Q & a

Tarus

Solace-seeker.
SWRP Writer
Joined
Sep 7, 2010
Messages
295
Reaction score
0
Exactly who and what is the S.O.L.A.G.?
On paper, we are the Special Operations and Light Assault Group. Don't let the name fool you; we are by no means 'light'. The 'light' simply implies a lack of mechanized equipment and vehicular combat, though we by no means aren't authorized to use such equipment if the situation necessitates it.

No, S.O.L.A.G. - or REPCOM - operatives prefer point-insertion followed by quick - and deadly - application of force. The reason the Hutt forces don't know about us is because no Hutt minion has survived an encounter with a single commando and come out alive. We are composed of a multi-species mix of highly-trained and disciplined soldiers, united under one banner in the name of the Republic.
What is our base of operations?
We have multiple planet-based bases, but they are not fully-staffed and serve only as fallback points. Instead, we have a ship.

Meet the Apostasy.

CLASS: Snowcrash

6iFKF.jpg

Snowcrash-class cruiser, flanked by Hornet-class fighter craft, orbiting planet of Arkania

... initializing decryption protocol --- done
... engaging translation matrices --- done
... beginning playback of: FILE 1562 - RECONSTRUCTED 'SONATA' TRANSMISSIONS

Second officer's entry, 0930 Kessel space:

"Just arrived at Kessel. V'rez left me on the bridge while he went to inspect some of our cargo; apparently they're being unruly and asking for forgiveness. Pitiful scum. The only thing they can hope for is for their beloved Republic armada to come swooping down. Fat chance they'd even be able to hyperspace in without us knowi-"

... skip-to-point; frame 8 second 2

"... not even sure where they came from, can't trace their interception vectors. Every scan we're targeting at this frakking ship is only hurting us more! It looks Republic by design but it's <unrecoverable> devoid of any markings or distinguishing features aside from those cannons."

*distant voice*
"Ka'loom, we just took a hit to the starboard engine cells! Hyperspace is still down!"

*sound of explosion*

*static*


... skip-to-point; frame 15 second 7

"Shit. V'rez was in the hold during their first volley, poor bastard got flattened by a crate, left me in charge. We're trying to limp through this asteroid field but our engines..."

*static*

"Ta'bir is trying to regain control but we're moving like a slug on ale. All countermeasures have been destroyed."

*static*

"They've got fighter craft and... are those dropships? Attention all crew, dropships incoming, prepare for com-"

*sound of explosion, static*

... skip-to-point; frame 18 second 3

"Still being pursued. This thing has to be the size of a cruiser but it's moving much too fast. They're disabling our outbound communications and hyperspace, can't escape or get a signal to Hutt command. They even shot down our comms probes. I don't even know what they want, we've only got slaves on boa-"

*sound of explosion*


*distant voice*

"Ka'loom? Ka'loom! <unrecoverable>, the XO is down, repeat, XO is down. Shit, incoming boarding craft, brace to repel invad-"

*static*

... ending playback
... loading mission transcript
... logged by: Delta-8 Handler 'Crimson'
... beginning playback of: LOG 102 - POST 'SONATA' COMPLETION

The Apostasy confirmed intel of a passing Hutt shipment of slaves headed for Nal Hutta.

Hostiles were located and engaged at 0900 Kessel time this morning. Fighter Wing 'Ante' disabled their hyperspace drive and damaged their engines to force them on a burn into the nearest asteroid field.

Four dropships carrying temporary REPCOM squads '1' and '2' deposited crew on the 'Sonata'. Opposition was neutralized and innocents recovered by 0950. No allied casualties.

'Sonata' was relieved of all memory banks and scuttled.
... end log


The Apostasy is a Snowcrash-class cruiser, the first and last of her kind, and the base of operations for all Commando missions. She is home to the Bulwark, the top-secret briefing room where all S.O.L.A.G. come to fruition, and transports all active-duty commandos. Bristling with heavy-duty weaponry, countermeasure suites and filled with the galaxy's best and brightest, the Apostasy is one ship that nobody wants to find knocking on their door.

DIMENSIONS:
  • Length: 972m
  • Height: 167m (not counting antennae)
  • Width: 350m (at widest point)
(reference for scale)

ARMAMENT:
  • Long-range: Six banks of triple-turbolasers (two port and starboard, one bow and one stern)
  • Point-defense: Ten single-laser banks
  • Countermeasures: Electronic warfare suites, tractor beam array
  • Fighter craft: Two wings of Hornet-class two-person fighters.
PERSONNEL:
  • Crew: Two hundred
  • Support Staff: One hundred
  • Commandos: Seven hundred
    • Note: Exact number classified
ADDITIONAL:
  • External: Twenty-five Flea-class dropships
  • Docked: Two Mask-class frigates
CLASS: Mask

bmDJW.jpg

Mask-class cruiser engaged in battle above Commenor

... initializing decryption protocol --- done
... engaging translation matrices --- done
... beginning playback of: COMBAT LOG 158 - MISSION VID-CAPTURE


HALLEN: "Squad 2, let's check those seals and get ready to move. Skarl, I want you on the turre-"

... skip-to-point; frame 3 second 1

SKARL: "Transmissions check, y'all hear me?"

HALLEN: "Loud and clear. How's that turret treating you?"

SKARL: "Pretty boring. Negative on contacts so far. I'm tracking multiple outbounds but they look like they're just gas clouds playing with the sensors. Nothing to report aside from that."

HALLEN: "Riveting. Hold tight for re-entry, you might get stuff to shoot at."

SKARL: "Sounds like my kind of thing. Question, if I may; why are we taking the Veil? Wouldn't a Flea be way faster? And smaller?"

CRIMSON: "Because the Veil has more powerful jamming equipment. We can't take the Apostasy into the atmosphere, and any external interference would trigger their alarms; interference from within the atmosphere will just be seen as a mechanical fault. And a Flea would probably get shot down by their base's defenses. Oh, and the Veil has bigger turrets for you to kill things with."

SKARL: "Why does everyone seem to think I'm all about killing things? I love long walks on the beach, too-"

... skip-to-point; frame 4 second 3

HALLEN: "Alright teams, planetary burn is complete, re-entry is over. We're getting dropped off in the middle of this plain; let's get to this rock outcropping as soon as possible. The closest Hutt outpost is forty clicks away, so they most-likely won't have a clue we land, but we've got to look out for artillery."

SKARL: "Aw, shit, I hate to interrupt you, Hallen, but I've got five inbound automated patrol craft. They're still about fifteen clicks out, so I can't target. No indication they've spotted us, but it's better to be safe, right?"

CRIMSON: "Crimson here. Let's take those birds out. Two turrets on them, please; from what I'm getting out of these readings, they can't communicate back to base at this range - I'd say they're mostly here to keep rogues out. Guess even the Hutts have enemies amongst scum. Permission to engage."

SKARL: "Hell yeah. Locked on in three, two, one... firing."

... skip-to-point; frame 4 second 71

CRIMSON: "Excellent, all kills confirmed. You're cleared for landing in Sector 2, marked on your navs. Good hunting, Charlies."

HALLEN: "Acknowledged, thank you. Skarl, get your ass back here, we've got Hutts to mow down."
... ending playback
... loading mission transcript
... logged by: Delta-8 Ops Handler 'Crimson'
... beginning playback of: LOG 59 - POST ARCADIA INFILTRATION COMPLETION

Summary:
Republic Commandos onboard the Veil inserted onto the planet of Arcadia and destroyed a Hutt outpost that was coordinating attacks on merchant vessels in the system. All hostiles were neutralized.

Charlie-Eight Hallen led both fireteams over a forty-kilometer jog to the outpost from their insertion post. No communications escaped the planet due to interference from the Veil.

Unfortunately, three Commandos were wounded, with Charlie-Four Skarl receiving a fatal injury to the chest from a land-based mine in Sector five as marked on the mission logs.
... end log

The Apostasy carries two Mask-class frigates in her hanger for additional offensive and defensive capability.

Mask frigates are exclusively available to S.O.L.A.G. and embody Commando ideals; they are fast, stealthy, and dangerous. With turbocharged propulsion systems, heavy ablative armour and the latest in precise laser weaponry, Mask frigates are fully mission-capable warships.

Christened Shroud and Veil, the frigates can also serve as lifeboats in case the Apostasy is ever compromised, and have fully-functional hyperspace drives.

DIMENSIONS:
  • Length: 151m
  • Height: 35m
  • Width: 69m (at widest point)
CAPACITY:
  • Rated: One hundred and twenty armed and armoured commandos

  • Maximum: Three hundred and fifty people without personal belongings or armour
ARMAMENT:
  • Long-range: Three banks of quad-grouped turbolasers (one port and starboard, two bow)
  • Point-defense: Six single-laser banks
  • Countermeasures: Tractor jammer, tractor beam array, communications scrambler
PERSONNEL:
  • Crew: Twenty



CLASS: Flea
pauMN.jpg

Flea-class dropship outside Republic military outpost
The Apostasy carries twenty-five externally-docked Flea-class dropships for pickup and dropoff of S.O.L.A.G. forces. The dropships can also be used as electronics-warfare platforms if necessary. They are equipped with short-range hyperspace jump drives.

The Flea is based on the chassis of the standard Fly-class Republic dropship used by the Navy and Military but has an expanded hold, extra fuel and supply reserves, added armaments, electronic countermeasures, and completely-overhauled armour and propulsion systems.

DIMENSIONS:
  • Length: 62m
  • Height: 18m
  • Width: 23m
CAPACITY:
  • Rated: Twenty armed and armoured commandos

  • Maximum: Fifty people without personal belongings or armour
ARMAMENT:
  • Short-range:Two bow-mounted pilot-controlled cannons, auto-targeting stern-mounted laser cannon
  • Electronic warfare: tractor beam jammer, transmissions jammer
    PERSONNEL: Two pilots, one navigations officer


What is our command structure?
We are, functionally, a wholly separate organ from the regular Republic war machine, though we can cooperate; if we do, we have operational superiority over regular forces. We are not above the law, but we are above military guidelines and rules, and it is this skipping of bureaucratic process that provides part of our success.

Our ranking system involves Alpha, Bravo, Charlie and Delta designation paired with a rating system ranging from one to ten - one being the lowest and ten being the highest indication of skill and placement within a squad.​
  • Alpha
    • Denotes a commander. These operatives are responsible for planning, logistics and inter-bureau cooperation, though they are fully combat-capable.
      • Example: A10 S.O.L.A.G. Commander.
        Numerical system denotes position in command chain.
  • Bravo
    • Denotes a specialist. Specialists are soldiers with extensive knowledge in one field, such as slicing or communications. These soldiers handle jamming, computer overrides, and every variety of technical on-site support.
      • Example: B6 Diversions Specialist.
        Numerical system denotes proficiency at specialized task.
  • Charlie
    • Denotes a combat specialist, such as a gunnery or explosives master. These soldiers comprise the bulk of REPCOM operatives, and are all lethal killing machines.
      • Example: C3 Sniper.
        Numerical system denotes position in squad. A platoon leader would have a rank of five or higher.
  • Delta
    • Denotes a support role. Delta operatives are not often found on the battlefield, but instead function from S.O.L.A.G. command posts, guiding ground troops and providing an overview of the situation.
      • Example: D8 Operations Overseer.
        Numerical system denotes operational discretion and resource allowance. A simple coordinator would have a rating of 3, while an air-support overseer would have a rating of 6.

Yeah, but how does that translate onto battlefield command?
This is how the ranking system will work on the ground:

  • Alpha: all Alpha operatives will have complete operational command over lower ranks. Alpha operatives don't normally accompany ground missions, but they can.
  • Bravo: Bravo operatives at ranks 8 and above will have operational command but will defer to higher-ranked Charlie.
  • Charlie: Charlie operatives have operational command at ranks 7 and above but will defer to higher-ranked Bravo.
  • Delta: Delta operatives only have logistics command; they do not have operational command that overrides active ground command. However, their operational command overrules other rank commands (excluding alpha) during pre-boarding, insertion and space operations.

If all applicable leaders on the field have been put out of commission, the next rank in line will take command.
What are Commando squads in terms of size?
In terms of PC (player characters), we'll have about 2-4 in threads. In terms of NPC (non-player characters), around 6 or so per squad. Generally, squad sizes will cap at 8, so it depends.

NPC forces can be roleplayed by anyone who wants to (or me if nobody feels like it).
What types of armament do we have access to?
Absolutely anything that the Republic forces have access to, not limited to heavy support frigates, plasma rifles, jamming equipment, and full armour suites.​
Do I have to be IC (in-character) all the time?
No. Well, in an actual thread, yes. I just like to be IC all the time.​
Where do I post?
For questions, post in this thread. If you'd like to talk about a mission, express your interest in a mission, or suggest something, do it in the Assignments thread. Or PM myself or Archduke Jiang.​
Where do we post to roleplay?
All of our actual roleplaying threads will take place in The Story forum. They'll generally be closed, but I may have a few Ask/Invites for added fun.​
Do we have anything cool lined up?
Well, actually, yes. One of the missions coming up may have Jedi and Bogan in it. But that's not a promise, it might.​
Why do you suck so much?
I was born of a union between a vacuum and a black hole.​
I probably haven't answered a tenth of your questions, so feel free to ask more.
 
Last edited by a moderator:

Raif

Head Schemer
SWRP Writer
Joined
Nov 11, 2010
Messages
2,516
Reaction score
39
I have a couple questions.

First, I know we have access to pretty much any weapons we want, but does anyone know a good website or anything with some weapons ideas? I have seen a lot of people on this site with weapons in their profiles that include pictures and statistics and whatnot, and I was wondering where they got them? Or if they just made them up?

Second, what sort of training can our characters reasonably assume to have been trained in during Commando training? For instance, Gar has no specific navigation training in his background, but can I assume that it was covered during training? Same thing with first aid, languages, etc.?
 

Tarus

Solace-seeker.
SWRP Writer
Joined
Sep 7, 2010
Messages
295
Reaction score
0
I have a couple questions.

First, I know we have access to pretty much any weapons we want, but does anyone know a good website or anything with some weapons ideas? I have seen a lot of people on this site with weapons in their profiles that include pictures and statistics and whatnot, and I was wondering where they got them? Or if they just made them up?

Well, my personal rule is to always include a reputable manufacturer or something that makes sense. For example, a character in this period won't have access to many Mandalorian weapons. A Czerka repeater, on the other hand, would probably be common.

I'd recommend Wookieepedia for starters. There are other fan-based sites scattered around the web, but they're too numerous to list, really.

Oh, and as for statistics/pictures, the statistics are probably made up. Don't worry about that too much, though; as long as it's realistic, it's OK.

Second, what sort of training can our characters reasonably assume to have been trained in during Commando training? For instance, Gar has no specific navigation training in his background, but can I assume that it was covered during training? Same thing with first aid, languages, etc.?

He'd have basic navigation training, but nothing specialized; if he'd like to specialize it, he could do so through the Commandos, but AMOS training focuses on combat, stealth and survival, not navigation.
 

Raif

Head Schemer
SWRP Writer
Joined
Nov 11, 2010
Messages
2,516
Reaction score
39
Ok, so what about piloting/astrogation? I'm thinking in reference to the mission which calls for commandos to have astrogation skill, I'd like to know whether it would be safe to assume Gar can pilot a ship without crashing, or whether he doesn't qualify for that mission. Or if he can go on the mission and just be the annoying side-seat-driver.
 

Tarus

Solace-seeker.
SWRP Writer
Joined
Sep 7, 2010
Messages
295
Reaction score
0
Ok, so what about piloting/astrogation? I'm thinking in reference to the mission which calls for commandos to have astrogation skill, I'd like to know whether it would be safe to assume Gar can pilot a ship without crashing, or whether he doesn't qualify for that mission. Or if he can go on the mission and just be the annoying side-seat-driver.

We prefer an actual pilot with insertion experience, or somebody who's had the training; piloting the ship isn't all that's necessary. I'm not saying you couldn't roleplay it, of course, I'm just saying it doesn't quite sound like something your character would be an expert at. Former assassins or higher-ranked Republic characters would be better-qualified.

You could always be a gunner! :CHappy
 

Raif

Head Schemer
SWRP Writer
Joined
Nov 11, 2010
Messages
2,516
Reaction score
39
I think being a Gunner sounds like something Gar is definitely suited for. Plus, like I said in another post, if it calls for any sort of conning the other side, i.e., getting on a holonet line or something and pretending to actually be the slavers, I think Gar can play that pretty well. Thanks for the info. I am itchin' to get out there and blow something up.
 

Tarus

Solace-seeker.
SWRP Writer
Joined
Sep 7, 2010
Messages
295
Reaction score
0
I think being a Gunner sounds like something Gar is definitely suited for. Plus, like I said in another post, if it calls for any sort of conning the other side, i.e., getting on a holonet line or something and pretending to actually be the slavers, I think Gar can play that pretty well. Thanks for the info. I am itchin' to get out there and blow something up.

You'd make a great operative to talk to the Hutts on the slavery mission; no offense, but being Feeorin, they're much more likely to assume you're just another numbskull pirate.

And we'll blow stuff up soon as soon as Overture is finished up. Which will be soon.
 

Raif

Head Schemer
SWRP Writer
Joined
Nov 11, 2010
Messages
2,516
Reaction score
39
no offense, but being Feeorin, they're much more likely to assume you're just another numbskull pirate.

None taken. I consider it a compliment :CSly
 
Top