Neuroi...
An alien foe that comes from seemingly no where with the apparent sole purpose of the destruction of humanity. This mysterious enemy force has appeared frequently and without warning in many areas across the world throughout history. The weapons of the Neuroi mostly take on forms similar to aircraft and tanks, but their most terrifying tactic is the spreading of a corrosive miasma. Not only do normal humans have no defense against this miasma, but the remnants of the land affected by it are processed by the Neuroi into new weapons, crumbling huge sections of former nations into the sea. As the miasma seems to be unable to spread across large bodies of water, humanity has designated such areas as their main lines of defense. Though throughout those fateful beginnings of the war, humanity has yet to conceive weaponry to effectively combat the Neuroi menace. It seemed that their regenerative properties and frightening red beams of destruction could not be turned by conventional weaponry. Though now times of changed and humanity does have its ultimate trump card: The Strike Witch.
These "Strike Witches" are usually young female girls who posses great magical powers. To bring out their potential for use in battle, each Witch equips a unique machine onto their legs: the Striker Unit. With the Striker Unit equipped, they gain the ability to fly or become more agile on the ground and their tapped magical potential provides the strength to utilize weapons far too heavy and powerful for a normal person. A defensive field is also created that can protect the Witches from the Neuroi's miasma, as well as other physical weaponry, making them humanity's trump card in the war.
The Strike Witches were first created during the beginnings of the Second Neuroi War, and have continued to be a highly valued asset of the military. However, times have changed since those fateful days of the 1940s. Technology has advanced for the Striker Unit as well as new anti Neuroi technology. They alien menace has laid dormant for quite some time now, but have now back in bulk. The year is 1991, and this new war is starting to look like a long one. It all began on the fateful day of August 2nd, 1990, when a Neuroi hive suddenly appeared over Iraq's capital, Baghdad. Soon the hive spread and Neuroi fortress began to appear all over the Middle East, threatening to spread into Africa and India. The United Nations quickly reformed their coalition and UN forces were dispatched to the Middle East to halt the ruthlessly advancing Neuroi. At first it seem to go well. They were able to establish a foothold in Yemen's city of Aden and it seemed the new Anti Neuroi weaponry was working well without the help of the Strike Witches. Though as the 1st Coalition fleet sailed into the Persian Gulf to launch another invasion of the Middle East, they were ambushed. As it turned out, the Neuroi had been studying the new stealth technologies and armors employed by their human foes, and deployed their versions of it. 76% of the entire fleet was wiped out, including the fleet flagship, the Orussian aircraft carrier known as the "Kiev"
Since the great loss of 1st Fleet, the new allied 3rd Fleet has taken up the role as being the main support fleet for all offensive operations in the Middle East. Currently stationed off the coast of Oman, this new fleet has learned the lessons of its fallen sister ships and now is ready to take over their burden. As part of this new fleet, a new Joint Strike Witch Unit has been formed, taking witches from all sorts of countries to make up a new versatile fighting force, stationed on the massive Super Carrier, the Karlslandic CV-04 "Von Braun". This carrier's deck is large enough for a C-17 to land on and is armed to the teeth in counter measures. It's both the largest and most advance ship in the United Nation's fleet, but more importantly, your new home. You are now part of 707th Joint Striker Unit, a mixed bunch of witches, some former naval members of their respective nations or tank witches of the army, or even some new witches fresh out of training. Some missions may have you stations at an F.O.B. while others may have you out flying for days, but the Von Braun is a place you will always know as your home.
Now what witch will you be? Perhaps you have come to fight for what was taken from you? Or maybe because you simply want to fly through the sky and see the world. This your story, this is our story.
Expected Neuroi Units
On the right and bottom is the Neuroi's equivelant to the Main Battle Tanks of the United Nations. It is very thick skinned and along with that obvious main gun, it can fire a smaller beams in various directions. It's core's location tends to vary from tank to tank, but it is typically near the center below the turret. On the left there is an example of a Neuroi Sub-Hive. They act like Forward Operation Bases for the Neuroi, usually deploying light air units and typical ground units. Though they seem to have no serious defense of their own.
On the right there is the typical Neuroi fighter. Very fast and very deadly, these nimble little runts are particularly dangerous due to the large numbers they usually come in. They are, however, lightly armored and can be taken down quickly with continuous fire. On the left is a Neuroi "Spec Ops" unit. A new, odd unit never before seen, these rare Neuroi are oddly more intelligent and very quick thinking in comparison to any other previously encountered units. They stand at around 1.9 meters tall and are armed with beams that could cut a tank in half. They are particularly deadly and feared by ground forces.
On the left is the menace that was the main source of the massive loss of the 1st Fleet. This is a new, deadly Neuroi unit known as the "Stealth Type". They are incredibly adaptable, as they are not only invisible to radar, but are capable of becoming visually invisible for short periods of time as well. Often times, Witches are force to use only their guns as missiles have a hard time getting a solid lock due to their radar invisibility and unusually cooler cores. Thankfully they have never been observed to be used in bulk since the sinking of the Kiev. In terms of combat, they are the heavier, better armed, and oddly more skilled version of the standard fighter type in terms of performance. On the left is the other nail in the coffin for the 1st fleet. These long range missile like Neuroi can decimate large areas of land but soon self destruct afterwards, presumably for overloading their cores. The small unit next to it has been seen on land surrounding Neuroi held positions. It is speculated that they are some sort of guidance unit that helps coordinate AA fire.
Three Neuroi types along the bottom are the three most commonly observed types of AA. Going from left to right, the first one is often scene filling the skies with many small lasers, the second handles targets further away by launching pods that explode on impact, then regenerate back on the unit, and the third is seemingly the sister unit to the Missile Type Neuroi. Unlike the second AA Neuroi, it launches a full blown separate Neuroi unit and does not regenerate a new one, but instead falls back to the nearest Hive or Sub-Hive. The Neuroi on top is the first ever observed naval type. While never commonly scene in open waters, they are very common around any major coastal city under their control. This then has lead scientists to believe they are a defensive type of Neuroi created to combat the new Anti Neuroi weaponry now mounted on new Liberion Battlecruisers.
This Neuroi is another unique one to emerge from the war. It acts as a massive, flying aircraft carrier that can deploy hundreds of the common fighter type. It is also a huge danger to ground units as it is also very heavily armed on its underbelly for ground strikes.
This is another type of Sub-Hive found in all major Coastal locations held by the Neuroi. They act as a long range artillery like structure that is a menace to United Nation Naval forces. They can deploy ocean type Neuroi as well as all the other land and flying types if needed. However, they have no real air defence of their own, so Sky Witches are usually the ones tasked with bringing them down before any supporting naval forces can arrive.
This is the Hive. This Hive is one of three located throughout the Neuroi held Middle East. This particular one is massive and has swallowed up most of Iraq's capital, Baghdad. They can deploy any type of Neuroi, usually in their hundreds, and are heavily defended by their own defensive weaponry against both land and air attacks. They are the citadels of the Neuroi and the source of their forces. Take a Hive out, and the rest of the enemy forces will simply fall apart. These new Hives, however, are seemingly much more deadly in comparison to the ones destroyed during the Second Neuroi war and will take the entire combined arms of the United Nations to bring down just one of them.
This is a Roleplay based off of the anime series known as "Strike Witches". You will be, of course, roleplaying as one of the new members of the 707th as either a Land Witch or a Sky Witch. Land Witches have Strikers based of tank and armored vehicle counter parts such as the M1A1 or T-80 tanks. These Witches have much larger and stronger shields and can carry very heavy weaponry. Sky Witches have Strikers based on aircraft counter parts of the time such as the F-16 or the Tornado. These Witches are fast and nimble and often carry lighter weaponry compared to their ground based counter parts. Don't let this fool you however, as a Flying Witch can carry weapons ranging from a light sub machine gun to a large 20mm auto cannon. This RP is focused on building the story of the 707th, as it is a brand new unit given the job of taking back the Middle East. Because of it being a new unit, there is going to be more greenhorns than rough and tough ace witches. Out of the 13 slots available, only two or three others can be filled with Witches who have extensive combat experience. I don't mind having a witch that may have seen a dogfight or two here or there, I just don't want a bunch of badasses right off the bat. This will be all dynamic character building, with your character truly discovering who she is in such a hostile environment.
As previously mentioned, there are 13 slots available, 5 being dedicated to Land Witches and the rest to Sky Witches. If not all Sky Witches slots are filled, I may make an exception to one more Land Witch. Also please note I will be having only ONE male character if any.
Slots:
Leadership:
1: "Captain Patty MAVERICK Mitchell" (Wing Commander, F-14 Tomcat)
2: "2nd Lieutenant Paula Wittman" (Second in Command, Marder 1 A5)
Land Witches:
1 (Squad Leader):
2: Stárshiy Serzhánt Svetlana Venediktov(T-72)
3: Sergeant Mina Kalaska(FV4003 Centurion Mk.5 AVRE 165)
4: Private Stephen Hebrides MacTeer(Warrior IFV)
5:
Flying Witches:
1: Lieutenant Emily Winfield Powers(A-10 Warthog)
2: Ensign Nicole “Goose” Bradshaw(F-14 Tomcat)
3: First Lieutenant Dorothy Zelco(F-117 Nighthawk)
4:
5:
6:
Rules
-GM word is law! Ooohh, that sounded to controlling... Ehm, I'm always open to suggestions and discussions of course, but when I say enough, that's it.
Be kind to others! A given rule but still!-
-No power playing or god modding!! I've said this before and I will say this again, this is a dynamic roleplay focused on character development and creating a fun and interesting story with everyone, so I will NOT tolerate super character bullshit!-
-Romance is expected(most likely yuri themed, but a straight arrow will fly straight), but I don't want to see hands in the pants! Take stuff beyond a kiss to PM.-
-Be Active! I don't want to have to lead everybody by their noses. While of course I will be the one introducing big story points like an attack or big battle, this is your story too! Characters befriending and loathing each other, maybe a fight or tension between some of you, who knows? Its all up to how YOU play it out. The other side to this is actual activity. I get life can get in the way, but I want at least one or two posts every two to three days. If you don't post within the given time, I will PM you, and if no response, I will either take control or get rid of your character depending on the level of involvement.-
-This is Casual, so while I don't demand you go crazy and write page long posts, I do ask that good grammar and content in posts is given. No one liners, weird paragraph organization, LOLROFL speak, or lack of capitalization. THERE'S A SHIFT KEY FOR A REASON-
-And finally, always try to have fun! Joking around and generally having a good, creative experience is what I strive for in roleplays and I want you guys to enjoy this!-
Rules can be subjected to change
Character Creation
Please delete the (ASDF) stuff when finished
Name:
Age(No older than 21):
Appearance(if image, put it on top):
Nation(See list for details):
Rank:
Striker Unit(Based off of some pre-existing Gulf War or earlier armored vehicles. No experimental or past the year 2000):
Weapon(Land Witches usually carry modified hand held cannons, but heavy rifles, machine guns, and other heavy weaponry is okay):
Magical Ability(Each Witch on top of their standard abilities usually has a particular magical trait, whether it be healing or extra strength):
Animal Familiar(Each Witch has a "Familiar" that helps stabilize their magic, it usually expresses its animal traits such as ears and tail when magic is used):
Personality:
Bio/History(At least a paragraph, be sure to make it obvious that you want to keep some parts vague on purpose):
Please delete the (ASDF) stuff when finished
Name:
Age(No older than 21):
Appearance(if image, put it on top):
Nation(See list for details):
Rank:
Striker Unit(Based off of some pre-existing Gulf War or earlier aircraft. No experimental or past the year 2000):
Weapon(Sky Witches carry a wide variety of weaponry, ranging from heavier light cannons to sub machine guns):
Magical Ability(Each Witch on top of their standard abilities usually has a particular magical trait, whether it be healing or extra strength):
Animal Familiar(Each Witch has a "Familiar" that helps stabilize their magic, it usually expresses its animal traits such as ears and tail when magic is used):
Personality:
Bio/History(At least a paragraph, be sure to make it obvious that you want to keep some parts vague on purpose):
Nation List:
Imperial Government of Karlsland (Germany)
Empire of Fuso (Japan)
United States of Liberion (United States of America)
Empire of Orussia (Russia)
Republic of Gallia (France)
Suomus (Finland)
Duchy of Romagna (Italy)
Ostmark (Austria-Hungary)
Commonwealth of Britannia (United Kingdom)
Neue Karlsland (Argentina)
Moesia (Bulgaria)
Faraway Land (Canada, yes really... Canada)
Baltland (Sweden, Norway and Denmark)
Hispania (Spain)
Commonwealth of Australis (Australia)
Dacia (Romania)
Belgica (Belgium)