frowning. If the candidate passes all tasks, they will be awarded the N1 designation and invited to attend further training at N School. If they fail, they are given detailed constructive criticism and praise and returned to their units, often encouraged to return. Initial Continuation Training: After passing Selection, the Marine candidate undertakes twelve weeks of in depth training in weapons handling (including foreign weapons not issued to Alliance personnel), vehicle handling, demolitions and special forces tactics at the Villa. A candidate may fail this phase of training but if passed, it simply leads onto the next phase-no designation is granted for this training. It is more ‘foundation learning’ than anything else. Atmospheric Planetary Training: Often nicknamed ‘Garden of Hell’ training, this phase is designed to train a Marine to operate in any sort of common environment on a ‘garden world’. This includes jungle, desert and arctic environments, with survival skills, patrol tactics, contact drills, further vehicle handling and medicine for each. Most of this training is conducted on Earth, in the Amazon rainforest, Australian deserts and Arctic Circle. After the training is complete, the Marines must put the learnt skills to good use in different scenarios and pass all of them while working as a team with other candidates. At this point, roughly half those who passed Selection will have failed or are otherwise unable to continue and are returned to their original units. If a Marine passes, they now receive the N2 designation. Assault Training: This phase of training includes most aspects of insertions into combat, such as high speed, high risk shuttle insertion with rappelling, military freefall and parachuting, high altitude drops in a variety of vehicles, individual drop pods, jetpack flight and combat diving. This is a particularly dangerous section of training. The final test for this section is when the candidate is deliberately dropped off-target and must make it to the target area to regroup with the rest of the cadre, while avoiding ‘enemy patrols’. If completed successfully, the Marine is awarded the N3 designation. If failed, they will transfer to a Special Operations unit. Hostile Environment Small Unit Training: ‘Dizzy School’ is the scarier big brother of ZGT, which all Marines undertake as part of initial training. The N3 is taught how to deal with several situations such as combat and evasion on planetoids without oxygen and those with hazards, station and ship boarding special forces tactics and insertion by frigate and corvette, those stalwarts of special operations, often while under simulated or live fire. If this phase is passed, the individual receives the N4 designation. If failed, the N3 is placed into a Special Operations unit. Interim Training Period: In between Dizzy School and the ordeal through which the N5 designation is earned, there is a period of four weeks in which the N4 is encouraged to take classes in linguistics, medical treatment for both humans and aliens, leadership and further study on special operations tactics. Learning the dominant batarian or turian dialects is strongly suggested. Throughout this period, the Marine must maintain a high level of fitness or risk failing the next stage. The Manhunt: The Manhunt is one of the most brutal and challenging aspects of N School training. All that has been taught to the Marine in the previous stages is put to the test. The candidate is dropped via jumpjet onto the Moon, but during the drop the jetpack will simulate an issue. The N4 must safely land, at which point their suit will be ‘dead’, with navigation and all systems disabled except for life support (with enough oxygen for the duration of the exercise) and a transponder (for safety reasons-it will activate if the Marine needs immediate assistance), with only their rifle (loaded with practice rounds) and a limited supply of food and water along with a drawn map. They must avoid troops, shuttles and drones hunting them for seven days. If captured, they will be taken to a facility for the rest of the seven days and subjected to interrogation techniques in which they are stripped naked, strung up, splashed with cold water and subjected to psychological techniques such white noise, the simulation of someone being beaten nearby and the exploitation of phobias. (The vast majority of candidates are captured and even those who evade capture for the entire week must be subjected to this treatment.) Afterwards, they will be taken to a room and be asked various questions by an officer. They must only answer with their rank, name and service number or ‘I can’t answer that’. If they endure all of this, they are taken to a room in which they are informed they have passed the test and are granted their N5 designation. A Marine can request to be excused from the Manhunt at any point or may fail-it is notorious for reducing strong, tough Marines to tears, and it is considered impressive to even get that far. Attachment Phase: After the completion of all previous phases of training, only the Attachment Phase remains. The N5 is attached to an active-duty Special Forces unit on deployment and must prove themselves to the supervising N7 during combat. If completed satisfactorily, the N5 will receive the N6 designation and assigned to a unit. If completed in an ‘admirable and effective fashion’, they will receive the coveted N7 designation and be granted the Red Stripe. First Sergeant Natalie King, 2/4th Marines |
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Nat wrote: If completed in an ‘admirable and effective fashion’, they will receive the coveted N7 designation and be granted the Red Stripe.
An ya better fookin' respect it. ![]() |
![]() ![]() ![]() ![]() Palmer Why are you reading over here? |
Should mention Kruljaven in either Atmospheric Planetary or Assault Training.
On the Move. |
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Patriot wrote:
Nat wrote: If completed in an ‘admirable and effective fashion’, they will receive the coveted N7 designation and be granted the Red Stripe.
An ya better fookin' respect it. Damn straight. Palmer wrote:Should mention Kruljaven in either Atmospheric Planetary or Assault Training.
In my mind higher levels of N training are done on multiple planets and planetoids in order to expose N operatives to numerous hazards. In any case, I'm going to keep specifics out of it, though it's very likely some parts of N training may be conducted on Kruljaven. First Sergeant Natalie King, 2/4th Marines |