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  Discovery Gaming Community Role-Playing Official Player Factions Inter-House A/)- Technocracy of Auxo Archive
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The Armed Mandate of The Covenant | Militant Intervention Branch

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The Armed Mandate of The Covenant | Militant Intervention Branch
Offline A/)- The Inner Phalanx
05-27-2019, 02:13 PM, (This post was last modified: 05-30-2019, 02:22 PM by A/)- The Inner Phalanx.)
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The Armed Mandate of The Covenant
Militant Intervention Branch


Intent & Objectives

The Armed Mandate of The Covenant (Otherwise identified and defined as the Militant Intervention Branch) is responsible for the defense of Covenant territory, the enforcing Spatial Regulations (AMMP Officers), providing security to other divisions/foreign friendly local elements, as well as all offensive operations their society may deem necessary. The Mandate operates with a level of professionalism, and not known for their diplomatic nature. Personnel who have chosen to enlist to serve The Covenant as an operative of The Mandate receive extensive cybernetic modifications, many of whom eventually sacrifice their identity in favor of entering a collective intelligence.

The Mandate falls under the authority and command of Strategos (Keeper) Leviathan.

  • Administer the defense of Covenant territory.
  • Conduct raids and insurgency operations in hostile territory.
  • Launch collection and recovery operations for information and technology.
  • Conduct field experiments on weapon and defensive technologies.
  • Directly confront threats to The Covenant and their mission as they’re identified.
  • Protect foreign expeditions, convoys and operations as well as provide security to friendly local elements.
  • Track and pacify High Value Targets which pose a threat to or have previously wronged The Covenant.
  • Manage and monitor fleet assets throughout the Covenant.



Ranking Structure

Taking inspiration from a wide variety of military structures, the Mandate utilizes a separate series of ranking names with different authority over the standard ranking tree. For example: A Decarch, which shares the same authority and privileges of the standard Paladin rank, has the added benefit of commanding a small detachment of ten units, whereas Paladins are general purpose roles. Each rank will have an individual specialty and number of subordinates they’re authorized to command.
  • Strategos (Keeper equivalent/used as an identifier in terminology)
  • Ethnarches (Venator equivalent/title, used when in command of a Mandate-specific Meros or operation not directly under the authority of the Strategos)
  • Akolouthos (A special title given to those in command of the Varangian Numeri subdivision.)
  • Topoteretes (Sentinel equivalent/used as an identifier in terminology/special permissions or assistants to the higher ranking authority within the Mandate on the field. Gains access to cruisers without special permission. Limited number.)
  • Decarch (Paladin equivalent, gains access to Cruisers with special permission provided from the Strategos)
  • Pentarch (Templar equivalent, gains access to Gunboats)
  • Tetrarch (Guardian equivalent)
  • Ourghos (Warden equivalent/entry level)



Covenant Assets & Compositions

The Covenant’s First Fleet was originally comprised of miscellaneous vessels and was intended as a multi-purpose entity, which could divide itself to address the needs of their society. The inefficiency of this approach came under question, and assets have been since dispersed where they will be the most effective and categorized into groups - or Meros.

The Mandate’s strategy is often direct. Many of their vessels are equipped with anti-stealth technology and not intended to launch covert operations. Instead, the Mandate works directly with other Divisions to provide lethal force when required in other operations, projects or fields of interest. Because of this, stealth missions - while rare, are still possible with joint participation from the Expeditionary Force. The Mandate’s focus however remains waging war on groups and organizations which pose an immediate threat to the security of The Covenant and their mission, often by conducting rapid insertion raids through means of hyperspace. Their strikes are swift and intended to be hit and run moves on a much larger scale, with their forces leaving the area - usually with some victims for collection purposes before reinforcements are likely to respond.

The fielding of larger assets is restricted to the decision of The Mandate’s Strategos following debate within the Inner Phalanx.



All Available Heavy Assets
  • ACV-Achlys | Heavy Dreadnought | Mandate Flagship
  • ACV-Eidolon Wraith | Covert Operations Battlecruiser | Covenant Flagship (Restricted)
  • ACV-Ixion | Medium Escort/Regional Patrol Vessel
  • ACV-Cepheus | Medium Escort/Regional Patrol Vessel (On loan to Expeditionary Division)
  • ACV-Ares | Light Support/Siege Vessel | “Wolf Pack”
  • ACV-Empusa | Light Support/Siege Vessel | “Wolf Pack”
  • ACV-Pholus | Light Support/Siege Vessel | “Wolf Pack”
  • ACV-Cornix | Light Support/Siege Vessel | “Wolf Pack”
  • ACV-Tefnut | Light Support/Siege Vessel | “Wolf Pack” (On loan to Expeditionary Division)
  • ACV-Python | Light Support/Siege Vessel | “Wolf Pack”
  • ACV-Cheimon | Light Support/Siege Vessel | “Wolf Pack”
  • ACV-Guadalcanal | Light Support/Siege Vessel | “Wolf Pack”
  • ACV-Talos | Light Support/Siege Vessel | “Wolf Pack”
  • ACV-Oenoe | Light Support/Siege Vessel | “Wolf Pack”
  • ACV-Medea | Light Support/General Purpose
  • ACV-Circe | Light Support/General Purpose
  • ACV-Asteria | Light Support/Area Denial
  • ACV-Viper | Insurgency Support/Area Denial
  • ACV-Prelate | Insurgency Support/Area Denial
  • ACV-Redshift | Insurgency Support/Area Denial
  • ACV-Predator | Counter-Snubcraft/Area Denial
  • ACV-Redeemer | General Purpose

Due to having a limited number of large capital craft, The Mandate often limits small scale operations that require heavy support to wolfpacks, which consist of heavily modified gunboat vessels for hunting purposes. Otherwise, field operations are limited to snubcraft. The Mandate makes use of a wide variety of assets ranging from Legion surplus hardware and Edge Worlds series ships to self-manufactured Marlins. The assets are divided throughout The Mandate into different groups (Meros).



Light Asset Compositions:

“Basilisks” - Heavy Strike Bombers [Warans, 1-20]
“Arae” - Stealth Interdiction Strike Bombers [Steelheads, 1-10]
“Hoplites” - Heavy Intervention Fighters - [Falchions/Marlins, 1-50 + Khalkotauroi Experimental Superiority Unit)
“Hussars” - Regional Security Wing (Prosecutors, IMG Fighters. Responsible for local security)
“Immortal Angels” - Ex-Reaper Combat Wing [Liches, 1-30 + Experimental Superiority Unit Xanthus]
“Dragoons” - Interception and Harassment Wing [Light Fighters 1-5 + Experimental Unit Volans]
“Skoutatoi” - General Purpose Units [The main body of general combat personnel. Consists primarily of Very Heavy Fighters not filtered into specific units or squadrons. These make up over 75% of the Covenant’s fighting force. (// Indies)]
“Toxotai” - The Mandate’s dedicated Interception and scouting wing. [Light fighters]
“Menavlatoi” - The Mandate’s dedicated light combat wing. [Heavy fighters]
“Cataphract” - The Mandate’s dedicated strike bomber wing. [Bombers]



Meros Structure and Compositions (Battlegroups):

1st Meros - Eidolon Battlegroup/Primary home defensive force. Works in conjunction with the AMMP service locally unless required for support or recon during foreign operations.

2nd Meros - Achlys Battlegroup/Ixion & Cepheus/”Wolf Pack” unless specified.Based in Inverness unless otherwise specified during deployments. Escort cruisers are deployed in service of the AMMP when not actively participating in foreign operations for Border Patrol duties. Primary combat force of The Covenant.

3rd Meros - Expeditionary Force, currently based from the Cepheus, with other vessels including the Glaring at its disposal.

4th Meros - Scientific and experimental assets, based from the Temple of Auge. (Gaian GB, SV- tagged ships and other non-combat vessels used for scientific purposes)



Communication Terminology & Field Conduct

Aiming to be the a well structured and organized fighting force as well as to confuse outsiders ever so slightly, The Mandate has adopted several terms for communication between one another and for identifying threats/local elements. An Operative on the field is expected to disconnect emotionally from all interactions with foreign elements, local entities and hostiles. These expectations even cover petty insults and disdainful behavior towards degenerate elements, however it isn’t uncommon for some within the Mandate to be outright hostile in social interactions.

“There is no need to remind garbage about what it is. Just clean it up.” - Leviathan



General Terms and Definitions

“Local” - Used to identify non-Covenant assets during foreign operations. Locals can be neutral entities, friendly or hostile. The term is generic.
“Hardpoint” - Taken from old strategic books that had been provided by the late Venator Stacker, this term is used to reference checkpoints or locations in which a security presence has been established. Hardpoints are identified also by name. (i.e Hardpoint Alpha = Cortez hole)
“Clamp/Secure” - To establish a security line/Hardpoint.
“Pacify/Amputate” - For describing intent to engage and destroy a target.
“Tango/Hostile” Used in place of enemy, target, bad guy. For describing/identifying a hostile or aggressive element. Can be used in conjunction with pacify (i.e Hostile pacified.)
“Luddite/Layman” - Considered to be slightly derogatory terms used by less professional members of the Mandate when describing locals or individuals who are deemed to be less intelligent than The Covenant, and even less than the average Sirian. Often used when dealing with ignorant groups or individuals stuck in their ‘old ways’ that hinder progress.
“Themata” - Used uncommonly when describing the Mandate’s forces in official contact with locals.
“Meros” - Used when describing the Covenant’s battlegroups.
“Control” - Otherwise known as Field Command. (i.e Operative x to Control, requesting code update/requesting status/requesting orders)
“Moira/Mira” - Split/Divide. Spread out.
“Midnight” - Radio silence/Communications blackout.
“Daylight” - Resume communication.
“Sunrise.” - An operation is given the green light to begin/launch.
“Sunset.” - An operation has concluded.
“Clear Skies” - Area secured. No threats. Personnel can stand down.
“Overcast” - Possible threats in the area. Initiate sweeps and report line of sight (position/what areas are in proximity/can be covered by you immediately).
“Storm” - Verified hostile presence. Converge and pacify/amputate.
“Hardpoint Zero” - Valravn Citadel’s security zone and region.
“Virome” - Suspected or confirmed individual under Nomad control/infestation.
“Biotics” - Nomad husks and incubi.



Color codes and their meaning

Color status: Green (Area secure. No hostiles or threats)
Color status: Yellow (Caution. Potential threats/hostiles in the area. Ready weapons and defensive postures. Also applies to natural phenomena)
Color status: Red (Danger/Alert: Hostilities imminent/combat initiated. All operatives must report in and be ready at their stations.)
Color status: Blue (Hyperspace procedure initiated. All large vessels must initiate lockdown and securing procedures.)
Color status: Black (Retreat. Threats posed to our personnel exceed our survival abilities/A shift in odds has occurred and strategic re-evaluation is required. Protocol requires no personnel be left behind except under section 1.3.)



Mandate Field Protocol

1.0 - Remember and follow your oath to The Covenant.
1.1 - Do not abandon your comrades in the field of duty. (Overridden by 1.3 in Code: Black situations)
1.2 - Avoid social contact with individuals or elements deemed unnecessary to your operations. Things like idle conversation can lead to information leaks. Insults are below us.
1.3 - Mandate personnel are expected to relinquish any hopes of survival. Code: Black is one such circumstance where this applies, in which an individual may find themselves forced to serve as a sacrifice and stay behind for the survival and success of the others.

Operatives are expected to embrace this destiny with honor and dignity. To face whatever insurmountable odds have caused such a rare circumstance to occur. Success or failure, their actions will be honored and recorded in history.
1.4 - Zero exceptions are given to those who actively violate Spatial Regulations or are a threat to The Covenant. Our loyalty cannot be bought.
1.5 - No quarter to the enemy. Victory assures the survival of not only yourself, but the Covenant in its entirety. Your success is non-negotiable.
1.6 - Avoid identifying yourself outside of codename designations when interacting with locals. What you are doing and who you are is not their concern, and their problems with your job is not your concern. No interruptions.
1.7 - The use and operation of allied or lend-lease equipment without the express authorization of the Strategos and Inner Phalanx is not permitted. The use of allied technology under specific circumstances requires a level of caution regardless. Using Legion hardware in Liberty for instance is forbidden.



Awards Criteria

Unlike the more passive divisions of The Covenant, the Mandate sees value in professionalism, conduct, operational success ratio and combat capabilities. Each of these in some way define the criteria of advancement. Upon entering the Mandate after surpassing the role of Initiate, the Ourghos is bestowed their Insignia as all others who surpass the entry level, and is held to a higher field standard than other personnel of equal ranking. Communication is limited to tactical comms unless otherwise specified, and professionalism is expected when conducting an operation.

The Mandate on top of The Covenant’s medal and awards system has incorporated several Mandate-specific honors it can bestow to personnel ranging from acts of valor in the face of insurmountable odds to proficiency in combat. These decorations earn personnel unique access to special equipment (codenames/rare shareds/cloaks and other equipment) and other payouts should they be interested. Decorated personnel receive recognition from their peers as outstanding agents in the line of duty.

  • Covenant Insignia - Awarded upon entry into the Mandate after surpassing the rank of Initiate and choosing a Division.

  • Miri’s Star - Awarded for acts of valor and bravery in defense of comrades or allied elements. Named after Miri Keating, an Auxesian hero.

  • Raven’s Banner - An award given to those who have earned the favor of the Keepers/Strategos. Reasons may vary.

  • Thanatos’ Sigil - Awarded to individuals for surviving a Code Black 1.3 scenario in spite of insurmountable odds, ultimately leading to either the survival of their comrades and/or success of the mission at hand.



The Armed Mandate Military Police (AMMP)

Local law enforcement officers with different communication protocols, equipment and training explicitly to lead efforts in the enforcement of Auxesia’s Spatial Regulations. Their presence is limited to Ismara, Inverness and Ataraxia respectively, as well as the occasional border patrol when loaned the cruisers Ixion and Cepheus.

For planetary service, the MPs are equipped with improved and lighter versions of the AMU Spider Tank, equipped to be more versatile in urban situations and equipped with crowd control systems, such as high-pressure water hoses and high-powered strobes for disorienting suspects. The officers themselves are equipped with special tracking helmets and modified ballistic carbines or pistols. They also carry stun batons for standard patrol duties and non-lethal takedowns, with arial and spatial patrols being handled by second hand equipment from the Legion, Independent Miners Guild or Borderworlds technology.

While not as nearly militaristic as the main body of the Mandate, the AMMPs are still somewhat considered ruthless in their treatment of malcompliants and degenerates.

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