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  1. A Killhouse was held today, here are the times: Eric Shepard: 37.5 (But also 11.5) Angelika Gjallahad: 13.18 Lucius Macro: 12.6875 Jessica Ryan 12.25 Irja Halla: 11.9375 Olivia Hensley: 11.625 Sebastian Bently: 11.5625 Josh Briggs: 11.5625 Abbott November: 11.5 Carter Beckett: 11.3125 Logan O'Connor: 11.0625 Haley Miller: 10.6875 John Asbjorn: 10.125 Krauss: 9.8125 The winner was awarded the removal of the drink limit for themselves and four friends, as well as £60. This time, that was Krauss. This will likely be done again in the future with a reshuffled target placement. See you then, Archers. - Col. Sebastian J. Bently
  2. Taking into account of the fact that taking roughly 5 shots from a Mark 3 would deal 165 damage, while the Marauder in total as 400 health and 100 armour, it's safe to assume the majority of your health was lost to Arachnids. In regards to the death being confirmed to be from a Mark Three, which if hitting an armoured part of your suit likely would not penetrate your armour, there are certain spots the rounds can go through. But, the only thing I can see from this is that your event gave you a far more valiant death to the Arachnid horde than to a /event saying that a stray, unintentional round pierced an already damaged part of your suit and killed you. Instead, you were able to die fighting and be nominated for an award. While it is unfortunate to die to the RNG of rolls, it's an unfortunate fate many of us have and will face again in the future. As there is no major case of foul play or fatal error from the event runners, I regret to say that this appeal has been denied.
  3. keep in mind this is also the AVERAGE. Among at least a BILLION soldiers, that's pretty fucking good.
  4. Over the years, the NCO Core has gone through a lot of changes in rules, regulations and what they can and can't do. Because of this, there is an insane build up of obscure rules and other things that cause a lot of confusion for players and admins alike. Because of this, @Lit and myself will be compiling what NCOs should do and what rules should be follow. ANYTHING NOT on this page is now to be considered out-dated and no longer a rule of regulation on the server or in the 47th Battalion. To make this easier to digest, I will be splitting this up into sections. 1. Every Enlisted Rank, and What They Can Do. Recruit: A Recruit is a brand new member of the Mobile Infantry. They are fresh out of Boot camp and can, at this moment in time, do nothing. They are to attend trainings, listen to orders and simply await their first drop, which, if they survive, will earn them a Promotion to Private. Private: Private is the first true rank of the Mobile Infantry. You have survived your Trial by Fire, and now the opportunities have been opened for you. You can now Join Divisions via Application, (Save for Marauders, which requires two years of service in the Mobile Infantry. And MIPOD, which requires you to actually be a Psychic.) and learn the various Weapon Specialisations. Private First Class: This rank will likely be rewarded to you once you have survived several drops in the Mobile Infantry. At this rank, nothing of major note will change. However, you are now entitled, after spending some time as a Private First Class, to ask for a chance to Second in Command a squad in combat. You may also ask a Sergeant for a chance to try out for Lance Corporal. In this case, you will be given a three day trial. However, as you have REQUESTED this chance, should you make any mistake, you are likely to fail your trial. However, should you pass your three days, (where you are expected to second in command for a squad at least ONCE) you will be promoted. Lance Corporal: This is the stepping stone into becoming a true NCO. At this rank, you are considered a JNCO (Junior Non-Commissioned Officer) and will be given some, but not much, responsibility. You are now expected to: Act as a Second in Command, or at times Command of a Squad. Assist Corporals in running training on the Ship. Maintaining order on the ship. Promoting Recruits and Privates who perform well on drops. Place a Trooper who has broken a major law in the Brig for an Officer to Court Martial them. Train Infantry how to use the Morita Mark Four, Grenades and the Peacekeeper (Should they be qualified to use it) as long as you yourself know how to use it. Address issues at the bottom of the chain. Give advice and aid fellow troopers. Assist Corporals in their duties. As a Lance Corporal, you are allowed to administer Non-Physical NJPs. (Non-Judical Punishments) These are punishments that do not involve causing physical harm to the person being punished directly. Examples of a NOn-Physical NJP are: PT. (Doing laps, push ups, or other forms of exercise) or being forced to clean an area. (Such as the bathrooms, bar or barracks) which the person is expected to Roleplay doing while being watched by the NCO. Corporal: The first true rank of NCO. You will often acquire this rank after spending a few weeks as a Lance Corporal and performing your task well. Proving to a Sergeant or higher that you are capable of being trusted with more responsibilities tasks. As a Corporal, you should maintain a professional and approachable perception for the Enlisted. Act as a Role-model and someone who can be looked up to and respected. You are now expected to: Lead Squads and sometimes entire Drops. Assist Sergeants with training the Infantry on ship, or running your own squad sized training. Maintain order on ship. Promote people up to the rank of Lance Corporal. Place a Trooper who has broken a major law in the Brig for an Officer to Court Martial them. Train Infantry in the first tier of Weapon Specialisations that you are familiar with. Conduct Article 6 and 11s on the field if you are the Drop Lead. Conduct Physical or Non-Physical NJPs. Demote Lances and regular Enlisted who are doing a bad job on or off ship. Carry out tasks given to them by Sergeants Mentor Lance Corporals/troopers in general Lead trainings if given permission Hold meetings with Lance Corporals Identify Potential Leaders As a Corporal OR ABOVE, you are now allowed to administer Physical NJPs. This means that you are allowed to beat a Trooper who acts out of line while on ship. NJPs, however, must not leave a Trooper combat ineffective. Sergeant: The Sergeants are considered to be the Backbone of the Mobile Infantry. You will typically be promoted to this rank by a Staff Sergeant or above if you have proved yourself to be a worthy Corporal for at least a month or longer. The list of things you are expected to do on and off ship are long, but at this point you have been trusted to be able to perform each of them. You are now expected to: Consistently lead drops. Help the Corporals with their own jobs, providing criticisms and solutions to what they are doing wrong, or praising what they do right. Running frequent training on the ship for the Platoon. Maintain order on ship. Promote people up to the rank of Corporal. Place a Trooper who has broken a major law in the Brig for an Officer to Court Martial them. Learn and train Infantry in all tiers of the Weapon Specialisations. Conduct Article 6 and 11s on the field as the Drop Lead. Administer Physical or Non-Physical NJPs. Demote Infantry below you who are doing a bad job on or off ship. Mentor Corporals/troopers in general Hold meetings with Corporal and Lance Corporals Delegate tasks to Corporals Staff Sergeant: At the rank of Staff Sergeant, you have been through months of work as an NCO and member of the Infantry. You are one of the most trusted members of the Platoon and are now a Senior NCO, trusted to police and keep the NCOs in line while they focus on keeping the Enlisted in line. As a Staff Sergeant, or even as a Senior NCO, you are expected to: Focus less on leading drops, but more on working as a 2iC for Sergeants to watch how they perform and take over the drop if needed, or lead major Campaigns. Help the Corporals and Sergeants with their own jobs, providing criticisms and solutions to what they are doing wrong, or praising what they do right. Run frequent training on the ship for the Enlisted or NCOs to help them learn new things or check their memory and knowledge on their jobs. Maintain order on ship. Promote people up to the rank of Sergeant. Place a Trooper who has broken a major law in the Brig for an Officer to Court Martial them. Train Infantry in all tiers of the Weapon Specialisations. Conduct Article 6 and 11s on the field as the Drop Lead. Administer Physical or Non-Physical NJPs. Demote Infantry below you who are doing a bad job on or off ship. Oversee day to day operations of the NCOs Hold NCO meetings Maintain discipline and standards within the NCOs Delegate tasks to Sergeants and Corporals Enforce platoon agendas within the NCOs As a Senior NCO, you are expected to frequently sit down with other NCOs to talk to them about how they are doing, how their fellow NCOs are doing and get a general feel for the NCO roster's performance. Master Sergeant: The Master Sergeant is the middle man between the Officers of the Platoon, and the NCOs. They run the Staff Sergeants, giving them objectives and telling them what to do over the following weeks. Often assigning each Staff Sergeant with a specific task. They are also to watch over training that happens, being sure things are being done right, and generally keeping up with the Entire NCO Roster, relaying any concerns to the Officers of the Unit to keep them in the loop of what is happening on Ship. As a Master Sergeant, you are expected to: Focus less on leading drops, but more on working as a 2iC for Sergeants or Staff Sergeants to watch how they perform and take over the drop if needed, or lead major Campaigns and Operations. Help the Corporals and Sergeants with their own jobs, providing criticisms and solutions to what they are doing wrong, or praising what they do right. Run frequent training on the ship for the NCOs to help them learn new things or check their memory and knowledge on their jobs. Maintain order on ship. Promote people up to the rank of Staff Sergeant. Place a Trooper who has broken a major law in the Brig for an Officer to Court Martial them. Train Infantry in all tiers of the Weapon Specialisations. Conduct Article 6 and 11s on the field as the Drop Lead. Administer Physical or Non-Physical NJPs. Demote Infantry below you who are doing a bad job on or off ship. Frequently talk to the Commanding Officers about the performance of the Platoon. Oversee NCOs as a whole Act as communication link between Officers and NCOs Delegate tasks to Staff Sergeants Enforce officers agenda for platoon. Should an issue come your way that you are uncertain of or know you can not deal with yourself, it is your job to pass the problem up the chain for a Superior to deal with. 2. The regulations each member of the Infantry should follow: As an NCO, it is your job to police and enforce the regulations that all members of the Infantry should follow. For a reference on these rules, here is the standard that the Federation expects of its Troopers. Personal Hygiene: The hair of a male trooper - or the hair of a female trooper with short hair may not cover the eyes, ears or proceed past the collar. Side burns may go no lower than the centre of the troopers ears. Infantry are allowed a neatly kept moustache. Any hair along the cheeks and jaw line must be well kept, and may grow no longer than half an inch. If a female or male trooper has long hair, it must be kept tied back into a neat bun or a tight ponytail whilst they are both on duty, and well kept or neat looking while off duty. The only exception is during RnR. If any part of your hair is deemed improperly kept, you will be forcefully shaven of all hair on your head. Bodily Modifications: Makeup: Make up whilst in uniform, on duty or on the ship is prohibited. Hair Dye: Any and all hair dye of unnatural colours is prohibited. Natural hair dye must be authorised by medical personnel. Jewellery: All jewellery with the exception of rings, necklaces and earrings are banned while on duty, in the field or in uniform. The only earrings permitted are stud earrings. Rings must be removed whilst operating equipment. Necklaces are not to interfere with a troopers dogtags. Bio-Techs: Biotechs are to be well kept. If it is possible for the wearer to do so without impeding physical ability, they should attempt to cover up their biotech. Decals are allowed, but must be kept reasonable, un-offensive and not at all damaging to the biotech. No form of cosmetic surgical modification is allowed in any way shape or form. (Only exceptions to this rule are skin grafts over Biotechs or disfigurements. These, however, MUST be paid for by the Trooper, and are not given for free. Prices of these surgical procedures may vary.) Tattoos are permitted, but they may not cover the face unless they can be proven as cultural or of a Federation Endorsed religion. They must be, at least, one inch beneath the jawline. Clothing: Regular Downtime: Infantry are expected to wear a shirt at all times whilst outside the barracks. Infantry are expected to wear shoes and pants that at a minimum, goes to knee height, at all times whilst outside of the barracks. Any combination of uniform shirt, jacket and pants may be worn, with the exception of overtly revealing clothes. (Anything that requires you to have to delay gear up to change, isn't allowed) Balaclavas, masks, gas masks and any other sort of equipment that covers the face is only permitted on drops. Gas masks are only to be donned when required. Berets must be matching to the corresponding division of the trooper wearing them. Troopers are expected to wear sensible clothing that conducts themselves as a serious member of the Infantry. No tacky, bright colours or silly patterns. Camouflage is not to be worn on ship. Trousers, shirts, jackets and berets must either be standard grey, or Divisional. Official Ceremonies: Infantry are expected to wear full dress pants and shirt (Class As) with proper rank epaulettes. Gloves and beret should ideally be worn. No other hat is permitted. Equipment whilst on-duty: Helmets: The Mark Three Tactical Helmet shall not be replaced with any form of substitute helmet under any circumstance, with the only exception of the Mark Three Welding Helmet for Combat Engineers. Furthermore, it must always be worn unless explicit permission is granted by the drop lead. Infantry are allowed to add attachments to the helmet in the form of headlamps, sun-visors, welding-masks, flashlights and other such equipment, if required to the duties of a trooper. Decals and stylisations are permitted. They may not take up more than 28% of the helmet, and may not contain offensive or anti-Federal sentiment upon them. MOTO patches are no longer permitted, and neither are engravings. The helmet may not be may unrecognizable in any way shape or form. Masks: Gasmasks and other such solid face masks. are only to be worn if the drop required it. The only exception is Combat Engineers. When permitted to wear gas-masks whilst on drops, be aware that it will restrict breathing and oxygen consumption ((Admins are free to punish you for wearing a gas masks.)) Stylised masks may be worn within reason. If they make you easier to spot within combat, they are not allowed in any way shape or form. These designs like the M3 Tactical helmet stylisation must be approved by a Sergeant or higher. Balaclavas are permitted whilst on drops. Chest: The Mark Three Combat Armour is the only permitted armour whilst on drops. It may not have any pieces of it removed, modified or lightened unless required by the division in question. Decals and stylization are permitted to MI Kevlar, as long as it does not increase the visibility of the wearer or reflect light. Engravings are not allowed. Load bearing harnesses, backpacks, pouches and combat webbing is permitted. The M3 Combat Armour must display the colour of the wearer's corresponding faction, either by painting the vest or by affixing cloth patches upon the upper portion. The wearer is permitted to replace their vest with regular grey, if combat with Separatists is expected. Arms: Sleeves are to be worn in any matter as seen fit, whilst in combat. Ripped sleeves are not permitted in any way shape or form. Torn uniforms must be replaced or repaired immediately. During cold weather missions, Infantry are expected to wear full sleeves, gloves and face protection. Light weight shoulder pads are permitted, but must not make the user easier to spot or cause restrictions to movement or speed. Trousers: The only pants authorized on duty are the standard BDU trousers. On ship the expected trousers are the standard BDU Greys; any colorization of the Trousers will result in that article of clothing being replaced. While on the field, light weight knee pads or shin guards are permitted, but must not make the user easier to spot or cause restrictions to movement or speed. Rank Patches: Rank patches are to be worn on the shoulder or sleeve of a trooper. If they are not wearing sleeves, the patch must be placed on the chest or helmet. Morale patches are authorised in replacement of a divisional patch. Battalion patches must be of your current Battalion, do not wear patches of past Battalions you served. Camouflage: Camouflage must match the environment if worn whilst on-duty. The usage of camouflage whilst on duty is up to the individual trooper. If they choose not to, they must wear MI grey. Camouflage variants of clothing may NOT be worn whilst ship-side. Black camouflage is not to be worn. This is reserved for Fleet and Military Intelligence. Weapon Modifications: Weapons are not to be modified without permission and certification from a superior, Sergeant+ Stylization and stencilling are permitted as long as they don't obscure handling, visual inspection of the weapon or make the weapon more visible in any shape of form on the enemy. Engravings are not allowed. Slings, bi-pods and other such attachments are permitted. 3. How to Lead a Drop While drop leading is something that can not properly be taught to anyone perfectly, due to how unpredictable and random most of the scenarios you are forced to tackle can be, there are things that can be taught to make leading a drop, and the people of the server, much easier. First, one thing that any drop lead should know is that Drop leading is not about "winning" the drop or complete the objective in the most tactical or simplest way, it is more about ensuring the players have fun. The majority of the time, the best way to win a drop isn't the most fun way. Of course, there are times where the way that is most fun is the worst possible way to run an Operation, and so it requires you, as a Drop leader to balance player enjoyment with achieving the success of a mission. To make this balancing act easier, it is sometimes best that a Drop leader and the Event runner sit in a private channel so that they can both discuss how to make an event the most fun, and the best way to lead a drop. Of course, you are not required to do this, it is just a suggestion. However, as a Dropleader, and as an NCO in general, it should be your job to ensure that players are enjoying themselves and that people are involved in what is happening. While on the field and as a Drop Leader, there is a multitude of things at your disposal to make running a drop easier. Here are just a few of those things: 1. Open Communication with MOBCOMM. (Aka, the Event Runner). If at any point you are unsure what you should be doing, or how to tackle an obstacle, you are able to call MOBCOMM to request assistance. Whether that be an Air strike on a large fighting force, or an Orbital Bombardment on an Adult Royal, or simply asking for directions or a marker to be placed to show you where to go, all of these are available to you, all you have to do is ask. 2. The Squad system. Breaking down a ten to fifteen man Platoon is much simpler when you use the Squad system. This is simple, and anyone who has been on a deployment knows what it is. One Drop Leader. The leader of the whole drop. Issuing out orders to their Second in Command, as well as both Squad leaders in order to get a mission done. One Second in Command to the Drop Leader. The 2iC is usually the Radio Operator of the Drop, the one with a direct line to MOBCOMM. They also help with Managing the squads and are expected to be fully aware of the Drop's Objectives and the intents of the Drop Lead. They are expected to seamlessly take over a Drop should the lead become wounded or die. Command Squad. Usually made up of a Second in Command to the Drop Leader, as well as any possible Senior NCOs or people the Drop lead WANTS in that squad. They will often either float between squads or stay attached to the Drop Lead. Squad Leaders. Most Drops will be comprised of two squads. Red/Orange or Blue. The Squad leaders follow the orders of the Drop lead, managing the members of their squad and leading them through the mission, giving members of their squad specific tasks to get a job issued by the Drop Leader done. Squad Second in Commands. The Second in Command to a Squad are expected to Micromanage the Squad. Their task is to be sure everyone in the squad is doing as they are told and stick together. It is recommended that the Second in Command to a squad be placed on Rear guard so that they can keep an eye on everyone, and be sure nobody falls behind. Colours for squads are: Orange - 255 150 0 Orange Lead(s) - 255 90 0 Blue - 0 150 255 Blue lead(s) - 0 50 255 Command - 100 100 100 3. Article Six and Eleven. While not the most pleasant of things available to you, Article Six and Eleven are undoubtedly important. Article Six: Article Six is the Law that while in the field, should someone be critically or mortally wounded and a Medic has confirmed that they can not save them, or as a Drop Leader you have determined there is not enough time to treat them, you have the right to mercy kill that Trooper. This is done by delivering a single shot to the heart. An example of this is Lieutenant Rasczak in the first movie. Article Eleven: An Article Eleven is capital punishment administered by a Drop Leader while in the field. If a Trooper is disobeying an order or making themselves a complication while in the field, or has openly broken a law worthy of death, a Drop Leader has the authority to execute the Trooper there and then. Laws that can warrant an Article Eleven include, but are not limited to:-Desertion.-Contempt toward officials.-Disrespect towards a superior commisioned officer.-Assaulting or willfully disobeying superior commisioned officer.-Mutiny or sedition.-Noncompliance with procedural rules.-Aiding the enemy.-Destruction of Federation property.-Drunken or reckless operation of vehicle, spacecraft, aircraft, powersuit or vessel.-Wrongful use, possession, etc. of controlled substances.-Malingering.-Provoking speeches or gestures.-Rape.-Larceny and wrongful appropriation.-Assault.-Conduct unbecoming of an officer.-Disloyal statements.-Disorderly conduct, drunkenness.-Unauthorised Insignia.-Fraternization with the enemy. Though for the most part, an Article Eleven is at the discretion of Leadership. It can, however, be challenged in Court at a later date should it be reported as 'Unlawful' 4. How an NCO Should Act Despite popular belief, NCO's are not purely based around yelling or hating the Infantry. An NCO character should in fact be rather caring, but in a tough love sort of way. The infantries failures, are your failures, the Infantries success, is your success. You are the role model for the enlisted, act like it. Some people may want to play a deliberately cruel and hated character, they have every right to do so. Some may want to play an NCO as kind and considerate, perhaps even lenient, they have the right to do so. A Roleplay server is about playing your character how you want to, no rank should come before your own Roleplaying experience and sense of fun. But, with that being said, with in the lore of Starship Troopers, there is an expectation for how an NCO should act. People who fail to meet the standards or act out of line will be questioned, and depending on the severity of how an NCO acts, they will be punished. An NCO should, as has been previously mentioned, be a Role Model to the Infantry. Someone that is respected, and deserves to be respected. They should follow the very rules they enforce. Along with this, an NCO should act, while in public, professional. Of course, that is not to say that in private and away from the eyes of the general Infantry a character can not act differently. While around friends and in a non-professional environment, an NCO is free to act as they please, as long as it is with in the confines of the law. These standards and rules should also extends to an RnR. While on RnR, the primary job of an NCO is still to police the Infantry (albeit far more loosely) but ensure they have a sensible amount of fun and enjoyment. An NCO is still expected to be professional and follow a standard fitting of their rank. Public indecency in the forms of nudity or being black-out drunk is frowned upon and may garner the NCO in question to receive punishment when back on ship for their actions. This is especially true for Officers or Senior NCOs. 5. RTO (Radio Telephone Operators) While in the field, a vital part of your Operation is communicating with MOBCOMM. (Mobile Command) To do this, Mobile Infantry squads are provided with a Long Range Radio (LRR) An Image of the Long Range Radio, which is usually inside of a backpack to shield its plating from the natural elements. This device is vital to the survival of any Platoon or ground based task force, as it patches you directly into communication with command in orbit or across the planet. However, as with any radio system, it has a set for of communication when being used for simplicity. Here is the basics on how to operate this piece of equipment. The first thing to know are callsigns. Primarily, your own. The callsign you use will be based on the name of your unit. For example: Lieutenant Rasczak's platoon where, quite infamously, known as the Roughnecks. So, we will use the callsign ROUGHNECK as our example. When it comes to using the radio yourself, each rank in the Mobile Infantry has a set number to it, here is each callsign based on the rank of the Trooper operating the radio system: Lieutenant/Platoon command: ROUGHNECK ACTUAL Master Sergeant: ROUGHNECK 1-1 Staff Sergeant: ROUGHNECK 1-2 Sergeant: ROUGHNECK 1-3 Corporal: ROUGHNECK 1-4 Lance Corporal: ROUGHNECK 1-5 However, there is one more thing to take note of. If the Drop Leader is NOT the person using the Long Range Radio, then the person using it FOR them is now known as 'ROMEO' and will identify themselves as 'ROUGHNECK 1-3 ROMEO' (Or the number assigned to the rank of whoever is drop leading, in this instance, the example is that of a Sergeant.) So, this is the basics of identifying yourself for the Operator at MOBCOMM. Now, here are the most commonly used commands, and how they would be said. "MOBCOMM, this is ROUGHNECK 1-3, radio check. Over." - This is often said before the beginning of a Drop, while inside the Dropship. This is called a 'Radio check' where the RTO checks that his equipment is working correctly and MOBCOMM can hear them. If there is no problem, MOBCOMM will reply with 'Reading loud and clear.' or something along those lines. "MOBCOMM, this is ROUGHNECK 1-3, requesting marker to current objective. Over." - A 'Marker' (Or bearing if one can not be provided) is a way for MOBCOMM to provide a direction or location on the objective. This is usually best called for when the Dropship has landed and everyone has loaded out. "MOBCOMM. this is ROUGHNECK 1-3, requesting Orbital Support..." - This will often be followed up with WHERE you want support to land, and WHAT the target is. For example, "requesting Orbital Support 300 meters NORTH on enemy ROYAL" will tell MOBCOMM that an Orbital Strike is needed on a Royal to the North of your position. Quite simple stuff, really. "MOBCOMM this is ROUGHNECK 1-3, Requesting TAC..." - Much like Orbital Support, TAC Strikes are close Air Support from Fleet. This is usually best called in by providing a direction, distance and the target, as well as a direction to approach from. Such as: "Requesting TAC Strike on enemy armour, bearing 192, 400 meters. Attack from East to West." This will give TAC a target and its location, as well as let them know the most effective way to hit the target. You can also request what is used by TAC, such as Gun Runs (A simple strafing run using the front cannons. Ideal for causing minimal damage, or dealing with spread out clusters of Arachnids.) or Napalm (A set of explosives dropped that will incinerate anything nearby, and also leave a lasting wall or field of fire to slow Arachnid assaults.) or the Infantry can call in a simple bombing run. That is often up to the Drop Lead, or TAC will decide themselves. "MOBCOMM this is ROUGHNECK 1-3, Requesting MEDEVAC..." - A MEDEVAC (Medical Evacuation) is for extracting wounded Troopers from the field using a Dropship. They are often marked with a RED Smoke Grenade or an IR Strobe. To let MOBCOMM know WHERE to land a MEDEVAC, it is best to say the following. "Requesting MEDEVAC on RED smoke at my position." Assuming a Red Smoke is used, though IR Strobes are usually better to use. "MOBCOMM this is ROUGHNECK 1-3, requesting Extraction..." - This is often called in when a mission is complete and the Infantry are ready to leave. Though it can be called in at any time when a Droplead requires one to get the Infantry home. Extraction, however, is used to inform MOBCOMM that there is no immediate threat to the Infantry. It is best to mark your Extraction site with an IR Strobe. "MOBCOMM this is ROUGHNECK 1-3, Requesting EVAC..." - Like with Extraction, an EVAC (Evacuation) is usually called when something has gone wrong. Or when the Infantry need a quick exit from the area. Again, your area of Evac should be marked with an IR Strobe. There is also the option to call for a 'CASEVAC' (Close Air Support Evacuation) where the Dropshop is escorted and protected by TAC Fighters, should the Droplead feel the need to call for it. While reading this, you may have noticed the word 'over' strung around. But what does that mean? Well, when Operating the radio, all messages to MOBCOMM should end with 'over' to let MOBCOMM know that you have finished talking. This is quite simple and does not need much more explanation. However, when you have finished talking to MOBCOMM all together, say after asking a question and receiving an answer, or if you intend to 'end' the conversation with Mobile Command, you end your message with "Out". This lets MOBCOMM know that you are done talking and have nothing more to raise. Frequently Asked Questions: What weapons can an NCO use in the Field? While on deployment, an NCO is allowed to use SOME of the weapons available in the Specialisations when they are drop or squad leading. They may use: The E-pulse 44 DMR The Mark Three SAW The Ventilator Shotgun The Belcher Fully Automatic Shotgun The Triple Grenade Launcher The Troglodyte Six Cylinder Grenade Launcher But, when they are not in a leadership position on the field, they are able to deploy with any weapon they are trained in. HOWEVER. It should be noted that any member of the Infantry, NCO or Enlisted, must always carry a Mark Three of Four at all times. Using two weapons from different branches of the Specialisation in exchange for carrying a Mark Three or Four is NOT allowed. What do I do if I have joined in the middle of a Drop as an NCO? If an NCO joins in the middle of a drop, or at any point AFTER the debrief and there is already a decided Drop Leader, they can NOT take leadership unless it is given to them. Even if the leader is a Private, and the person who joins is a Captain. They will join and fall under the chain of command. Once you join, in form the Drop leader you are there and ask where you are needed. Depending on where the Leadership needs you, complete tasks provided to you. (Again, even if the Leadership is below you in rank.) Do NOT pull rank on a Drop Leader unless you intend on forcibly taking over an Operation. What do I do if my Drop or Squad leader is performing badly? As an NCO, it is your job to be sure that a Drop is going as smoothly as possible. Even if you are not in command yourself. If a Squad leader is seen performing badly and you think they should be replaced, approach the Drop Leader and inform them of the situation and REQUEST permission to take over that squad. But what if it's the Drop Leader who is doing badly? If the Drop Leader themselves are performing poorly and causing needless harm to the Platoon, or they are making a decision that will cause failure to the mission. It is your task to inform the Drop Leader that their decision is a bad one and offer your own solution. (Do NOT do this over the radio, pull the Drop Lead aside and inform them UNLESS THERE IS NO OTHER CHOICE.) Should the Dropleader STILL pursue their harmful idea, as an NCO (higher or lower in rank) you have the right to forcefully take command. When taking command, you should tell them the following. "I am relieving you of command due to [Insert reasoning you may have here. Usual reasoning would be 'Incompetence of command'] and will be assigning you to join [Insert squad here] for the remainder of this Operation." Keep in mind, it is best that you confront an NCO when taking their position of command with the Drop Leader's second in command, or a Squad Leader who agrees that the person is in the wrong. This way it is not the word of one against the word of another. You may, if the NCO in charge refuses to hand over command after you tell them they are being relieved of command, execute them. Though expect this to ALWAYS be challenged in Court by three Officers with the charges of Mutiny and Murder. This should, of course, only be done if there is no other choice. But, what should you do if someone incorrectly challenges and tries to take command from me? If, as the Drop Lead, someone tries to take command from you with out a just reasoning for it, they are open to consequence. Should a Superior in the field demand that you step down from command so that they can take over with out a fair reason for it, or the backing of any other NCOs, you can inform them that they are attempting to commit Mutiny, which is just reasoning for an Article Eleven. Just be aware that if you do Article 11 someone who was taking command from you with GOOD REASON, you will likely be sitting a Court Martial and Executed or stripped of NCO. You can also step down from command if you are challenged and hand command over to your Second in Command, or the person that is challenging your Leadership, and then call that the person trying to relieve you of command is Court Martial-ed for attempted Mutiny. As you can see, this entire process if very complicated and has the chance to go wrong. Because of this, it should not be tried unless one is CERTAIN they are in the right. Can I mentor people or assign mentors to potential NCOs? Yes! If you think someone has the potential to be a good NCO, or the potential to be promoted, you should absolutely mentor that person, or assign/ask someone to mentor them. How does Radio Discipline work? Ideally, the radio shouldn't be used unless it is needed. This is especially true when there is a drop or a briefing taking place. However, during obvious downtimes on the ship there may be times where two or more people will begin to chit chat amongst one another on the radio. This is fine for the most part, as long as nothing important is happening. Radio chatter is, in a sense, a form of passive RP for people to chit chat from across the ship and should not be completely discouraged. However, if the radio starts to get flooded or turns to inappropriate discussions, an NCO should call for people to clear the radio. Should people not listen? NJP them. When on the field, as mentioned, NO ONE should be using the radio unless they are giving orders or relaying information. Idle chatter in the radio while in combat is not allowed. Period. It is, however, up to each NCO how intensive they are on the rules of radio discipline. Some may not see an issue with idle chatter while nothing is happening, some may not like it. It should be noted that if one NCO calls for Radio Discipline. all other NCOs should listen and stop to avoid undermining the authority of a fellow NCO. Is it okay to bad mouth a fellow NCO, even if they are a Superior? The short answer to this is no. However, under certain circumstances it may be acceptable. If a Superior asks for the opinions of people and allows one to speak freely, it is okay to speak poorly of someone. HOWEVER, an NCO should never speak their ill opinions of another NCO to the Enlisted. Doing so will undermine the NCO and may lead to a distaste of that person by the general Infantry. Speaking poorly of a fellow NCO to the general Infantry is not only unprofessional, but can also lead to intense punishment. Trying to make other Enlisted-men or NCOs group together to hate a certain Superior is also able to be labelled as Mutiny. Do with this information as you will. How Often Should a Training be Done? It's preferable that an NCO is doing a training at least once every two weeks. This can be training an Infantryman in a certain weapon, or teaching formations and breaching tactics to the entire Platoon. I Can't Think of a Training, What Should I Do? Ask another NCO for help. If you are unable to think of something to train the Infantry on, go to other NCOs and ask them what kind of things the Platoon aren't doing too well in the field. Then build a training based on that. As a fallback, here as some different things you can train the Infantry in: Weapon Specialisations Basic Close Quarters Fighting Basic Trooper Competencies Advanced Close Quarters Fighting (Reference Command Thread) Competitions As well as this, here are some tips for running a training made by Pilotfish some time ago: Keep it short. Under 20 minutes is perfect. Under 30 is good. Anything over that and people will phase out. Keep it engaging. Don't just lecture. Throw in questions, have troopers brainstorm, and run practical activities to break it all up. Pre-type. If you're waiting for a slow typer to answer a question, or anything that means you'd otherwise be doing nothing, pre-type what comes next. Use notepad, or a googledoc, or anything. Don't use mass paragraphs. Split it into shorter lines and paste them in sequence to keep it easy to parse. Know it. Have a list of what you're covering and work through it, or you'll meander and it'll be less snappy. Don't get side-tracked or bogged down. Offer to answer questions after you're done if someone has a specific line of enquiry you don't want to go down in detail. Allow characterisation. Don't punish people for roleplaying their characters. This isn't a competition to be the best starship trooper. Ultimately the reason we do these trainings is so people will have more fun during drops. Less friendly fire and deader enemies makes for happier players. What's the Chain of Command and how does it work? The chain of command is, in essence, the order of which you take your problems to people. It usually comes into account when asking to speak to someone. For example, if a Private asks to speak to the Lieutenant over the radio, they will be told to 'Follow the Chain of Command.' Here is how the Chain of Command SHOULD look: Enlisted/Specialists > Lance Corporal > Corporal > Sergeant > Staff Sergeant >Master Sergeant >Lieutenant > Captain > Major > Lieutenant Colonel > Colonel The 'Chain' starts with a Lance Corporal, and can go all the way up to the Battalion Commander. It is best that if an Enlisted-man has a problem, they take it to a Lance Corporal. That Lance will then decide if it is something they are able to help with, and if not, it goes up to a Corporal. The Corporal will then do the same thing and decide if it needs to go up further. If an NCO has a problem, such as a Sergeant, their chain of command starts with the person directly above them. In this case, a Staff Sergeant. However, sometimes a matter is vital and needs to go straight up to a certain rank, these are the ONLY times the Chain of Command should be broken: There is an emergency. There is an issue with a higher up in the Chain of Command. (Example: You need to report a Sergeant for something, so you go straight to a Staff Sergeant.) Your issue is something that is classified and you can not tell a lower ranking member about it. Breaking the Chain of Command for an unjust reason may result in you being NJP'd.
  5. Right, I've got a pretty solid idea on these circumstances. @Deck Your quite open pissing about and memeing on the event (shooting near NPCs to panic them for a laugh) is my main concern for this. As it is very clear that there is a difference in OOC and IC intents. It's safe to say ICly no shots were fired into walls to startle any NPCs or 'people' in character. For this, I will be voiding the death of your character. I respect the intents of the admins to punish you for being blatantly minge-like on their events. However, I think it is far more just that you be banned for two weeks. Your ban will end on December 16th. Coming onto the server anytime before that will result in an extension, perhaps even the ban becoming permanent. I hope you understand, and you are free to try and appeal your ban in a separate thread. This thread is now going to be locked.
  6. Just a nice reminder, people. Don't comment on these complaints unless you're involved. Isn't rocket science.
  7. Right, I'll be taking this from here. First off, I'd like this: explained by the people running this event. That being @Cipher and @Shazzy if I am not mistaken. Go ahead and explain the reasoning for the rolls and what it looked like on your side of things. Thank you.
  8. As we come to the end of 2019, we'd like to get the general feedback on the server from everyone, to help with snuffing out any issues that may be apparent as we move into the New Year. If you could please take a short moment to fill this out it would be greatly appreciated. We hope you've enjoyed what UCFRP has to offer so far. https://forms.gle/iCBvYpTjBnQ6ZJoe9
  9. Operation 'Wildfire' Deemed a SUCCESS! After days of silence, SICON have finally confirmed the most recent Operation conducted by our brave men and women of the Federal Service! Operation 'Widlfire' as it has been named, was the second major push into the AQZ this year by the Federation. This time, with the goal to destroy. Komora, a once Federal controlled planet that was swallowed up by the Arachnids during the Second Bug War, was found to be a major production planet for the Arachnids. Responsible for creating the very Fleet that attacked Hesperus and Karrus just recently. In a bold, cunning move by the Sky Marshal, and in collaboration with Admiral Hux and the Sixth Fleet, that planet is no more. With thirty thousand Infantry deployed and a confirmed count of over a HUNDRED Billion Arachnids dead, the Federation has declared this one of the largest victories in recent memory. This did not come with out cost, however. With the loss of six Federal ships and a large section of their crews, as well as 4,236 Infantrymen dead, their sacrifice will never be forgotten, and will forever be admired. As some will remember, this is not the first time the Admiral Hux was trusted to perform such a task. Last year, in 2299, Operation 'Vanguard' took place. In which he, and a multitude of ships, ventured into the AQZ to destroy Lexen, another planet responsible for building an Armada that attacked the Galactic Rim, just over a year ago. Just HOURS before the Sixth Fleet left Iskander, where they had been briefed on their Operation by Sky Marshal Wroclaw himself, one of our corespondents, Michelle Martinez, was able to sit down with Admiral Hux for an interview. This is what was discussed. MM: "Pleasure to meet you, Admiral Hux, sir. Welcome back to Iskander. I hope you are doing well?" AH: "Ah, but the pleasure is mine! Thank you for having me. I'd say I'm doing quite well indeed. Any chance I get to take it directly to the enemy is always a good one." MM: "Spoken like a true leader, sir. We've been told by the Sky Marshal that you will be leading the Sixth Fleet into the AQZ to perform some good old fashioned 'Shock and Awe'. Is there anything you'd like to share or talk about in regards to the operation for the good people of the Federation to hear?" AH: "If there is anything that I would like the people of the Federation to know, it's that humanities time on the back-foot is over. We've been forced onto the defensive one too many times... Operation Firestorm.... Operation Breadbasket... the Progenitor invasion. We've only been reactive, defending ourselves from our enemies where they show their menacing heads. Fighting a battle to keep a stalemate. But that time is over. Now is the time for pro-active measure. We won't be waiting for the Arachnid fleets to strike across our border and destroy our homes and kill our people. We'll take ourselves to them. Destroy their homes. Vaporise their swarms. Hunt down their fleets, and chase them all the way to their foul breeding grounds and annihilate them before they ever have a chance to raise a tendril against us. And then when it is done, we'll realise Sky Marshal Tehat Meru's plan to strip the galaxy free of the Arachnid's one planet at a time all those many years ago." MM: "Truly incredible, Admiral! I'm sure the bugs are trembling in fear already. And with the Sixth Fleet at your back? We at FedNet know you'll be unstoppable. Speaking of the Sixth Fleet, however, what's it like leading them? You've been doing it for... over a year now, correct?" AH: "Indeed. I've been in some form of command within the 6th Fleet since the beginning of the Progenitor War. There's no finer a group of soldiers and sailors in all the Federation. I believe every Admiral would say that their fleet is the best there is, but I believe our service record speaks for itself. The 6th Fleet has been at the forefront of nearly every major campaign since the First Bug War. If I have my way, it will also be the one to strike the final blow against the bugs." MM: "The record truly does speak for itself. The former 112th, now the infamous 47th. As well as yourself, or even the tales and works of the Ulysses Grant and its crew. We here at the Federal Network recognise and greatly respect your extensive service record. But where do you plan on going next? Are there any goals or things in live you strive for but have not yet hit?" AH: "Well, I would have to say that my own future will be determined by the Federation. I'm ready to go wherever the people need me to be." MM: "And we would be honoured to have you anywhere, Admiral. Thank you so much for your time, sir. It truly was a pleasure to meet you." WITH THE FEDERATION READY TO TAKE THE WAR TO THE ARACHNIDS DOORSTEP, ADMIRAL HUX NEEDS SOLDIERS. SOLDIERS LIKE YOU. SIGN UP TODAY TO FIGHT. SIGN UP TODAY TO WIN. SERVICE GUARANTEES CITIZENSHIP. WOULD YOU LIKE TO KNOW MORE?
  10. Hello, men and women of the Sixth Fleet's Mobile Infantry. As you are all well aware, the battle for Komora, Operation Wildfire, is over. The outcome, a major success. I, and the other great Battalion leaders of this Fleet are all incredibly proud and impressed by the skill, dedication and work put in by each one of you to see this Operation through to the end. For your hard work, another planet owned by the our four legged neighbours has been wiped off the maps. You'll be utterly thrilled to know SICON estimate the deaths of Arachnids to be in the tens, perhaps hundreds of Billions. A major success for us, no doubt about that. But, we took losses of our own. With just over four thousand men and women dead, and thirteen thousand wounded, this battle was not with out sacrifice. However, you are all to be awarded for your valiance and bravery. Each Infantryman who set foot on Komora and fought to vaporise it has been awarded with the following: This is the Valorous Unit Medal. Each Platoon has been awarded one of these. Against all odds. Regardless of the strategies implemented by the Bugs. Despite the overwhelming numbers and challenges you all faced, we came out on top. All of you present for this Operation will find one of these in your locker with in the next 24 hours. However, this is not all. As well as this, each member of Operation Wildfire will be awarded its respective Theatre Ribbon. Your NCOs have also been giving Medal recommendations to your Superior Officers and we are working tirelessly to compile all of these together. You can expect your own individual Medals, should you have earned them, in the coming days. But this isn't over yet. Now, with the closest production planet for Arachnid ships gone, we can focus on our own planets. The smaller colonies crawling with Arachnid vermin that need to be scrapped away. For the next six to eight weeks, the full focus of the Federation will be on the 'Mid-Rim Offensive.' An Operation in which we will be going Colony to Colony, cleaning up the last clusters of Arachnids hiding and cowering in our side of the Galaxy. Then, we can begin our final push against the AQZ. As always, thank you all for your tireless service. Let's win this fucking war. - Col. Sebastain J. Bently
  11. Armacass Armacass is a large, Private corporation founded and owned by Multi-Billionaire and Entrepreneur, Harlan Arstide, who was born on Chaziv-9, but grew up and graduated University in Iskander with a degree in Business and Finances. He founded Armacass when he was only 21 years old, and by the time he was 25, Armacass was officially a Billion Pound corporation. Armacass have, over the many years, grown a solid reputation for themselves. Responsible for creating phones, tablets, Televisions and various other Civilian grade technology. However, they have recently started to work on Military equipment. With funding from the Federation and assistance from Scientists, Military and Civilian alike, they have steadily made great advancements in the field. However, most of what they are working on is classified. On the 26th of November, Mobile Infantry stopped a raid on an Armacass underground facility. What the Infantry found was that the Separatists responsible, Chaziv 9's very own Revenants, seemed to be wiping servers and trying to steal data. What they were looking for...? SICON currently are unsure. Only time will tell what interest The Revenants have in Armacass and their research.
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