PRINCIPALITY OF REMONI - MINISTRY OF DEFENSE
FACELESS SQUADRON 7
FACELESS SQUADRON 7
Welcome, Faceless pilot. Whether you are fresh out of training or have been flying since the beginning of the Faceless program by the Ministry of Defense, you have been selected for a transfer to Faceless Squadron 7. While in this squadron, you will continue to serve the Principality of Remoni more than you ever have before, protecting her and her people against our enemies, whether they be the extraterrestrial enemies from the Moon that have taken over the Lost Territories, or the treacherous Federation of Satea, which seeks nothing less than world domination. We have trained you, modified you and engineered you to have the highest reflexes, perfect loyalty to our Principality and the best skill whether you specialize in airborne mecha or fighter jets. You will serve or you will die and if you die, our nation dies with you.
I won't act like the world was particularly peaceful before, but things are heating up. The Federation is making bizarre movements of large amounts of troops, even on the Joint Front. The Principality needs you now more than ever. Not that the Principality cares for your opinion, Faceless, she cares for your service.
World Map in 2016, at the beginning of the RP
Synopsis
Heavily inspired by the likes of Muv-Luv Alternative, Code Geass, Ace Combat, Aldnoah Zero and many others, Flight of the Faceless is a spiritual successor to a fighter jet RP on the old Roleplayer Guild, taking place in a fictional world with passing similarities to our own. Following an alien invasion in 1996 of seemingly mindless, man-eating beasts, the world is devastated and divided, but when the Satean Federation makes a critical innovation capable of turning around the conflict, it uses this to establish itself as the world's greatest power and works to take over the world. This innovation is the Combined Arms Unifier, a mech capable of operating in the air and on the ground, with extreme maneuverability allowing it to counter most of the alien forces. The Federation's new power and expansion creates tensions with the neighboring Principality of Remoni, formerly an ally of the Federation in the war against the extraterrestrials.
This prompts the creation of the Faceless by the Remonish conglomerate Kerangal, a new type of soldier, using youths taken from around the world who are modified and trained to be the best pilots possible for the domestic versions of the CAU and jet fighters, still formidable opponents against other fighters and CAU's.
You are a Faceless, brought into a war that might not even be your own against your will, forced into loyalty and obedience towards the Principality of Remoni and her allies. How will you shape the future of this shattered world?
Long Plot Introduction
The world has always been divided, but today, it stands more divided than ever. The Lunar Catastrophe of twenty years ago still constantly reminds the world of the vulnerability of humanity, after the loss of half of the world's population. In the summer of 1996, an explosion rocked the moon as four large meteorites fell to the earth, erasing portions of the Satean and Euran continents and obliterating most of the Shipan archipelago. However, this and the subsequent disasters were only the beginning of humanity's troubles, as a swarm of an alien race erupted from the ruins of the initial earthfall. No one knows whether the invaders were unable or unwilling to communicate with their new enemy as they advanced, eating any human and animal life they came across. Most small arms were unable to pierce the armor of the stampeding enemy as it quickly took over most of the continent of Eura, with the frontlines in Satea barely being held. The cannons of heavier armored vehicles such as tanks managed to take down the beasts, but they were often too slow to escape once the swarm inevitably reached their positions. Even combat aircraft found their match in the flying types of the aliens, which had mobility superior to any fighter that humanity deployed against them.
The first innovations to turn the tides after massive losses came from the Satean nations when the Principality of Remoni deployed the Kerangal Heavy Industries M-01, the first bipedal combat platform. Able to carry heavy weaponry such as cannons all while remaining fairly maneuverable and well-armored enough to take a few hits from the invaders and still be able to operate, its biggest customer outside of Remoni was the Satean Federation, which modified it to create the Combined Arms Unifier Mark I ", a machine based on the M-01, using less armor to give it more maneuverability and using the anti-gravity components from downed alien flying beasts to give the CAU Mk. I the ability to fly above the battlefield and effectively deal with any threat.
Unlike the M-01, the CAU Mk. I and its subsequent variations were never sold to other countries and the Satean Federation used this to singlehandedly fight off the invasion in Satea, Shipan and annex territories elsewhere, establishing itself as the world's main power. By the time the war had been reduced to Eura and part of Shipan, captured CAU's had served to create flying designs in Remoni and elsewhere, but it was too late to make a difference in the war that hadn't been made by the Federation.
Today, this war has become a frozen conflict in Eura and northern Shipan, with Satea and Remoni holding a joint front. However, tensions that have always been held between the countries and the peoples of the world have been lighting up. On the smallest continent, Austris, the western half has broken away from the Empire of Yuka and Wyd to form Democratic Yuka. What remains of the Shipan archipelago is divided between a Satean occupied part and Shipan's original government. Most of the states of Frusa are experiencing internal conflicts as the original peoples of the continent fight against what they see as colonialism by the countries which moved there following the fall of Eura.
However, the tension that could be the most important to the future of the world could be that between two former allies, the Principality of Remoni and the Federation of Satea, two countries officially fighting together in Eura against the extraterrestrial menace, but at each others' throats over the Federation's expansionism and border conflicts between the two nations.
The future is in the hands of the Faceless, young pilots of mecha and fighters from across the world, modified to be the most capable and obedient soldiers possible. Only a few are fighting for the Principality of their own desire, but those who aren't don't have a single choice, to resist orders and defy the Principality means for their bodies to be torn apart from within.
The first innovations to turn the tides after massive losses came from the Satean nations when the Principality of Remoni deployed the Kerangal Heavy Industries M-01, the first bipedal combat platform. Able to carry heavy weaponry such as cannons all while remaining fairly maneuverable and well-armored enough to take a few hits from the invaders and still be able to operate, its biggest customer outside of Remoni was the Satean Federation, which modified it to create the Combined Arms Unifier Mark I ", a machine based on the M-01, using less armor to give it more maneuverability and using the anti-gravity components from downed alien flying beasts to give the CAU Mk. I the ability to fly above the battlefield and effectively deal with any threat.
Unlike the M-01, the CAU Mk. I and its subsequent variations were never sold to other countries and the Satean Federation used this to singlehandedly fight off the invasion in Satea, Shipan and annex territories elsewhere, establishing itself as the world's main power. By the time the war had been reduced to Eura and part of Shipan, captured CAU's had served to create flying designs in Remoni and elsewhere, but it was too late to make a difference in the war that hadn't been made by the Federation.
Today, this war has become a frozen conflict in Eura and northern Shipan, with Satea and Remoni holding a joint front. However, tensions that have always been held between the countries and the peoples of the world have been lighting up. On the smallest continent, Austris, the western half has broken away from the Empire of Yuka and Wyd to form Democratic Yuka. What remains of the Shipan archipelago is divided between a Satean occupied part and Shipan's original government. Most of the states of Frusa are experiencing internal conflicts as the original peoples of the continent fight against what they see as colonialism by the countries which moved there following the fall of Eura.
However, the tension that could be the most important to the future of the world could be that between two former allies, the Principality of Remoni and the Federation of Satea, two countries officially fighting together in Eura against the extraterrestrial menace, but at each others' throats over the Federation's expansionism and border conflicts between the two nations.
The future is in the hands of the Faceless, young pilots of mecha and fighters from across the world, modified to be the most capable and obedient soldiers possible. Only a few are fighting for the Principality of their own desire, but those who aren't don't have a single choice, to resist orders and defy the Principality means for their bodies to be torn apart from within.
Timeline since the Lunar Catastrophe
- August 19th, 1996: A boom is heard as an explosion rocks the Moon and four large meteorites of lunar origin begin their descent towards the Earth, along with hundreds of other small pieces. The landfall in two places in Satea, in Eura and in the archipelago of Shipan provokes widespread natural disasters, killing a quarter of the world's population. The capital of the Federation of Satea, Moctavis is erased.
- August 26th, 1996: A swarm of extra terrestrial streams out of the ground zeroes of the meteorite landings, stampeding across the continents and Shipan, now two islands. The Principality of Remoni and the Federation of Satea, close allies, struggle to fight off the enemy in their homelands as the countries of Eura begin to evacuate to Frusa.
- September 17th, 1996: The Republic of Fransalia transfers its country to their colony in Frusa, abandoning its territory in Eura, now a trampled shadow of its former glory.
- September 24th, 1996: Operation Firebrand in Satea has the armies of Remoni and the Federation, along with air support from Deindre making a counter attack towards the northern crater with the public aim being to push back the invasion and the private aim being to test tactics against the extraterrestrial invaders. Deindrese pilots discover the maneuverability of alien fliers and without air support, Remonish armor is outmaneuvered by clawers and crushed by stampeders. Satean infantry are eliminated and eaten with armor managing to escape. Four strategic bombers from Remoni and Satea are brought down. Various other losses are had and the Operation is officially deemed a total failure.
- October 2nd, 1996: At an international meeting in the United States of New Norn, a federation made up of peoples from the Norn region of northern Eura, the Federation of Satea puts forward a defensive doctrine to use until an innovation capable of turning the tables is created; rows of tanks, IFV's, AAA cannons and artillery are positioned in fortified positions and constantly fire at the wave of invaders, with all industry in the country and other countries using the doctrine being dedicated to the war. Aircraft are relegated to chasing down fliers which break through defensive lines, though one flier is typically dealt with by an entire squadron.
- October 6th, 1996: Remoni and the Federation officially put the doctrine into effect, moving most populations into cities within the defensive lines. A long war of attrition begins. The Vargern State in Frusa is founded, made up of peoples from the plains of central Eura and others, much to the dismay of the native Frusan people.
- February 14th, 1999: The Principality, learning from experiences during Operation Firebrand when armor was outmaneuvered by the aliens, unveils the domestically designed Kerangal Heavy Industries M-01 bipedal combat platform or "mech", capable of carrying heavy weaponry able to pierce the thick armor of aliens, while remaining maneuverable enough to avoid being flanked. The Federation of Satea immediately buys a license to produce the design and their own Agency of Military Research and Development is chosen as the designer for standard weaponry. Later that month, the AMR&D creates the 36 millimeter round as standard for assault cannons on mecha.
- February 28th, 1999: Prototype M-01's armed with aircraft cannons hastily converted to use the 36 millimeter caliber as well as tank cannons ripped from the carcasses of tanks destroyed years ago and turned into heavy rifles, are first used in combat. They are deemed a success, despite heavy losses of pilots used to armored vehicles. The average life expectancy on the first sortie is five minutes. The decision is made to train pilots who have flown fighter jets, due to initially similar controls.
- July 4th, 1999: The M-01 enters production in the Principality and the Federation and is sold to countries such as Shipan and Grand Tannia.
- Rest of 1999: A slow, steady counterattack is made through Satea, though, curiously, as regions are resettled, citizens of the Satean federation are given priority, even in regions formerly owned by Remoni.
- February 14th, 2001: The same day that the M-01 had been unveiled two years prior, the Federation of Satea unveils a lighter armored and more maneuverable version of the M-01 with the ability to fly and maneuver in the air thanks to a combination of the core of an alien flier with jet engines, titled the Combined Arms Unifier Mk. I "Firebrand". Unlike the M-01, it is not sold to other countries and is exclusively used by the Federation of Satea, giving the Federation an advantage over Remoni in the war against the aliens, due to its ability to easily counter the extreme maneuverability of alien fliers. Without a prototype test phase, it is immediately put into combat.
- December 24th, 2001: On Christmas Eve, the Federation of Satea announces that thanks to the use of CAU's, the southern crater of the Satean continent has been liberated.
- December 25th, 2001: A day after the announcement of liberation and during the first holiday in five years in the Federation, the Principality of Remoni steals a single CAU Mk I, this goes unnoticed by the Federation as a joyride and subsequent crash of one of hundreds of CAU's.
- March, 2002: The M-02 "Dancer" is put into service by the Principality of Remoni. It is effectively a lightened M-01 using the flying equipment from a CAU Mk I. It is favored by Principality test pilots as compared to the few captured CAU's as it is more robust and has more maneuverability on the ground, but hated for its antiquated control system that was hastily modified for flight. The Federation of Satea remains indifferent, considering their own development and numbers of CAU's enough to make their new rival's release unimportant.
- 2003: This year, mecha fight each other for the first time as the Satean Federation intervenes in a conflict in Ishter between Euran refugees and the native people, fighting on the side of the Eurans against government forces, who are equipped with M-01's and a few M-02's. A crashed CAU is sent to the Principality of Remoni to use as a model for a new control system.
- January, 2004: The entirety of the Satean continent has been liberated by Remonish and Federal forces, though the Federation has already deployed large numbers of CAU's and other forces to the southern tip of Eura and western Shipan. In response, Remoni transfers forces to eastern Shipan and forces the Federation into a Joint Front in western Eura.
- June 20th, 2006: A Satean supported coup in the western half of the Empire of Yuka and Wyd ends with the secession of the western half with a government modeled after Satea, titled Democratic Yuka.
- June 26th, 2006: The Federation of Satea officially annexes the western half of Shipan and much of the southern tip of Eura.
- August 1st, 2008: The formerly autonomous Republic of Deindre is offered full independence by the Principality of Remoni. The Federation of Satea announces fears of discrimination against Satean minorities on the island by the Deindrese majority government, causing it to invade and occupy the eastern half of the country.
- January 13th, 2009: Following the rapid expansion of the Federation of Satea and its animosity towards the Principality of Remoni and her allies, the Ministry of Defense, seeking an advantage over the Federation, starts the Faceless Program with the help of the Remonish conglomerate Kerangal.
- November 18th, 2014: The largest deployment thus far of Faceless pilots is at the Battle of Granado Canal, a skirmish between Remonish and Satean forces at the Joint Front for unknown reasons. The battle is a victory for the Principality, with the Satean frigate Garibaldi being one of the largest losses. The battle remains a secret, covered up by both sides.
- August 15th, 2016: Border skirmishes between Remoni and Satea erupt and large troop movements by the Federation are seen.
- August 19th, 2016: Present day.
Rules and Suggestions
- This RP should stay PG-13 to R, war is normal so let the blood flow and the heads roll, nudity is alright (though I don't yet see how that can happen?) and swear like a boat of sailors at Cuss Expo 2016, just keep sexual exchanges to a minimum. If it happens, let there be a fade to black, with swapping spit being the limit.
- This should go without saying, but no godmodding if combat between player character happens. Work it out between you two, write a collab post and if it becomes a problem of who gets hit and who doesn't, flip a coin or roll some dice, but unless the player allows you, don't control their character.
- Mary Sues, Gary Stus, Marty Snoos, etc, will be murdered viciously. Character sheets can be rejected on these grounds and if a character that previously looked balanced starts being a bit too good, things will have to change. Power fantasies are fun and all, but no challenge makes things boring for us all in the end.
- Try to distance yourself from existing characters in fiction when making your own character, be creative! If you do want to take inspiration for your character from one that exists elsewhere, make them unique enough that I can't tell.
- All new characters who fly fighter jets cannot use anything with an airframe more advanced than a Fourth Generation plane. You can of course have modifications, but it'd be dull if everyone was running around in F-22's and superfighters from the beginning, wiping the floor.
- As for mecha, nothing much more advanced than the standard airborne mecha and CAU's of the Principality and the Federation, respectively.
- If you need a break from the RP, tell us! We'll try to figure something out, like letting your character sit out a mission. Just give a good reason and we'll all accommodate.
- If you want to drop out entirely, tell us or someone close to you in the RP, so we can write your character out somehow.
- However, if someone is waiting for a reply from your character, try to do that first, unless it's an absolute emergency that's keeping you away from writing.
- When active, try to post every few days at least, depending on how fast the RP is going. I've seen mecha and fighter jet RP's take months to get through a single mission and that tends to kill interest. Let's all try to keep things interesting for everyone and if you lose interest, communicate that to us, so we can work to keep it all from dying!
- RP's without communication die faster than it takes for the F-35 to have a new problem. Stay active IC and OOC, hell, if it ends up becoming something people want, I'll even make a Skype group.
- In the beginning, we're all on the same side, but if you want to do something unsavory and you have a method of doing it, send me a message and we'll see about it, try to keep it a surprise for the players.
- In regards to characters, submit your character sheet in the OOC under a hider and if they're approved, they can go in the Character tab.
- You're free to give your character any personality you want and I'm not saying everyone needs to be carebears, but if you make a character who's a jerk with nothing lovable about them, don't whine when everyone hates them.
- You may have up to two characters, so long as you can give them both attention.
- If you've read this far, send me the oath at the bottom of the character sheet when you submit your character sheet in the OOC.
- Interact! Your character is in a RP for a reason, so get them close to people. Even if they're shy, figure something out, because no one likes characters who just sit around and play with themselves and when this happens, said characters just end up being left behind.
- If your character has a backstory or a secret plotline that you want to keep hidden from other players and bring in later and have it be somewhat important, tell me first so I can work it in (and I will work it in, promise). If I don't know about it, it is effectively non-existent and is a disruption to the story that I am doing. If I do know about it, I can work with you to either incorporate in as a side-story or even make it a fairly important arc. I enjoy these sorts of things.
- Finally, this won't be 100% combat. If your character fades away into their room punching the wall then reappears as soon as it's time to sortie, they will sit the mission out. Enjoy all the interactions, as well as the heat of combat!
- When submitting your character in the OOC, along with the message, tell me your favorite color.
Standard Mecha of the Principality and the Federation
The age of the M-02 and the CAU Mk. I ruling the skies are long past, today, four models are primarily used, with older models being quickly retired and sold off to smaller countries. They are the following:
Principality of Remoni
The standard issue airborne mech of the Principality's forces is the M-13 "Diamond", the fourth design by Kerangal Heavy Industries to be made for combat in the air and on the ground rather than being a ground mech converted to fly. It has slightly heavier armor than its Satean counterpart, the CAU Mk. X "Sparrow", but its engines churn out less power and it's less maneuverable in the air. However, due to the Principality's experience with building ground mecha, a concept which didn't last long in Federation service, the Diamond has much better maneuverability on the ground. Its top speed in flight is 1000 kph. As standard, it carries a 36 mm assault cannon.
A much older model from the days when the Principality's airborne mecha were converted from ground mecha, the Axe is a large, heavy machine, capable of taking a beating. Its maneuverability pales in comparison to any other modern aerial mecha, but when it comes to defense, there's nothing better than the Axe, which has slowed down its retirement considerably. Certain pilots enjoy its weight as well, feeling it's a more forgiving mech to fly compared to the Diamond. Its top speed is 940 kph.
Federation of Satea
The Federation's standard CAU (Combined Arms Unifier, the Federation's preferred term for what the Principality calls airborne mecha) is the Sparrow, a light, nimble and fast machine that is a terror in the hands of a skilled pilot. It has little armor and its maneuverability on the ground is weak to the say the least, but in the air, it takes more than a novice to take it down. Like its Principality counterpart, the standard armament for CAU's is a 36 mm cannon, though they can carry a variety of weaponry. A Sparrow can easily reach its top speed of 1025 kph, all while remaining nimble. Despite the large number used by the Federation, not a single working specimen has been captured by the Principality due to their tendency to self destruct moments after a pilot ejects.
The rare, elusive and ultra advanced Garm is the most advanced CAU in active service, easily outmatching anything fielded by the Principality of Remoni. It has incredible speed and acceleration to boot, it is more maneuverable than an alien flier at any speed, can carry a heavy armament and maintain agility and is even more suited than the Mk X for operations on the ground. It has powerful sensors allowing it to track many targets and oftentimes, the elite pilots of the units blessed with the Garm don't even use their advanced gunnery sensors and destroy their targets with the blades kept within the arms. Information on the Garm is incredibly sparse, but their top speed is a blistering 1050 kph.
Fighting Mecha in a Fighter Jet
While fighter jets have been replaced in the war against the extraterrestrials by airborne mecha, many pilots and especially Faceless pilots still favor them for the advantages they have as compared to Federation and Principality mecha. Both are more maneuverable than the average fighter jet due to their ability to entirely change direction within moments, but are much slower compared to fighter jets, even at full afterburners. Not only this, airborne mecha can have troubles tracking fighters that are at speeds faster than them and maneuvering, due to them tending to rely on pilot skill at aiming guns all while moving at high speeds and avoiding fire. A fighter pilot should not get into a low speed maneuvering fight with an airborne mech, however, for obvious reasons.
When it comes to armament, the main difference comes in that all airborne mecha use what are essentially incredibly scaled-up infantry weapons and fighter jets use missiles, in particular, MultiPods, which are pods containing up to ten missiles each that can each independently track targets in the air, on the ground or on the surface of the sea. Of course, fighter jets still have on-board cannons, which tend to carry thrice as much as their real life versions, as well as firing higher velocity rounds than mecha cannons, but with less pure stopping power. Airborne mecha all carry at least one 36 millimeter assault cannon, but they can also carry grenade launchers, heavier guns (usually these are based on large anti-air guns, but heavier cannons can be based on the main cannons of tanks), even swords and other melee weapons. Fighter jets have the same assortment of weaponry they can carry in the real world, as well as the stuff you might find in Ace Combat with laser weaponry and rail guns in development for both airborne mecha and fighter jets.
When it comes to armament, the main difference comes in that all airborne mecha use what are essentially incredibly scaled-up infantry weapons and fighter jets use missiles, in particular, MultiPods, which are pods containing up to ten missiles each that can each independently track targets in the air, on the ground or on the surface of the sea. Of course, fighter jets still have on-board cannons, which tend to carry thrice as much as their real life versions, as well as firing higher velocity rounds than mecha cannons, but with less pure stopping power. Airborne mecha all carry at least one 36 millimeter assault cannon, but they can also carry grenade launchers, heavier guns (usually these are based on large anti-air guns, but heavier cannons can be based on the main cannons of tanks), even swords and other melee weapons. Fighter jets have the same assortment of weaponry they can carry in the real world, as well as the stuff you might find in Ace Combat with laser weaponry and rail guns in development for both airborne mecha and fighter jets.
Ministry of Defense Official Faceless Identification Document
PRINCIPALITY OF REMONI - MINISTRY OF DEFENSE
CONFIDENTIAL DOCUMENT
CONFIDENTIAL DOCUMENT
Five (5) Digit MOD Identification Number: This will serve as the Faceless pilot's main means of identification within the database for Faceless pilots. If they are lost in combat, the Faceless pilot's grave will be marked with this number. Superiors are allowed to refer to the Faceless pilot by this number. Civilians without required permissions from the Ministry of Defense cannot know this number.
Name: This name is the choice of the Faceless pilot, whether it be their birth name or their assumed name, it has no importance to the Ministry of Defense and their missions. All uniforms will be issued with Ministry of Defense Identification Number in the place of a name, however, civilian identification documents issued during leave time will use this name. Faceless pilots are forbidden from carrying any items with this name during military operations and they must be disposed of after leave time. If a Faceless pilot is lost in combat, this name will be erased from all Ministry of Defense databases and documents.
Callsign: The Ministry of Defense allows Faceless pilots the choice in their callsign. However, it cannot represent their origin and unlike their name cannot be kept on any objects on your person, whether on leave or in service. The Ministry of Defense can refuse a choice for a callsign on the grounds of it being too long, too complicated to say or containing more than one word.
Age: All Faceless pilots are selected from ages fourteen (14) through twenty (20). There are no Faceless above the age of twenty (20). Do not request information on Faceless who you believe are older than twenty (20). They do not exist. Repeated inquiries on this subject can be interpreted as rebellion and will be treated as severely as desertion. Reminder: the sentence for desertion can, in certain cases, be death. The Faceless Training, Modification and Augmentation Process (FTMAP) takes one year.
Country of Origin: The Ministry of Defense allows Faceless pilots to know their country of origin, however, they cannot carry any object on them that could link them to this country if captured or their remains are found by the enemy. Any objects of this description found by the Ministry of Defense will be destroyed.
Appearance: The Ministry of Defense uses a picture for appearance, this picture must clearly show the face of the Faceless pilot. Only the Ministry of Defense may see this photo and only one (1) copy of it will remain in Ministry of Defense databases. If the Faceless pilot is lost in combat, this picture will be destroyed. A Faceless pilot is allowed to possess personal pictures of themselves, under the condition that this picture does not allow any potential viewer to trace the Faceless pilot’s origins. Alternatively, the Ministry of Defense may keep a detailed description of the Faceless pilot instead of a picture.
Faceless Type: The Ministry of Defense officially acknowledges two (2) types of Faceless. Type A Faceless are Faceless pilots who have no memory of their life before their entry into service. Their loyalty to the Principality of Remoni is ensured by this lack of memory and physical punishment if disobedience is detected. Type B Faceless are Faceless pilots who have memories of their life before the FTMAP and after their entry into service. Their loyalty is only ensured by physical punishment if disobedience is detected No Faceless have memory of the FTMAP. Physical punishment for disobedience involves the following but not limited to; electronic shock, nervous shock, temporary mental impairment, headaches, bleeding from orifices (including but not limited to the nostrils, the mouth and the eyes)…
Type B Faceless are the current type of Faceless pilots, having replaced the production of Type A due to the benefits of less memory destruction. Certain believe there is a third type, called Type C, which instead of having memories that are destroyed, have been reconditioned to have artificial memories. The Ministry of Defense declares that Type C Faceless do not exist. Repeated inquiries on this subject can be interpreted as rebellion and will be treated as severely as desertion. Reminder: the sentence for desertion can, in certain cases, be death.
Bio: The Ministry of Defense keeps a detailed biography of the Faceless Pilot. For Type A pilots, this biography only includes information after entry into service. For Type B pilots, this biography may include their life up until this point. This biography may include the following; former life prior to service as a Faceless Pilot, personality, service record as a Faceless Pilot, hobbies, interests, etc.
Specialization: A Faceless Pilot may be specialized in the use of airborne mecha, otherwise known as Combined Arms Unifiers (CAU), fighter aircraft, or share specialization in both. The Ministry of Defense acknowledges that pilots who are specialized in only one of these two types may be more proficient in combat than those who are specialized in both, however, the versatility offered by being specialized in both is also acknowledged.
Name of Machine: This is the official model name of the machine along with any nickname. The Faceless pilot is allowed a choice between a standard-issue machine (the standard issue airborne mech for the Principality of Remoni is the M-13 “Diamond” and the standard issue fighter aircraft is the F-27 Devil (domestic version of the Satean Su-27 Flanker) and variants) and a machine of their choice.
Profile: The Ministry of Defense keeps a detailed description of the vehicle chosen by the pilot. This can include specifications, history, usage...
Modifications: Any modifications made to the pilot’s machine must be approved and recorded by the Ministry of Defense.
Personal Color Scheme: Faceless pilots use unmarked machines, with no insignia or roundel save for that of the squadron allowed. However, after approval by the Ministry of Defense, a pilot can modify the paint scheme of their machine, under the condition it does not impair the performance of them or their allies and shows no indication of the pilot’s origin.
Preferred Loadout (for airborne mecha): Airborne mecha can use a variety of weaponry, which is left to the pilot’s choice on most occasions but can be changed if mission parameters require it. All airborne mecha must carry at least one (1) thirty-six (36) millimeter assault cannon.
Note for jet fighter pilots: all jet fighters much carry at least two (2) multi-purpose multiple launch missile pods (MultiPods). These each carry up to ten tracking missiles in heavier models capable of attack land, air and seaborne targets. Otherwise, loadouts will vary depending on mission.
OATH: I, A FACELESS PILOT, SWEAR UNDYING LOYALTY TO THE PRINCIPALITY OF REMONI, I DECLARE THAT I WILL ALWAYS FIGHT FOR HER, HER PEOPLE, HER GOALS, I AM ENSURED CERTAIN RIGHTS AND DUTIES AS A FACELESS PILOT AND I WILL ALWAYS ACCOMPLISH THESE DUTIES WITHOUT QUESTION AND WILL NEVER BREAK MY LOYALTY TO THE PRINCIPALITY. IF I DO BREAK THIS OATH, MAY IT MEAN MY DEATH. MAY THE PRINCIPALITY AND HIS MAJESTY BE BLESSED.
Central Satean Sentinel Article on the Operation of Airborne Mecha
For the first time since the official entry into service of the M-09 "Axe", the first airborne mech of our country's armed forces to use the new, enhanced control system, the public now has the chance to see how these fearsome war machines are operated. Our journalist was given a full tour of a training model airborne mech, beginning by entering through the front. Airborne mecha have a thickly armored chest where the cockpit is housed, which opens by having the cockpit slide out. From there, a cord is extended to the ground, which the pilot can ride up and down. Once inside, the ignition is as simple as a car, with a key turn and a few extra steps. The pilot is able to see thanks to cameras mounted in the head of the mech, which moves in response to slight movements by the pilot.
This whole system of controlling the mech by amplifying slight movements by the pilot is universal in the new control system used by all Remonish mecha, allowing precision all while avoiding fatigue on the pilot. The arms are moved using two controllers which fit the pilot's hands and has place for each finger. The fingers are in fact the only movement not amplified, giving pilots full control of precise manipulations such as trigger pulls. The arms are put through braces that track small arm movements from the wrist to the forearm, allowing pilots a full range of gestures and movements. This system does take a lot of getting used to, as new pilots have a tendency to move too much and thus make sudden, jerking, imprecise movements, which is both frightening and comical to see!
For movement, a pilot controls the speed and direction of the mech using sleeves on the legs of the pilot, pushing in the direction they want to move. Bringing the legs up makes the mech crouch and from there, a pilot can make their mech go prone or even jump! When standing, a sudden jolt of the legs forward causes the mech to begin hovering a couple of meters above the ground, the pilot now uses their legs to control the maneuvers of the mech. Bringing their toes down raises the throttle and bringing them up lowers it and moving the legs changes the position of the maneuver jets. Giving a jolt of the legs from a crouching position to a standing position cuts the engines and the core.
As you can see, flying an airborne mech is a sophisticated process, but the versatility of it has given our pilots much more ability in their duties of protecting our country. All cockpits contain a full first aid kit and a survival rifle and the flight suit, not too unlike that of a fighter pilot, is much more padded to account for sudden shocks.
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This whole system of controlling the mech by amplifying slight movements by the pilot is universal in the new control system used by all Remonish mecha, allowing precision all while avoiding fatigue on the pilot. The arms are moved using two controllers which fit the pilot's hands and has place for each finger. The fingers are in fact the only movement not amplified, giving pilots full control of precise manipulations such as trigger pulls. The arms are put through braces that track small arm movements from the wrist to the forearm, allowing pilots a full range of gestures and movements. This system does take a lot of getting used to, as new pilots have a tendency to move too much and thus make sudden, jerking, imprecise movements, which is both frightening and comical to see!
For movement, a pilot controls the speed and direction of the mech using sleeves on the legs of the pilot, pushing in the direction they want to move. Bringing the legs up makes the mech crouch and from there, a pilot can make their mech go prone or even jump! When standing, a sudden jolt of the legs forward causes the mech to begin hovering a couple of meters above the ground, the pilot now uses their legs to control the maneuvers of the mech. Bringing their toes down raises the throttle and bringing them up lowers it and moving the legs changes the position of the maneuver jets. Giving a jolt of the legs from a crouching position to a standing position cuts the engines and the core.
As you can see, flying an airborne mech is a sophisticated process, but the versatility of it has given our pilots much more ability in their duties of protecting our country. All cockpits contain a full first aid kit and a survival rifle and the flight suit, not too unlike that of a fighter pilot, is much more padded to account for sudden shocks.
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