Star Wars Roleplay: Chaos

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Approved NPC The Shadow Legion

Status
Not open for further replies.
alliance_special_forces_by_revan654-d4qc37n.jpg


Name: The Shadow Legion

Intent: The purpose in creating this Application is in to give those who combat this force an idea on their standardized loadout and strength. After building it up for quite a while i decided it would be about time in which to get it figured out and give Solan his own special operations force and private military force. As such this will serve only Solan unless otherwise strictly stated in character by solan that someone else may command them or even have their protection.

Affiliation: Solan Charr, The Planet of Kesh, The Vitae Alliance, The Rebel Alliance (In that Order)

Availability: This is a limited force meant for elite operations and special ops, directly under the command of Solan Charr and only 2000 man strong at any given time. As far as Vehicular support goes, they use the Shard class boarding pods and Umbra Class Dropships.

Type: Infantry, Special ops

Strength: 2000 Man Legion

Description: Built as the brain child of Solan Charr while serving the empire of the same name. The shadow legion holds its will and strength in its ability as a structured force with clear roles. Though not numerous, it relies on highly trained units with much of their lives devoted to following under Solan's command. Being the land forces loyal to Solan their usage are on Special Operations and smash and grabs, allowing them to operate under harsher circumstances than that of a normal infantry man.

The Forces are broken down in the following manner.

Rank Breakdown:
  • Shade: Basic soldier, no command.
  • Umbra: Squad Commander, command of ten men.
  • Revenant: Element Commander, command of a ten squads.
  • Shadow Knight: Group Commander, command of ten elements.
  • Shadow Prince: Commander of the Legion.

Furthermore each squad is broken down further into each Shade in the squad having specific role. First there is the Sniper, for every squad there is one trained sniper ready to support them and protect the squad by providing long ranged support in doing so. Kept in the back and with a Doomhammer Sniper Rifle, this soldier is meant to remain as visually safe as possible as the Sniper is also equipped with a personal stealth field generator which allows for such. The Sniper also carries with it a standard issue Electro Magnetic Pulse grenade, though this can be changed out with a standard fragmentation or concussion grenade. Lastly this member of the squad carries a standard issue CW77 sidearm pistol, for two reasons. Firstly it is a light weapon thus allowing for the sniper to further focus on his job which is that of taking out enemies from a distance. But the second reason is its conceal ability. This allows for the Sniper to escape situations in which the weapon is not found on them immediately by sight. Their weakness of course is short range and prolonged combat, as they are not useful in the former for obvious reasons as well as prolonged combat leaving them without ammo and forcing them to do the former or to leave the field.

Next, there is the Heavy Gunner. Like the sniper before it, there is one in each squad but for a much less safe approach to combat. Generally and for good reason, larger species users or those with physical strength exceeding that of the normal soldier. These men wear heavy, durable armor outfitted with the WMA1 Rotary blaster cannon, which is outfitted with standardized powercells rather than gas canisters to optimize power with a special reservation on ammo. Unlike the Snipers they do not carry the CW77 but rather a Heklerkok p-2 sidearm for its emphasis on power rather than subtlety, this is to maximize damage yet still keep a strong emphasis on having enough ammo to hold out, which is where six chamber weapons of greater power would falter. Lastly their choice of Grenades are done in two ways, first like the sniper they keep on them a electro magnetic pulse grenade, but in addition to this a particle shield grenade. The reasoning for this is simple, in times when the enemy is using overwhelming physical or slug weaponry. This can be deployed and the man can move out and stand his ground as he mows down as many as he can before the shield itself fails. The obvious flaws of this unit is its slow and cumbersome nature, as well as its reliance on its blaster cannon.

Next is the Rocket, or Demolitions, soldier. This troop is outfitted with a different form of load out then the others considerably. While a heavy trooper like the above heavy gunner they are one instead of crowd control, heavy armor support. In this it shows most notably in the fact of their carrying of a scrap maker rocket propelled launcher in which they keep as their 'primary weapon'. Of course this though would leave such a soldier utterly defenseless and to counter this this group of soldier carries with them a lil monster submachine gun, outfitted at times with specialized sith killer rounds to effectively protect them against the glowstick wielding bastards. Alternatively, the rounds are standardized slugs in all other situations, conserving the Sith killer rounds for when its needed. They are also the heaviest loaded out on explosives for obvious reasons. This includes two electro magnetic pulse grenades and two thermal detonators each, as well as in times of need demolition charges or breaches. Their weakness, long ranged ground combat weapons.

The Next member of these squads is the Anti Tank Rifleman. Much like the Rocket trooper, this soldier is outfitted to take on heavy armor or troopers. But is set up with different weaponry than that of the rocket trooper. Outfitted with a Heklerkok AMR 1 anti material rifle, they are meant as a quicker response, pack a punch weaponry that can double both as an anti armor squad member as well as an high priority fighter. Their side arm is a Heklerkok P 2 sidearm pistol, aimed for the same power output over subtly that the heavy gunner looked onto with a curious eye. Lastly they are outfitted with a Electromagnetic pulse grenade like the others that can be interchangeable with fragmentation or concussion.

The Medical corp units, two in each squad, are those of which comes next. Outfitted primarily with The Sledgehammer Weapon System, another of the Red Raven products sold to Solan. This allows for the medical corp units a level versitility that the other branches of the squads do not have. This is because of their general importance and the squad's reliance on these members if there is ever an injury or wounded man. They are also outfitted with a CW22 like the sniper rather than the Heklerkok sidearm system which allows for them a lighter weapon that still can protect them if so needed. Their grenades are two particle shield and two ray shield grenades for the obvious reason of protecting a squad member long enough for them to get him out of the range of danger and into better cover in which to treat any injuries the man might have suffered or even get him to evac. Lastly they carry a magazine or two of Sith Killer rounds, for the same reasons as the rocket trooper above.

The Riflemen units, two in each squad, are those of which comes next. They are outfitted with the Red raven weapon system codenamed the Redentor. Also bought at the same time as the other Red Raven weapon systems the Riflemen serve a purpose of accuracy and medium ranged cover fire and support. This allows for them to take a greater role in open areas over that of close quarters combat due to the limitations of their weapons. They are outfitted with the Heklerkok P-2 side arm as well, detailing their need for a powerful side arm over that of a concealable one. Furthermore they carry with them an Electromagnetic Pulse Grenade or the interchangeable ones (Fragmentation or Concussion). Sith Killer rounds are also kept on their person due to the use of the rounds against the glow stick wielders.

Last is the Shock Troopers, again being numbered two per squad. These men are primarily outfitted with a lil monster submachine gun and as a side arm the outlaw shotgun. The reason for this is this is a short range weapon soldier meant to clear people out as quickly as they can and that is why their weapons reflect their very nature. This is also the most equipped in special weaponry and ammunition in that it carries both specialized Pack O Punch rounds for the shotgun and Sith Killer Rounds for the SMG, obviously not as the primary ammunition though for clear reason of expense. They carry on the an Electro Magnetic, Fragmentation, or Concussion grenade, the former most being the primary grenade. And as a rare use item for special situations Rhak Skuri gas is kept on them to be used. This is situational and very rare though.


Weapon Load out Per Squad

1 Sniper - http://starwarsrp.net/topic/43808-doomhammer-sniper-rifle/
1 Heavy Gunner - http://starwarsrp.net/topic/40587-wma1-rotary-point-blaster/
1 Rocket Trooper - http://starwarsrp.net/topic/53036-scrap-maker/

[*]
Grenades - 2X http://starwars.wikia.com/wiki/Electro_magnetic_pulse_grenade

[*]
Grenades 2 - 2X http://starwars.wikia.com/wiki/Thermal_detonator

[*]
Special Rounds - None

[*]
Special Equipment - Demolition Charges of Varying Nature.


1 Anti Tank Rifleman - http://starwarsrp.net/topic/54471-anti-tank-rifle-sparrovi-model-50/
2 Medical Troopers - http://starwarsrp.net/topic/52348-the-sledgehammer-weapon-system/
2 Riflemen - http://starwarsrp.net/topic/52932-the-redentor/#entry794599
2 Shock Troopers - http://starwarsrp.net/topic/53497-lil-monster-submachine-gun/

[*]
Grenades - http://starwars.wikia.com/wiki/Electro_magnetic_pulse_grenade

[*]
(Situational) Grenades 2 - http://starwarsrp.net/topic/31621-concentrated-rhak-skuri-venom/

[*]
Special Rounds - http://starwarsrp.net/topic/53664-sith-killer-round/#entry805475

Links:

http://starwarsrp.net/topic/53362-a-meeting-of-old-fri-acquiantances/
http://starwarsrp.net/topic/53236-aiding-with-unityvitae-alliance-dominion-of-alzoc-iii/
http://starwarsrp.net/topic/54099-salvaging-a-dynasty/
http://starwarsrp.net/topic/50799-camp-raven-is-very-entertaining-well-have-fun-if-it-stops-raining-skirmish/
http://starwarsrp.net/topic/50211-set-controls-silver-jedi-dominion-of-shri-tal/
http://starwarsrp.net/topic/51898-death-of-a-defender-ask/
http://starwarsrp.net/topic/14954-umbra-class-dropship/
http://starwarsrp.net/topic/14739-mpbp-shard-class-pod/

Shadow Fleet (AKA Transport) https://docs.google.com/document/d/1_-M9Tb0zs3mSsHTQpz2O8FJe0CZvHsQPGUYNeksMboE/edit?usp=sharing

http://th09.deviantart.net/fs70/PRE/i/2012/050/4/9/alliance_special_forces_by_revan654-d4qc37n.jpg

All Weapons Links are above.
 
Status
Not open for further replies.

Users who are viewing this thread

Top Bottom