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| CCRPG Marines Background | |
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| Tweet Topic Started: 10 Dec 2008, 09:59 PM (3,079 Views) | |
| Wraith | 10 Dec 2008, 09:59 PM Post #1 |
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Preparing for the Second Coming
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I'm bored and don't feel like writing another chapter, so I'm going to post some background information about the CCRPG Marines universe. The Country Capital Confederation Marine Corps ![]() A Confederation Marine in Combat Fatigues OOC Note: Any following pictures are taken from multiple games or real life. As a result, the uniforms will constantly change. Just picture the Marines in this. The CCCMC is the proudest and most traditional branch of the Confederation Military Forces. It traces its origins back to such prestigious units as the Rezelian Marine Corps, Duranic Imperial Marines, and the Bennerian Royal Marines, all military units from even before the Black Century. The CMC maintains and continues to practice many traditions from these historical organizations, and as a result are instilled with great pride. However, this pride causes the CMC to look down upon other branches of the CMF, the Army in particular, to be inferior. This attitude is reciprocated in turn. The Maxfrican Campaigns The Maxfrican Campaigns are the bloodiest wars in the Confederation's history, constantly waged against the anarchic people and "government" of the planet Maxfrica. Maxfrica is notorious for its use of terror and guerilla tactics against the Confederation Military Forces, causing extremely heavy casualties during each of the four infamous campaigns. The bloodiest and most renowned campaign is the Third. The Third Maxfrican Campaign The Third Maxfrican Campaign took place almost 17 years ago, beginning as a general uprising against CMF peacekeepers on one continents, but quickly escalating into a planet-wide war. CMF units were drawn upon from all over Confederation Space to combat the uprising. The Maxfricans, while severely bloodied by the show of force, continually whittled down at the CMF troops, causing heavier casualties than the First and Second Campaigns combined. The Campaign culminated in what is universally renowned as "Black Friday." ![]() A scene shot during the opening hours of the Third Maxfrican Campaign ![]() The Landings, when CMF reinforcements arrived Black Friday On a Friday, the 20th of May, all remaining Maxfrican "reserves" were thrown into the fight. These thousands of fighters used underground tunnels and sewer systems to fight the CMF at every conceivable place in every major city. Many CMF units were cut off and surrounded, with many of those being brutally slaughtered to the last man. A large Marine unit - consisting of companies from 94th and 50th FISTs - was one of the many forces cut off and surrounded, these men in the center of "Tartarus" - the CMF slang name for the "capital city" of Maxfrica, now known affectionately as Rock Island. These men held out for the entire day and following three days, suffering the heaviest casualties of all CMF units, until they were finally relieved in a last desperate assault by a joint operation by all branches of the CMF. To be present at the Defense and Relief of Rock Island is widely respected as the greatest honor a soldier can sustain, without a medal to show for it. ![]() Dozens of units, infantry and armored alike, were ambushed and slaughtered by desperate Maxfrican fighters ![]() A rare overhead shot of Rock Island, Tartarus, during Black Friday ![]() More Medals of Heroism were awarded during Black Friday than any other battle in the Confederation's history ![]() Marine advance through the carnage of Rock Island |
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| Wraith | 13 Dec 2008, 08:03 PM Post #2 |
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Preparing for the Second Coming
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The Black Century The "Black Century" is the name given by the people of World to the bloodiest period in human history - a century in which all of World was plunged into constant war. The century began with the Third Great War and constantly escalated into what culminated in what is now called the Last Great War. Leadup to Armageddon The Third Great War, less commonly known as World War III, was inevitable, considering the basic principle of the relation between politics and war - the world was divided into hostile alliance systems and engaged in an arms race, therefore, war was inevitable without proper precautions. The Black Century saw the resurgance of "Romantic War," an ideal in which going to war was the heroic and courageous thing to do. This concept had been unheard of in the previous century, after the devastation caused by the Second Great War. The Western Imperium was the name of a coalition of western, autocratic nations - the Duran Empire, the Dominion of Y'kthal, and the Antethian Federation. Opposed to the Western Imperium was the League of Free Nations - the United States of Rezelia, the Republic of Umoja, the Bennerian Empire, and several other, smaller affiliates. The Imperium enjoyed military dominance, especially on land, due to extremely militaristic governments. Over the first decade of the century, the Imperium had expanded across the continent of Avalon, and colonized the continents of Gorgava, Continua, and Muropa. The League, centered on the continents of Centreland and Etremia, viewed this massive expansion as a major threat to their nations, and therefore banded together against this common threat. The final straw that broke the peace camel's back was a terrorist attack against the Rezelian Embassy in Y'kthal. ![]() An Y'kthali soldier watches in shock as the Rezelian Embassy explodes The Third Great War Battle of the Shores The League immediately took action, sending its mighty combined naval forces in a major amphibious assault on the shores of Y'kthal, on Avalon itself. In a bloody week-long battle, with the beach and surrounding area changing hands multiple times, Duranic and Antethian reinforcements finally won the day for the Imperium. ![]() League troops roll off the landing craft into battle ![]() League forces met initial, if costly, success against the fortified Y'kthali coast ![]() Heavy Duranic reinforcements drive the surviving League troops into the sea Imperial Counterattack Not long after the Battle of the Shores ended, the Imperium launched a mighty counteroffensive, not against the League strongholds, but against the larger League colonies on Detriana. The pirates of the anarchic Dangor Fleets were bribed by the Imperium for their vital naval support. Unprepared for an attack on their colonies, as they had expected attacks on Etremia, the League forces in most of their Detrianan colonies surrendered after only a week. ![]() A Duranic armored column rolls across the Detrianan countryside ![]() Imperial troops quickly overran the large cities of the important Rezelian colony of Quba, where a huge stock of missiles was stored TO BE CONTINUED... |
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| Wraith | 14 Dec 2008, 12:58 AM Post #3 |
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Preparing for the Second Coming
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The Invasion of Etremia After several months of constant fighting in the outlying continents, the Imperium realized it had to start hitting the League where it hurt - in their homelands. Duranic troops spearheaded an amphibious and airborne assault in southwestern Etremia, Umojan territory. Umoja was the smallest of the three League powers, and therefore was the first target for "elimination." Believing they had engaged almost all Imperial forces, the Umojan reserve troops guarding the coastline were taken completely by surprise when thousands of ships, planes, and helicopters appeared on the horizon. The Duranic invasion armies enjoyed a highly successful offensive inland, pushing many miles into Umojan territory. The offensive bogged down after the tedious affair of urban combat in the city of Antiga Prime, where the line finally halted and devolved into trench warfare. The Southwest Etremian Front remained stagnant for almost the rest of the war. ![]() The Duranic offensive inland was highly successful for several weeks ![]() The struggle for Antiga Prime was the bloodiest phase of the campaign, for both sides The Battle of Orogoth About a year and a half into the war, the League realized that they had to knock the Duran Empire out of the war. Out of the three Imperial powers, the Duran Empire was the military muscle, the Antethian Federation was the economic powerhouse, and the Dominion of Y'kthal was the jack of all trades - proficient in everything, but not specialized. The League was in a precarious position. They had too many investments and not enough troops. Therefore, a single "thrust to the heart," as said by a Bennerian general, was planned against Orogoth, the ancient capital of the Duran Empire. A diversionary attack was launched against the major Antethian inner colony of Omsk, while a huge fleet of Rezelian and Bennerian ships sailed across the other side of the world in secret towards the coastal capital of the Empire. The attack opened with a massive airborne assault, planned to clear and secure landing zones for the amphibious forces. It was an enormous success, both psychologically and militarily, but the Imperial Guard - the personal guard of the Imperator and the capital itself - regrouped within hours to face the landing forces. Reserve armies were called up within a week, and hundreds of thousands of men were marching for Orogoth. ![]() Rezelian airborne forces parachute in around the famous Statue of Vengeance in Orogoth Harbor The Battle of Orogoth soon became the bloodiest battle of the war, with possibly the most brutal urban fighting in history, at least until Black Friday. In a battle designed to cut the heart out of the Empire, it very nearly "broke the back" of both the Empire and the League. ![]() Duranic Imperial Guards clear a building ![]() A moment of "rest" - moving to another fight amongst the streets |
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| Wraith | 12 Apr 2009, 09:10 PM Post #4 |
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Preparing for the Second Coming
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OOC: Everyone at least look at the OOC note at the bottom A Sociological Cross-Section of World History and the Country Capital Confederation The Confederation of today is, truthfully, an elitist but diverse mix of ethnicities and nationalities that have evolved, integrated, and/or become extinct throughout World's millenia. This is a sociological history of World, and why the nationalities of the Confederation's people today are so mixed and diversed. During the Black Century, after the defeat of Laustralian Empire in the Second Great War, World was at its most diverse and most equal, if always teetering on the brink of destruction. The Duran Empire and Greater Antethian Reich, steadfast allies from the First Great War to the Last Great War, stood on one side of the world, Avalon, with the Dominion of Y'kthal. On the other side of the world, Emencia, the League of Free Nations: the United States of Rezelia, the Bennerian Empire, and the Umojan Republic, balanced the world out. Other, less dominantly powerful nations, such as the Sophultimans, the Zeonese Empire, the Gaullic nations, the Sialese, etc., as well as the poewrful Krussian Union and People's Republic of Se'alon stood alone of aligned all across World. This was the pinnacle of ethnic and national independence in all World history. All of this came crashing down, forever, with the ignition of the Third Great War. When the Western Imperium finally vanquished the League of Free Nations, they ruthlessly crushed and persecuted the enemy nationalities and, especially in Antethia and Y'kthal, "inferior" races. The three new superpowers absorbed the vanquished into their empires - eespecially the Duran. The Duran were, and still are, the most warlike and militaristic people in history, always preparing for the next war, no matter where it will be. The Duran intermarried with the Bennerians and especially the Rezelians, who they respected greatly, in order to create an enormous supply of loyal conscripts for what it saw to be the inevitable Fourth Great War. For your convenience, I will list here the many different ethnic groups and their encompassing nationalities, with a brief description of each: Duran The Duran are unusual in that they are one of only two completely unique ethnic groups, but it is extremely difficult to find a Pureblood Duran in the modern Confederation. As stated, the Duran were a warlike people through World history, from their origins in the infamous Blood Jungle to the final destruction of the Duranic Imperium at the end of the Last Great War. (OOC Commentary: My picture of the Duran are an imperialistic blend of Rome and America, with a Prussian/German-esque military culture.) Duran: As stated, the Duran are a fiercely militaristic people, aggressive but at the same time protective. Always eager for action, the famous Duran Military Tradition mutated into a military culture. All life revolved around military affairs, and eventually the country ran similarly - domination by a single ruler with massive micromanagement. While the Duran were once a pureblooded nation, they realized the need for ethnic alliance after the Third Great War, as stated above. Nevertheless, the notorious Duranic nationalism, fanaticism, and determination ended up destroying the Duranic Imperium instead of preserving it. (OOC Commentary: See above) Centrans It is confirmed that all life on World originated in Centreland, with the Rezelians, Krussians, and Bennerians being the first nations to form out of the Centran ethnicities. However, the Krussians are not included as "Centran," and this fact will be addressed at a later entry. The Centrans continue to dominate the Confederation today, along with the Antethian and Duran peoples. (OOC Commentary: Centreland may be World's Africa, but Centreland was always the most stable of regions, and is pretty much equivalent to North America) Rezelian: The Rezelians are a hard-working people, wary of concentrated power, and highly intelligent. Rezelian industriousness is renowned throughout World, rivaling that of the Duran and Freeden. The Rezelians have also boasted the only continuous government in history - a democratic republic that has never been interrupted by civil war or revolution. The USR were so successful because they did not concentrate poewr in the hands of one person or group of people: when the government became too powerful, it was divided again; when the military became too strong, it was dismantled and rebuilt. (OOC Commentary: Rezelia is obviously America, which was, I assume, what Ryan originally intended it to be) Bennerian: The Bennerians boasted the largest empire in the world for centuries, spanning entire continents, most notably Emencia and Detriana, until the end of the Third Great War. The Bennerians follow the Centran profile of being hard-working, but are also unique among the other races in being very traditional, loyal, and proud. Bennerian pride come from its being the only nation on earth to maintain an unbroken Royal Family and Monarchial Tradition - even the Duranic Imperium abandoned the monarchial system eventually. (OOC Commentary: This is the British Empire, as Benthamus is obssessed with it and fully intended Benneria to represent it) Umojan: The Umojan are similar to the Rezelians, but Umoja's history and policy separate them immensely. The Umojans are self-righteous and had a history of racism, especially against their eternal enemy, the Duranic Imperium. Due to this very self-righteousness, the Umojan Republic were ultimately destroyed by Rezelia itself in the Fourth Great War. Nevertheless, the Umojans served as the ultra-idealistic people of the world, aalways championing what was widely believed to be 'right' and 'good' in the world. They were always the first to send aid, volunteers, or peacekeepers to those in need. The Umojans were also willing to adapt their system to get the job done. Unfortunately, when they gave absolute power to a madman, and followed him without question, they destroyed their nation. (OOC Commentary: My version of Umoja in this is America as an overly self-righteous nation.) Sophultiman: The Sophultimans can be interpreted as the "little brothers" of the Rezelians. While the USR was fiercely protective of the Sophultiman Republic in the nation's early days, when it was bullied into submission by Darzick, the Sophultimans gained a national identity and a newfound strength after Darzick was destroyed. By the end of the Second Great War, Sophultima was a champion of human rights and world peace (more snesibly than Umoja, however), becoming the self-proclaimed "Protector of the a New World." Unfortunately, this pacifism mutated hundredfold after the end of the Third Great War onwards, and the Sophultiman people were almost made extinct by the end of the Last Great War. (OOC Commentary: Sophultima is basically a more sensible version of Umoja) Freeden The Freeden traveled to Avalon during the Great Ice Age and became a race apart from the Centrans, becoming far more "native" than the Centrans. As a result, the Freeden became far more self-sufficient and industrious, gaining a reputation for efficiency and reliability that still endures today. (OOC Commentary: The Freeden are basically eqivalent to the Germanic races) Antethian: The Antethian legacy of self-reliance, unquestioning loyalty, and racial pride has endured for millenia, since its first wars with the Duran to the end of the Last Great War. Antethian industries produced a full quarter of all manufactured goods in the world by the Black Century. From the end of the Second Great War to end of the Fourth, the Antethian nation had mutated into a racist, but efficient, Reich, or empire. The Greater Antethian Reich stood by the Duranic Imperium, and pursued its own agenda, from its founding to its destruction, even as it fought its former allies and friends. As a result, Antethians are widely respected for their intense loyalty to their friends and military prowess. Nevertheless, the 'filth purges' of the Black Century to the end of the Fourth Great War still clings to any Antethian today like a terrible stench or stain. (OOC Commentary: I'm using the future version of Antethia Ares was going to use, which is basically Nazi Germany) Velunese: The Velunese grew apart from the Antethians in not being as progressive as the Antethians both politically and economically. Maintaining an old-fashioned governmental system to the end, Veluna nevertheless grew into a rival economic and military power for the Antethian Federation until the Velunese Empire was absorbed by the Greater Antethian Reich. Velunese and Antethians today can be told apart by the Velunese respect for tradition, and the contrasting Antethian love of progress. (OOC Commentary: This is the Second German Reich, or the Kaiser's Germany) Continuan The continent of Continua was inhabited by only two extremely aggressive races - the Laustralians and Darzick, who wiped out every other ethnic group on the continent with brutal efficiency. Ironically, while they were pureblood in their times, anyone with Darzick or Laustralian blood is extremely hard to find today. (OOC Commentary: The Continuans are self-explanatory for v3 veterans and Archive readers - the eternal struggle has a 'cool spot' in my mind.) Laustralian: The Laustralians, as stated, held a lifelone and beyond hatred for their neighbors and rivals, the Darzick. In countless epic struggles between the two, neither could gain the upper hand until the Darzick provoked the wrath of Rezelia. With total domination of the Continuan continent, the Laustralians, envious of the Bennerians (ironically their ancestor race), grew mad with power, building up the already massive military and unleashing a terrible onslaught on the world in what became the Second Great War. The entire world was forced to band together to defeat the menace, and as a result, the Laustralian nation was destroyed forever and the Laustralian people were absorbed into other races. (OOC: Laustralia is basically Australia with a Nazi Reich government. It was Lee's creation, and this is my interpretation of it.) Darzick: The Darzick, as stated, held a lifelong and beyond hatred of their neighbors and rivals the Laustralians. The Darzick were probably the most isolated and terrifying people in World history, obssessed with twisted science and crushing their enemies. Unfortunately, this aggression proved to be their downfall, as they ruthlessly crushed an infant Sophultiman presence, therefore provoking the wrath of Rezelia. In the finaly ensuing war, the Darzick were completely destroyed, with only a few thousand refugees from the Laustralian reign of terror surviving to preserve the bloodline. Another name for the Darzick is the "Dutch." This term was originally a racial slander created by the Laustralians, but today anyone with Darzick blood uses and/or goes by this title regularly. (OOC: Darzick was Sanol's creation. It doesn't really have an IRL counterpart, I think. The "Dutch" story in this history is my play on how "nigger" is commonly used by African Americans today. In reality, I use it for Sanol's, and Darzick's, nickname because he is Dutch, I believe.) Gaullic The Gaullics are laid-back and easygoing peoples, but are fiercely independent, willing to give up everything for that cause. Unfortunately, this fierce independence and somewhat lazy attitude often develops into arrogance and, ironically, a lack of diversity and initiative amongst members of the Gaullic races. (OOC Commentary: The French and the people of their colonies. Enough said) Katanese: The Katanese, while a small people in a small nation, are fiercely independent, as with all Gaullics. However, they are more so due to their historic close proximity and several times being conquered by the Duranic Imperium. While they won back their independence in severl consistent revolts, the Katanese never truly gained freedom until near the end of Last Great War, when the Durans' iron grip on their subject began slacking. Unfortunately, that was the closest point to the end of the world as the nations of World got. (OOC Commentary: This is basically an adaption of Quebec, since Tiduos is Quebecois) Parnarian: The Parnarians are a small, quaint, but independent nation in Northern Avalon. While they have often been the butt of many jokes since the Black Century, the Parnarians are unique in being the only people never conquered. The Parnarians may have been bullied, but they were never beaten, only ever sitting to the north, going about their daily business, even as World collapsed around them. The Parnarians, due to their quiet, peaceful demeanor, were instrumental in rebuilding World after the Last Great War, and forming the Confederation. (OOC Commentary: This is France in ethnicity, but not in nation form.) Muropan Muropa was the largest continent in history, home to the largest self-made countries in history. Muropans have a reputation for their massive population, unique thinking, and (until the Last Great War) massive untapped potential. (OOC COmmentary: I realize that none of these nations were Muropan at all, so shut up. This is my odd-man out category, kind of like my Asia.) Se'alonese: The Se'alonese were a people forever conquered, especially by the Bennerians, until the end of the Second Great War, during which they rose up and threw out the Bennerian colonial authority. The new People's Republic of Se'alon, united under a communist ideology and common hatred of foreigners, grew the largest population on World in record time. This record huge population endured until the Last Great War, when the Se'alonese were all but wiped from the face of World. Se'alonese today are reserved, stoic, and hard to find. They rarely involve themselves in the military, due to memories of the Last Great War, and often end up as the bulk of industrial workers and hard laborers. (OOC Commentary: The PRS is the PRC. Se'alonese=Chinese. Duh.) Y'kthali: The Y'kthali were the only Muropan (o New World) peoples to maintain their independence for the duration, and in fact thrived on the new technology brought by the Centrans. The Y'kthali love technology, and evenutally grew into a nation that loved victory. The Y'kthali maintainted the largest population on World until the rise of the Se'alonese after the Second Great War. Y'kthal unfortunately chose the wrong side in the Fourth Great War, when the Western Imperium split asunder. Y'kthal rose again as a nation, but only as a puppet of Duran and Antethia. The Y'kthali did play a major part in the Last Great War and formation of the Confederation, but not as large as their roles in previous history. (OOC Commentary: The Y'kthali serve as a mirror to Real Life, as if the Native Americans had survived as a nation and in fact thrived on European technology.) Zeonese: The Zeonese were an extremely isolated, tradition-based people, even as the Centrans colonized Muropa. However, this was broken when the Rezelians forcibly opened them to trade and the Bennerians colonized them without warning. However, the Zeonese are fiercely resistant to change, especially form others, and overthrew the Bennerian colonial authority not long after. To protect themselves, the Zeonese adapted to modern technology and formed a massive colonial empire in the Sial Islands and dozens of smaller island chains to both east and west of Muropa. Unfortunately, the Zeonese allied themselves with Y'kthal in the Fourth Great War, and were subjugated by the Duran and Antethians. (OOC Commentary: Japan. Goes without saying.) Krusskovite The Krusskovites are the only other ethnic group that only has one nationality. Krussians are fiercely patriotic, introverts, and protective. The Krusskovites, while Centran in origin , grew vastly different from the Centran nations in their isolation to the north. Even the individual people isolate themselves from each other, resulting in tight-knit groups that keep to and rely on themselves. (OOC Commentary: Take guess that isn't Russia. I dare your mental pride.) Krussian: The Krussians are fiercely patriotic, introverts, and protective. They are (in)famous for their drinking habbits, flamboyance (the Krussians have changed government systems at least twelve times over their history, with simply government changes numbering almost fifty), and bipolar national personality. This 'bipolar national personality' refers to the Krussians' ability to party with others extravagently. The Krussians mostly isolated themselves from foreign affairs, except when their communist governments were in power. During these periods, they funded many terrorist organizations and rebellions, and promoted communist ideology, inciting the anger of Rezelia and Duran. The Krussians played little to no roles in any of the Great Wars, apart from the First and the Last. (OOC Commentary: Russia with Cow's personality.) Sialese The island folk of the Sial Island Chain are an easy-going group of ethnicities that, while living in natural tourist paradises, are often embroiled in internal strife. While Sialese people are renowned for their hospitality for foreigners, they are extremely hostile toward each other. The Sialese are also famous and widely beloved for their excellent tobacco. Garnosian: The Garnosians were a wealthy people who formed a wide-spread trade culture in the Sial Islands. They were a highly capitalistic and carefree people, and warred with nobody until the arrival of the Bennerians. They constantly rebelled, unsuccessfully, against the exploitative Bennerians, and finally regained independence after the Third Great War. Unfortunately, the colonizaiton had made its mark, and the Garnosians, as with all Sialese thereafter, constantly feuded and fought with rival ethnicities. (OOC Commentary: Garnosia is basically those island resorts in the Carribean and Pacific with some African turmoil sprinkled in.) Quban: Quba was a primitive island society, which coexisted peacefully with the more advanced Garnosians and others. However, when the Bennerians moved into the Sial Islands, Rezelia quickly countered by siezing Quba. From then on, Quba became an extremely important Rezelian military installation, becoming a storage place for thousands of nuclear, chemical, and biological weapons as well. The Duran conquered Quba during the Third Great War, and it remained a Duranic colony until it was scorched during the Last Great War. Very, very few Qubans survive today. (OOC Commentary: I'm not gonna say it. Take a guess) Dangor: The Dangor are not truly an ethnicity. The infamous Dangor Fleets formed during the ages of colonization, becoming a loose conglomerate of pirates that hailed from around the world. The Dangor Fleets continued to menace shipping for several centuries, although they were in decline after their golden age in the times of sail. During the Third Great War, they were 'employed' by the Western Imperium, blockading the Etremian and Centreland coast. They were nearly wiped out by the Rezelain and Bennerian Navies and ceased to be a major power afterwards. (OOC: Tewkes_Ape's pirates. 'Nuff said.) Southeast Etremians Etremia, the third-largest continent on World after Muropa and Avalon, is a diverse continent of extreme climates. The Southeast region specifically is almost entirely desert, with dry plains and savannahs along the edges. The Southeast Etremians grew up in this desert, lived and relied on it, and were controlled politically, militarilly, and economically until the Black Century, when the cast oil reserves of the Great Southeast Desert became the most vital resource on the planet. (OOC Commentary: This is the Middle East and North Africa) Sietch: The Sietch desert people lived and thrived in the desert, living in vast cave and tunnel complexes beneath the sands of the Great Southeast Desert. After the Third Great War, when Bennerian and Rezelian colonial domination fell apart, the Sietch formed their own nation, gaining immense prestige as a oil brokering power. Despite them being extremely fit soldiers, they were conquered and subjugated when they provoked the Duranic Imperium one too many times. (OOC Commentary: This was Darth_Isis's nation, based on the Fremen on Dune fame.) Isis: (OOC Commentary: I honestly don't know much about this, it's Lundy's. We'll call them the equivalent to IRL Egyptions and leave it at that) Sarthian: The Sarthians began as a migrant desert people, in contrast to the stationary Sietch civilization. Becoming a great trade power in Southeast Etremia, they were colonized and oppressed by the Centrans, only rising to power after the Third Great War, in the same fashion as the Sietch. However, the Sarthians lasted until the Fourth Great War, when they sided with the Y'kthali and their allies. Denying the Duran and Antethians vital oil resources, they were conquered and subjugated by Duran-controlled Rezelia. (OOC Commentary: Basically, the people of the Sahara.) END FILE #1 OOC: I realize this is an immense wall of text (I brain-farted a few times making it), but it's important to the history of my EU, so read it if you want a better understanding of characters and character relations. I will likely make a second file on interracial ethnicities later on. |
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| Wraith | 12 May 2009, 07:52 PM Post #5 |
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Preparing for the Second Coming
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OOC: This is Part I of a very long, very technical (Hollywood science, I make most of this up off the top of my head) Background entry. I plan to use this in the RP idea I had, should it attract enough interest. Military Technology of the 25th Century The Confederation Military Forces have come a long way since the Black Century. Infantry are better protected and more capable than ever. Vehicles are more efficient than a human body itself. Air forces are faster and more precise than a rifle bullet at point blank range. The Spaceborne Navy is the finest and most deadly fleet ever constructed. But what is the technology that makes the CMF the greatest armed force ever assembled? PART I: INFANTRY The infantry have been, still are, and always will be the backbone of any military. The infantry of the CMF - the Army and Marine Corps - are equipped with three things in mind - firepower, mobility, and efficiency. Soldiers and Marines are fitted with lightweight, but effective, powered armor and equipped with lightweight, reliable, and deadly weapons. Infantry Armor The Hllox-Grumman APCA (All-Purpose Combat Armor) Mark V is powered by Extrium Fuel Cells (the placement of these fuel cells is unknown, as to prevent specific targeting of the power supply) that can last weeks at a time. The APCA V is contructed from synthetic duranium, an artificial make of the element designed to make it more lightweight while retaining most of its tough, durable properties. As with humans themselves, the nerve center of the APCA V is within the helmet. The helmet Heads-Up Display (HUD) contains only what is necessary for a combat infantryman's immediate attention, so as not to distract them with excessive details that could possibly even be detrimental to morale. The Heads-Up Display includes a soldier's status indicator, weaponry readings (regarding the status, ammo, etc., of a soldier's weapon), a visual magnifier, a light amplifier (for low-light operations), an infrared visual amplifier, a targeting system that clearly marks sighted hostiles and mission objectives, and a tight-beam comm system. The HUDs of NCOs and Officers include more, such as unit status indicators, mission intelligence and objective reports, and uplinks to real-time satellite feed (officers only). All helmets also include mounted lights, a laser designator, and a battle recorder. Standard Combat Dress Uniform (CDU) insludes black camoflauge combat fatigues, full APCA loadout, and a light Kevlar overvest (used primarily for storage space). Infantry Weaponry The primary weapon of the infantryman is the M1A3 Standard Infantry Rifle, known affectionately as "SIR," the most simple and reliable small arm ever made. The SIR is powered by small-size Extrium power cells, good for one week of standard usage. To fire its projectiles, as with all modern CMF small arms, the SIR uses Electromagnetic Charge (EMC) technology, also known as gauss, which uses very powerful electromagnets within the weapon to propel the projectile beyond the speed of sound. The efficient EMC system results in no recoil (save for only large caliber weapons and shotguns), very little weapon maintenence, and outstanding reliability. When used, an EMC-propelled projectile emits a loud crack. It is unknown whether this sound results from the projectile breaking the sound barrier or heat escaping the weapon. The EMC system, however, creates and emits a large amount of heat. This is dispersed from the weapon via two ventilation ports lining both sides of the firing chamber. It has been found that weapons can be effectively silenced by attaching special "shock absorbers," or heat storage units, to these ports. Other features of the SIR include a 15-round magazine of .30 caliber ammunition (All EMC projectiles are caseless, therefore drastically reducing weight), a 4x magnification scope, a laser sight, an optional foregrip for stability, and magnetic clamps (for storage on a soldier's back). The SIR fires only on semi-automatic. The combat infantryman also has access to several other small arms. The SIR-G (nicknamed "Sergei") is an SIR with attached 40mm underbarrel grenade launcher. The SIR-G is standard issue to all Army and Marine base of fire teams, and is used for long-range infantry fire support. Another common infantry weapon is the M2A3 submachine gun (SMG). The M2A3 is standard issue for all Army and Marine assault teams, and is used for close-range rapid-fire capability, often in urban combat or CQB (Close Quarters Battle). The M2A3 fires in full automatic, is iron-sight or red dot scope, and holds a 30-round magazine of 9mm ammunition. The most powerful anti-personnel weapons available to infantrymen are automatic rifles, or machine guns. All Army and Marine assault teams have access to the M5A4 Light Machine Gun (LMG), also know as the SAW (Squad Automatic Weapon). The SAW serves as the mainstay of most infantry squads, providing medium- to long-range suppression fire. The SAW is bipod-mounted, iron sights, and holds a 100-round box of 5.56mm ammo. Army platoons also have access to the M6A2 Medium Machine Gun (MMG). The M6A2 serves as the heavy support weapon for an Army infantry platoon, laying down walls of suppressing fire to cover an advance or withdrawal. The M6A2 is tripod-mounted, iron sights, and holds a 200-round belt of .30 caliber ammunition. The heaviest small arms available to the combat infantryman are anti-vehicle weapons. The most common anti-vehicle weapon is the M14A2 Light Anti-Tank Weapon (LAW). The LAW is a single-shot, reuseable 76mm rocket launcher, used against light vehicles such as APCs (Armored Personnel Carriers) and IFVs (Infantry Fighting Vehicles). The heavier anti-vehicle weapon is the M18A3 Heavy Anti-Tank Weapon (HAW). The HAW is a single-shot reuseable 105mm rocket launcher. The HAW is fitted with an armor-piercing tip and a time-delay fuse activated on contact, so as to cause the rocket to explode within the target vehicle. The final anti-vehicle weapon commonly used by the infantryman is the M15 Surface-to-Air Missile (SAM). The SAM is a heat-guided "smart" missile designed to lock on to an aircraft's engines, track it, and kill it. The final small arms available to the combat infantryman are grenades. Infantrymen carry fragmentation, flashbang, and smoke grenades. On fragmentation grenades, there are two types: the M79 Assault Grenade, and the M66 Spike Grenade, the latter of which is the most common. The M66 is a flat, straight boomerang-shaped grenade with two spikes, one on each end, designed to stick into targets and direct the explosive force into the target. The M79 is a classic, spherical frag grenade used to attack enemies around corners or over barriers. When the M79 explodes, it sends shrapnel in all directions, making it extremely deadly in confined spaces and very deadly in open areas. The M68 Flashbang Grenade delivers a very loud bang and a very bright flash in order to deafen and blind a target at close range. The M72 Smoke Grenade is used to create concealment to allow for a unit to move. OOC: I left out a couple things, such as the M3 Standard Infantry Sidearm (SIS) and the Combat Knife. But they are pretty self-explanatory. |
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| Wraith | 17 May 2009, 06:24 PM Post #6 |
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Preparing for the Second Coming
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PART II: VEHICLES All vehicles, surface ships, and starships run on the miracle fuel Extrium or its more powerful fusion Extrium-3. The incredible heat emitted by Extrium requires far more durable and heat-resistant machinery than older, gasoline-run vehicles. Vehicle engines are constructed from Durasteel, an alloy of steel and duranium. Durasteel is the toughest metal known to man short of adamantium (which is nigh impossible to melt in order to shape it), and as a result can handle Extrium's heat output. The Confederation Vehicular Corps (CVC), nicknamed "Civic," relies on similar principles as infantry equipment - mobility, reliability, and firepower. As a result, the majority of the CVC is made up of light utility vehicles (LUVs), armored personnel carriers (APCs), and infantry fighting vehicles (IFVs). The CVC keeps no heavy armored vehicles (such as light, medium, or heavy tanks) other than three armored divisions of main battle tanks (MBTs) used solely for combating heavy enemy MBTs. This is due to the decline of armor's popularity and effectiveness after the Fourth Great War (See World: A History and Military Technology of the 21st Century: Infantry Weaponry). The workhorse LUV of the CMF is the Heavy Utility Multi-Purpose Vehicle (HUMV), also known as the "Humvee." This lightweight LUV is extremely popular due to its speed, protection, reliability, mobility, toughness, and modifiability. Light enough to be airlifted by hovercopters but armored enough to stop standard ammunition, the Humvee is widely-beloved by the infantry. The Humvee has an open roof-turret, primarily mounted with the M50A3 .50 caliber Heavy Machine Gun (HMG), but is able to be modified with heavy grenade launchers, Heavy Ordnance Weapon (HOW) missile launchers, and even an individual SAM emplacement. Another very common LUV is the Logistics & Infantry Vehicle (LIV), a large transportation truck used to shuttle supplies and large amounts of troops to and from the front. The LIV is renowned for its outstanding reliability, and therefore has been in service for one-hundred and thirteen years. APCs and IFVs are the mainstay of infantry ground support. Light, fast, but nevertheless deadly, these medium armored vehicles have replaced the tank as the premier armored assault platform. The M2A2 Bergmann APC, named after the Durantethian pioneer of modern armored tactics, is the current model of APC in service, and has been used for thirty-two years. The Bergmann can hold a full squad of infantrymen in its passenger compartment, protected by five inches of durasteel armor. Armed with two M50A3 HMGs, a 30mm autocannon, and, most deadly of all, a top of speed of 112 kilometers per hour, the Bergmann is a force to be reckoned with. The M5A1 Shuzuko IFV, named after the greatest Zeonese armor commander of the Fourth Great War, is designed to fight infantry, as its name suggests. The Shuzuko is armored with two M50 HMGs, two M6 MMGs, and a deadly 50mm autocannon. With these weapons, the Shuzuko can pin down, deny cover to, or kill infantry, often at the same time. The Shuzuko is the premier armored attack vehicle of the CMF. The M9 Marshall MBT, named after the highest-ranking Duran general during the Last Great War, is the most deadly anti-armor vehicle ever created. Designed and used purely for tank-killing purposes, this 75-ton behemoth is armed with two M50 HMGs, two sponson-mounted 76mm cannons, a main 130mm cannon (with High Explosive Anti-Tank (HEAT), Sabot, White Phosphorus, and High Explosive Fragmentary (HEF) ammunition), and an astounding top speed of 72 kilomters per hour. The Marshall is infamous not only for its firepower, but also for its high maintenence and difficult transportation. As a result, only 3,000 Marshalls are in service at any time. Medium and heavy armored vehicles have crews of four - a driver, a commander, a main gunner, and a second gunner. The main gunner operates the main weapon (30mm, 50mm, or 130mm cannon) and its autoloader. The second gunner uses a remote interface to control the secondary weapons (machine guns and 76mm cannons) in order to fire the weapons without exposing himself to enemy fire. The final armored attack vehicle in the CMF's arsenal is the M22A2 Tsyrian Anti-Aircraft Vehicle (AAV), named after the famous Umojan hero during the Fourth Great War. The Tsyrian is simply a mobile SAM emplacement, using the M15 heat-guided SAM. Artillery has played an incredibly important role in military affairs for millenia. There are three types of artillery: light (mortars), medium (known as field artillery), and heavy (known as siege artillery). Mortars are portable, two-piece (tube and baseplate) light artillery pieces used by infantry units. There are two types of mortars currently in use - the M111 66mm mortar, and the M108A2 81mm mortar. Both mortars are made of the synthetic material Titanium-X, making them very lightweight and very tough (although not as tough as synthetic duranium). The CMF uses two models of field artillery, the M84 155mm gun and the famous M88 105mm gun. Both field guns can serve as both direct- and indirect-fire weapons. The M88 is famous for its astounding reliability, versatility, simplicity, and incredible killing power. The M88 is the most widely-used artillery piece in the galaxy. The siege artillery of the CMF are so powerful, they can shatter six inches of ferrocrete. The M122 220mm gun and the enormous M130 300mm gun (nicknamed the "Preacher") are debatably the most feared weapons in the CMF's arsenal. Siege artillery is used solely in the classic artillery roles - bombardment and area denial. A sustained bombardment by a siege battery is rumored to turn everything in the target area to dust. |
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| Wraith | 23 May 2009, 12:12 AM Post #7 |
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Preparing for the Second Coming
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PART III: AIRCRAFT The CMF's air forces - split into Naval Air, Army Air, and Marine Air - is the largest fleet of aircraft ever built (save the massive Rezelian and Laustralian Air Fleets of the Second Great War). Modern aircraft, powered by Extrium Sonic Engines, capable of Mach 4, are more deadly and versatile than ever - featuring VTOL (Vertical Take-Off and Landing) hovercopters and STOL (Short Take-Off and Landing) fighter & bombers. CMF pilots require more training than any other billet in the CMF 9two years more than Navy navigators) in order to achieve perfection in their trade. In order to counteract the massive and dangerous G-Forces of manuevers, pilots of fixed-wing aircraft wear special suits that seem to raise human tolerance of G-Forces to supernatural levels. It is unknown how these suits work, them being a closely guarded secret of the CMF. The backbone of air-to-ground support ins the hovercopter, traditionally called "choppers." The CMF uses two types of hovercopters - transport and gunships. The M95 King Hawk transport hovercopter, widely beloved by the infantry, is the rugged, reliable workhorse of the air forces. With a passenger compartment with room for two squads and an airlift capacity of 40 tons, the King Hawk is able to airlift support to units all over a battlefield or Theater of Operations. It is affectionately dubbed "The King" by the infantry. The air forces utilize two models of attack hovercopter - the M99 Raven light attack hovercopter and the M94 Black Eagle hovercopter gunship. The Raven is a small, light, and very fast LAH, armed with a pair of M117 "Shredder" chainguns and a small M133 rocket pod launcher. The Raven is used for smaller operations and light close air support. With this and its ability to transport four men on "skid seats" on its sides, the Raven is extremely popular with Confederation Special Operations Forces. The Black Eagle, nicknamed the "BDG" (Big Damn Gunship) by the infantry, is the primary aircraft used for Close Air Support (CAS). The Black Eagle is armed with a swivel-mounted 30mm autocannon, two M117 "Shredder" chainguns, a pair of laser-guided missile launchers, a heat-guided air-to-air missile launcher, and two M133 rocket pod launchers. Armed to the teeth, the Black Eagle is called in when the infantry, CVC, and artillery have all failed to destroy a target. Hovercopters are extremely difficult to control, capable of acceleration to three-digit speeds within seconds. Hovercopters are kept in the air by Extrium-powered hoverjets. There are three large pimary hets on a hovercopter - two on the bottom for keeping it airborne and one at the rear for forward propulsion (the latter is redundant: If knocked out or deactivated, the former jets can tilt forward or backwards for propulsion). If any jet is knocked out (mechanical failure or otherwise), a set of four, smaller, auxiliary jets are activated to replace them. On fixed-wing aircraft, the CMF uses four models - the F-12 Condor fighter, the F-21 Poltergeist (stealth-capable) fighter-bomber, the F-24 Demon bomber, and the F-5 Constellation utility aircraft. The Condor is a pure air-superiority fighter, designed for maximum speed and manueverability. Condor "fighter jocks" are the most skilled pilots at controlling an aircraft, often forced into dangerous and complex manuevers that exceed 7Gs at the worst. The Condor is armed with a fearsome loadout of M224 Hammerhead laser-guided and M229 Tiger heat-guided missiles. The Poltergeist utilizes a high classified synthetic material to make itself invisible to radar, sensors, and even satellites. To fool thermal sensors, the Poltergeist uses an experimental and highly classified "heat shield" to temporarily mask its heat emissions. Capable of striking anywhere at any time without warning with its Hammerheads, Tigers, Mako Air-to-Surface Missiles (ASMs), RedEye Cluster Bombs, and Firestorm White Phopshorus/Napalm bombs, the Polstergeist is an invisible force to be reckoned with. The Demon is a thing of legend and fear for enemies of the CMF. The very large and old ExtriumJet bomber, affectionately dubbed the BUFF (Big Ugly Fat F***), can pound an area to dust as effectively as a sustained bombardment by siege artillery. The Demon carries two loadouts - one a heavy-tonnage load of carpet bombs, the other an armory of missiles and bombs. The latter loudout includes Makor laser-guided ASMs, Bull manually guided (by the gunner) ASMs, RedEye Cluster Bombs, Firestorm bombs, Arbiter "Burrowing" ASMs, and Scarab "retarded" bombs. The Constellation is a massive aircraft used solely for utility and transportation. The Constellation is massive enough to carry an entire infantry platoon plus equipment or a (single) M9 Marshall MBT. All aircraft use countermeasures to fool enemy weapons and equipment. To fool heat-guided weapons, aircraft use high-temperature flares to break a missiles lock on its engine signature. For radar-guided weapons, aircraft use chaff, small slivers of metal each with small radar signatures, to screw up a missile's targeting. All aircraft are equipped with ECM (Electronic Countermeasure) jammers to fool enemy radar and sensors, be it by causing dozens of false targets to appear or causing no targets to appear at all. |
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| Wraith | 3 Jun 2009, 04:39 PM Post #8 |
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Preparing for the Second Coming
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PART IV: SPACEBORNE NAVY Ships The Confederation Spaceborne Navy is the most poewrful array of weaponry ever assembled. They Navy is made up of a variety of ships, all of which play a vital role. From the versatile frigates, to the reliable cruisers, to the powerful battleships, the Navy can face any enemy and come out victorious. The Navy's original and most prominent duty is troop transport. To handle this duty, the Navy uses the large but tough Hero-class Transport Ship. Transports can carry a fll infantry division, or three Marine FISTs. They are supplied with several ways (shuttles, drop pods, and assault boats) to ferry troops to the surface of a planet, but are unarmed.All Transports are named after Medal of Heroism recipients. The smallest attack craft in the Navy's arsenal is the Cougar-class Frigate. Frigates are light, fast attack ships that support and protect larger ships and/or launch fast raids and flanking attacks. Frigates are armed with light guns and point-defense guns. All Frigates are named after famous commanders of manuever warfare. The next step up from the frigate is the Falcon-class Destroyer. Destroyers are excellent anti-fighter defense ships, bristling with dreaded autocannons, light missile batteries, and point-defense guns. Destroyers are named after birds of prey and famous air aces. The Panther-class Cruiser is the mainstay and workhorse of the Navy. Cruisers serve as attack ships, small troop transports (capable of carrying a Marine FIST), and are the smallest ships that can operate independently. Cruisers are armed with one long-range cannon, four heavy gun turrets, light guns, and point-defense guns. Cruisers are named after famous armor commanders. The Imperator-class Battleship is the king of the fleet - larger than any ship other Dreadnaughts, and much more numerous than those. The Battleship is the heavy attack platform of the Navy, bristling with long-range cannons, heavy gun turrets, hundreds of light and point-defense guns, and two batteries of dreaded Broadside Guns. Battleships often operate independently, carrying a single battalion of Marines for protection and interdiction purposes. battleships are given a cariety of names, mostly of famous cities and adjectives/nouns implying grandeur. The monstrous Leviathan-class Dreadnaught is a fleet unto itself. Three times the size of a Battleship and carrying five times the weaponry, the Dreadnaught can take on entire enemy fleets and come out on top. Dreadnaughts are also very versatile, carrying a full wing of spacefighters and two Marine FISTs. Dreadnaughts arre named after large animals and beasts of legend, or famous battles. The final ship of the Navy is the Eagle-class Carrier. Carriers, along with Dreadnaughts and Battleships, are often the center of a fleet's focus. Carriers shuttle spacefighters and atmospheric aircraft across the galaxy. Carriers, despite their size, are unarmed apart from point-defense guns. Carriers are named after pioneers of air warfare. The navy also uses a variety of smaller craft - spacefighters and shuttlecraft. The Rex-class fighter is te very small, extremely fast space superiority fighter. The Rex is armed with four EMC autocannons. The two-man Pax-class bomber is a nightmare for starships. Manueverable and fast, but deadly, the Pax uses its swivel-mounted autocannon turret and payload of heavy fusion (non-nuclear) bombs to wreak havoc. The hundred-eight year old Hammer-class assault boat, nicknamed the "Higgins Boat" after its Rezelian inventor, is the workhorse of planetary assault actions. The Higgins Boat is able to perform combat drops, sending Marines to the surface and into action within seven minutes. Weaponry The Navy, despite the rumors, does not use super-secret laser shield technology to protect its ships. Such technology would require enormous amounts of power and heat expulsion, which is impossible to create with Extrium alone (Extrium-3, used for Planar Travel, is extremely volatile and unpredictable). For protection, starships are built primarily with durasteel, but also adamantium (for the most important ships). All starships are equipped with point-defense guns. Point-defense guns are small (planetary-size caliber) regular or autocannons designed to combat craft that can attack close in, such as shuttles or spacefighters. Light guns are the smallest and most common offensive weapons for starships. Light guns are highly flexible weapons, fixed in moveable casemates that allow them to fire in a variety of directions. Light guns are usually the size of planetary siege artillery. Autocannons are the bane of spacefighters. Capable of spitting out 155mm and 200mm HEF "smart" shells at 6,000 rounds per minute, autocannons can track and kill all but the most advanced fighters and most skilled pilots. Space being the size it is, most ships use light and heavy missile batteries to quickly track and kill targets. Light missile batteries - a rack of fifty 155mm armor-piercing "smart" missiles - are equipped, in numbers, on every ships heavier than a frigate. Heavy missile batteries - equipped only on capital ships - are racks of two hundred 200mm armor-piercing "smart" missiles. Long-range cannons are common on capital ships, capable of lobbing 550mm armor-piercing shells across ranges of 500 kilomters. This makes them extremely useful as Battleships and Dreadnaughts close distance to close and "knife fight" range. LRC shells are so powerful, however, taht they can punch straight through smaller ships, even cruisers. Heavy gun turrets are often the mainstay weaponry of capital ships. The dual- to quad-turrets of massive 620mm guns can pivot 360 degrees, making them extremely valuable at close and "knife fight" range. Gun turrets are only effective at medium and closer ranges, but their 620mm High Explosive shells can be devastating. Battleships and Dreadnaughts are armed with special Siege Guns, enormous weapons specifically created for orbital fire support. While orbital bombardments are illegal, the CMF uses them very, very rarely, when there is no other option. Siege Shells are the largest in the CMF arsenal, topping all others at 1,000mm (1m). The most feared and deadly weapons of space combat are the Broadside Guns of Battleships and Dreadnaughts. Broadside Guns, approximately 800mm is size, completely line the sides of these ships, capable of pouring a devastating volley into a nearby ship. Broadside Guns are only effective at close range and are most effective at "knife fight" range, which is why starships like to close distance in space combat. |
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