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Order of battle

Divisions

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GROUNDSIDE

Marines

FPS assault and boarding

The knife edge of the Initiative. Marines clear bunkers, hold objectives, breach hostile hulls and hold ground while the fleet works above them. Every member drills room clearing, comms discipline and medical rotation until it is automatic.

Required skills

  • Stack discipline and four-man room clearing
  • Callouts in under three seconds, no chatter overlap
  • Armour and weapon fitting for the contract, not for looks
  • Combat medicine and casualty extraction under fire

Training path

  1. Week 1 — Range qualification and recoil control
  2. Week 2 — CQB drills on live layouts
  3. Week 3 — Boarding and zero-g movement
  4. Week 4 — Full mission rehearsal with air support

Standard loadout

Primary: ballistic rifle, mid-range optic

Sidearm: energy pistol for shielded targets

Utility: two frags, one smoke, medpen trio

Armour: medium, undersuit rated for vacuum

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TALON

Pilots

Fighter screen and strike

Pilots own the air and the space above the objective. Interceptor screens, strike runs on capital targets, dropship insertion under fire. We fly wings of two, we do not fly alone, and we do not chase kills away from the objective.

Required skills

  • Energy management and pip discipline
  • Wingman formation, lead and cover rotation
  • Missile defeat and countermeasure timing
  • Precision dropship insertion on hot LZs

Training path

  1. Week 1 — Flight model fundamentals and gimbal work
  2. Week 2 — 1v1 and 2v2 duelling ladder
  3. Week 3 — Strike package coordination
  4. Week 4 — Combined arms with Groundside

Standard loadout

Interceptor: light fighter, ballistic mix

Strike: medium fighter with torpedo fit

Insertion: armed dropship, door gunners assigned

Always: quantum fuel reserve for two jumps

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BULWARK

Gunners & Crew

Multicrew turrets, engineering, command

Multicrew is a skill, not a seat. Turret gunners, engineers on power triage, and the crew chiefs who keep a capital ship fighting after the first hull breach. This division turns one ship into a working weapon system.

Required skills

  • Turret lead and deflection at range
  • Power triage and shield rebalancing under load
  • Damage control routing and fire suppression
  • Crew comms: one voice per station, no cross-talk

Training path

  1. Week 1 — Turret gunnery and tracking drills
  2. Week 2 — Engineering panels and power routing
  3. Week 3 — Damage control runs on a live hull
  4. Week 4 — Full multicrew engagement rehearsal

Standard loadout

Station kit: repair tool, multitool, tractor beam

EVA-rated suit at every station, no exceptions

Spare components racked before every sortie

Backup comms channel briefed pre-launch

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Pick a lane and qualify

Applications name a preferred division. Leads run qualification during the weekly drill nights.

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