[XR] Footman (3 $ND per week)
[LR1] Serviceman (5 $ND per week)
[LR2] Lance-Serviceman (5.50 $ND per week)
[LR3] Master-Serviceman (6 $ND per week)
[LR-H] Corporal (7 $ND per week)
[SR] Registrar (10 $ND per week)
[MR] Sergeant (11 $ND per week)
[HR] Field Officer (15 $ND per week)
[CR] Brigadier (25 $ND per week)
[L] Chief of the Militia (35 $ND per week)
The armament scale is a tier-based scale intended to guide players on how agile and protected their character is.
This scale has nothing to do with ATF's SPL rules regarding armour. Non-SSC armour in the Coalition is always SPL 1 or SPL 2 regardless of armament.
FLYWEIGHT [T0]
Soldiers with the bare minimum required to fulfill their duties. Scarce gear—if any—and no armour beyond protection from the elements provided by their issued clothing.
FEATHERED [T1]
The most agile on the scale, but the least protected. Feathered roles have no form of armour beyond a ballistic helmet. They also possess little or very light gear.
Feathered tier roles cannot use more than a primary and sidearm in order to remain very light and quick.
LIGHT [T2]
Agile with baseline protection. Light roles possess armour in the form of a leather chestplate and/or ballistic helmet. They possess small amounts of gear.
Light tier roles will often use two light primaries (e.g. a rifle and submachine gun) or a single primary and sidearm.
MEDIUM [T3]
Sacrificing some agility for decent protection. Medium roles possess armour in the form of ballistic metal chestplates, ballistic helmets, and average weight gear.
Medium tier roles cannot use more than a primary and sidearm due to the weight of their equipment.
(vignette by Bockqses)
STRETCHERBEARER
The Stretcherbearer is a subrole of the Footman dedicated to assisting Corpsmen in combat. By carrying a Corpsman's stretcher and additional medical equipment, holding down casualties to help with treatment, diving headfirst into the hellfire of battle to drag the wounded back to be treated, and sometimes even performing extremely basic yet potentially lifesaving first aid, a good Stretcherbearer can be an invaluable asset to a lucky Corpsman.
" WAR! WHAT IS IT GOOD FOR? ABSOLUTELY NOTHING!"
ROLEPLAYED BY: [XR]
ARMAMENT TIER: T1
GAMEPLAY ASPECTS: Draftee roleplay, new recruit roleplay, assisting other roles
Comprising the bulk of the recruits, Footmen form the auxiliary backbone of the GLA. Although armed with only a rifle and basic shrapnel protection, they are vital as the primary battle units, fighting alongside the regular GLA forces. As a highly versatile role full of aspiring new recruits, Footmen often find themselves sorted into subroles with the purpose of assisting servicemen in combat, such as a squad's packmule or Machine Gunner's assistant gunner.
In town and the field, Footmen are not allowed to use automatic weaponry in their duties and must instead settle for bolt-action, lever-action, pump-action and single-action firearms.
PACKMULE
The Packmule is a subrole of the Footman dedicated to assisting servicemen with heavy gear in combat. By keeping their personal gear light and carrying the equipment of others in a group or even pairing up with a specific battle partner, a brave Packmule can help to turn the tides of a battle by getting ammunition and ordnance to the front, spare parts to a Machine Gunner, replacement armour to a Cavalryman, and other combat amenities to their fellow serviceman. Sometimes, however, they'll just carry the snacks in their squad. A strong back is needed.
(vignette by roblox_user_2292381784)
"MY RIFLE IS HUMAN, EVEN AS I, BECAUSE IT IS MY LIFE!"
ROLEPLAYED BY: [LR1]+
ARMAMENT TIER: T2
GAMEPLAY ASPECTS: Jack-of-all-trades
Riflemen form the backbone of the Gold Leaf Army, serving as its standard troops. They wield a mix of automatic rifles with some favouring lever-action or bolt-action models. Despite Bargetown’s sizable militia budget, Riflemen are often only issued flak vests or slug coats and ballistic helmets. This lightweight gear, paired with standard rigs, allows them to remain fast and more adaptable than perhaps any other role on the battlefield.
(vignette by Bockqses)
" RETURN TO SENDER!"
ROLEPLAYED BY: [LR1]+
ARMAMENT TIER: T1
GAMEPLAY ASPECTS: Messenger roleplay, facilitating squad communication, two player patrols, light vehicle usage
Couriers are the fastest, most agile servicemen within the Gold Leaf Army. Due to Bargetown only having a very small amount of radios, patrols in the field use Couriers to hand-deliver messages between squads or run back to Bargetown to deliver a message. Couriers are issued handguns or submachine guns alongside a small pack that includes a harness, climbing gear, mapping tools, and a whistle and flare gun with several flare rounds to communicate at distance.
In town and the field, Couriers are not allowed to use long guns like rifles in their duties and should instead opt for compact firearms like submachine guns, carbines and handguns.
(vignette by yourecooldude)
"ONE SHOT, ONE KILL!"
ROLEPLAYED BY: [LR1]+
ARMAMENT TIER: T2
GAMEPLAY ASPECTS: Sniper roleplay, spotter roleplay, scouting, two player patrols, light vehicle usage
Rangers excel as both scouts and marksmen, working alongside Couriers to maintain a sharp watch on the battlefield. Favouring mobility, they travel light, carrying only essential gear like basic climbing tools for traversing the wastes. Their standard loadout consists of a flak vest or leather chestplate, flare gun, submachine gun, and scoped rifle for adaptability in combat.
As a Ranger, you have two distinct paths—serve as a scout, acting as a spotter to relay crucial intel, or embrace the role of a marksman, mastering the deadly precision and power of a rifle.
(vignette by BennyXYT & alexk7139)
" KEEP THEM FIGHTING!"
ROLEPLAYED BY: [LR1]+
ARMAMENT TIER: T1
GAMEPLAY ASPECTS: Medical roleplay, light vehicle usage
While every serviceman in the Gold Leaf Army goes through a 3 day-long first aid course during peacetimes, Corpsmen are focused entirely on first aid and initial care. Possessing the bare minimum of training when time applies, the Gold Leaf Army trains them to keep their fighters alive. They ensure that troopers are stabilised and protected as patients to be treated back home at the clinic. Most work in pairs or smaller groups to ensure productivity and triage is effective. They are a lighter role, typically issued that of a submachine gun, carbine or sidearm.
In town and the field, Corpsmen should not use long guns like rifles in their duties and should instead opt for compact firearms like submachine guns, carbines and handguns, but if necessary, some Corpsmen will sacrifice some medical equipment to use rifles and small shotguns.
(vignette by alexk7139)
" DIG IN OR DIE OUT!"
ROLEPLAYED BY: [LR1]+
ARMAMENT TIER: T3
GAMEPLAY ASPECTS: Sapper roleplay, constructing nests, constructing trenches, heavy vehicle usage
Upon joining the Gold Leaf Army, Disruptors specialise within one main topic in engineering. Some of these specialties include electrical engineering, mechanical engineering and bomb defusal, however, they also have a broad knowledge of sapping—trench digging, barbed wire placement, and machine-gun nest construction. Given their frequent exposure to hazardous conditions, Disruptors are given a protective ballistic vest and helmet alongside combat goggles. As for weapons, they are seen with carbines, submachine guns or shotguns, but rarely ever rifles.
In town and the field, Disruptors are not allowed to carry multiple primaries due to weight concerns and should instead opt for a single primary and sidearm to balance out their armour.
(vignette by yourecooldude1)
" FEET FIRST INTO HELL!"
ROLEPLAYED BY: [LR1]+
ARMAMENT TIER: T3
GAMEPLAY ASPECTS: Shocktrooper roleplay, close quarters combat, bayonet charges, light vehicle usage
Cavalrymen are fighters specially trained for close-quarters combat, renowned for their fearlessness as they charge straight into battle, bringing the fight straight to the enemy. With advanced breaching expertise, they are armed with submachine guns, shotguns, and pistol carbines. As the most armoured role, they possess ballistic and non-ballistic armour in the form of metal vests, brassards, shinguards, knuckleguards and ballistic helmets, some even getting their hands on non-ballistic shrapnel faceplate attachments for their helmets. Always at the forefront, they are frequently the first to lead bayonet charges on the front lines.
In town and the field, Cavalrymen are not allowed to carry multiple primaries due to weight concerns and should instead opt for a single primary and sidearm to balance out their armour.
(vignette by hazeIicious)
"GET SOME, GET SOME!"
ROLEPLAYED BY: [LR1]+
ARMAMENT TIER: T3
GAMEPLAY ASPECTS: Gunner roleplay, assistant gunner roleplay, suppressive fire, heavy weapon usage
Trained to use light machine guns and crew-operated weapons, Machine Gunners can turn the tide of a battle. As a priority target in the field, they are given a protective metal vest, combat goggles, heat-resistant gloves and a helmet. They carry the heaviest weapons and most ammunition, heavily hindering their mobility in combat. Some of these soldiers choose to bring a lighter firearm to the battle and instead act as assistants to other gunners by carrying extra ammunition and spare parts like barrels to swap out when they become too hot to be safely used.
In town and the field, Machine Gunners are not allowed to carry multiple primaries due to weight concerns and should instead opt for a single primary and sidearm to balance out their armour.
(vignette by roblox_user_2292381784)
" LEAVE NO GROUND!"
ROLEPLAYED BY: Chosen [LR1]+ during events, Ordnance Permit owners, Hamilton Arsenal Permit owners
ARMAMENT TIER: T2
GAMEPLAY ASPECTS: Mortar usage, gas usage, grenade usage, flamethrower usage, general ordnance
Ordnanciers play a crucial role in shifting the momentum of a skirmish. Trained in the use of explosives, they work closely with Disruptors on the battlefield. Outside of Bargetown, they utilise fragmentation, smoke, and gas grenades. During combat missions, they may be issued grenade launchers and sometimes more advanced weaponry such as rocket launchers or flamethrowers. Although rare, some even make use of shockbreach technology, throwing lightning bolts in battle. As very high priority targets, they keep light on their feet with a flak vest or leather chestplate, ballistic helmet, protective goggles and a heavy duty gas mask. In terms of weaponry, they typically take a light primary or handgun alongside their assigned launcher, shockbreach or flamethrower.
(vignette placeholder)
" I will not forget, nor will I allow my men to forget that we are professionals."
ROLEPLAYED BY: [SR]
GAMEPLAY ASPECTS: Military police roleplay, penal soldier management, major corruption
Commissars are Registrars who act as the military police and general overseers of the Gold Leaf Army and its Marked Men programme. They're intended to act as inspectors to servicemen and rooks and occasionally take the role of leaders, but rarely on an actual battlefield. Focused on keeping peace and improving the fighting force, they have the highest priority within the Registrar Corps with matters regarding the militia, but the lowest when it comes to government or civilian matters.
(vignette by roblox_user_2292381784)
" Your request has been denied."
ROLEPLAYED BY: [MR]+
GAMEPLAY ASPECTS: Special Storage Catalogue management
Logisticians rarely see the battlefield, and instead they do the important job of keeping the militia supplied by working with the government to maintain the GLA's armoury and Special Storage Catalogue. Almost all Field Officers are also Logisticians, but not all Logisticians are Field Officers—the Ministers of the government can fit this position too. Sergeants and Liaisons are sometimes Logisticians, but this is less common and typically only seen as assistant quartermasters or when there is a significant lack of Field Officers and Ministers in the ranks.