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The Manokan Military, where we ceaselessly seek to defend our country. 

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Suicidesoldier#1
Captain

Fanatical Zealot

PostPosted: Wed Dec 30, 2009 11:57 pm


GETTING AROUND THE GUILD

Basic Training



The guild is of course, a modern day military roleplaying guild. The idea is to be as extensive and thorough with the application of this procedure as possible and, as organized as possible. With this in mind, several monotonous if not repetitive tasks will be set before you before you officially become an active, working member of the guild. This is for your benefit however; if you provide accurate data on your capabilities, branch, and even about yourself, then getting around the guild will be easy to achieve and somewhat objective instead of merely subjective. As well, this allows only decent roleplayers to enter before you engage with them, making a much more controlled and higher class form of roleplay appear. Also, I will require some form of roleplay sample from you, primarily Basic Training, and then you must be categorized in the "Passed" list in order to receive credit for your roleplay abilities, and allowance.

In addition to this, when you join a branch you've received a singular style of training. Because of this, you can make a branch change at any time by requesting to be in another branch.

Regardless of your Branch of choice, you will engage in and learn Infantry styled combat. This is also known as "Small Unit Tactics", and is integral to functioning in any military environment, or any human environment. War is Humans fighting Humans, and therefore it is only natural for humans to need to be able to be trained to fight other humans, rather than machines. You will remain in your branch of choice and can begin training in "Mechanical" devices, such as Airplanes, Boats, and Tanks, after you have reached E-4. Colloquially, the Infantry Unit in the Naval forces are known as Marines or Navy Seals, and the Infantry Unit in the Airforce are known as Paratroopers or SAS. Obviously, the Infantry in the "Infantry" forces are known as Infantry, although Special Forces, Snipers, and Marksmen do exist.




ORGANIZATION:
In order for you to be recorded and validated, several data sheet platforms will be required of you. You will also be expected to understand the basic and fundamental roleplaying rules and mechanics within this guild. In general, you should probably register in your branch and post all that is required of you before Basic Training. Make sure to post your application in the corresponding branch according to your branch. Below are the major applications required of you-

Guild Registration
Guild Stat Registration



Branch registration:
(Make sure to post in both of your corresponding branch registration areas.)


INFANTRY - REGISTRATION
MECHANIZED - REGISTRATION
NAVY - REGISTRATION
AIFORCE - REGISTRATION



In the respective order, the Current 'Armory' for each branch shall be listed for ease of reference-

MECHANIZED ARMORY
ARMORY
DOCK
HANGAR





Basic Training:
Make sure you engage in some form of roleplay which designates to me or another trainer your roleplaying ability. The General way to do this is to preform in Basic Training.

It is good to make sure you are aware of basic guidelines before you being to roleplay. You should read the Overview and Essentials and most of the Game Mechanics (In Depth) in order to better acquaint yourself to the style of roleplay. The style of roleplay is based off of the World of Darkness styled roleplay, and for most basic rules and mechanics, other than that of which I have created and changed, you can read in the "World of Darkness" roleplaying book for. For any questions about this subject, please ask me or another crew member; preferably me.

Advanced Training:

For advanced training, you'll need to see your branch individually and see what forms of training they have. Some examples of advanced training classes are Sniper Training, Marksmen Training, Special Forces Training, Combat Ace training, and various specialists classes, including Medics and Explosive Units.








Sub-Forums



BattleGround-
The place where units engage in roleplay combat. We keep things sirz there.
Chatterbox- a place to talk about random stuff. Here, you can spam; anything from your day, to random games, to new ideas.
Armory Extension- An area to discuss ideas on weapons and vehicle development.
Archive- where old threads stay for reserved information and access. Don't post here.
Alliances- an embassy for our alliances.
PostPosted: Wed Feb 03, 2010 4:32 pm




Mechanized



The Mechanized Forces are the standard Mechanized units of the Manoka Military Force- or this guild. The Mechanized forces are ground troops who use armored vehicles, whether tracked or wheeled, in order to transport weaponry, troops, and supplies to the battleground in an armored mobile unit (Transporting weapons may include weapons that are attached to the vehicle; I.E. Tanks.) The unit specializes in the use of heavy weaponry, including heavy machine guns, cannons, and large caliber guns, all of which are intended to destroy fortified targets or large amounts of unarmored targets. The Mechanized Infantry (As a result of group integration) are ground troops who primarily fight on foot, and in this case, are transported by armored vehicles. They engage enemies in relatively close quarters and use guns as their primary weaponry. The units here must adhere to the Mechanized Armory; unless you are an Infantry unit in the mechanized Infantry/Integration/Calvary forces, in which case you use the Infantry Armory. Of course, the corresponding armory adherence is expected by all branches.





Main and Light Tanks

A tank is a tracked, armored fighting vehicle designed for front-line combat which combines operational mobility and tactical offensive and defensive capabilities. Firepower is normally provided by a large-caliber main gun in a rotating turret and secondary machine guns, while heavy Armour and all-terrain mobility provide protection for the tank and its crew, allowing it to perform all primary tasks of the armored troops on the battlefield.

Today, tanks seldom operate alone, as they are organized into armored units which involve the support of infantry, who may accompany the tanks in armored personnel carriers or infantry fighting vehicles. They are also usually accompanied by reconnaissance or ground-attack aircraft.

Due to its formidable capabilities and versatility the battle tank is generally considered a key component of modern armies. However, the prevalence of unconventional and asymmetric warfare have led to some questioning the utility of the traditional armored force.



Mobile Artillery

Self-propelled artillery (also called mobile artillery or locomotive artillery) vehicles are a way of giving mobility to artillery. Within the term are covered self-propelled guns (or howitzers) and rocket artillery. They are high mobility vehicles, usually based on caterpillar track carrying either a large howitzer or other field gun or alternatively a mortar or some form of rocket or missile launcher. They are usually used for long-range indirect bombardment support on the battlefield.

In the past, self-propelled artillery has included direct fire vehicles such as assault guns and tank destroyers. These have been heavily armored vehicles, the former providing close fire-support for infantry and the latter acting as specialized anti-tank vehicles.

Modern self-propelled artillery vehicles may superficially resemble tanks, but they are generally lightly armored, too lightly to survive in direct-fire combat. However, they protect their crews against shrapnel and small arms and are therefore usually included as armored fighting vehicles. Many are equipped with machine guns for defense against enemy infantry.

The key advantage of self-propelled over towed artillery is that it can be brought into action much faster. Before the towed artillery can be used, it has to stop, unlimber and set up the guns. To move position, the guns must be limbered up again and brought — usually towed — to the new location. By comparison self-propelled artillery can stop at a chosen location and begin firing almost immediately, then quickly move on to a new position. This ability is very useful in a mobile conflict and particularly on the advance.

Conversely, towed artillery was and remains cheaper to build and maintain. It is also lighter and can be taken to places that self-propelled guns cannot reach, so despite the advantages of the self-propelled artillery, towed guns remain in the arsenals of many modern armies.



Long Range Missile Launcher

A transporter erector launcher (TEL) is a vehicle with an integrated prime mover that can carry, elevate to firing position and launch one or more missiles. Such vehicles exist for both surface-to-air missiles and surface-to-surface missiles. Early such missiles were launched from fixed sites and had to be loaded onto trucks for transport, making them more vulnerable to attack since once they were spotted by the enemy they couldn't easily be relocated, and if they were it often took hours or even days to prepare them for launch once they reached their new site.

A transporter erector launcher and radar (TELAR) is the same as a TEL but also incorporates part or all of the radar system necessary for firing the missile(s). Such vehicles have the capability of being autonomous, greatly enhancing their effectiveness. With this type of system each vehicle can fight regardless of the state or presence of support vehicles. The TEL/TELAR may have a rotating turntable that it can use to aim the missiles. The vehicle may have to turn to aim the missiles, or they may fire straight up.

Conversely, a transporter launcher and radar (TLAR) is the same as a TELAR without the erector capability (presumably because the missile does not need to be erected for launch).


Anti-Air

Man-Portable Air Defence Systems (MANPADS) are the smallest of SAMs and are capable of being carried and launched by a single person. They are sometimes attached to vehicles in order to increase their mobility. Soviet MANPADS have been exported around the world and can still be found in many of their former client states. Other nations have developed their own MANPADS.

Larger land-based SAM's can be deployed from fixed installations or mobile launchers. In the case of mobile launchers, they are either revealed or tracked. The tracked vehicles are usually armored vehicles specifically designed to carry SAMs. Larger SAMs may be deployed in fixed launchers, but can be towed/re-deployed at will.

Ship-based SAMs are also considered surface to air. Virtually all surface warships can be armed with SAMs. In fact, naval SAMs are a necessity for all front-line surface warships. Some warship types specialist in anti-air warfare e.g. Ticonderoga-class cruisers equipped with the Aegis combat system or Kirov class cruisers with the S-300PMU Favorite missile system.

Artillery

Artillery is a military combat arm that employs weapons capable of discharging large projectiles in combat. They are generally capable of adding considerable fire power to the military capability of an armed force. Artillery is also a system of scientific research and its application towards design, capability and combat use of the above matériel. Over the course of military history the projectiles were manufactured from a wide variety of materials, made in a wide variety of shapes, and used different means of inflicting physical damage and casualties to defeat specific types of targets. The engineering designs of the means of delivery have likewise changed significantly over time, and have become some of the most complex technological application today.

In some armies the weapon of artillery is the projectile, not the piece that fires it. The process of delivering fire onto the target is called gunnery. The actions involved in operating the piece are collectively called "serving the gun" by the gun crew (or detachment), and can be either direct artillery fire, or indirect artillery fire. The manner in which artillery units or formations are used is called artillery support, and may at different periods in history refer to weapons designed to be fired from ground, naval, and even air weapons platform.

Although the term also describes soldiers and sailors with the primary function of using artillery weapons, the individuals who operate them are called gunners irrespective of their rank, however 'gunner' is the lowest rank in artillery arms. There is no generally recognized generic term for a gun, howitzer, mortar, and so forth: some armies use 'artillery piece', while others use 'gun'. The projectiles fired by artillery are typically either 'shot' (if solid) or 'shell' if not. Shell is a widely used generic term for a projectile, which is a component of munitions.





MECHANIZED INFANTRY TRANSPORT


Light assault Vehicles

Light assault vehicles generally pertain to light armed vehicles that intend to carry out a similar jobs as any other armored vehicle would. The difference is usually in the concept that the Light Assault Vehicle is not quite a tank, but not to the class of a Jeep- it's somewhere in between. Normally, a light assault vehicle is a heavily armored Armored Personnel Carrier, with larger guns and a more emphasis on protection then an armored personnel carrier, but less protection and size then a tank. Basically, it's usually somewhere between a Tank and APC in function and size- it carriers a large bore gun or another heavy weapon, has a large amount of armor, but rather than carry 20 troops or only 3-4, it instead is designed to carry 6-9. While not all light assault vehicles are heavily armed low carry APC's, the mixture in size and strength comparison is roughly around the area.

Armored Personal Carrier

An armoured personnel carrier (APC) is an armoured fighting vehicle designed to transport infantry to the battlefield.

APCs are usually armed with only a machine gun although variants carry recoilless rifles, anti-tank guided missiles (ATGMs), or mortars. They are not usually designed to take part in a direct-fire battle, but to carry troops to the battlefield safe from shrapnel and ambush. They may have wheels or tracks.

Most armoured personnel carriers use a diesel engine comparable to that used in a large truck or in a typical city bus (APCs are often known to troops as 'Battle Taxis' or 'Battle Buses'). The M113 for instance used the same engine as the standard General Motors urban bus.

Many APCs are amphibious. Usually tracked APCs are powered by their tracks in the water, and wheeled APCs have propellors or water jets. Preparations for amphibious operations usually comprises checking the integrity of the hull and folding down a trim vane in front. Swimming required fairly still waters, and good entry and exit points. Speed in water is typically 3–6 km/h.

Armour on APCs are usually composed of simple steel or aluminium, sufficient for protection against small fire arms and most shell fragments. Just about any type of anti-tank weapon can defeat the armour of an APC.

The usual armament for an APC is a 12.7 (.50") or 14.5 mm heavy machine gun. This is mounted on top of the vehicle, either on a simple pintle mount, sometimes with a gun shield, or a small turret. Sometimes an automatic grenade launcher is used instead.

Jeep/Hummer

Light Utility Vehicle is a general term for small, jeep-like military trucks for tactical use. They are generally short, relatively light compared to other trucks and cars, unarmored with 4-wheel drive and short body overhangs for all-terrain mobility and at least 4 passenger capacity. Civilian adaptations of the Jeep and Land Rover were the first Sport utility vehicles, and some SUVs such as the Chevy Blazer have been used as military Light Utility Vehicles.




Mechanized


In order to gain control of larger tanks, you must first have at least graduated from an E-2 Private to an E-3 First Private. After this is achieved, you will begin to gain the use of NPC's, and then be able to control multiple unit vehicles by yourself. The only exception to this rule are the starting single unit tanks and mechanized vehicles. You must also receive special training on how to use the mechanized vehicles. The primary units, and the ranks required are-

Tank Commander
(3 NPC's)- Corporal (Good conduct)
Light Tank Commander (2 NPC's)- Corporal
Stryker Commander (1 NPC)- 1st Private
Artillery Leader (1 NPC)- 1st Private
HUM Vee Driver (1 NPC, Gunner)- 1st Private

Suicidesoldier#1
Captain

Fanatical Zealot


Suicidesoldier#1
Captain

Fanatical Zealot

PostPosted: Wed Feb 03, 2010 4:43 pm


Infantry




Marksmen
Marksmen are highly trained units, in this case specific to Infantry. Rather than firing multiple rounds towards their target, they use precise, controlled, and accurate fire in order to engage multiple targets from a distance. Rather than wasting a large portion of their ammo on a single target, Marskmen are responsible for firing controlled rounds forwards their enemy; ergo each bullet fired from a marksmen is considered more important, and Marksmen are expected to take out more targets than themselves in any engagement. In order to become a marksmen, a unit must first undergo Marksmen Training.

Weaponry- Marksmen use rifles, assault rifles, and pretty much kinetic energy weapons specifically designed to inflict injuries to humans. While Marksmen are prone to using rifles, it's not uncommon to see a series of Marksmen using lighter weapons or sub machine guns to achieve their objective.



Designated Marksmen
Designated within a squad, these marksmen are designed to acquiesce high profile targets and units that could be dangerous to the squads efficiency, and to extend the range of the squad. They often serve as scouts, reconnaissance units, and are responsible for taking out units that directly endanger the squad, of course, from afar with a scoped rifle. The training and weapons are the same for a Marksmen and a Designated Marksmen, the difference between a Designated Marksmen and a Marskmen is the title, and to fully distinguish and differentiate the job. Designated Marksmen are typically the infantry that preformed the best within their marksmen group, making them more suited for long range target acquisition.

Weapons- Designated Marksmen use rifles, specifically sniper rifles. While they are prone to using assault rifles or weapons of a similar nature, due to their intent they tend to specialize in long range kinetic weapons, this usually being some form of sniper rifle. Designated marksmen are required to use a scope on whatever weapon they choose.


Grenadiers
Grenadiers use high explosives to take out their enemies, such as grenade launchers or rocket launchers ('bazookas'). Their job is to provide heavy direct and indirect fire and explosives towards the enemy. Grenadiers tend to be diverse in nature. While some grenadiers are nothing more than marksmen when a high grade grenade launcher attached their weapon, others use specific weaponry such as rocket launchers or six round grenade launchers to achieve their objectives.

Weapons- Anything from a grenade launcher on a rifle to high grade multiple shot grenade launchers to rocket launchers and anti-helicopter radar guided missiles.



Squad Assault/Support
Squad Assault/Support units make use of automatic weaponry, primarily machine guns, although they are prone to using submachine guns and various other weapons. Their job is to support their units by firing a large amount of fires towards the enemy, and also attack large forces grouped closely together. Not unlike the Job of a Designated Marksmen, another important aspect of the Squad Assault unit is to acquiesce targets that are moving at extremely fast rates or are extraordinarily far away and would be otherwise close to impossible to engage. Obviously, firing a hundred or more rounds towards a target increases it's likelihood of being hit, and minimum effective ranges become obsolete when you're given 10 chances a second to hit the target. While they chew up ammunition, are slower, and create more noise and recoil than a marksmen, they can still produce effects that semiautomatic or single shot weaponry can never do, and prove to be invaluable asset to any infantry squad.

Weaponry-
Primarily Machine guns and sub-machine guns, although heavier and explosive weapons are used. A squad support unit utilizes technologies arsenal to deliver high powered fire down range. While he might not be the best marksmen around, he can compensate for this by exploiting hundreds of rounds giving him many more chances to hit a target, and he can lay down a wall of suppressive fire towards an enemy, forcing them to recede or risk the chance of being injured- if not killed. If anything, the 'Machine-gunners' can be used as a Support unit, invoking fear in enemies forcing them to remain hidden or otherwise exposed to some detriment while the primary forces advance or escape. Due to the heavy weight of ammunition and weapons for an Assault Unit, sub-machine guns are exploited, with lower weights and weaker closer ranger ammunition, that allow for higher firing rates and more ammunition to be consumed.



Specialist
Specialist preform basically non-listed intricate specific jobs- explosives ordinance, carry UAV's and other robots, are radio experts, computer experts, or are medics. Their job is to provide special abilities to their unit to extend their capabilities past just shooting things.

Weapons- Ridiculously Specific, they are granted use to any combat related technologies as their primary weapon, with ordinary gear and accessories for everything else.






***In order to become a Sniper or Special Forces unit, you must go through extra training as well; a lot of extra training.
PostPosted: Wed Feb 03, 2010 4:46 pm


Navy




The mission of the Navy is to maintain, train and equip combat-ready Naval forces capable of winning wars, deterring aggression and maintaining freedom of the seas. They the primary branch responsible for force projection from Naval oriented operations. In order to lead a ship, a high rank is first required. The larger the ship, the higher the rank required. Frigates required roughly a rank of E-4. Submarines at minimum require a rank of E-4, although usually it's E-6 and up. Destroyers usually require a rank of E-6 to fully control. Battleships usually require an O-1 position and higher to control, although giving up a possible fleet (large amount of NPC at higher ranks) means that a unit usually goes from something like four destroyers to a single battleship, and becuase of this battleship transitions usually don't occur until O-4 or higher. Aircraft Carriers require a rank of O-6 or higher to operate.

Below this, a unit is a person on a Naval Vessel, and may move up in rank as they progress through engagements. Because all ranks are relative, it is possible that ranks in the Navy will be overflated compared to other branches. Despite this, being what a Normal private may be in the Army may be a higher rank in the Navy, and no more control over other units in extraneous branches is presented. Digressing, the primary Naval Vessels used are in the Dock, and the Primary Armament to these are in the designated areas previously pointed out.



Cruisers
Cruisers are large surface combat vessels that conduct anti-air/anti-missile warfare, surface warfare, anti-submarine warfare, and strike operations independently or as members of a larger task force. Modern guided missile cruisers were developed out of a need to counter the anti-ship missile threat facing the Navy. This led to the development of the AN/SPY-1 phased array radar and the Standard Missile 2 with the Aegis combat system coordinating the two. Ticonderoga-class cruisers became the first to equip Aegis and were put to use primarily as anti-air and anti-missile defense in a battle force protection role. Later developments of vertical launch systems and the Tomahawk missile gave cruisers additional long-range land and sea strike capability, making them capable of both offensive and defensive battle operations. Previously, cruisers were either named for cities (until CG-12), former important navy figures (CG-15 to CG-35), or states (CGN-36 to CGN-41).


Destroyers

Destroyers are multi-mission medium surface ships capable of sustained performance in anti-air, anti-submarine, anti-ship, and offensive strike operations. Like cruisers, the guided missile destroyers of the Navy are primarily focused on surface strikes using Tomahawk missiles and fleet defense through Aegis and the Standard missile. Destroyers additionally specialize in anti-submarine warfare and are equipped with VLA rockets and LAMPS Mk III Sea Hawk helicopters to deal with underwater threats. When deployed with a carrier strike group or expeditionary strike group, destroyers and their fellow Aegis-equipped cruisers are primarily tasked with defending the fleet while providing secondary strike capabilities.

Frigate
Modern frigates mainly perform anti-submarine warfare for carrier strike groups and amphibious expeditionary groups and provide armed escort for supply convoys and merchant shipping. They are designed to protect friendly ships against hostile submarines in low to medium threat environments, using torpedoes and LAMPS helicopters. Independently, frigates are able to conduct counterdrug missions and other maritime interception operations.

Submarine
The primary missions of submarines in the Navy are peacetime engagement, surveillance and intelligence, special operations, precision strikes, battlegroup operations, and control of the seas. The Navy operates two types: ballistic submarines and attack submarines. Ballistic submarines have only one mission: to carry and launch the nuclear Trident missile. Attack submarines have several tactical missions, including sinking ships and other subs, launching cruise missiles, gathering intelligence, and assisting in special operations. Submarines have one of the largest ranges of capabilities in any vessel, ranging from small autonomous examples to one or two-person vessels operating for a few hours, to vessels which can remain submerged for 6 months such as the Typhoon class. Submarines can work at greater depths than are survivable or practical for human divers. Modern deep diving submarines are derived from the bathyscaphe, which in turn was an evolution of the diving bell.

Battleship
A battleship is a large, heavily armored warship with a main battery consisting of the largest caliber of guns. Battleships were larger, better armed and armored than cruisers or destroyers. There are currently very few battleships in active service.

Battleship design evolved to incorporate and adapt technological advances to maintain an edge. The word battleship was coined around 1794 and is a contraction of the phrase line-of-battle ship, the dominant wooden warship during the Age of Sail. The term came into formal use in the late 1880s to describe a type of ironclad warship, now referred to as pre-dreadnought battleships. In 1906, the launch of HMS Dreadnought heralded a revolution in battleship design. Following battleship designs that were influenced by HMS Dreadnought were referred to as "dreadnoughts". The value of the battleship has been questioned. The Battle of Tsushima (1905) was the only decisive clash between steel battleship fleets, and apart from the indecisive Battle of Jutland (1916), there were few great battleship clashes. Despite their great firepower and protection, battleships were increasingly vulnerable to much smaller, cheaper ordnance and craft: initially the torpedo and the naval mine, and later aircraft and the guided missile.The growing range of naval engagement led to the aircraft carrier replacing the battleship as the leading capital ship during World War II, with the last battleship to be launched being HMS Vanguard in 1944.




Aircraft Carrier
As "runways at sea," modern aircraft carriers have a flat-top deck design that serves as a flight deck for take-off and landing of aircraft. Aircraft take off to the front, into the wind, and land from the rear. Carriers steam at speed, for example up to 35 knots (65 km/h), into the wind during take-off in order to increase the apparent wind speed over the deck, thereby reducing the speed of the aircraft relative to the ship. On some ships, a steam-powered catapult is used to propel the aircraft forward, assisting the power of its engines and allowing it to take off in a shorter distance than would otherwise be required. On other carriers, aircraft do not require assistance for take off—the requirement for assistance relates to aircraft design and performance. Conversely, when landing on a carrier, conventional aircraft rely upon a tailhook that catches on arrestor wires stretched across the deck to bring them to a stop in a shorter distance than normal. Other aircraft—helicopters and V/STOL (Vertical/Short Take-Off and Landing) designs—utilize their hover capability to land vertically and so require no assistance in speed reduction upon landing.

Conventional ("tailhook") aircraft rely upon a landing signal officer (LSO, sometimes called "paddles") to control the plane's landing approach, visually gauge altitude, attitude, and speed, and transmit that data to the pilot. Before the angled deck emerged in the 1950s, LSOs used colored paddles to signal corrections to the pilot (hence the nickname). From the late 1950s onward, visual landing aids such as mirrors provided information on proper glide slope, but LSOs still transmit voice calls to landing pilots by radio.

To facilitate working on the flight deck of a aircraft carrier, the sailors wear colored shirts that designate their responsibilities. White shirts are responsible for safety, red shirts handle munitions, purple shirts (grapes) handle jet fuel, and green shirts handle the catapult and arresting gear. Yellow shirts are responsible for directing aircraft.

Key personnel involved in the flight deck include the Shooters, the Handler, and the Air Boss. Shooters are naval aviators or Naval Flight Officers and are responsible for launching aircraft. The Handler works just inside the island from the flight deck and is responsible for the movement of aircraft before launching and after landing. The Air Boss (usually a commander) occupies the top bridge (Primary Flight Control, also called "primary" or "the tower") and has the overall responsibility for controlling takeoffs, landings, "those aircraft in the air near the ship, and the movement of planes on the flight deck, which itself resembles a well-choreographed ballet". The captain of the ship spends most of his time one level below Primary on the Navigation Bridge. Below this is the Flag Bridge, designated for the embarked admiral and his staff.

Suicidesoldier#1
Captain

Fanatical Zealot


Suicidesoldier#1
Captain

Fanatical Zealot

PostPosted: Wed Feb 03, 2010 4:48 pm


Airforce


The Manokan Air Force is the aerial warfare and space warfare branch of the Manokan armed forces and one of the Manokan uniformed services. Initially part of the Manokan Army, the MAF was formed as a separate branch of the military on. It is the most recent branch of the military to be formed. The Airforce use Aircraft from the Hangar and weapons from the Aircraft Armament area.

The MAF provides Global Vigilance, Global Reach, and Global Power.
In general the Air Force shall include aviation forces both combat and service not otherwise assigned. It shall be organized, trained, and equipped primarily for prompt and sustained offensive and defensive air operations. The Air Force shall be responsible for the preparation of the air forces necessary for the effective prosecution of war except as otherwise assigned and, in accordance with integrated joint mobilization plans, for the expansion of the peacetime components of the Air Force to meet the needs of war.




Rotorcraft-

A helicopter is a type of rotorcraft in which lift and thrust are supplied by one or more engine driven rotors. In contrast with fixed-wing aircraft, this allows the helicopter to take off and land vertically, to hover, and to fly forwards, backwards and laterally. These attributes allow helicopters to be used in congested or isolated areas where fixed-wing aircraft would not be able to take off or land. The capability to hover for extended periods of time, and to do so more efficiently than other forms of vertical takeoff and landing aircraft, allows helicopters to accomplish tasks that fixed-wing aircraft cannot perform.

The word 'helicopter' is adapted from the French hélicoptère, coined by Gustave de Ponton d'Amecourt in 1861, which originates from the Greek helix/helik- (ἕλικ-) = 'spiral' or 'turning' and pteron (πτερόν) = 'wing'.


Attack-

Ground-attack aircraft are military aircraft designed to attack targets on the ground and are often deployed as close air support for, and in proximity to, their own ground forces. The proximity to friendly forces require precision strikes from these aircraft that are not possible with typical bomber aircraft. The resultant proximity to enemy targets also require aircraft that are more robust than other types of military aircraft. Examples include the American A-10 Thunderbolt II and the Russian Sukhoi Su-25 Frogfoot.

They are typically deployed as close air support to ground forces, their role is tactical rather than strategic, operating at the front of the battle rather than against targets deeper in the enemy's rear. As such, they are often attached to and in the direct command and control structures of army units as opposed to air force units, though tactical air forces attached to army formations are still an organic part of the air force and ultimately under air-force command. A number of names have or are used for ground-attack aircraft: attack aircraft, fighter-bomber, tactical fighter, tank-buster, tactical bomber, strafer, strike aircraft, attack helicopter, gunship, etc.


Fighter-

A fighter aircraft is a military aircraft designed primarily for air-to-air combat with other aircraft, as opposed to a bomber, which is designed primarily to attack ground targets by dropping bombs. Fighters are small, fast, and maneuverable. Many fighters have secondary ground-attack capabilities, and some are dual-roled as fighter-bombers; the term "fighter" is also sometimes used colloquially for dedicated ground-attack aircraft. Fighter aircraft are the primary means by which armed forces gain air superiority over their opponents in battle. Since at least World War II, achieving and maintaining air superiority has been a key component of victory in warfare, particularly conventional warfare between regular armies (as opposed to guerrilla warfare). The purchase, training and maintenance of a fighter fleet represent a very substantial proportion of defense budgets for modern militaries.


Bomber-

A bomber is a military aircraft designed to attack ground and sea targets, primarily by dropping bombs on them. In modern air forces, the distinction between bombers, fighter-bombers, and attack aircraft has become blurred. Many attack aircraft, even ones that look like fighters, are optimized to drop bombs, with very little ability to engage in aerial combat. Indeed, the design qualities that make an effective low-level attack aircraft make for a distinctly inferior air superiority fighter, and vice versa. Conversely, many fighter aircraft, such as the F-16, are often used as 'bomb trucks,' despite being designed for aerial combat. Perhaps the one meaningful distinction at present is the question of range: a bomber is generally a long-range aircraft capable of striking targets deep within enemy territory, whereas fighter bombers and attack aircraft are limited to 'theater' missions in and around the immediate area of battlefield combat. Even that distinction is muddied by the availability of aerial refueling, which greatly increases the potential radius of combat operations.


Electronic Warfare-


Electronic Warfare surveillance (ES), is the subdivision of EW involving actions tasked by, or under direct control of, an operational commander to search for, intercept, identify, and locate or localize sources of intentional and unintentional radiated Electromagnetic (EM) energy for the purpose of immediate threat recognition, targeting, planning, and conduct of future operations. An overlapping discipline, Signals Intelligence (SIGINT) is the related process of analyzing and identifying the intercepted frequencies (e.g. as a cell phone or RADAR). SIGINT is broken into three categories: ELINT, COMINT, and FISINT.

Electronic attack (EA) or electronic countermeasures (ECM) involves the use of the electromagnetic energy, or anti-radiation weapons to attack personnel, facilities, or equipment with the intent of degrading, neutralizing, or destroying enemy combat capability and is considered a form of fires

Electronic Protection (EP) (previously known as electronic protective measures (EPM) or electronic counter countermeasures (ECCM)) involves actions taken to protect personnel, facilities, and equipment from any effects of friendly or enemy use of the electromagnetic spectrum that degrade, neutralize, or destroy friendly combat capability. Jamming is not part of EP, it is an EA measure.

The use of flare rejection logic on an IR missile to counter an adversary’s use of flares is EP. While defensive EA actions and EP both protect personnel, facilities, capabilities, and equipment, EP protects from the EFFECTS of EA (friendly and/or adversary). Other examples of EP include spread-spectrum technologies, use of Joint Restricted Frequency List (JRFL), emissions control (EMCON), and low observability or "stealth".



Paratrooper

These units use the Army's Armory.

Airborne forces are military units, usually light infantry, set up to be moved by aircraft and 'dropped' into battle. Thus they can be placed behind enemy lines, and have an ability to deploy almost anywhere with little warning. The formations are limited only by the number and size of their aircraft, so given enough capacity a huge force can appear "out of nowhere" in minutes, an action referred to as vertical envelopment.

Conversely, airborne forces typically lack the supplies and equipment for prolonged combat operations, and are therefore more suited for airhead operations than long-term occupation; furthermore, parachute operations are particularly sensitive to adverse weather conditions. Due to the limited range of helicopters and the limited number of troops that can be transported by them many countries retain Paratroopers as a valuable strategic asset.

Airborne forces can be divided into three categories:

  • Paratroopers — landed by parachute from aircraft,
  • Airlanding troops — landed by aircraft (usually glider),
  • Air assault troops or airmobile infantry — transported to the battle by helicopter or by aircraft.


The basic premise of the Airborne is that they can arrive with such speed that a coherent defense cannot be mounted against them for some time. It is assumed that this tactical advantage cannot be sustained for very long, so effective Airborne missions require the rapid advance of ground based troops in support. Another problem regularly faced by Airborne troops, is that they are usually defenseless while they descend. However, it is rather difficult to hit a moving target, especially a paratrooper because their movements while descending will be erratic and not in a straight line.

Airborne forces are generally composed of infantry and light, non-armored vehicles and guns.
PostPosted: Wed Feb 03, 2010 4:53 pm


· SOCOM ·


The Special Operations Command (SOCOM) is the Unified Combatant Command charged with overseeing the various Special Operations Commands (SOC or SOCOM) of the Army, Air Force, Navy and Marine Corps. The command is part of the Department of Defense.

SOCOM conducts several covert and clandestine missions, such as unconventional warfare, foreign internal defense, special reconnaissance, psychological operations, Civil Affairs, direct action, counter-terrorism and War on Drugs operations. SOCOM's global performance in combat and noncombat areas has proven the value of a mature, culturally attuned, properly equipped, and adaptive Special Operations Force (SOF). Each branch has a Special Operations Command that is unique and capable of running its own operations, but when the different Special Operations Forces need to work together for an operation, SOCOM becomes the joint component command of the operation, instead of a SOC of a specific branch.



Green Operations-

Two kinds of missions are required to be learned by these units; the first one is Green Operations. Green operations are fundamentally pure reconnaissance. This includes gathering information on enemy strength, enemy number, a direct assessment of what kind of weapons and materials the enemy has, providing landscape and geographical layouts, references and landmarks, if not entire maps, and generally providing information on areas so that a plan may be designed as when to attack the area. Green operations can lead to direct target acquisition, and although the Marine them self doesn't engage in direction confrontation, information gathered will be essential to direct action in the future.

Black Operations-
The second kind of mission the marines will be partaking in is called Black Operations. Black operations are operations were direct action is taken by the Marine. This may include engaging the enemy in fire fight, taking out troops through use of sophisticated or long range technology, planting explosives, mines, or other kinds of devices, and to directly engage the enemy in full out war confrontation. As a standard, the Special Forces units must undergo severe and heavy training, as to increase the missions success capability, and to avoid causalities.




Different Branches

SOCOM is merely the command center and organizational unit for Special Operations specific units. While it's apparent that the Special Operations Units are all centered in the same area, the branches they correspond to are not. The SOCOM incorporates the capabilities and specific expertise of all branches in order to achieve a desired goal. While a soldier in Special Operations reports to SOCOM, they report to their individual Branch Leaders first, or of course the leader of the guild.

In addition to this, a member of the SOCOM units is not removed from their original branch. The soldiers of SOCOM still participate in regular Branch duties still preform their specific role in their branch. However, when called upon to enact in Special Forces combat, or when permitted to use their expertise and to exploit their access to high class weaponry in combat, they may do so.




Mechanized - Cavalry Forces
Infantry - Infantry Special Forces
Navy - Leviathan
Airforce - Paratroopers

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