Rifleman Archive
Thread: I'm just a crosshair...I'm just a shot away from you.
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groovysplat101
Mon Oct 25, 2004 9:04 am
#1
Ok, so my imagination is getting a little crazy thinking up subjects for these posts. 
I'm setting up a Rebel Roleplay guild, on Chilastra, in order to combat the Stormtrooper guilds that are springing up everywhere. The unit specialises in Covert Operations, so anyone who gets involved in the Field side of operations is more than likely going to find themselves sneaking around at night, dressed in black. However, there are several types of Covert Operations...at least, there are how we've broken things down. Rifles are an important part of any military unit, especially when it comes to taking things out at range.
Recon
Going out, looking at stuff, and coming back. We borrowed the organisation system fromStargate SG-1, as it was easily adaptable to our needs. Anyone familiar with the show...this is the sort of thing that SG-1 does. At present, our Strategic Groups 1 and 2 are designated as four-man Recon teams...should we need them, additional teams may be added at a later date. I personally am aiming for Rifleman/Carbineer, and am hoping it'll prove useful in this unit.
Assault
Assault teams are the military muscle of our organisation. They're designed to follow up on the Recon teams, bringing with them more firepower, and dealing more damage, once the Recon team has been in, and told them exactly what is there.
Search and Rescue
In our proposedSAR team, you'll be performing assignments that fit around normal operations, dealing with things ranging from downed transports to captured intelligence agents, hunting down Imperial agents, and all manner of things. I suppose this could be catagorised under Recon, but I tend to think of it as being in a league of its own. When things go wrong, it isn't SG-1 thats going to come to the rescue. These individuals would also work closely with the medical teams, retrieving injured operatives, and getting them to safety.
Support
There are many types of Support team. Prime examples would include Medical support, where a team of doctors, medics and entertainers set up camp near to a location, in order to heal and re-buff soldiers in the field. However, as these camps would be very sensitive locations, prone to attack, soldiers would be required to keep it safe. Also, Support teams may make up the crew of landing shuttles and fighter escorts, ensuring that our teams can be inserted and extracted safely...its their job to keep the back door open. Plus, there's always the possibility of having Snipers and Ranged Support teams watching out backs, to cover our escape.
Would any of you guys be interested in this? The PA is being set up on Chilastra. Being a Rebel is a requirement for all "action" roles unfortunately, as attacking Imperial targets is a fairly important aspect of our missions. If you are interested, please contact groovysplat101 by forum IM, or Tahmores in game, on Chilastra.
Thanks!
lammergeier
Tue Oct 26, 2004 9:05 pm
#4
as I've worked in most of these fields, I'll offer my advice:
recon: information is the difference between pwn and loozer (forgive the quasi-leet).
the BEST recon comes from: full ranger tracking (x040). camouflage may be worth the skill points, especially for RP players. master ranger might be even better. add swgcreatures.com, and a memory for detail, and PvE becomes more manageable.
assault:
ingame? CM's and rifles seem to be big winners these days. a TKA can also do massive PvP damge. the assault team needs a focus: PvE, or PvP. a swordsman can work to the speedcap and solo almost any endgame content. a patient rifleman can /conceal all day. a good PvP player needs more than 'stacking' or the 'leetest weaponz'... they need PvP experience to extend their template to 'teh win'.
SAR:
I've been ingame and RL SAR for a long time (on the east coast, we've done body-sweeps, black-box tracks, and everything else more encouraging). RL SAR is: terrain familiarity and comfort AND medical ability. throw a SL/CM/doc combo (among the SAR crew... one toon or several) on these missions. SAR ingame is worthless without a drag and revive ability.
support:
you need every sort of artisan to support the team overall. whether you outsource or just use insiders, you need tailors, chefs, BioE's, DroidE's, smugglers, WS's, AS's, artisans, architects, (shipwrights), and entertainers... at LEAST.
if you want to cover all the needs of a guild, you need a full round of professions.
recon: information is the difference between pwn and loozer (forgive the quasi-leet).
the BEST recon comes from: full ranger tracking (x040). camouflage may be worth the skill points, especially for RP players. master ranger might be even better. add swgcreatures.com, and a memory for detail, and PvE becomes more manageable.
assault:
ingame? CM's and rifles seem to be big winners these days. a TKA can also do massive PvP damge. the assault team needs a focus: PvE, or PvP. a swordsman can work to the speedcap and solo almost any endgame content. a patient rifleman can /conceal all day. a good PvP player needs more than 'stacking' or the 'leetest weaponz'... they need PvP experience to extend their template to 'teh win'.
SAR:
I've been ingame and RL SAR for a long time (on the east coast, we've done body-sweeps, black-box tracks, and everything else more encouraging). RL SAR is: terrain familiarity and comfort AND medical ability. throw a SL/CM/doc combo (among the SAR crew... one toon or several) on these missions. SAR ingame is worthless without a drag and revive ability.
support:
you need every sort of artisan to support the team overall. whether you outsource or just use insiders, you need tailors, chefs, BioE's, DroidE's, smugglers, WS's, AS's, artisans, architects, (shipwrights), and entertainers... at LEAST.
if you want to cover all the needs of a guild, you need a full round of professions.
groovysplat101
Sun Oct 31, 2004 7:34 am
#5
The support team is specifically an "in the field" one. There'll be (probably) a 5-man team working with that, which willget called out on missions as and when needed. Back at HQ, there'll be a full engineering and medical department thing to deal with all the crafting of items and such.
I think "Recon" was the wrong name for that sort of team. They're probably too combat-orientanted for that. There will be people involved in those teams who are able to perform Recon/Area Track though, so it will be able to fill that role. I guess "Strike" would be better.
Thanks for the advice. I'll see what I can come up with.
HornedSandRanger
Sun Oct 31, 2004 8:11 am
#6
In terms of recon I'd have to agree with the above post. A master ranger/master combat prof would be the best bet. For recon you want stealth. You want to have the ability to approach the target undetected (in game un aggroed) and be able to relay vital information back to HQ on weaknesses etc. A master ranger get's the ability to make all the cammo kits. While a non master ranger can't make the dath. kit but CAN still use it if someone else makes it.
I think it's a cool idea thought.
5* for you.
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