Order of battle
Divisions
_
- Feed
- live
- Net
- fleet secure
- Sync
- nominal
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
- Week 1 — Range qualification and recoil control
- Week 2 — CQB drills on live layouts
- Week 3 — Boarding and zero-g movement
- 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
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
- Week 1 — Flight model fundamentals and gimbal work
- Week 2 — 1v1 and 2v2 duelling ladder
- Week 3 — Strike package coordination
- 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
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
- Week 1 — Turret gunnery and tracking drills
- Week 2 — Engineering panels and power routing
- Week 3 — Damage control runs on a live hull
- 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
Pick a lane and qualify
Applications name a preferred division. Leads run qualification during the weekly drill nights.
