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 Post subject: Freikorps Tactical Codex
PostPosted: 30 Mar 2008, 21:37 
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Standard Operating Procedure, as written by Flt Adm Caius "Cataphrak" Leonis, CnC Freikorps:

The Twelve Tenets
These are the basic principles of the Freikorps and any other force serving in the name of the Terran Sphere and its allies. They are to be enforced internally and ALL Freikorps officers are to be held accountable, no exceptions.

1: Violence is ALWAYS an option. It may not be the best one, but never discount it.

2: When in doubt, hit it from orbit, with as much force as you can, repeatedly.

3: Popular Opinion is your greatest ally and most treacherous enemy. Never ignore it.

4: Talk is cheap, Capital Ship Missiles are expensive, plan accordingly.

5: Freikorps do not fire on other Freikorps

6: Orders are to be obeyed, especially in combat.

7: Fight for Terra, Die for Terra, but never die stupid. The trained sentients under your command are the most important strategic resource of all. It is the duty of their commander to keep them alive and to avoid unnecessary losses.

8: Overkill is a battlefield commander's finest vice, stinginess with munitions his most detestable virtue.

9: The Freikorps ensures humanity's freedom, it does not take away the freedom of others.

10: Never build a tower on broken ground. Before you deploy your forces, make sure support and supplies are both present and ready.

11: Listen to the local authorities, you are not above forum law

12: Break any of the above tenets if the situation urgently requires it.

The 13th (unofficial) tenet: Never EVER kick the Fleet Admiral in the balls.



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 Post subject: Freikorps Tactical Codex
PostPosted: 30 Mar 2008, 21:40 
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The proper course of Research & Development procedures are as follows:

1.) Any officer with an innovation or invention concept will draw up the proper pre-requisite plans and present them to the head officer of either their division or R&D itself for approval. If presented to and approved by a division leader, it will automatically be forwarded to the head of R&D and proceed to step 2.

2.) All forms relating to patent rights, prototype material requistion, authorized work consent, and approved use policies will be filled out in triplicate by the head of R&D and then must be signed by the officer who intiated the process, his division leader, the head of R&D, all members of the work team, a representative of the approved-use officer group, and a group of RFMs selected for no particular reason.

3.) All requested materials will be provided for the work team who will complete a prototype in a time period of no less than 5 days. Any additional materials must be approved by a requisition-specialist officer with appropriate reason.

4.) The prototype will be tested on anyone who is unlucky enough to be disliked by the Freikorps at the time. If no groups are declared as disfavored, then testing will taken on an approved punching-bag.

5.) Once successful tests have been yielded, mass production and stocking will be approved, and security passes of all personnel will be updated to reflect the new addition to the arsenal or non-combat technological field.

COROLLARY: All steps can be bypassed if a member of the General Staff likes the idea and wants it done asap.



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 Post subject: Freikorps Tactical Codex
PostPosted: 31 Mar 2008, 21:33 
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Transgressions and Consequences:

Transgressions of Lesser Degree

Dereliction of Duty: (Failure to do the utmost to insure the smooth progression of peacetime operations.)
Not reporting for combat duty when requested, not keeping your forces in appropriate repair or refusing to commit the assets under your command to a peaceful operation.

Insubordination: (Failing to follow the orders of a superior officer in peacetime)
Self explanatory, when a surperior wants you to do something, you either do it, or tell him/her why you can't do it. This rule only applies when the operation in question has already concluded.

Transgressions of Lesser Degree will be punished by warnings, restriction of access to classified information, or in case of repeated transgression, transfer to Catagory B (must defer to catagory A officers of same rank, and access to manpower and equipment of lesser quality.)

Transgressions of a Severe Degree

Mutiny: (Failing to obey a superior's order in a combat situation)
Also self-explanatory. Note that since combat situations are more serious, the consequences for transgressions are more serious as well.

Cowardice: (Failing to do the utmost of ensure victory)

Transgressions of a severe degree will result in demotion or transfer to cat-b. Repeated transgressions will result in a discharge.

Capital Crimes

Treason: (Actively and intentionally combating other Freikorps military assets)
Treason will result in a Tag of Attainder. This means that, in a ddition to a discharge, all members of the Comm will be allowed to hunt down said person and initiate hostilities without declaration of war. Note that this only applies inside Section 8, taking advantage of a tag of attainder outside Section 8 will result in the charge of Insubordination placed upon the transgressor.



"Those are brave men," he told Ser Balon in admiration. "Let's go kill them."
-Tyrion Lannister, A Clash of Kings


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 Post subject: Freikorps Tactical Codex
PostPosted: 21 Mar 2010, 16:38 
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Uniform Regulations: Terran Sphere Defence Command:

Updated 3/21/2265

Terran Sphere Battlefleet:
Officer's Duty Uniform: Long dark blue nanoweave single breasted duty tunic and trousers with silver piping over black undershirt and under-trousers. Black jackboots (polished), black socks, vac-kit, regulation (80 to 135 cm) singlehanded monomolecular duty sword and service pistol. Fleet officers are expected to go bareheaded onboard ship, as headwear may present a hazard during combat conditions. All decorations must be worn in ribbon form ONLY, with the exception of the OSJ (Knight-Commander, Knight Grand Cross, Swordmaster, Knight-Captain and Grandmaster ranks), VC and IC(First Class)

Officer's Dress Uniform: Long blue nanoweave double breasted dress tunic and trousers with silver piping with white silk undershirt and silk cravat. Black under-trousers, black jackboots (polished), black socks, knighthood spurs (if applicable), vac-kit, regulation singlehanded silvered dress sword and service pistol. Fleet officers may wear dress covers (blue and silver peaked cap), but fleet officers with active commands may wear their command covers (black berets for ship commands, white berets for squadron commands, blue berets for station/system commands and red berets for fleet and theatre commands) instead. Decorations may be worn in medal form, if the officer so chooses.

Terran Sphere Marine Corps
Officer's Duty Uniform: Field grey long sleeved shirt (untucked) and trousers. White undershirt, black socks and regulation black jump boots. Power harness, underharness padding, black sam browne, service pistol, regulation monomolecular duty sword and vac-kit. Combat situations demand Mk IXa Infantry Power Armour and assigned combat equipment loadout. Decorations are not to be worn on duty, in or out of power armour.

Officer's Dress Uniform: Field grey nanoweave button-down dress tunic with silver piping and buttons over white silk undershirt and a black dress necktie. Regulation black jackboots (polished), black socks, regulation silvered dress sword, service pistol and vac-kit. Marine officers with active operational level or above commands may wear command ties (Black for regimental commands, White for brigades, blue for divisions, red for corps and army commands, and red with a single gold band near the knot for army group and theatre commands) instead. Decorations may be worn in ribbon or medal form.

Terran Sphere Fighter Command
Officer's Duty Uniform: Black long sleeved shirt and trousers over a white undershirt. Regulation black pilot's boots, black socks, service pistol and vac-kit. While in combat, active pilots must wear thermal under-rigging, shock harness, flight-suit padding, plug overharness, the Mk IVc flight suit, helmet and the Mk VII null-grav maneuvering unit. Decorations are not to be worn on duty, in or out of the flight suit.

Officer's Dress Uniform: Black nanoweave button-down dress tunic with silver piping and buttons over light blue silk undershirt and a black dress necktie. Regulation black jackboots (polished), black socks, regulation silvered dress sword, service pistol and vac-kit. Active pilots may wear a thin blue stripe on their necktie right below the neck. FC Officers were active commands may wear command ties (Black for squadron commands, white for wings, blue for carrier groups and red for theatre commands.) instead. Decorations ma be worn in ribbon or medal form.

Special:
Shoulder Flashes: Unit patches (Regiment, Ship or Fighter Command) are worn on the left shoulder, Theatre patches are worn on the right.

Special Ops Units: Special operations units are not allowed any unit insignia on duty for obvious reasons. However, on their dress uniform, their unit patch is worn on the left shoulder, same as a normal unit patch, circumstances permitting.

General Staff: General Staff officers wear GOLD piping instead of silver.

Categories: Category A units have unit patches rimmed in silver, Category B patches are rimmed in black.

Rank Insignia: Rank insignia is worn on the collar and the shoulder boards. Most shoulder boards are trimmed in silver, but general staff boards are trimmed in gold and backed in red instead of the customary black.

Reservist/Half-pay: Reservists, retired officers and half-pay officers have no trim on their shoulder boards.



"Those are brave men," he told Ser Balon in admiration. "Let's go kill them."
-Tyrion Lannister, A Clash of Kings


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