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)
"GRAAAAAAAAAAAAAAAAAAAAAAAAAGGGGGGGGHHHHHHHHHHHH!!!"
ROLEPLAYED BY: [XR]+
ARMAMENT TIER: T0
GAMEPLAY ASPECTS: Extremely perilous combat, melee combat, survival roleplay, shocktrooper roleplay
Boasting the highest casualty rate in the entirety of the Gold Leaf Army, Raiders are blunt or blade equipped shocktroops. With firearms aimed at them from both their allies and their enemies with none to call their own, Raiders are always the first to charge into battle. It's not uncommon for the Registrars to quell the Raiders' fears through cheap liquor or other substances.
The few that do survive owe their survival to looting the corpses of fallen friend and foe on the battlefield, snatching their guns and hiding them until the coast is clear of any authority figures.
May slot as Footmen or Cavalrymen in scheduled hosts unless specified otherwise.
(vignette by Bockqses)
"KILL, KILL, KILL!"
ROLEPLAYED BY: [LR1]+
ARMAMENT TIER: T1
GAMEPLAY ASPECTS: Jack-of-all-trades, survival roleplay
Making up the bulk of the Marked Men, Grunts are often coined as the most flexible role of their counterparts. Equipped with an antiquated oddball weapon, an ill-fitting uniform and little food, Grunts are often prime candidates for missions deemed "too dangerous" for regular GLA forces. Their situation is bleak, yet their determination to survive carries them forward. Many of them will not see the day their sentence ends and those who do likely won’t get there in one piece.
May slot as Riflemen in scheduled hosts unless specified otherwise.
(vignette by Bockqses)
"FIGHT THROUGH THE PAIN!"
ROLEPLAYED BY: [LR1]+
ARMAMENT TIER: T1
GAMEPLAY ASPECTS: Inexperienced medical roleplay, survival roleplay
Inexperienced convicts handed nothing but a medical armband and orders to act as doctors of the penal battalion. Sawbones are very rarely—if ever—properly educated in the subjects of field aid and care, resulting in many being borderline useless. To make matters worse, none of them are given medical equipment and are forced to craft their own if they want to make themselves useful.
Sawbones use an array of tribal medicine and crafted supplies to make do. While these methods are painful, slow and costly, they keep the wounded alive and functioning... sometimes.
May slot as Corpsmen in scheduled hosts unless specified otherwise.
(work in progress)
"No one needs to know."
ROLEPLAYED BY: [LR-H]+
ARMAMENT TIER: T1
GAMEPLAY ASPECTS: Espionage, leadership, prison enforcer roleplay, informant roleplay
There is always a snake willing to work against his fellow man. Despicable men like these were the catalysts for hundreds if not thousands of betrayals, treacheries and other tragedies in history. In the post-Flash world, Canaries take up the mantle quite nicely. Canaries are well-behaved rooks who have been personally selected by the Registrar Corps to help keep the penals in line, often drawn from the pool of former government agents, senior members of the battalion, and simple bootlickers.
In return for pay and preferential treatment, Canaries are tasked with a variety of responsibilities, including but not limited to snitching, cutting off smuggling operations, preaching loyalty to the Coalition, ending conspiracies, and generally doing whatever they can to keep the penal battalion from an uprising. Naturally, this places a gigantic target on their back from other rooks, forcing them to balance both the interests of their overlords and that of their fellow men lest they be shanked in the night. Some of them get out in the public eye and attempt to become charismatic leaders for the Marked Men, and others keep their agreements with the Registrars under wraps so that they may snitch in secret.
May slot as team leaders in scheduled hosts unless specified otherwise.