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Principality Of Tythe

Independent government of the world of Tythe

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Principality Of Tythe: Military


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{New Military Reforms}
The former military of Tythe was small and specialized as it could rely on the CIS fleet to protect it against any large-scale attack and was not expected to fight off-world, aside from some special units. Most regiments were locally trained for their immediate environment on Tythe to best fight and operate in the area. These were but, not limited to desert troops for the more northern wasteland, mountaineering troops for some of the southern mountains, and so forth.

With its no position as an independent world, much of the military has been simplified and standardized to provide a less specialized but a jack of all trades fighting force. This is so they can deploy and fight anywhere on the planet to counter significant threats along with off-world as need be.


{Tythish Royal Navy}
Designated to fight in space and the air the Tythish Royal Navy is a mixture between the air force, marines, and navy. Its focus has shifted to smaller craft like fighters and bombers with only a few capital ships.

{Naval Command}

The main navy command that has control over the varying capital ships in service, from smaller corvettes and frigates to the few ship of the lines. Their normal tasks are to deter pirates and fight enemy fleets along with assisting possible landings.

{Air Fighter Wing}
Air force like a branch of the navy with control over the many smaller fighters and bombers that Tythe produces.

{Marine Corps}
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Used to repel possible boarding parties, counter boarding actions as well as being used in possible landing operations to secure a beachhead before the army takes lead.

Their equipment is often halfway between that of the regular army and commandos, often more being chosen depending on the intended environment. One standard that stays is the thick body armor along with armor weave clothing along with a fully enclosed combat helmet with life support. This is to ensure survival in the case of depressurization while on a ship or when landing in an environment with less than ideal atmospheric conditions.


{Tythish Royal Army}
The military branch was designated to carry out the most land-based missions and was larger in number than the navy. Once the marines have made a food hole and a landing zone can be created the regular army/commandos take the lead in the operation. In addition, this branch also serves to keep the peace on Tythe during everyday events.

{Home Guard}
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Reservist-like a branch of the army that acts as the planet's primary police force while also deterring any threats that may creep down from the northern nuclear wasteland. Also an additional line of defense during wartime.

Their equipment is slightly below that of the regular army, both in weaponry, and training. Their uniform and helmet are similar though as they are not expected to fight off-world.

Most members (when not acting as police) of the home guard are either designated to keep watch on the northern border. Aimed to prevent mutants from breaking into civilian settlements.


{Regular Army}
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The main fighting force of Tythe comprised of regular foot infantry, armored, and a repulsor transport craft. Unlike their past rendition, the new army has a more standardized training with most regiments having the same skills and equipment-making deployment and reinforcing divisions much faster and easier.

Most units are equipped with heavy flack or armor weave uniforms, comlinks equipped helmets, HUD goggles, and other equipment. Most weapons are regular variants of the latter TAF rifles and TCS scatterguns with most sections having a designated gunner armed with an MG and marksman armed with one of the TSR varients.







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{Royal Commandos}
The special forces and elite infantry of the Tythish army used to undertake dangerous missions. These units are often smaller than the regular army and equipped with specialized variants of the TAF and TCS weaponry.

Their missions vary depending on the circumstance, sometimes being elite infiltration units to gather information and take out designated targets. Deploy behind enemy lines to commit sabotage and discourse behind or if need be participate in font line combat to counter more deadly threats.



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{Tythish Royal Armory}
Equipment, armor, arms, etc TBA once factory is open

{Small Arms}

{Civilian Weapons}

Due to the constant mutant threat and never hurting to be prepared the royal armory produces a small selection of weapons for the local civilian market

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TSAR MK1: A purpose-made simple but study mass produces semi-auto rifle intended to arm the local civilian population of Tythe.

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TCS MK1: A pump-action combat shotgun intended for civilian use. Simple and durable, for people who are not the best at maintaining a weapon but want sure/hard stopping power.


{Military Issue}
From standard-issue military-grade weapons for the common soldier to skilled commando

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TSAR MK2: Semi-auto slug rifle intended for home guard and reserve weapon but is fairly accurate and with decent stopping power.


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TAR MK1: Full auto assault slug rifle standard issue for troops that can take varying modules to make it more versatile.



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TAR MK2: Heavy assault slug rifle also standard issue intended to be a light automatic weapon with an added grenade launcher for more firepower.


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TSAW: Heavy machine gun for suppressing enemy positions. Carries a bottom-mounted box/drum mag removing problems associated with belt-fed slug throwers.


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TSAC: A lighter carbine squad automatic weapon aimed to provide light fire support for marines or commando units. Similar to the TAR MK2 is modular and can carry varying attachments making it very versatile.


TCS MK2: Drum fed breaching shotgun for military
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purposes. Semi-auto but the front-heavy design means less recoil and a more versatile firing rate. .



TACS MK1: Magazine fed automatic scatter gun for military purposes
TACS MK2: Large more bulky drum fed scattergun
TSR MK 1: A powerful but heavy marksmen rifle for long-range engagement
TSR MK2: A powerful but lightweight version of its predecessor

{Vechiles}

{Ground}
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TMBT: General purpose main battle tank suitable for most engagements. Armed with an 80mm Mass Driver Cannon, a coaxially mounted Gatling blaster/slug thrower, and a roof-mounted heavy blaster/slug thrower.

Can be operated by a crew 3 in total one acting as the designated gunner and the other commander/ MG gunner and driver.



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TBW: Colicoid designed walker to act as a
weapons platform. Armed with a missile launcher, heavy laser cannon, and duel heavy blaster cannons it can be used as an anti-aircraft turret or for infantry support.

While equipped with basic deflector shielding it lacks the armor and sustained firepower of the TMBT due to its heavier plate armor and 80mm gun.


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TPWT: Small but armed utility jeep for scouting and general transportation of staff/personal when needed quickly.

Armed with a heavy blaster cannon and can be retrofitted with more gun/shielding to act as light armor support in environments ill-suited for traditional armor.

Often used by Commando units during lighting raids.

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TGPT: General purpose transport truck that doubles as an APC. Has a trailer attachment for the transport of other vehicles or supplies. Itself armored and armed with a heavy blaster on the top.

It can carry up to 8 people (2 being driver/gunner), two can be attached together making via the connector, doubling its firepower/troop transport.[


{Air & Space}

TRAT MK1: Rotodyne/Repulsor lift light military transport
TRAT MK2: Rotodyne/Repulso lift heavy military transport
TSSF: Mainspace superiority fighter, good at dogfighting
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(OLD factory sub will change)
 
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