Post by Oculatus on Feb 28, 2014 23:27:38 GMT
Federation Handbook S1 -Ranks for Marines/Army (I know the Army has different ranks as the Marines but I am lazy)
Enlisted
Recruit
Private
Lance Corporal
Corporal
Sergeant
Staff Sergeant
Gunnery Sergeant
Master Sergeant
First Sergeant
Master Gunnery Sergeant
Sergeant Major
Sergeant Major of The United Marine Corp/Army (I will select one of each.)
Warrant Officers (You must be a proven enlisted)
Warrant Officer
Chief Warrant Officer 2
Chief Warrant Officer 3
Chief Warrant Officer 4
Chief Warrant Officer 5
Officers (Must be commissioned)
Second Lieutenant
First Lieutenant
Captain
Major
Lieutenant Colonel
Colonel
Brigadier General
Major General
Lieutenant General
Reer General
Vice General
General
Commadant/Chief of the Army (Only one of each)
Federation Handbook S2 - Navy Ranks
Enlisted
Recruit
Seaman Apprentice
Seaman Junior
Seaman Senior
Petty Officer 3rd Class
Petty Officer 2nd Class
Petty Officer 1st Class
Chief Petty Officer
Senior Petty Officer
Master Chief Petty Officer
Fleet Master Chief Petty Officer
Master Petty Officer of the Navy (I will select one)
(Warrant Officers are the same as Army/Marines)
Officers
Ensign (You will still be in the Naval Academy)
Second Lieutenant
First Lieutenant
Lieutenant Commander
Commander
Captain
Rear Admiral
Vice Admiral
Grand Admiral
Fleet Admiral (Will only be one)
Federation Handbook S3 - Equipment
Standard Infantry Weapons
Admins P7 - 45 Ballistic Rifle - 35 inch long rifle, Stainless steel, 50 round capacity, Jet black, Built in red - dot sight, 10 inch long mag, Built in laser dot, Fires 7x62 ballistic round, Bio locked trigger, bull pup
Admins P7 - 43 Pistol (Only issued to NCO's and higher) - 5.01 long pistol, Stainless steel, 20 round capacity, Jet black, 18 inch clip, Standard iron sights, Built in red dot, Fires 9x19 ballistic round, Bio locked trigger
Keller's Combat Knife - 7 inch long blade, Diamond tipped, Stainless Steel, rubber grip, serrated
High Explosive fragmentation Grenade - Weighs 14 ounces, Baseball shape, Made of soft metal, Built in timer (4 - 30 seconds), Has a Bio locked button
Other possible weapons
Kellers LMG Ballistic System - 50 inch long rifle, Stainless steel, 500 round belt/drum capacity, Can be modified to launch APC (Anti personnel cylinders) or riot control cylinders, Built in red - dot sight, built in red laser, Fires a 5x56 ballistic round, Bio locked trigger (Used by light infantry)
Admins 2750 Sniper Rifle - 60 inch long rifle (30 inch long barrel), Stainless steel, x12 sniper scope (Equipped with night vision and thermal), Built in laser dot, Fires .50 anti material ballistic round, Bio locked trigger.
Kellers multi barrel ballistic Vulcan - 27 in long gun (41 in long barrels), Minigun frame, Triggers on top, No sights, 10,000 round belt (Fires 4,000 per minute), .20 mm ballistic round, Bio locked trigger, Special training is required (Only used by vehicle and heavy Infantry.)
Rocket Launcher - Self Explanatory
Standard Power Armor (Only the Infantry and Special Operations are trained to use this)
Heavy Assault (By. kianchai.deviantart.com/)
Basic Infantry equipped with TAP (By. hokunin.deviantart.com/)
Space Guard
Gear-
Peeked hat, Black jacket with a blue tie, Black trench coat, Black pants, Patrol boots, and Ballistic proof vest.
Admins P7 - 43 Pistol
Ceremonial Dagger - A black K - bar
Futuristic Handcuffs
(think of the SS)
Will add more later.
Federation Handbook S4 Radio Code -
Copy - Understood
Affirmative - Yes
Negative - No
Over - I have finished talking and I am listening for your reply
SITREP - Situation Report
Code Green - Situation has been secured
Code Yellow - Moderate situation and I advise caution
Code Red - Heavy Situation, use of deadly force is permitted
Code Black - Uncontrollable Situation, do not proceed
Contact - You have receive combatant force
Contact 12 o'clock - Contact front
Contact 6 o'clock - Contact behind
Contact 3 o'clock - Contact right
Contact 9 o'clock - Contact left
RIPCORD - Returning to base.
System Failure - A mechanized system has failed. (Ships and vehicle)
Compromised - Your position/mission has failed and you can't go stealthy anymore.
Man down - You have a casualty
Casualty - Wounded or dead
Break - Used for periods in long radio statements
Prep, Zone, Inject - You are Preparing, Assessing, and finally entering an area.
Clarify - Say your last statement again.
Unit Online - Available for taking orders
Unit Offline - Not available for taking orders (Only your superior can tell you this)
Unit Override - This can either mean that your superior is making you go offline or online, or an SNCO (Senior Non commissioned officer) has seen fit to take over in a dire situation (This can bring major consequences)
Major Malfunction - What is your problem?
Malfunction - Problem
Corpsmen! - To call a medic (Used for UMC/Navy)
Medic! - To call a medic (Army version)
Breaching! - You are entering a sealed area
Hit! - You have been injured by a projectile
Wounded - You are wounded
Sir - An Officer (Only used for officers)
Execute - You are executing a plan/ Executing a prisoner
Federals - FOS soldiers
SG - Space Guard
Sociocidal - Used to describe a humanoid that is breaking the Social Peace of an Area
Brain Dead - Used to describe someone that is clearly insane
Audio Malfunction - Talking back with anger to authority
Unit Unstable - The Unit is either insane or is becoming a traitor
Anti - Humanoid - A humanoid that is breaking the rules and should be killed
Fire at will - You can shoot
KOS - Kill on Sight
Rendezvous - Its a point of regroup
Regroup - A selected point to meet up at and assess the situation
Federation handbook S5 - When to engage
Now just because you have the power to harm something or someone, doesn't mean you do that. Your character has feelings which means they necessarily don't want to kill everything they see. Just because the UTF can be compared to Nazis and any other dictatorship doesn't mean the Warriors that are fighting are lifeless shells, You have sympathy for the people of conquered planets, Because you know they're the victims of a greater force.
- You should only engage when ordered to.
- You should only engage if you are presented with a situation that may cause physical harm to you/bystanders
- If someone is labeled a KOS and you see them, you have the permission to kill them.
- ONLY USE FORCE WHEN NEEDED!! (This means that if a situation can be resolved peacefully it should.)
- Do not shoot children... (You're a Servicemen/women you aren't that cruel, You believe in a moral code, Shooting children is pretty much reserved for Space Guard cause they're cruel)
- Do not torture (Again your character will follow a moral code.)
Enlisted
Recruit
Private
Lance Corporal
Corporal
Sergeant
Staff Sergeant
Gunnery Sergeant
Master Sergeant
First Sergeant
Master Gunnery Sergeant
Sergeant Major
Sergeant Major of The United Marine Corp/Army (I will select one of each.)
Warrant Officers (You must be a proven enlisted)
Warrant Officer
Chief Warrant Officer 2
Chief Warrant Officer 3
Chief Warrant Officer 4
Chief Warrant Officer 5
Officers (Must be commissioned)
Second Lieutenant
First Lieutenant
Captain
Major
Lieutenant Colonel
Colonel
Brigadier General
Major General
Lieutenant General
Reer General
Vice General
General
Commadant/Chief of the Army (Only one of each)
Federation Handbook S2 - Navy Ranks
Enlisted
Recruit
Seaman Apprentice
Seaman Junior
Seaman Senior
Petty Officer 3rd Class
Petty Officer 2nd Class
Petty Officer 1st Class
Chief Petty Officer
Senior Petty Officer
Master Chief Petty Officer
Fleet Master Chief Petty Officer
Master Petty Officer of the Navy (I will select one)
(Warrant Officers are the same as Army/Marines)
Officers
Ensign (You will still be in the Naval Academy)
Second Lieutenant
First Lieutenant
Lieutenant Commander
Commander
Captain
Rear Admiral
Vice Admiral
Grand Admiral
Fleet Admiral (Will only be one)
Federation Handbook S3 - Equipment
Standard Infantry Weapons
Admins P7 - 45 Ballistic Rifle - 35 inch long rifle, Stainless steel, 50 round capacity, Jet black, Built in red - dot sight, 10 inch long mag, Built in laser dot, Fires 7x62 ballistic round, Bio locked trigger, bull pup
Admins P7 - 43 Pistol (Only issued to NCO's and higher) - 5.01 long pistol, Stainless steel, 20 round capacity, Jet black, 18 inch clip, Standard iron sights, Built in red dot, Fires 9x19 ballistic round, Bio locked trigger
Keller's Combat Knife - 7 inch long blade, Diamond tipped, Stainless Steel, rubber grip, serrated
High Explosive fragmentation Grenade - Weighs 14 ounces, Baseball shape, Made of soft metal, Built in timer (4 - 30 seconds), Has a Bio locked button
Other possible weapons
Kellers LMG Ballistic System - 50 inch long rifle, Stainless steel, 500 round belt/drum capacity, Can be modified to launch APC (Anti personnel cylinders) or riot control cylinders, Built in red - dot sight, built in red laser, Fires a 5x56 ballistic round, Bio locked trigger (Used by light infantry)
Admins 2750 Sniper Rifle - 60 inch long rifle (30 inch long barrel), Stainless steel, x12 sniper scope (Equipped with night vision and thermal), Built in laser dot, Fires .50 anti material ballistic round, Bio locked trigger.
Kellers multi barrel ballistic Vulcan - 27 in long gun (41 in long barrels), Minigun frame, Triggers on top, No sights, 10,000 round belt (Fires 4,000 per minute), .20 mm ballistic round, Bio locked trigger, Special training is required (Only used by vehicle and heavy Infantry.)
Rocket Launcher - Self Explanatory
Standard Power Armor (Only the Infantry and Special Operations are trained to use this)
Heavy Assault (By. kianchai.deviantart.com/)
Basic Infantry equipped with TAP (By. hokunin.deviantart.com/)
Space Guard
Gear-
Peeked hat, Black jacket with a blue tie, Black trench coat, Black pants, Patrol boots, and Ballistic proof vest.
Admins P7 - 43 Pistol
Ceremonial Dagger - A black K - bar
Futuristic Handcuffs
(think of the SS)
Will add more later.
Federation Handbook S4 Radio Code -
Copy - Understood
Affirmative - Yes
Negative - No
Over - I have finished talking and I am listening for your reply
SITREP - Situation Report
Code Green - Situation has been secured
Code Yellow - Moderate situation and I advise caution
Code Red - Heavy Situation, use of deadly force is permitted
Code Black - Uncontrollable Situation, do not proceed
Contact - You have receive combatant force
Contact 12 o'clock - Contact front
Contact 6 o'clock - Contact behind
Contact 3 o'clock - Contact right
Contact 9 o'clock - Contact left
RIPCORD - Returning to base.
System Failure - A mechanized system has failed. (Ships and vehicle)
Compromised - Your position/mission has failed and you can't go stealthy anymore.
Man down - You have a casualty
Casualty - Wounded or dead
Break - Used for periods in long radio statements
Prep, Zone, Inject - You are Preparing, Assessing, and finally entering an area.
Clarify - Say your last statement again.
Unit Online - Available for taking orders
Unit Offline - Not available for taking orders (Only your superior can tell you this)
Unit Override - This can either mean that your superior is making you go offline or online, or an SNCO (Senior Non commissioned officer) has seen fit to take over in a dire situation (This can bring major consequences)
Major Malfunction - What is your problem?
Malfunction - Problem
Corpsmen! - To call a medic (Used for UMC/Navy)
Medic! - To call a medic (Army version)
Breaching! - You are entering a sealed area
Hit! - You have been injured by a projectile
Wounded - You are wounded
Sir - An Officer (Only used for officers)
Execute - You are executing a plan/ Executing a prisoner
Federals - FOS soldiers
SG - Space Guard
Sociocidal - Used to describe a humanoid that is breaking the Social Peace of an Area
Brain Dead - Used to describe someone that is clearly insane
Audio Malfunction - Talking back with anger to authority
Unit Unstable - The Unit is either insane or is becoming a traitor
Anti - Humanoid - A humanoid that is breaking the rules and should be killed
Fire at will - You can shoot
KOS - Kill on Sight
Rendezvous - Its a point of regroup
Regroup - A selected point to meet up at and assess the situation
Federation handbook S5 - When to engage
Now just because you have the power to harm something or someone, doesn't mean you do that. Your character has feelings which means they necessarily don't want to kill everything they see. Just because the UTF can be compared to Nazis and any other dictatorship doesn't mean the Warriors that are fighting are lifeless shells, You have sympathy for the people of conquered planets, Because you know they're the victims of a greater force.
- You should only engage when ordered to.
- You should only engage if you are presented with a situation that may cause physical harm to you/bystanders
- If someone is labeled a KOS and you see them, you have the permission to kill them.
- ONLY USE FORCE WHEN NEEDED!! (This means that if a situation can be resolved peacefully it should.)
- Do not shoot children... (You're a Servicemen/women you aren't that cruel, You believe in a moral code, Shooting children is pretty much reserved for Space Guard cause they're cruel)
- Do not torture (Again your character will follow a moral code.)