Rhodes Island Elite Operators: each, individually, able to handle almost any number of poorly trained rabble, or conversely hold off someone on the level of a champion of the Kazimierz Major. With that much combat potential in any singular individual, the usual approach of building a conventional squad underneath an Elite Operator as a captain is fully understandable, allowing forces to cover as much ground as possible.
But sometimes, incidents far away from the landship itself might call for a more forceful reaction than a single squad can provide, no matter the operator skill. What then? Sending multiple already-assembled groups could be perceived as too aggressive and tie up far too many forces. Pulling elite operators from their squads and sending them alone would severely deplete the combat effectiveness for the duration of the mission. Fortunately, not all operators have leadership skills to match their combat ability or an inclination towards taking charge, or a desire to get out that a landship, no matter how big, can't provide.
And that is where E.R.R.A.N.T. comes in: an assembly of elite operators tasked with dangerous missions in remote locales, and a way to keep what might be an otherwise troublesome bunch happy. It's not like anything might happen that would call for them to be all home, is it?
So, there's the premise: a single squad entirely of elite operators, taking long-term remote or difficult tasks, where either a lot of force is needed or self-sufficiency.
There are a few other departures from canon in place: canonically-extinct subraces and races aren't, so everything is on the table (rather than being restricted to, for instance, one guy who's going to pick a fight with Nearl then wander off into the tundra). Timeline-wise, this takes place before the game starts (but after Rhodes Island forms)--so no Chernobog Incident, although if it ever gets to that, obviously things will change.
Bio format:
But sometimes, incidents far away from the landship itself might call for a more forceful reaction than a single squad can provide, no matter the operator skill. What then? Sending multiple already-assembled groups could be perceived as too aggressive and tie up far too many forces. Pulling elite operators from their squads and sending them alone would severely deplete the combat effectiveness for the duration of the mission. Fortunately, not all operators have leadership skills to match their combat ability or an inclination towards taking charge, or a desire to get out that a landship, no matter how big, can't provide.
And that is where E.R.R.A.N.T. comes in: an assembly of elite operators tasked with dangerous missions in remote locales, and a way to keep what might be an otherwise troublesome bunch happy. It's not like anything might happen that would call for them to be all home, is it?
So, there's the premise: a single squad entirely of elite operators, taking long-term remote or difficult tasks, where either a lot of force is needed or self-sufficiency.
There are a few other departures from canon in place: canonically-extinct subraces and races aren't, so everything is on the table (rather than being restricted to, for instance, one guy who's going to pick a fight with Nearl then wander off into the tundra). Timeline-wise, this takes place before the game starts (but after Rhodes Island forms)--so no Chernobog Incident, although if it ever gets to that, obviously things will change.
Bio format:
- Appearance:
- Name: Optional
- Codename:
- Race:
- Personality:
- History:
- State of Infection: (Numbers optional if infected)
- Skills:
- Abilities:
- Equipment: