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Empire of Andrew RMB

WA Delegate: The EPCOT and Conch Republic of Timmy City (elected )

Founder: Imperospheric reclaimation

Last WA Update:

Board Activity History Admin Rank

Most World Assembly Endorsements: 195th Most Cultured: 281st Most Influential: 286th+37
Most Rebellious Youth: 307th Largest Black Market: 311th Largest Publishing Industry: 412th Highest Economic Output: 473rd Most Subsidized Industry: 478th Highest Poor Incomes: 548th Most Scientifically Advanced: 602nd Smartest Citizens: 605th Healthiest Citizens: 644th Largest Information Technology Sector: 659th Highest Average Incomes: 679th Most Inclusive: 712th Most Advanced Public Transport: 715th Largest Governments: 730th Lowest Crime Rates: 748th Nicest Citizens: 766th Most Developed: 813th Most Beautiful Environments: 837th Most Advanced Public Education: 884th Most Popular Tourist Destinations: 968th Most Compassionate Citizens: 995th Largest Manufacturing Sector: 1,012th Most Advanced Law Enforcement: 1,063rd Most Corrupt Governments: 1,066th Most Nations: 1,078th Most Eco-Friendly Governments: 1,118th Largest Arms Manufacturing Sector: 1,127th Most Advanced Defense Forces: 1,153rd Most Extensive Public Healthcare: 1,195th Longest Average Lifespans: 1,271st Largest Welfare Programs: 1,393rd Highest Foreign Aid Spending: 1,433rd Most Valuable International Artwork: 1,500th Most Devout: 1,685th Largest Furniture Restoration Industry: 1,876th Most Efficient Economies: 1,937th Highest Wealthy Incomes: 2,156th
World Factbook Entry

Head Administrator and Marshal of the Empire of Andrew: Socialist Republic of Andrew
Enforcer: The Orson Empire
WAD: Timmy City
Minister of Territorial Affairs and Homeland: Novo Wagondia
PLEASE BE SURE TO ENDORSE THE WA DELEGATE IF YOU ARE A WA NATION!
If you want to join the EOA, please telegram Socialist Republic of Andrew or WAD.
LinkOur map
Link(without borders)
Newcomers: make sure to tg Novo Wagondia for information about free land through the New Nation Fund
LinkUCP Secondary HQ Location Map
UCP Agencies and Core Programs


Embassies: Sunalaya, Strategos Prime, Atlas, United Federation of Planets, United Empire of Islam, Hellenic Civilization, Eastern Roman Empire, The Republic Nations, Nintendo, Astyria, Greater Dienstad, Alliance Of Armed Nations, The Illuminati, Nationalist Commonwealth of Free Regions, Eladen, Nelborne Union, and 19 others.League of Christian Nations, U R N, The Species Alliance, The Dirt Alliance, The Embassy, The Meme Must Go On, The Bar on the corner of every region, Asiana, Avadam Inn, Dauiland, International Debating Area, Regionless, The United Islands of the Atlantic, Salutations, Lardyland, Kingdom of Adonai, Barbaria, Montrandecs Neighbours, and Northern Ocean.

Tags: Capitalist, Casual, Democratic, FT: FTL, Founderless, Future Tech, Medium, Modern Tech, Password, Post-Modern Tech, Regional Government, Role Player, and 2 others.Social, and Socialist.

Regional Power: Moderate

Empire of Andrew contains 13 nations, the 1,078th most in the world.

Today's World Census Report

The Largest Insurance Industry in Empire of Andrew

The World Census posed as door-to-door salespeople in order to establish which nations have the most extensive Insurance industries.

As a region, Empire of Andrew is ranked 11,914th in the world for Largest Insurance Industry.

NationWA CategoryMotto
1.The Protectorate of The Raven TechnocracyNew York Times Democracy Corporate-Dominated Sham Democracy“For Science And Society!”
2.The Empire of Santa LucijaNew York Times Democracy Corporate-Dominated Sham Democracy“Qua Patet Orbis”
3.The State of The Orson EmpireLeft-wing Utopia Utopia“Victory for Orson”
4.The Constitutional Principality of OcearaInoffensive Centrist Democracy Fascists“People, Country, Wealth.”
5.The Democratic Union of Felucian Planetary RepublicCivil Rights Lovefest Brave Progressives“Da pacem Domine sperantibus.”
6.The Império Constitucional of Novo WagondiaCivil Rights Lovefest Brave Progressives“Slavery is the Daughter of Darkness”
7.The Democratic Republic of The Unified Nations of FeluciaCivil Rights Lovefest Brave Progressives“Primogénitus ex cineribus bellum ex luce mundi.”
8.The Infinite Empire of Cybus1Father Knows Best State Suspiciously Conservative Democracy“Nos autem vitam et mortem.”
9.The Neo-Dominion of SterkistanInoffensive Centrist Democracy Fascists“The endless waltz of war, peace and revolution”
10.The Commonwealth of United Kingdom of PolandScandinavian Liberal Paradise Normal“Live and Let live”
12»

Regional Happenings

More...

Empire of Andrew Regional Message Board

The Orson Empire wrote:(OOC: Partly inspired by the recent RP involving me and Novo.)

Law Enforcement in Orson:

Law enforcement is one of three critical components of the Orsonian criminal justice system, the other two being the courts and the Rehabilitation System (labor camps). Modern policing in Orson is highly regulated and scrutinized, especially due to the major restructuring and centralization of the entire system as a result of the Second Orson Civil War.

Prior to 2004, the responsibility of policing the Empire was left up to the territorial governments and client states, with only minor involvement at the national level. This was a holdover from the feudal period of the Empire, as the autonomy of the local nobles meant they were solely responsible for maintaining order over their own demesne. There was no national-level agency like the FBI in the United States or the Royal Canadian Mountain Police in Canada. Combined with the lax gun culture in Orson, this resulted in major problems- the territorial forces became so powerful that they could effectively challenge the Imperial Military, ultimately leading to the civil war. Politicians in Orson began to take this issue seriously in the late 20th century, resulting in the establishment of the Imperial Inquisition in 1977. The Inquisition was originally an independent agency, answerable only to the Senate; it had the purpose of infiltrating and gathering intelligence on separatist movements (code for the territorial governments and their forces) and bringing them to justice. Inquisitors were very well-trained, allowing them to act as both normal police officers, special forces, and spies, depending on the operation. This was the first time that officers had been deputized by the national government. Gradually, the power of the Inquisition expanded to investigating anyone who posed a threat to the state, beyond just the separatists. Inquisitors first went after the Federalist movement in 1995, after they were declared a terrorist organization, beginning a long feud that would not end for decades to come. When the civil war broke out, the Inquisition was granted sweeping powers by the Senate to maintain law and order in the Empire; the organization had long been criticized for its questionable tactics, but they really started to become appalling during that war. Recognizing the Inquisitors as a useful tool for his future regime, Turner (then Governor of New Guinea) worked closely with the organization during the war and gained many allies in its leadership. The Ministry of State Security (MOSS) was established in 2000 to ensure national security from all foreign and domestic threats, and the Inquisition was placed under its leadership. Turner's influence eventually resulted in the Law Enforcement Establishment Act of 2004, establishing the Inquisition as a national-level agency and giving it authority over all territorial forces.

In the modern day, Imperial law enforcement has a three-tiered structure:

Territorial/Crownland Forces: The vast majority of law enforcement officers in the nation. As a result of the Second Orson Civil War, the Forces have been fully demilitarized, to ensure they can pose no threat to the state. Territorial forces are subject to the laws and organization of their respective territory, as well as heavy scrutiny from the Inquisition, while crownland forces answer directly to the Imperial government. Typically however, the Forces are organized around local communities, with a certain branch of the Forces usually only policing a certain town or larger subdivision. However, since they do not answer solely to that specific town or subdivision, they can be moved around to police different parts of the territory or crownland if necessary (such as if there is a major riot or disaster in a city, and they request more officers then available in that city to help maintain order). Nevertheless, all of the Forces must adhere to certain national standards, such as a unified police database. The Forces handle much of the day-to-day work, such as traffic stops, patrols, executing warrants, etc. They are almost always lightly-armed; a number of officers don't even carry guns, instead using melee weapons, pepper spray, and tasers. At most, an officer would be allowed to have a pistol or revolver.

Armed Deployment Groups (ADG's): Unlike the Forces, ADG's are more heavily armed and armored, having access to weaponry typically barred from use by the Forces (such a semi-automatic rifles, shotguns, tear gas, smoke and stun grenades, certain armored vehicles, etc.). Each force contains one ADG, and members are typically recruited from the best of the Forces. The ADG's exist to aid in far more dangerous situations that the Forces are unequipped for and not trained to handle, effectively making them the equivalent of SWAT. These duties include riot control, hostage situations, serving warrants on known violent or heavily-armed suspects, and investigating terrorist threats. Additionally, they execute any other duty that is not serious enough for the Inquisition itself to step in, and help take some of the burden off of the Inquisitors so they can focus on the most serious work. Of course, ADG's are subject to even more oversight than the Forces, and are much fewer in number.

Inquisitor Agents: The most dreaded of all law enforcement officers. They are the most well-trained, and have access to any weaponry or technology necessary to complete the mission. Inquisitor task forces are usually involved in direct threats to national security, and operate numerous counter-terrorist and counter-insurgency operations. The ongoing guerilla war with the Federalists and Contra-Turneristas is primarily waged by Inquisitors, alongside soldiers from the Imperial Military. Inquisitors also conduct foreign operations through a vast network of clandestine agents embedded in various nations, as well as monitor and hunt down foreign spies on Orsonian soil. Most infamously however, the Inquisition is directly responsible for the maintenance of the Emperor's totalitarian regime, including massive surveillance on tens of millions of Imperial citizens and the investigation of any citizen suspected of creating dissent against the Imperial government or suspected involvement in any prohibited organization. Inquisitors are above the law, and are so powerful that they can force territorial governments to do their bidding; this also means that Inquisitors cannot be sued or investigated for any potential crime they may have committed while in uniform, as the actions of the Inquisition cannot legally be considered a crime. Most Orsonians understand that if one is actively being investigated by the Inquisition, they have already lost, and there is generally no hope for them. At this point, all one can do is pray for a quick and merciful death.

Hmm. Interesting, especially the section on the Inquisition. I’m somewhat surprised that Force officers don’t have guns. I feel as though a gun would be much safer for the officer than using a baton to try to stop a rage state Orsonian.

Cybus1 wrote:Hmm. Interesting, especially the section on the Inquisition. I’m somewhat surprised that Force officers don’t have guns. I feel as though a gun would be much safer for the officer than using a baton to try to stop a rage state Orsonian.

Extremely strong sedatives exist that can help bring an Orsonian out of a rage state. ADG' are typically called in to deal with situations like those.

And yeah, it's a strange contradiction because you always picture Orsonian police being heavily armed. Because the territorial forces actively aided the rebel movement and fought against the Empire during the civil war, they have been demilitarized to that extent, as the government is highly paranoid of another rebellion (even more so after the 2006 7/7 coup).

The Kendrack Curse

A term coined by unknown political commentary and cartoon author Stratos in 2168 (a few years after the Kendrack Flare, the first Interplanetary war in Corsahn History), the Kendrack Curse is described as the phenomenon that leads to political and military failures for those of the Kendrack bloodline after the First Rebellion.

Like the first to suffer the curse, these failures are often met with extreme tragedy. Forsay Kendrack had lost the grace of his two fellow nation leaders, Johnathan Corsahnim and Andreas Tirmanius, during the fall of the Triumvirate. This lead to his being branded a traitor, much to John's dismay, and his friends abandoning him to the fate of defeat and eventual public execution. The motive for his aggression was a simple one: Forsay choked on power and his fist became one of iron, one that was quickly smelted.

The second of the three notable failures was during the Kendrack Flare, where Forsay Kendrack's grandson (age 26 at the time of death) Carson Kendrack ate the wrong end of a Corsahn Projectile Cannon over the planetoid known as the Grey Stone, a haven for criminals in the Explorer's Region of the Hope Cluster. His tragedy, however, didn't come from the cannon, but rather his own men - which consisted of hardened criminals that couldn't be trusted with military operations anyway - who abandoned him in the heat of a seemingly unwinnable final battle. Carson was branded a pirate, and it was believed that another Kendrack couldn't cause another incident.

Of course, the final example of the curse came much later, in 2300 after the election of Derelis Sild, a distant cousin of Carson and a distant nephew of Forsay. The irony is that he successfully went to war with the Cybusian Empire, and died in his sleep in the middle of his aggressive campaign in the name of his many-great uncle's glory. The real tragedy of this was the loss of life on both sides of the conflict, rather than a personal one. He died simply for his ancestor's glory, which was short lived and misdirected.

The Orson Empire wrote:Extremely strong sedatives exist that can help bring an Orsonian out of a rage state. ADG' are typically called in to deal with situations like those.

And yeah, it's a strange contradiction because you always picture Orsonian police being heavily armed. Because the territorial forces actively aided the rebel movement and fought against the Empire during the civil war, they have been demilitarized to that extent, as the government is highly paranoid of another rebellion (even more so after the 2006 7/7 coup).

Ah!! Interesting. That makes sense.

Torchwood Supernatural Threat Index:

The Red Queen;
Elizabeth Green, codenamed The Red Queen, is a threat to all life and sentience. The leader of Redlight’s Hivemind, Elizabeth wants nothing more to spread Redlight across existence; she believes infection to be a gift, freeing people from individuality and mortality. She displays an unusual interest/obsession with Emperor Mercer; while there are no records to indicate her presence before the Rebelllion, there was a mass destruction of monuments and records, many centuries before the Rebelllion, which may be the reason why no records exist. Alex has very briefly alluded to them “being in love, very long ago.”, but if this is true, he has no current feelings for her. She is extremely dangerous, her Avatars being exceptionally hard to kill through conventional means; requiring a coalition from various nations acting in concert to destroy it. Simply by existing, it spreads Redlight everywhere around it, and is strong and durable enough to fight both Emperor Mercer and Nyarlathotep simultaneously, on a more or less equal footing. Elizabeth is believed to be somewhere within the Redlight-controlled territory known as The Red Wastes. See Runners for more information.

Runners:
Unique and highly dangerous Redlight forms; Runners are intelligent and mostly independent, and can disguise themselves as Evolved or Evol’Cor, to a near-perfect degree. They have access to the Hiveminds collective knowledge base, allowing them to access information on virtually any topic in an instant, from local customs to blueprints of targeted vessels. They are highly capable combatants, and they can use various magical abilities, as well as form biomass weapons and Consume targets. They also each emit their own unique strain of Redlight, which hides within the body until “activated” by the Runner, via spores or physical contact. The only known way to definitively identify a suspected Runner involves an extremely in-depth genetic analysis, vivisection, or dissection. Fortunately, Runners are quite rare. Kill-Teams are quite capable of terminating a Runner, if one is found in time. See The Red Queen for more information.

The Yellow King;
Also known as The King In Yellow, The Yellow King is an Outer God, much like Nyarlathotep. Believed to be known as Hastur, he has a hostile relationship with his “brother” Nyarlathotep. He spreads madness wherever it goes, and causes mass suicides, corpse resurrection, and chaos. All those affected become his subjects, and strive to spread the madness to everyone else. His only materialization thus far caused multiple solar systems to be driven mad, and he even severed the connection to the Hivemind for a large number of Redlight forces. Fortunately, the King appears to be bound to certain protocols and ceremonies. The forbidden play also called “The King In Yellow” must be preformed before an audience, in a theater, and a spell must be recited to summon the King. The play has been banned, most copies destroyed. However, certain portions of the play, if read aloud in conjunction with certain incantations and rites, can summon members of his Court; Court members can drive a planet mad, but the madness is not contagious and they cannot last long in our reality before returning to Carcosa. His Avatar also required a coalition to destroy. See The Theater Goer for more information.

The Theater Goer:
Johannes Vanderberg, the strange and powerful servant and emissary of The Yellow King. Johannes’s background is completely unknown, and reports of him or people fitting his description date back to before the Rebellion. An enigmatic being, he is certainly not a mere mortal, since his wounds emit golden light and a strange yellow ichor rather than blood. His true nature is unknown, as are his powers; but he has fought and killed Torchwood Kill-Teams and Runners before, and strange occurrences or tragedies seem to follow him. He is, as his designation implies, a fan of the theater, opera, and other “high culture”, often being sighted attending them and vanishing at the end. He is unpredictable, at times cooperating with Torchwood forces to destroy servants of Nyarlathotep, and once even voluntarily going into custody (only to vanish from his cell the moment he walked inside), and slaughtering Kill-Teams at other times. He is always polite and affable, but behind this lies a devotion to his King. He wanders the universe in search of copies of the The King in Yellow to preform to summon his King or a member of his Court. Johannes can be destroyed, but he reappears eventually; some theorize he is an Avatar of the King, though he has denied this on multiple occasions when asked, simply stating that he is an emissary. His Court position, if he has one, is unknown. Because of the risks associated with the play, Johannes Vanderberg is considered a threat to the Empire; Kill-Teams can take him on, but Prepyati are recommended. See The Yellow King for more information.

The Crawling Chaos:
Nyarlathotep, also known as The Crawling Chaos, is an Outer God, and possibly the greatest threat to the Empire’s long-term survival. Regarding our universe as a mere source of entertainment, he was directly responsible for The Rebellion, the largest and most devastating conflict in history, simply be he was bored. Wherever he goes, madness and death occur, and he has successfully imitated important figures before. He does not care for worship, except as a means to an end, but sometimes uses faith against Alexander by appearing to Mercerists and encouraging extremism, as was the case with The Black Dawn. Nyarlathotep is incredibly powerful, but his avatars are seemingly weaker than the other gods, or he deliberately allows them to be destroyed to make his victims over-confident. Prepyati or Ravenelki are to be deployed upon sighting Nyarlathotep. Civilians and other non-Torchwood survivors are to be administered amnestics and monitored for signs of madness. Unlike The Red Queen or The Theater Goer, Nyarlathotep is completely unpredictable, although he seems to enjoy harassing the Emperor.

Thoughts?

2025:
The Imperial Government has announced the creation of a vast exploration fleet, to be escorted by the military, and to include vessels from the Imperial Exploration Corps and civilian groups such as the Order of The Raven (which has already prepared a vast Pilgrimage Fleet flagship to take part, named the Lord Mercer), and the Followers of the Apocalypse, who have dispatched a medical frigate. This fleet is to consist of at least 50 vessels, and is known as the White Fleet, due to the fact that several of the vessels are named for prominent members of the White Russian movement. Imperial news agencies will be sending press detachments to accompany the voyage and report back, and foreign news sources are invited to do so as well. Adding even more excitement to the voyage is the fact that a minor celebrity will be part of the exploratory crew; Nicholas Usher, cousin of the famed Natalia Usher, will be accompanying the voyage in his personal craft, the Blackbird. Nicholas is following in the footsteps of the famed Nathanial Usher, the famous explorer of the pre-Rebellion era, who ultimately went mad and died horribly, being the first to contract the Usher Malady. If this bothers him, he doesn’t show, and is quite excited to be following in his ancestors footsteps.

The Imperial White Fleet:
The White Fleet is the name of the exploratory fleet dispatched in 2025 to explore the southeastern boundaries of the Empire. Named because many of the vessels are named for member of the White Russian movement or prominent Imperial figures, the White Fleet is a mix of military and civilian vessels, as well as a variety of religious vessels.

The White Fleet consists of, but is not limited to, the following vessels;
INS Lord Mercer: Forge Class Battleship
INS Tsar Nicholas The II: Forge Class Battleship
INS Admiral Kolchak: Murder Class Carrier
INS Wrangel: Delta Class Battleship, sister ship of the Sternberg.
INS Sternberg: Delta Class Battleship, sister ship of the Wrangel
INS Stolypin: Diplomat Class Cultural Vessel
INS Rasputin: Diplomat Class Cultural Vessel
INS Hermogenes: Diplomat Class Cultural Vessel
INS Chekov: Diplomat Class Cultural Vessel
INS Anton Sokolov: Nautilus Class Exploratory Vessel
INS Lomonosov: Nautilus Class Exploratory Vessel
INS Pavlov: Nautilus Class Exploratory Vessel
INS Butlerov: Nautilus Class Exploratory Vessel
INS Shukov: Archimedes Class Engineering Support Ship

Stellar Confederate Army Makeup as of 2270

Airmobile Infantry make up the vast majority of the SCA's numbers, trained to fly with jetpacks and equipped with hologram camouflage devices, Personal Shielding devices & nano-composite armor for defense and with fusion laser rifles, fusion laser pistols, miniature collapsible grenade launchers, an assortment of grenades for their launchers, pure energy spike sniper rifles, and fused-plasma shotguns for offense. These infantry can quickly redeploy across the battlefield and fulfill a wide variety of roles from breaching, to trench-clearing, to sniping, to basic rifleman duties and even demolitions work. Their hologram camouflage devices can even suppress the light emitted from their jetpacks.

Fire Support Troopers are fairly rare (about as rare as one might expect artillery to be compared to the bulk of the army) and are equipped similarly to Airmobile infantry but with a more advanced cloaking device, and their weapon of choice is the antimatter rifle that gives them the firepower to replace traditional heavy artillery emplacements. Their role is quite simple, move ahead with the bulk of the army but use cloaking to get into position overlooking the enemy forces on the last final approaches and to provide fire support for the rest of the army to punch through enemy defenses or to repulse enemy offensives. They have the additional advantage of being able to better support the front-lines because they are deployed where they can directly see the fighting and thus can have superior situational awareness to perhaps more powerful heavy guns that are much further back. However it is extremely dangerous to be a fire support trooper as they are the highest priority targets for the enemy and once the fire support trooper engages the enemy their position will be traced back quite quickly and the direct-fire nature of these troops makes them vulnerable to the entire enemy army when revealed forcing hit-and-run tactics using their jetpack if a trooper expects to survive more than a single engagement.

Armored Infantry are power armor soldiers that use short-ranged teleportation and advanced sensors in the place of jetpacks for maneuvering around the battlefield. They have more powerful personal shielding devices and their nano-composite armor is layered on extremely heavily for their power armor suits. They are meant to disrupt the enemy even further by teleporting into the enemy's rear and inflicting heavy damage with their more powerful weaponry than the airmobile infantry (but less than the fire support troopers since the Armored infantry end up in quite close quarters fairly often so that much firepower would just kill themselves) and to perform specialty missions like demolishing vital enemy assets with demolitions charges or taking out enemy field commanders.

Shocktroops are more elite Armored Infantry and Airmobile Infantry and belong to the Battalions of Death and the Divisions of Death, they are intended to be the first of the airmobiles and armored infantry to clash into the enemy lines and are trained to be incredibly aggressive and quick on their feet to keep the enemy disorganized and unable to regroup and reassess the tactical situation effectively. They are also intended to be deployed to delay enemy offensives and buy time for more allied troops to be brought up, just as they were used in the world wars before to buy time to stabilize the front-lines at the cost of whole elite divisions. They are also allocated to commando raids deep into enemy territory and for these commando raids are often under the command of the Secret Staff Office, which leads to the peculiarity of how these commandos are actually under the authority of the Legislative branch rather than the Executive branch and cannot be ordered around by the Minister of Defense or The Prime Minister even when acting as Supreme Commander unless parliament issues special authorization for them to be able to order Intelligence operations without the involvement of the Parliamentary Board on Intelligence.

--
The SCA maintains other units than those described above but these are the primary combat ones to be concerned about, there are still army engineers and logistics units and of course those that still operate some of the vehicles of the army despite the army notably thinning out on the number of vehicles since many of their roles could be fit by the Fire Support infantry and the distribution of jetpacks but some tasks still require more traditional units.

Oceara wrote:Stellar Confederate Army Makeup as of 2270

Airmobile Infantry make up the vast majority of the SCA's numbers, trained to fly with jetpacks and equipped with hologram camouflage devices, Personal Shielding devices & nano-composite armor for defense and with fusion laser rifles, fusion laser pistols, miniature collapsible grenade launchers, an assortment of grenades for their launchers, pure energy spike sniper rifles, and fused-plasma shotguns for offense. These infantry can quickly redeploy across the battlefield and fulfill a wide variety of roles from breaching, to trench-clearing, to sniping, to basic rifleman duties and even demolitions work. Their hologram camouflage devices can even suppress the light emitted from their jetpacks.

Fire Support Troopers are fairly rare (about as rare as one might expect artillery to be compared to the bulk of the army) and are equipped similarly to Airmobile infantry but with a more advanced cloaking device, and their weapon of choice is the antimatter rifle that gives them the firepower to replace traditional heavy artillery emplacements. Their role is quite simple, move ahead with the bulk of the army but use cloaking to get into position overlooking the enemy forces on the last final approaches and to provide fire support for the rest of the army to punch through enemy defenses or to repulse enemy offensives. They have the additional advantage of being able to better support the front-lines because they are deployed where they can directly see the fighting and thus can have superior situational awareness to perhaps more powerful heavy guns that are much further back. However it is extremely dangerous to be a fire support trooper as they are the highest priority targets for the enemy and once the fire support trooper engages the enemy their position will be traced back quite quickly and the direct-fire nature of these troops makes them vulnerable to the entire enemy army when revealed forcing hit-and-run tactics using their jetpack if a trooper expects to survive more than a single engagement.

Armored Infantry are power armor soldiers that use short-ranged teleportation and advanced sensors in the place of jetpacks for maneuvering around the battlefield. They have more powerful personal shielding devices and their nano-composite armor is layered on extremely heavily for their power armor suits. They are meant to disrupt the enemy even further by teleporting into the enemy's rear and inflicting heavy damage with their more powerful weaponry than the airmobile infantry (but less than the fire support troopers since the Armored infantry end up in quite close quarters fairly often so that much firepower would just kill themselves) and to perform specialty missions like demolishing vital enemy assets with demolitions charges or taking out enemy field commanders.

Shocktroops are more elite Armored Infantry and Airmobile Infantry and belong to the Battalions of Death and the Divisions of Death, they are intended to be the first of the airmobiles and armored infantry to clash into the enemy lines and are trained to be incredibly aggressive and quick on their feet to keep the enemy disorganized and unable to regroup and reassess the tactical situation effectively. They are also intended to be deployed to delay enemy offensives and buy time for more allied troops to be brought up, just as they were used in the world wars before to buy time to stabilize the front-lines at the cost of whole elite divisions. They are also allocated to commando raids deep into enemy territory and for these commando raids are often under the command of the Secret Staff Office, which leads to the peculiarity of how these commandos are actually under the authority of the Legislative branch rather than the Executive branch and cannot be ordered around by the Minister of Defense or The Prime Minister even when acting as Supreme Commander unless parliament issues special authorization for them to be able to order Intelligence operations without the involvement of the Parliamentary Board on Intelligence.

--
The SCA maintains other units than those described above but these are the primary combat ones to be concerned about, there are still army engineers and logistics units and of course those that still operate some of the vehicles of the army despite the army notably thinning out on the number of vehicles since many of their roles could be fit by the Fire Support infantry and the distribution of jetpacks but some tasks still require more traditional units.

Hmm, very interesting!! Quite unique! A force relying mostly on infantry, albeit highly mobile infantry. Interesting, and clever, since they can outflank or “kite” more traditional armored vehicles.

The Orson Empire wrote:Garm said nothing in reply, done interacting with an obvious enemy agent. Annie would be handcuffed and a bag placed over her head. Two of the agents would begin dragging her out of the apartment; she was to be deported from KSH to Australia, where a public execution awaited her. Meanwhile, Garm confiscated Annie's passports and her keys, and turned off all of the lights in the apartment before locking the doors behind her.

Annie Riqueti lived alone and was not heard from for some time. She kept in regular contact with her editor, and was active in Kinshasa's expat community, but was also known to drop off the grid if a worthy lead came to her attention. Often times, keeping strict radio silence was the only way to ensure the Inquisition wouldn't beat her to a valuable informant. As such, it was with relatively little fanfare that Annie Riqueti missed her first filing deadline three days after her abduction by the Orsonian Inquisition.

Her editor in Accra only began to worry after a second deadline passed five days after she had last responded to any calls. Annie was an efficient reporter, and it was unusual for her to drop off the radar for so long, especially with no prior notice. Her editor knew to look for certain code phrases - "expecting some rain" or "working late tonight" - which indicated a coming break, but none were present in Annie's most recent messages.

Though it was late in the evening, Annie's editor called a friend working for Pan-American Public Radio (PPR) in the Free City. Kinshasa's Wagain expats were few and far between, but they nonetheless maintained a strong connection and could be expected to support each other in a pinch. The PPR contact soon confirmed that Annie's apartment was locked and seemingly abandoned - her car was still parked on the street, and mail had been collecting by the door for at least a few days.

It was at this point that the Accra office alerted the Tribune's Santa Catalina headquarters of a potential abduction, using internal channels so as not to encourage her kidnappers and potentially seal her fate. There was not yet enough evidence to alert the police, but the Accra office nonetheless contacted an informant in the KSH Territorial Forces, who was known to be sympathetic to their cause. As quietly as possible, instructions were issued for the inside man to find out as much as he could, while the Accra office readied itself for a ransom note.

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