Dacian Quee-Paddox
Character

OUT OF CHARACTER INFORMATION
- Intent: To provide a standardized infantry unit for the High Republic
- Image Credit: HALO Wars 2 concept art by Brad Wright, modified with Grok
- Role: The soldiers of the Trailing Sectors Infantry Regiments act like the traditional Imperial Army Line Regiment, comprised mainly of traditional infantry backed by a small number of supporting vehicles.
- Permissions: N/A
- Links: The High Republic, Trailing Sectors
- Unit Name: Trailing Sectors Infantry Regiments (TSIRs)
- Affiliation: The High Republic (sponsored by Lucerne Labs, Lucerne Personal Defense, and Lucerne Biological Systems - Unit bought from company, and decided to sponsor them afterwards)
- Classification: Line Regiment
- Description: The battle armor-clad infantry from the Trailing Sectors worlds are a common sight along the border worlds of the High Republic. Drawn from the teeming citizen masses of the old worlds in the Trailing Sectors near the Core, these volunteer infantrymen are put through rigorous military academy training and intense mock battles before being sent to serve as defense troops on their homeworlds or for their allies in the High Republic. Unlike some forces, TSIR places a great emphasis on their soldier's resilience and close quarters combat capability. Not only does every soldier wear battle armor, but every soldier is equipped with personal shielding, which combined with an offshoot of stava training, makes them dangerous opponents in built-up cities or closely confined areas like the innards of starships. Cognizant that they may be the only force capable of halting an invasion in galaxy torn nearby with the rise of the Galactic Empire and the Sith Order resurgent, soldiers within TSIRs maintain a watchful vigilance in preparation for the worse, or with some hope, the expansion of the lightside once more.
- Unit Size: Large
- Unit Availability: Common
- Unit Experience: Trained
- Equipment:
- 30 Narglatch-class Speeder Bikes
- 60 Gualama-class Repulsorlift Armored Personnel Carriers
- 20 Thrinx-class Utility Speeders
- 10 Farlus Hawk-class Jump Ships
- All troops: Llwelkyn-series Battle Armor with Myntor Personal Shield, 1 LPD-18 Stormburst Slugthrower Pistol, 1 LPD-34 Cracken Combat Knife
- Typical Squad layout with equipment
- Command Element (1 sergeant, 1 Medic)
- 1 Sergeant: 1 LPD-14 Firebolt Variable Charge Blaster Rifle with TruSight-series Multi-Optic Sight and underbarrel LPD-51 GravPulse Tractor/Pressor Device, 2 7-PrG Proton Grenades, 2 LPD-24 Fireblast Dual Purpose Grenades
- 1 Combat Medic: 1 LPD-14 Firebolt Variable Charge Blaster Rifle with TruSight-series Multi-Optic Sight, 1 Paean-series Medical Backpack
- Fire Team Aurek (1 Shield-Bearer, 1 riflemen, 1 grenadier, 1 heavy gunner)
- 1 Shield-Bearer: 1 LPD-14 Firebolt Variable Charge Blaster Rifle with TruSight-series Multi-Optic Sight, 1 Bodhar-series Blast Shield with pressor field projector, 2 LPD-24 Fireblast Dual Purpose Grenades
- 1 Rifleman: 1 LPD-14 Firebolt Variable Charge Blaster Rifle with TruSight-series Multi-Optic Sight, 2 7-PrG Proton Grenades, 2 LPD-24 Fireblast Dual Purpose Grenades
- 1 Grenadier: 1 LPD-14 Firebolt Variable Charge Blaster Rifle with TruSight-series Multi-Optic Sight and underbarrel LPD-53 Crasher Underbarrel Grenade Launcher (LPD-24 Fireblast Dual Purpose Grenades, LPD-56 Firewrecker Anti-Armor Grenades, LPD-48 Fire Rain Incendiary Grenades, LPD-54 Neutroburst Radiation Grenades, LPD-39 Coldblast CryoBan Grenades)
- 1 Heavy Gunner: 1 LPD-27 Flamestorm Assault Blaster Cannon with Zolta-series Targeting Scope, 1 Akk Dog Portable Shield Generator
- Fire Team Besh (1 Shield-Bearer, 1 riflemen, 1 grenadier, 1 heavy gunner)
- 1 Shield-Bearer: 1 LPD-14 Firebolt Variable Charge Blaster Rifle with TruSight-series Multi-Optic Sight, 1 Bodhar-series Blast Shield with pressor field projector, 2 LPD-24 Fireblast Dual Purpose Grenades
- 1 Rifleman: 1 LPD-14 Firebolt Variable Charge Blaster Rifle with TruSight-series Multi-Optic Sight, 2 7-PrG Proton Grenades, 2 LPD-24 Fireblast Dual Purpose Grenades
- 1 Grenadier: 1 LPD-14 Firebolt Variable Charge Blaster Rifle with TruSight-series Multi-Optic Sight and underbarrel LPD-53 Crasher Underbarrel Grenade Launcher (LPD-24 Fireblast Dual Purpose Grenades, LPD-56 Firewrecker Anti-Armor Grenades, LPD-48 Fire Rain Incendiary Grenades, LPD-54 Neutroburst Radiation Grenades, LPD-39 Coldblast CryoBan Grenades)
- 1 Heavy Gunner: 1 LPD-19 Shockwave Missile Launcher, 1 Akk Dog Portable Shield Generator
- Command Element (1 sergeant, 1 Medic)
- Combat Function: TSIR regiments act in the traditional role of the common infantry and are organized based on the Old Republic practices inherited through thousands of years from the worlds of the Trailing Sector. Command philosophy within the units is based on a sort of "science" passed down through some very similarly long storied academies married to a much more modern concern about maintaining vigilance and readiness in the face of imperial expansions. At a strategic level, this is most well-demonstrated by the adoption of large-scale drills, modern training, and new vehicles and equipment meant to prepare the worlds for possible incursions by the aggressive force of the Sith Order and the Galactic Empire. Commensurate with those concerns, commanders within TSIR units tend to focus on security-related concerns and ensuring that their forces are capable of withstanding sudden, aggressive attacks. At these higher command levels, this means knowing exactly where to funnel the small mobile reserves of mechanized infantry while knowing how to disperse the greater footborne infantry into disparate positions from which they are difficult to dislodge from.On a more immediate practical level for the individual grunt, this focus on staying power shows in squads being equipped with multiple shielding technologies, extensive training in close quarters combat, and the presence of a medic in every infantry squad. In combat, the squad typically breaks up into three elements, with the sergeant and medic flowing back and forth between each fire team as needed, with the medic providing extensive medical care and the squad leader's gravitational weapon providing unusual tactical options. Each fire team moves typically with a shield-bearer in lead, who can use his blast shield shield to provide an extra layer of protection for the group. Other members of the squad can usually fit their compact blaster rifles above or around it, allowing them to still fire on their opponents. The rifleman in each fire team is usually second and acts as the substitute shield-bearer if the shield bearer is wounded or killed. The grenadier usually files in third place, providing additional firepower with his blaster rifle or with a specialty grenade from his underslung grenade launcher which grants each fire team some unusual tactical flexilibity. The heavy gunner typically brings up the rear and usually sets up his weapon as a centerpiece in defensive position or uses it to eliminate threats that are otherwise too strong for the others. Fire Team Aurek's heavy gunner uses blaster cannon, which is quite capable of providing intensive suppressive fire or blaster cannon shots quickly capable of chewing through heavy personal armor or destroying lightly armored vehicles. While less versatile, the missile launcher wielded by the gunner in the second fire team is even stronger, capable of destroying vehicles and aircraft from an extended range. As each soldier is equipped with a grappling gun built into their sidearm, the entire squad can actually perform unusual vertical maneuvers, such as quickly ascending a building to get better firing positions to shoot down into enemies, or descending into sewers or caves to melt away during an escape.
- Force Abilities (Force User Units Only): N/A
- Shield Host: Every individual soldier within a TSIR is equipped with personal shielding, which makes individual soldiers far more durable and resilient in battle. Additionally, each squad does use several blast shields as well as portable emplacement shield generator, which can make the group even more resilient against enemy fire.
- Close Quarters Fighters: Troopers in TSIRs are taught a "scientific" version of Stava, which not only adopts techniques used by the Noghri to more typical humanoid form, but also teaches how to use these skills in conjunction with close quarters reactive, defensive shooting with pistols and carbines. Using vibroblades is done in a more traditional Stava style, and TSIR soldiers are quite adept at maneuvering their blades to deliver punishing strikes into the weakpoints of enemy armor and accurately throwing their blades at great distance. Combined with their personal shielding, this can make TSIR soldiers surprisingly effective fighters in close quarters combat.
- Target Secured: TSIR soldiers usually act as garrison troops on their homeworlds, and unsurprisingly are involved in extensive guard duties. Due to this frequent employment, the academies have emphasized different methods of patrolling and securing different areas. It is rare that there is significant gaps in their coverage, especially as both layered static and roving elements are used in very carefully coordinated fashion, meaning that detection of intruders is usually quick and before the intruders can get far into a secured area.
- Scientific Warfare: Training in the Trailing Sector's military academies, soldiers in the TSIRs tend to approach warfare with a slightly unusual academic bent that leads them to be somewhat more unique and methodical in their abilities. This shows in the inclusion of a medic at every squad level to decrease casualty rates, in the equipping of every soldier with a grappling gun to allow unusual 3 dimensional squad maneuvers, and the inclusion of tactical gravitational devices in each squad. While each of these characteristics is only slightly unusual on its own, collectively this can make TSIRs very different to fight against for most foes.
- Paranoid: The emphasis on security operations means that TSIR soldiers tend to be a little bit more paranoid and jumpy. It is rare for TSIR soldiers to quickly embrace comrades in arms from other groups, which make coordinating actions with other groups or individuals on the same side a little bit more difficult in the heat of battle. There is also a tendency to shoot first and ask questions later when others approach areas that TSIR soldiers are tasked with holding secure.
- Short-Range Weapons: While most TSIR weapons are compact and excellent in close quarters, they are also fairly short-ranged, which can be a disadvantage for combat in large open areas.
- Easily Detected: While personal shielding makes TSIR soldiers much more durable than many other infantrymen, they also produce fairly easily to detect when these devices are on due to their energy signature, visible blue shield panes, and crackling sounds.
- Limited Mobility: While there are some mechanized infantry within the TSIR, most TSIR soldiers are only as quick as their feet can take them. This often means the regiment as a whole can be outmaneuvered on highly mobile or chaotic battlefields.
Infantry form the bulk of many galactic armies for good reason - they are relatively cheap and capable of operating in nearly any terrain or situation possible. The worlds of the Trailing Sectors are no exception to this general rule, and line infantry have formed the bulk of their battle lines for millennia. With their inclusion into the High Republic and the fall of some of the the Galactic Alliance core worlds to imperial invaders, many worlds in the Trailing Sector were quick to act on revitalize their planetary defense forces, often starting with the humble infantryman. A number of storied military academies on these worlds were expanded and upgraded with new urgency, allowing large numbers of troops to be trained in the latest fashion. With many worlds having connections to Lucerne Personal Defense during their time under the Galactic Republic and/or the Silver Jedi Concord, soldiers were equipped en masse from the company's catalogue in order to improve standardization and interoperability between the different worlds to better aid in collective defense. While credits can buy cutting edge training and competitive equipment, it cannot buy experience. To that end, the worlds of the trailing sectors have made it a practice to engage in large mock-scale battles and cycle some of their forces to outlying worlds of the High Republic's fringes in order to gain practical experience. If the military theorists who run the academies are right, these experiences can be passed throughout the rest of the TSIR regiments to make them an even more effective force. But until TSIR are subjected to actual widespread battles, this all very much remains theoretical.
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