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Military Classes Information

Gunmen are not available at this time. This is for the safety of the people of the Tri-Colony Alliance. By eliminating guns, unwanted fatalities have been greatly reduced. 

SCOUTS :

The front line unit of Annex military. Scouts focus on duties such as reconnaissance, relaying new information back to base, which is then distributed to the scout's squad members. These soldiers wear light armor which includes, but not limited to: headset, tactical vest, and protective eyewear. 

Weaponry : 

Because scouts are deemed to be swift and sly, they are not permitted to carry weapons. The only weapon they are allowed for self-defense is a combat knife. In case of a situation where they encounter Parasite-infected humans, scouts are highly advised to fall back to their squad due to lack of self-defensive measures.

WARRIORS :

The highly athletic unit of the Annex Society, warriors focus on close range, depending on their weapon. Even with the technology Gravidal has acquired, the technology for close combat is still fought the old fashioned way. Warriors are weak against mages. Annex is highly dependent on this unit as the first branch of the military, the gunnary unit being the main back-up. Warriors are weak against mages. 

Weaponry : 

Can range from hand-to-hand to long-ranged weapons such as pole arms, throwing weapons, whips, kusarigama, etc. Length must be limited. NO guns/shooting weapons.

Note: A warriors attack range is much smaller than the other classes, even if they are using throwing weapons. You may only choose one weapon, if you have another weapon in mind, it should be similar to your first one, you may not have one close range and one long ranged weapon. 
 

ARCHERS :

 Long ranged specialists, archers are able to shoot targets from long distances. They have more accuracy than the gunmen. This unit are mainly posted up on the rooftops called Watchers. 

Weaponry : 

Bow and Arrow, and crossbow, may be either metal based or old-fashioned wood.

Note: Crossbows may have special cartrige attachments called "Packs", these are placed where the bolt is notched. These packs allow the crossbows to shoot bolts in diffrent ways. Example: a Rapid Fire Pack will shoot out eight arrows is succession. Packs can only have at most eight arrows loaded in it along with other limitations. Packs also cannot be used with specialized bolts. 
 

MAGES :

A separate faction of the military, mages focus on ranged attacks. Depending on their attack, the area affected by this attack may vary. Obviously, spells that have a greater area of effect will take more energy and time to cast. However, controlling magic takes a great deal of energy and mind power. Mages are limited in how many spells they may cast by their stamina and concentration, thus having to rest after expending their energy. A mage's magical affinity can only be alligned to one of the main four elements: Earth, Water, Fire, and Dark. Their attacks will be based off their respective element. 

Weaponry : 

Anything that a mage requires in order to perform magic. This can range from staffs to talismans to certain jewelry and etc.

Note: You may only use one element.
 

MEDICS :

This unit of the Military that patches everyone up. Medics use technological means to heal and fix their comrades. Medics are purely a support class and have very little fighting capability. They only have stamina to keep up with the other classes and perform operations. Medics are most effective when they have access to the necessary facilities and equipment to cure an aliment. When they are on field they can do first aid, quick stitch jobs, and small operations, etc. No big operations or surgery.

Weaponry : 

Medics usually do not carry any conventional weapon because they already have their hands full with medical equipment. If in a desperate situation, they may use their scalpels, tranquilizers, and various other drugs (please limit the types of drugs you character carries.) to protect themselves.

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