The Catastrophic Coincidences. Or as I like to call it, 'The Great FUBAR'. Or if you think those names are lame, just go with good ol' 'Apocalypse' or 'The End Times' or something.
A series of independent events that tore the world apart when they happened together at the same time, not allowing anyone to help anyone at all.
Fortunately, the United Nations had a contingency plan when this kind of crap happens. They saved what was left of the old civilizations by rallying the remnants of the scientific community and any military personnel still organized and put them in the most unaffected area in the world to reorganize. In this case, the British Isles and Iceland. Everywhere else was just too screwed over or unpredictable.
It's been twenty years since those events and the people want their world back. But I think the world has already moved on.
Welcome to The New Earth!
You will be a commander of a platoon (Task force/unit/whatever), going out into the ruined world to scout out areas or gather resources or recover lost knowledge (documents/books/art). Or just go plain sight-seeing since no one in the U.K. or in Iceland know what's outside the islands.
There are a variety of units you can deploy. However, deployment is limited so choose them carefully. You are allowed to choose a maximum of six (or less) units per mission. Additionally, you can insert yourself into the field which will take up no slot.
- Tactical Squad: Basic infantry unit consisting of a five-man team. Armed with rifles, they will do their utmost best to follow orders and accomplish their objectives. They can pick up special weapons found in the environment or from fallen special infantry.
- Engineer Squad: Infantry unit consisting of a four-man team. They are armed with shotguns but likely not to use it since their main function is to heal other infantry or repair vehicles. Other functions include constructing defenses and turret emplacements, hacking devices for benefits and obstacle removal. Commanders are issued a free Engineer unit if the mission requires it (but bringing an extra won't hurt).
- Machine Gun Team: Special infantry unit consisting of a three-man team. Two are armed with machine guns while the third serve as backup should anything happen. Very few can evade the hail of lead that can stream forth from this unit.
- Anti-Armor Team: Special infantry unit consisting of a three-man team. Two are armed with rocket launchers while the third serve as backup should anything happen. Only the most toughest of materials can withstand the armor-piercing potential of the rockets.
- Sniper Team: Special infantry unit consisting of a two-man team. One is the sniper and the other is the spotter. Both are trained to operate alone should anything happen. Sniper Teams have great lines of sight and can camouflage. Taking out targets with extreme accuracy and precision is a given for this team.
- Retinue: Special infantry unit consisting of a two-man team assigned to be the personal guard of the commander should he or she insert themselves into the field. Retinues are always equipped with Hercules Exoskeletons. They are like Tactical Squads and can be ordered to pick up special weapons.
- Escortees: Special infantry unit with varying amount of soldiers. Although armed with SMGs, it is advised to keep them from danger. Make full use of the benefits given by the play styles to keep them alive as they are the brittlest of all infantry units. They are only deployed when the mission requires it.
= Tank: Vehicle unit with the heaviest firepower of all units. Slow but armored, Tanks can be used to break down obstacles or cover for infantry. The largest downside is that they are ill-advised to be deployed in most terrains of the post-apocalyptic world. They can be embarked by one infantry unit.
= APC: Vehicle unit mainly used to transport infantry but is armed with a powerful autocannon (or two). APCs have fast movements, reaching areas in short time which makes missions quick and efficient. APCs can traverse more terrains than Tanks but not all terrains can be traversed. They can be embarked by three infantry units.
You will be given three 'play styles' to choose from each mission. Analyze the given mission carefully and select the most appropriate style. However, since we don't know what we're up against (assuming there's something hostile in the mission), it's your gut who will be doing most of the thinking.
> Infantry - All infantry units are equipped with Hercules Exoskeletons, making them more durable and increasing their overall effectiveness in combat. It also allows traversing of some impassable terrains. - All infantry units can heal without Engineers. - Tactical Squads can deploy defenses along with Engineers. - All infantry units can camouflage. - Artillery can be requested in open areas. - Escorted personnel are equipped with Hercules Exoskeletons. Making them more durable.
> Airborne - Regular infantry are replaced with Paratroopers. Paratrooper units can fill empty unit slots any time. - Infantry units can replace lost soldiers. - Equipment can be airlifted into the field for Paratroopers to use. - Air Support can be requested in open areas. - Escorted personnel can wait safely and be paradropped to areas once it is secure.
> Mechanized - Vehicle units can repair without Engineers. - Engineers can deploy unmanned drones to fill empty slots. (Drone is equipped by either dual minigun, dual rocket launchers or dual flamethrowers.) - Escorted personnel are given an APC to ride. (APC does not fill a slot.) - Commanders in the field are given a Command Vehicle to embark. Command Vehicles are mobile HQs with machine guns on all four sides with an automated minigun on top. They can be embarked by two infantry units.
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This is still an Interest Check so no Character Sheets for now. However, you can suggest mission ideas along with your interest.
Curiosity has touched my mind, I will keep an eye on this for now, though I will see if it garner's enough of my interest to take time away from my other RPs.
@cpldingo What confuses you, my friend? I will be happy to clear them for you.
@AtlasRedfox Erm... I'm afraid this RP is for commanders only.
I re read through it, it makes more sense to me now I know what you are trying to accomplish. Sounds interesting. That being said, I spent 4 years in the Marine Corps as a riflemen, if you would like, I can give you a full breakdown on an infantry battalion smallest unit to largest. Not trying to impose or anything, but I figure a new perspective my help, heck if you see something you do like you can always incorporate certain aspects.
1. Fire team: 4 man team broken up by billets. Riflemen: Usually a private-PFC(E1/E2). Your point man, basically a scout, equipment is Usually their issued weapon and basic gear. Normally the first one into a room during a room clearing operation. Pointmen are 70% more likely to get killed or injured than anyone else. Responsibilities include: Understanding of military patrols, map reading/land navigation, being observant and looking for anything on the direct front. Assistant automatic riflemen: He is the direct supporting marine to the Automatic riflemen. He will aide the Automatic riflemen in getting his rounds on target, as well as carry any extra ammunition needed for the Automatic riflemen. If the gunner does go down, the A gunner is the one to pick up the SAW\automatic weapon.
Automatic Riflemen(When I was in it was a SAW gunner, we no longer use the m249 in that capacity, it is now the M27): Suppression expert. This marine carries over 80% of the teams total firepower. He carries more ammunition than anyone else, usually slower due to the added weight. His responsibilities include; supressing the enemy and preventing him free movement accross the battle space, allowing for friendly forces to out flank and maneuver on the enemy. The gunner will post up in areas that give him the best line of sight, usually allong roadways, valleys, dried out river beds, anywhere where he thinks people may group together and become channelized. As told to me once a double single file line is a machine gunners wet dream. The automatic rifleman is the 2nd in command of the team. Team Leader: as it sounds, he leads the team, usually a Corporal. Armed with an M4 w/M203 or M16 w/ M203. Normally the team leader does not expend as many rounds as the rest of the team, he spends his time bridging the gap between the team and the squad leader. Primarily the team leader ensures his men are fighting fit, know their jobs, and have all their equipment. During engagements he will comand and control his squad accordingly. MAking sure proper use of cover is used, and at the same time looking beyond his rifle and scanning for anything his team needs to be wary of. Squad leader: usually a sergeant, writes up the warning order, and the patrol order. Plans out the mission, figures out witch team is tasked with what(assault team, supression team, support team) and the order in which they move. During engagements the squad leader can mostly be found behind his guys, directing the team leaders, calling out rates of firea, and using comms with command, calling air strikes, casualty evac etc.
2. Squads: Are broken into three 4 man teams plus the squad leader and a corpsmen(medic).
Platoon: 3-4 squads plus 3-4 corpsman, platoon sergeant , and platoon commander, make a platoon. Commanders are 2nd and 1st lieutenants
Company: 3 platoons plus 2 support platoons make a Company. Companies include 3 line platoons( as described above) and a weapons platoon and headquarters and service platoon. Weapons platoon is made up of 3 sections(section is bigger than a Squad) of mortarmen, machinations, and assaultmen(rockets and breach explosives). This platoon will be broken down and intergrated into the three other companies, except for the mortarmen. Mortarmen usually stay inside the wire, their range doesn't need them to leave. However they can be attached periodically if they are needed for an assault. H&s platoon are basically all the people that work inside the company office, admin stuff. Glorified secretarial work. At the company command level you have your: Company Gunner Sergeant(e7). Funny is your logistcal master, he makes sure you have your food, ammo, weapon, gear and water neccessary to get you through a deployment. Next is your 1st sergeant. E8. Your administrative official. He is in charge of scheduling training, approving/denying leave requests, and discipline. 1st Sgt never smiles. And uses the work fuck in place of commas.
Lastly for the company, is your XO and CO. your executive officer is Usually a 1st lieutenant(O2) and the CO is almsot always a Captain(O3). As you can guess they lead the company, the set the standards and the company strives to meet them. When it comes to combat scenarios they oversee everything, without micromanagement, Overall mission planning, unit readiness, morale, pay etc.
Up from the company we get into our battalion. 3 line companies plus weapons company and h&s company. Just like platoons, weapo s company will be broken up and attached to the three other companies. Weapons company are, heavy machine gunners(M2, and MK19) heavy mortarmen(120 mm mortars) and the heavy assaultmen(TOW, Javelin etc) H&S company, near the same as the company level, except they also have the s-2 through 6 shops.
Real quick: S1 is Admin S2 is Intel S3 is Operations S4 is Supply S5 Security and Badging S6 is Com
For battalion command, just about emulates company, however think bigger picture. As far as comanding officers, there is battalion Sgt major, the XO which is almost always a Major(03). And lastly your BC, or Battalion Comander. Normally its a Liutenant Colonel(04).
Whew that was alot. I honestly could have gone on way longer, but I feel like I touched all the major points. I hope this helps you out, at the very least you got a quick lesson on usmc battalion structure lol.