IC Thread The sounds of the helicopter blades is all that you can think about in the world around you as your squad's Black Hawk* flies over the sandy beach. You stay silent, thinking about why you had been chosen for this. Osprey's soldiers were taken from the best of special forces from the U.S, Britain, and Canada, but even then... all this effort to go through the middle of a heated battle, when the main cause of the fighting was over tribal differences? Something felt off, and it looked like a suicide mission. Either way, it's still better than staying around the fire-base, drilling with forced runs and going through the kill house over and over. You cough from the dust and look out into the horizon, the ocean and desert both stretching out as far as the eye can see. Eventually, crude houses of concrete and scrap metal started dotting the shoreline below, before larger structures denoted an urbanized area. It was almost time to drop down, fast-roping in to the area. The mission seemed simple; move through the city and take out a local warlord alleged to have passed on a weapon of mass destruction, while destroying a cache of small arms along the way. The main problem would be actually finding either, without being killed in the crossfire between a company of PMCs and the local Somali Militia. ========== OverviewYou are a squad in Task Force Osprey, a multi-national special operations unit created to complete missions in a quick, quiet, and efficient manner. This RP will be about making crucial decisions, and being careless in these situations will end up with you getting shot or otherwise injured. The chances are pretty likely that at least one person is going to die at some point or another, and when somebody dies, they are removed from the RP, allowing another person to take their place. Play wisely, and always make sure to be careful and stay hidden, because gunshot wounds will be no laughing matter - Fallout biology does not apply, and you are not going to magically survive being shot in the head. This RP is going to be a no-bullshit approach to the genre. If you die, whining is the last thing that will happen - accept it, and wait until another squad member dies; then you can bring yourself in from the replacement depot as a fresh soldier. ========== MAJOR RULES Murphy's Laws of Combat 1. You are not Superman. - Even if you simply bump your elbow on a doorframe, somebody will get hurt. 2. Anything you do can get you killed, including nothing. - Try to post once per day at an absolute bare minimum, nobody likes people getting left behind. 3. If you take more than your fair share of objectives, you will get more than your fair share of objectives to take. - Speeding through to complete the mission will invariably make your role harder --> making a role harder will make it more likely that the enemy will notice you --> the enemy noticing you generally makes things go to shit real fast. Try to take it slow. 4. The easy way is always mined. - Obvious options may very well be a trap, or at least significantly more dangerous. Be wary of a description. Other General Rules 5. Try to post at least 3 sentences, not counting dialogue. Nobody likes short posts. 6. DO NOT ARGUE IN OOC. Take it to PM, or drop the subject altogether. 7. Standard Iwaku rules apply. ========== Making Your CharacterIf you want to play, you're obviously going to need someone to play as. Here is a little character sheet I made for you, but you'll need to look onto the next section for the choices of gear. Callsign: [Try for something cool and creative. Also, pick a color for your character's speech.] Appearance: [What does your soldier look like? Show gender, eye and hair color, height, and age. Skin tone and hairstyle is optional, but note that an afro or mohawk will not fit under a helmet.] Personality: [What kind of person is your soldier? Is he/she the cheery and happy-go-lucky one, or are they the Cold Sniper of the squad?] Build: [How big is your soldier? Slimmer builds give you a bonus to agility and dodging, but make you easier to kill. A stockier build will slow you down some, but you will be tougher to take down than others.] Backstory: [Completely optional, but I'd like to know how you got in to Task Force Osprey.] Primary Weapon: [Use anything you want, but keep it realistic.] Sidearm: [Pick whatever. Keep it realistic as well.] Grenades: [You may carry up to 3 grenades. Mix and match from whatever below, but no more than 3 total.] Kit Items: [Pick 3 from below. Yes, you may pick multiples of one item.] Fire-Team: [Where you want to be deployed. This is largely just so I can keep track of where you are.] ========== EquipmentWhat kind of soldier is one without gear? You'll have to put together a starting loadout if you want to create a character. Choose wisely and try to complement your soldier's build, personality, and backstory with the weapons and equipment you use. Being of a smaller frame and carrying a 30-pound machine gun isn't going to turn out particularly well. Also, be sure to pick gear that would balance out the roles carried by each individual squad member, so that your team doesn't suffer from a crippling overspecialization (i.e. everybody carrying shotguns and then being harassed by a sniper). Primary Weapons (Move your mouse to reveal the content) Primary Weapons (open) Primary Weapons (close) Since you're an elite military special forces unit, I'll let you pick any type of primary weapon you'd like, whether it be an assault rifle, submachine gun, shotgun or sniper rifle. Keep in mind, however, that the weight and caliber of your weapon will be taken into account when it comes to actually maneuvering through the combat zone; for example, carrying an M60 machine gun will add some impressive firepower to your team, but since the M60 weighs 23 pounds without ammunition, you're gonna have a tough time moving around, and your stamina will be drained faster than with a lighter firearm. Also, I strongly suggest doing a little bit of research on a weapon you decide to use. Since we're primarily NATO-based in terms of equipment, make especially sure your weapons are compatible when it comes to magazines. If one person is carrying a Galil (proprietary 35-rounds) and the rest of his/her squadmates wield M4 variants (STANAG 30-rounds), the person with the Galil, unless carrying a magazine adapter, is going to have nobody to turn to if they run out of ammunition. Here's an example of different compatible and non-compatible rifles. STANAG-compatibleNon-compatible (requires an adapter) M4/M16, FN SCAR-L, H&K M416, FN F2000, IMI TAR-21 H&K G36, IMI Galil, Steyr AUG Sniper rifles have more leeway, but caliber must be considered. For example, using a Barrett M82 to drop a bad guy standing 100 meters away is highly impractical; the sheer energy of a .50-cal round will cause it to shave clean through several items--up to and including cinder-block walls--before finally being stopped. Such a powerful round's long-range potential is also wasted (a .50 round has an effective range of over a mile). Sidearms (Move your mouse to reveal the content) Sidearms (open) Sidearms (close) Here, you have a lot more leeway in your decisions, since everybody prefers different styles of pistols. As they are considered emergency firearms, they don't often see common use, and as such sharing magazines should not be an issue. However, while I'm not forbidding you from carrying a Desert Eagle, there's a few reasons military units don't use magnum-powered pistols: - Extreme recoil, sometimes causing the gun to hit the face of an inexperienced shooter. - Low magazine capacity. A Desert Eagle can only hold 7, 8, or 9 rounds depending on its caliber. The 9mm M9 was picked as the Army's official sidearm largely because it carries 15. - In the case of revolvers, slow reloading. Why most armies abandoned them at the turn of the 19th-20th centuries. Sure, speedloaders help, but you could still easily fire and reload a semi-auto in that time. - Overkill. At the ranges sidearms are used (i.e. within about 30-40 feet), there's simply too much energy behind a magnum-caliber sidearm. Certain pistols, such as the M1911, are a bit of a toss-up. Its .45 rounds provide excellent firepower without giving up on normal practicality, but its major limiting factor is its rather restricting magazine of 7-8 rounds. The Browning Hi-Power is also an excellent sidearm in its own right, but a certain feature in its mechanism creates a very heavy trigger pull, which can lead to reduced accuracy (because you have to pull so hard, you might accidentally shift your sights a slight amount) and a slower firing rate. Here are some choices to consider. This is not meant to be an arbitrary list, but is rather a suggestion table. PracticalSemi-PracticalImpractical Beretta M9, SIG P226, H&K USP, Glock 17/19/21 M1911 variants, Browning Hi-Power Desert Eagle, AutoMag, any revolver Grenade Types (Move your mouse to reveal the content) Grenade Types (open) Grenade Types (close) M67 Frag Grenade: A roughly baseball-sized fragmentation grenade, used to dispose of enemies in tight formations or in enclosed spaces. Any normal enemy caught within the blast radius has no chance of survival. M84 Flashbang: This form of grenade takes a less-than-lethal approach. The chemicals inside detonate to produce enough light and sound to temporarily blind and deafen targets, but will alert enemies if you have not previously been spotted. Effectiveness is reduced if used outdoors. White Phosphorous: A grenade designed to release a large cloud of grey smoke upon detonation. This smoke will screen any movements and severely reduce accuracy if firing through it. WP grenades also have limited offensive capabilities and will burn targets if used indoors, though this is usually frowned upon due to the slow, painful death it gives. M18 Smoke Marker: Normally used for marking locations for a helicopter pickup, to mark targets for an airstrike, or, inversely, to show where not to bombard with aerial ordnance. If used under the right conditions, the smoke can be used to screen movements and block vision, but is not as effective at this role as WP. Comes in white, blue, red, green, or violet smoke colors. AN/M14 Incendiary Grenade: Filled with thermite, this grenade will burn at 4,000 degrees Farenheit when it is ignited, destroying whatever is near it. Useful for destroying enemy equipment, knocking out a wooden fortification, or melting through a metal one. For obvious reasons, it is also a potential fire hazard, and should not be used where a large fire could result from its use. Kit Items (Move your mouse to reveal the content) Kit Items (open) Kit Items (close) Flare: A magnesium marking flare designed to display one's location, usually used in civilian road emergency kits. Can be used at night as a light source, or as an alternative to an IR marker, but will immediately give away your position. Burns in a bright red color, and will last for about 5 minutes before extinguishing itself. Tactical Knife: A combat knife with a sturdy rubber grip and a blackened steel blade. This weapon is a crucial aid in hand-to-hand combat, and can cut through flesh and fabric with little effort. Also doubles as a bayonet, or a can opener if you're desperate. Throwing Knives (3): Smaller knives with a streamlined blade, perfectly balanced for throwing. While not as damaging as a firearm, these are a very effective way to silently take out an enemy from a distance. Riot Shield: A large, rectangular pane of bullet-resistant plastic, modified with a spiked stand at the base for planting into the dirt. Very helpful when under heavy fire or when breaching a building, but can eventually shatter if put under too much stress. Tranquilizer Pistol (3 shots): Using specialized darts filled with anesthetic agents, this pistol will quietly knock out an enemy in a non-lethal manner if fired into exposed flesh, allowing an assault team to bring the individual back to base for interrogation. Selecting multiple of these will increase the number of tranquilizer shots carried. MRE (2): A highly nutritious, military-issue food ration, containing everything a hungry soldier needs. Consuming this will completely restore your stamina, and get rid of any hunger and thirst effects, but will take some time to eat. Combat Enhancement Pill (2): These pills have been developed to greatly increase the combat effectiveness of an individual soldier. Taking one will significantly increase one's pain threshold, improve the stability of aiming, and keep a soldier going through multiple wounds for about 15 minutes. One pill is safe and has no side effects, but multiple pills within quick succession will have punishing effects for the user. B353RK Syringe: Code-named 'Berserk', this drug consists of liquid phencyclidine (PCP) mixed with amphetamines. Injecting it will remove all pain from one's system, allowing them to operate even through broken bones; on the flip side, the user will become extremely aggressive and feel an intense desire to kill. Because of this, using Berserk is strongly frowned upon by the U.S. government, and can eventually lead to muscle deterioration, delusions and paranoia. Use only at your own risk. First Aid Kit: Comes with everything required for a medic to fix up one badly-wounded soldier. Packaged with bandages, pressure dressings, a splint, morphine and anesthesia injections, a sling, and a fold-up emergency stretcher for moving the wounded. ========== Battle Environment, Allies, and EnemiesThe battle environment takes place in a large city along the coast of Somalia, with crumbling houses, occasional dust storms, and the typical destruction of craters and wrecked vehicles shaped by the effects of modern warfare. Barbed wire, barricades, and burning tires block off a large portion of the streets, and a general trail of death and destruction is seen throughout the city, created by the various parties present: U.S. Army: The backbone of the American forces overseas, the Army is easily the most well-equipped force this side of Africa. Wearing ceramic-plated armor in the distinctive digital camouflage and carrying typical M4 carbines, they are very well-trained and fortunately on your side! They use Humvees on patrol around the city streets, with Black Hawks ferrying troops in and out of the city and AH-6 Little Birds doing the occasional strafing run over hot zones. PMC's: Elite international operatives, this Private Military Company is not to be messed with. They are armed with a variety of professional military weapons, wearing all sorts of state-of-the-art body armor with black sunglasses and tactical helmets. Usually distinguished by khaki-colored clothes underneath black combat gear, the individual operators frequently carry two primary weapons. Their vehicles consist mostly of heavily-modified SUVs, although they occasionally fly a Huey around overhead. Somali Militia: The militia here are armed with everything across the spectrum, from beat-up old AKMs to abandoned M16 rifles; most of them wear the same plain clothes as any civilian in the region. They are very willing to fight for their clan leader, and come in far larger numbers than either the U.S. force or the PMC group. They also use RPGs with great confidence due to a previous incident in 1993, and drive technicals armed with heavy machine guns and recoilless anti-tank weaponry. Other Enemies: Unknown. Be alert. ========== Current Soldiers and Fireteams Alpha Team: Pinned down in a small house by a technical armed with a .50-caliber machine gun. An AH-6 Little Bird is en-route to provide close air support. - Eban-Emael (Yiyel) MIA - Warbound (Heyitsjiwon) MIA - Viper (VengefulPeanut) MIA Bravo Team: Currently storming the hotel where the warlord is meeting at. The team is meeting light resistance inside the building. - Ratchet (Spudbob) WIA - Kick (CoShocker) Presumably WIA - Spartan 0-1 (ResistingTheEnlightened) Presumably WIA Charlie Team: Awaiting extraction from Python 4-2, possibly under observation by a PMC helo taking off. - Swan (Dramma) - Priest (John-117) - Witch Doctor (N0VA) Solo Spot A: Circling overhead, observing the market area from the Black Hawk*. The helicopter is armed with an M240 machine gun on either side to provide Close Air Support. (OPEN) Solo Spot B: Set up in an elevated position on a mosque tower. (Jager (ChemicalLove)) Solo Spot C: Along the side of the road, facing the PMC HQ and overlooking Charlie Team. (Bowyer (O|NoSoul)) Soldiers deploying to Solo Locations will automatically be given radio headsets to maintain communication with the rest of the squad. Replacement Depot a.k.a. Wait List (Move your mouse to reveal the content) Replacement Depot a.k.a. Wait List (open) Replacement Depot a.k.a. Wait List (close) Pellegrino *If you've seen the ad, the pictured Little Bird is misleading. Yes, we use a Black Hawk.