Star Wars Roleplay: Chaos

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Approved NPC Bimm Mercantile Guard

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"The Bimm Mercantile Guard? You mean the fighting pacifists?" ~anonymous Antarian Ranger​
OUT OF CHARACTER INFORMATION
GENERAL INFORMATION

[*]Squad Command Element (1 organic sergeant, 1 Praetorian Synthetic Soldier Medic)

[*]Fire Team 1 (2 Praetorian Synthetic Soldiers, 2 organic humanoid security guards) each with the following:

[*]
Fire Team 2 (2 Praetorian Synthetic Soldier Sunburst gunners; 2 Praetorian Synthetic Soldier rocketeers) with the following:

[*]
Description: The Bimm Mercantile Guard is a gendarmerie organization from the pacifist world of Bimmisaari. Colloquially known as MGs among the local populace, the Guard is responsible for maintaining security in spaceports and other facilities where there is a lot of offworlder interaction with the native Bimm, and thus the highest chance of encountering violence on the world. In order to facilitate this law enforcement/first responder mission, the MGs are equipped with typical military equipment with notable emphasis on nonlethal stun weaponry and larger than normal amount of medical supplies. While the native near-human Bimm of the Guard dislike violence, they will relunctantly use an increasing continuum of force to obtain compliance. Their inorganic counterparts in the form of synthetic soldiers follow a similar, strict rule of engagement but are far less hesitant to rapidly escalate up the scale. This has to a reputation of the guard as being a highly patient and disciplined fighters capable of precise shots, but ones who should not be placed in any sort of offensive role among their counterparts in the ISAF.

COMBAT INFORMATION:

  • Unit Size: Large

  • Unit Availability: Common

  • Unit Experience: Trained

  • Combat Function: The Bimm Mercantile Guard largely acts as as a gendarmerie in space ports and other areas on Bimm that see a lot of offworlder interaction. In this role, they act as typical security guards and police officers, responding to emergencies and ensuring that Bimm's laws are followed. General Rann Nassin, a naturalized human Bimmissari citizen originally from Talus, has largely shaped the regiment to fit this conventional gendarme role, though its functions and capabilities have largely limited by Bimm cultural norms. Because of the inherent conflict between operating a military force and traditional Bimm values, Nassin and his staff have spent much time carefully considering and implementing rules of engagement for the Mercantile Guard. The Guards consequently have been fairly well drilled and instructed on how to deal with a variety of circumstances, and very little has been left open to interpretation by the lower levels of command within the Guard. This rigidity has ensured that the Guards will act quickly and decisively in conflicts that beset their areas of assignment, but it also makes them fairly predictable in combat. This in turn is partially mitigated by the fact that the Guard is home-based unit that rarely encounters foes that get to know them well. Additionally, as a gendarmerie force, the Guard is rarely deployed as an entire whole, but typically operates on a platoon or squad level. This means that strategic level doctrines mostly consist of logistically ensuring that the Guard can quickly be mustered to defend certain areas at those low levels of the unit. Once in combat, a Guard squad typically breaks into two units, a maneuver unit consisting of riflemen and secondary unit consisting of more exotic and taboo (to the Bimm) weapons. Riflemen typically try to react to quickly contain threats, rather than acting to aggressively destroy them. As they do so, the secondary element finds the most optimal position to try and decisively disable or neutralize the threat depending on its nature. Almost universally, the Guard will use the least amount of force necessary to bring down their targets first as to better fit Bimm norms. This typically means using a weapon's stun setting or precisely shooting to disable a target. Sunburst DMWs play a key role in this, as they can often induce enough nonlethal pain to subdue most organics or can use the ion disruptor setting to disable droids and other mechanical opponents. Because of the threat of enemy starships to the port, most Guard squads also have several portable missile launchers, typically loaded with ion munitions to disable starships, vehicles, and droids.
Strengths:

  • Defended: An individual soldier in the regiment is often better protected than the average soldier because not only is he wearing medium battle armor, but he also has a personal energy shield.

  • Public Security Specialists: The regiment is paramilitary in nature, which means that part of their skillset is more specialized for acting as a security element in a public setting. This notably includes the training and possession of the wide assortment of stun weapon found in each squad, but also universal training and equipment to act as first aid responders.

  • Urban Warriors: Bimms and Praetorians of the Mercantile Guard are used to working and fighting within crowded, urban areas as part of their daily routine. They typically have little issue moving through crowds rapidly to take down suspects or taking precise shots with many passerbys around the target. With Bimm culture treating stealing and cheating as offenses equal to murder, the members of the mercantile guard also exceptional at spotting uncharacteristic phenomena in urban settings that others might have missed, as these may be signs of related petty crime.
Weaknesses:

  • Short-Ranged: The vast majority of the regiment is only equipped with short-ranged weapons, making them disadvantaged in fighting in many open environments.

  • Obvious: The regiment is easily detected, as not only do their shield generators produce high energy readings, but the troops aren't trained in any sort of concealment fieldcraft since they mostly act as urban security guards. The same factors also contribute to them not being able to effectively sneak up on most opponents either.

  • Pacifists: The Bimm are a pacifist people and disdain violence in all of its forms. While they have relunctantly raised the Mercantile Guard as a security apparatus, the Guard has formal, strict rules of engagement that require using the least amount of force possible in a given situation. Shooting to wound, rather than kill, is fairly typical practice for the guard, especially among its organic guards.
HISTORICAL INFORMATION
As world with strong pacifist traditions, Bimmissari largely has resisted being pulled into fighting despite years of intragalactic conflict over the last dozens of years. However, it has become increasingly apparent to the world's leaders that the galaxy around is changing, and that eventually, conflict will come to the world. Reluctantly, the Bimm have formed the Bimm Mercantile Guard (BMG)to provide a first-line of defense for their world. But even then, as their name suggests, the Guard wasn't formed as a pure military organization, but rather an internal security force that could be fielded en mass as a gendarme. The BMG guards have since become common sights around the world's space ports and trading stations, despite the reservations of their culture, where trouble with offworlders is more common. Still, the Guard has never been fully employed in a full pitched battle, and aside from the occasional pirate raid, most of the Guard has largely been untested. Most guards thus have found themselves dealing with petty thievery and drunken offworlders rather than true threats to the Bimm. This has made maintaining the formation financially a difficulty, as many Bimm were already loathe to form a fighting unit, much less one that appears to be cost-ineffective in their mind. Because of this, the ruling government of Bimmissari has controversially started to sell the services of the synthetic elements of the BMG to guard cargo shipments coming to and from the world in order to help finance the Guard. Thus far, these offworld missions have been profitable, and the Mercantile Guard has seen little to no action.
 
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