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- "The Shadows and Darkness are our allies; precise and sudden, we have no mercy; Soulfire Strike Team will lead the way"
- ―Odin Vaaj
A Battleteam within House Galeres of Clan Arcona
Soulfire Strike Team
Soulfire Strike Team is an elite commando unit formed to fill a variety of mission profiles within Arcona’s military. With an unconventional ‘blasters first’ policy on threats, the team treat themselves as commandoes before Jedi and often view their talents in the force as mere supplements to their military training. With a strong Mandalorian ethos backing the Squad, Soulfire are very military orientated and spend on average 6 hours a day training. A closely knit elite squad with certain privileges within Arcona, they are nevertheless known to be cliquey in the extreme and highly aware of their special status. Members of Soulfire are often picked for demonstrating an affinity with a specific area of combat before being trained up to scratch, and often even those that are trained up don’t last – Soulfire is unwaveringly given the difficult jobs, and has yet to come out of an operation without a grin on its bloodied, battered face.
Roster
Soulfire Company is divided into 5 separate units: One Force sensitive commando unit, two standard Special Forces Commando units, a crew for Soulfire's support vessel, and a specially trained crew for Soulfire's LAAT/i.
Soulfire Strike Team:
Additional Crew:
- Pilot: Kerabut Sarrantye (Barabel Male, Barab I)
- Co-Pilot: Miwat Sarrentye (Barabel Female, Barab I)
- Gunner/Mechanic: Nir'Raih (Twi’lek Male, Ryloth)
- Gunner: A’heyl (Human Male, Eldar)
- Gunner: Willan (Human Male, Eldar)
- Pilot: Sherruk Kodiak (Human Female, Dxun)
Drexl Crew:
- Pilot: Sli'Rui (Twi'Lek Female (Ryloth)
- Co-Pilot/Forward Gunner: Jaden Fox (Human Male, Corellia)
- Starboard Gunner: Berra Tork (Human Male, Coruscant)
- Port Gunner: Derk Che'kla (Bothan Male, Bothawui)
Kad Prudii (Saber’s Shadow):
- Sergeant: Maku Kodiak (Human Male, Dxun)
- Tech Specialist: Briike Kodiak (Human Male, Dxun)
- Comm Specialist: Terra (Humanoid Female, Eldar)
- Scout: Errallaian (Human Female Eldar)
- Sniper: Fl’iim (Human Male, Eldar)
- Demolitions: Kumus Kodiak(Human Male, Dxun)
- Point Man: Firrell(Humanoid Male, Eldar)
- Medic: Davrel Kodiak (Human Male, Dxun)
- Heavy Weapons Specialist: Fi Kodiak (Human Male, Dxun)
Kad Hukaatir (Saber’s Guard):
- Sergeant: Derik Loran (Human Male, Corellia)
- Tech Specialist: Davrel Kodiak (Human Male, Dxun)
- Comm Specialist: Flik (Human Female, Mandalore)
- Scout: Rothruzmal (Aar'aa Male, Aar)
- Sniper: Riila Kodiak (Human Female, Dxun)
- Demolitions: Jarg Kodiak(Human Male, Dxun)
- Point Man: Reeza Kodiak(Human Male, Dxun)
- Medic: Riina (Iotran Male, Iotra)
- Heavy Weapons Specialist: Saress (Human Female, Dxun)
History and Lore
Soulfire Honor Code
Soulfire, the eye of the storm
Around us destruction reigns, but within our team, there is nought but calm
A calm that permeates out, and works with our skills to bring an end to our enemies
The question is not 'will Soulfire win?'
It is 'How long before they win?'
But to be a member of Soulfire is so much more than it seems from the outside
Skill is not the only requirement.
Loyalty, honour, fidelity, All hold an important part of the Soulfirian Code.
Some call us arrogant, others call us blind
But jealousy is a dish best served cold, and it is what calls the criticism down on our Team.
We look after our own and keep to ourselves, but we aren't averse to helping others
We do this because of previous actions which taught us to help, but never to trust.
Trust must be earned, just like honour, and both are important
For without trust, there cannot be a team spirit
And without a team spirit, Soulfire would cease to be.
To condemn us is to bring the wrath of the very heavens down upon yourself
To join us is to ally yourself with a stoic society who will protect their own
To ignore us is an action that should be avoided, lest we strike you down from the shadows
To help us is to mean that someday, we will help you in return
To beat us, is a task that will never be achieved
Victory is assured
For we are Soulfire
Our strength rises from our unity
It comes from within, is released out
And brings victory to all those who fight beside us
We are Soulfire
Proudly we stand here, victorious
Then
Now
And forever more
Created by Zandro Savric Erinos
Soulfire Crest
The logo, the Soulfire crest, is a symbol that both inspires courage and strike fear. The sword running the length of the logo represents the Jedi Squad within the group. It's location in the centre implies the squad's importance as the cornerstone which the Strike Team is built upon. The cut out sections represents her two support squads and the wings represent Soulfire's support vessels and their crew. More obviously the colour of blue was chosen to display her fealty to Clan Arcona.
Motto
The motto, 'The Shadows and Darkness are our allies; precise and sudden, we have no mercy; Soulfire Strike Team will lead the way.' is always firmly rooted in the members' souls. The Shadow as the specific art of Clan Arcona and the Darkness as the overall power of the Dark Jedi; are always their allies and source of power. SF always completes the missions precisely, with swift attacks and they eliminate the target without mercy. The Force is trained in an even higher level of sensitive operation, including assassinations. The Soulfire Strike Team will lead the way.
Vision
The vision of the Soulfire Strike Team is "All dedicated to the glory of Arcona". Various missions given by the superiors must be completed perfectly by the members. Once the member is accepted into Soulfire Strike Team, the crest is tattooed onto the member's right shoulder. This process is performed in the Soulfire Credential Ceremony in the Fire Hall of Soulfire Headquarters in Eldar.
Awards
Members of Soulfire have time and time again gone above and beyond what is required of a Trooper of the Arcona Defence Force and because of this have earned various awards from Galeres. Notably, the Kama (a protective garment worn around the waist to protect the wearer’s legs from shrapnel), the Pauldron of rank (designating command over a portion of Arcona’s Defence Force) and the Soulfire specific award given out for extreme bravery and dedication, the Jaig eyes (painted red ceremonial eyes onto the wearer’s helmet).
The recipients of these awards are as follows:
Pauldron:
Zandro Savric Erinos
Malidir Dinistr Erinos
Kieran Kodiak Erinos
Kama:
Zandro Savric Erinos
Kieran Kodiak Erinos
Malidir Dinistr Erinos
Juda Kodiak Erinos
Jaig Eyes:
Zandro Savric Erinos
Sashar Kodiak Erinos
Equipment
Soulfire Strike Team is the best Arcona has to offer. They are supremely qualified in their role as the elite commando unit and spend on average 6 hours a day training as a cohesive unit. They are closely-knit, confident in their ability to meet the objectives almost any other unit would deem ‘impossible’ and very much deserve the elite status they’ve been granted.
Armor
Dar'Verd Combat Enviroment Suit (DV-CES 1)
As Soulfire is the Elite of the clan, it only stands to reason that they receive the best ‘gear’ available. Never one to spare any expense on his favourites, the Consul commissioned a team of Mandalorian Neo-Crusaders from the Kodiak Clan of Dxun to fashion suits for his chosen Battleteam. The armour is built to be a lightweight version of Mandalorian Armour. All the armour is done in Black with a matte black bodysuit to keep the plates together. The Soulfire emblem is painted onto the right pectoral plate and the armour has a turquoise trimming, to represent their fealty to House Galeres. On missions where stealth is a priority, the armour’s trimming is usually painted over, and the Soulfirians wear black over-cloaks to further give the image of a shadow (a nod in the direction of Arcona’s chosen Clan Force focus).
Jet black plates cover the torso, shoulders, crotch, thighs and shins and the Soulfire emblem is painted on the right pectoral. About
the waist there are various pouches to hold the equipment any Soulfirian needs (the standard equipment list is shown below). Mandalorian Iron was excluded as the choice for the armour as it proved to be too heavy for the function of a commando unit. Instead, laminanium armour (regenerative armour featured on the YVH Battle Droid) plating is found on the torso (the other armoured plating is a lightweight plasteel alloy). Due to the heavy nature of the alloy gel packs are utilized to reduce the wait but drastically shortens the life span of its self repairing function; now only able to withstand three direct hits. Where the armour doesn’t cover there is a matte black bodysuit that serves to insulate the body and regulate it using a new experimental memory-fabric which can alter its density according to the wearer’s body temperature, loosening if they are cold to create a layer of air between the body and the fabric so that the body can warm up, whereas if the body is hot, the fabric tightens, absorbing any sweat directly from the pores and a specially-designed chemical in the memory fabric will react with the salt in the sweat to lower the temperature, thereby keeping the wearer from overheating.
Each of the helmets is the main defining feature of the armour. They contain a close range com link for in squad communication, night vision and 'tactical' vision, in which all of the teammates positions are shown as well and often include additions to help in the area of specialisation.
DVB-2 Combat Helmet
The helmets sported by the squad have also been updated to cope with the changing situation. With the increased amount of Melee combat the squad the original design’s view was found to be too constricting. Tiny cameras have been mounted on the helmet which feed into the helmets display. The target acquisition software has also been updated to include projectile tracking enabling the wearer to track incoming Thud Bugs. The information library has also been updated to include all the Yuuzhan Vong Technology recorded in the Galaxy as have the various role unique libraries.
Standard Weapons and Equipment
Erinos Plasma Projector-2 Assault Carbine (EPP-2)
Noticing a distinct lack of power at close range, Sashar and Kieran worked closely to design a weapon that provided more stopping power than the E-15A, whilst sacrificing some of the range. The end result was the EPP-2; the Erinos Plasma Projector-2 (the first having taken the testing droid’s face off when it back-fired).
The EPP-2 borrows a lot of its technology from the Flechette launcher – firing a spread of burning projectiles that do incredible damage at close range, however instead of being based on what’s essentially molten shrapnel, the EPP-2 fires plasma-coated discs that explode on impact, delivering severe plasma burns to the opponent as well as packing one hell of a kinetic punch. Naturally, the recoil on the EPP-2 is vicious. Also, the plasma packets offer a more concentrated blast zone, rather than spraying the immediate area before the wielder in fire. Its maximum range is twenty five meters, and its optimum range is ten meters. The weapon can fire once every half second and can fire a total of 40 times before needing to be reloaded. Unfortunately, the ammunition packets for the EPP-2 are quite large and cumbersome, so Soulfire Members usually only carry one spare. The weapon is attached to the squad's packs and the stock folds under the weapon for compact storage.
Lancer Projectile Rifle Mark 1 (LPR-1)
With the Galaxy changing, warped by the hands of the Alien invaders the squad decided newer weaponry was required to combat this new menace. Kieran and Sashar designed a new rifle to be phased into the squad. The rifle fires a blast of compressed air (drawn from the surrounding atmosphere and stored in a small tank for use) which propels the thin dart shaped rounds at high velocity through a plasma chamber. The dart is divided into three parts. The point is formed of Titanium shaped into an cross and slotted into the similarly crossed alloy that makes up the housing. A Durasteel Frasium alloy was created for the housing marring Durasteel’s strength with Frasium’s incredibly melting point. This high melting point serves to delay the plasma from melting through to the miniscule Nergon-14 compound hidden within.
The idea being that when the superheated round hits the Vonduun Crab Armor it penetrates slightly before what is left of the point shatters allowing the plasmas to seek out the incendiary compound and thereby igniting it. Our battles with the Vong have taught us that whilst resistant to blaster fire and Lightsabers they do not react so favorably to explosives. The weapon thus relies on two power cells, one containing the gases required to create the plasma coating and the other containing the darts themselves. A suitable magazine was designed featuring dual chambers containing enough rounds and gas for fifty shots.
The intense heat within the weapon triggered by the igniting gases requires a separate alloy to be incorporated into the design. The barrel and gas chamber were constructed from Dallorian Alloy; fully capable of withstanding the intense heat. The rifle also features a scope that is integrated with the helmet’s targeting software and has been designed with mind to the weapon attatchments available in the Galaxy.
Electric Disruptor Field (EDF-1)
Research on captured technology has also led to developments in the armor itself. The few Jedi that had survived encounters with th Vong substance Blorash and the few captured specimens available prompted a countermeasure to be developed as they proved notoriously difficult to kill. The squads armor was sprayed with a transparent coating of conductive minerals which allow an electric charge to flow over every external surface, so that when the wearer comes into contact with the jelly he or she can trigger ‘the pulser’ (as it is colloquially known) causing the Blorash Jelly to detach itself. Whilst the pulse does not kill it, it is able to stun the organism for several minutes allowing he Jedi to avoid it. The pulse feeds from the armor’s regenerative system as installing another battery for the device added too much weight to the armor. The side effect being that extensive use of the pulse prohibits the armor from regenerating.
Comlink Bead
When working incognito, Soulfire substitutes their helmets and armour for 'civvie' attire, which surrenders them the luxury of their comlinks. To combat this, Soulfire acquired a set of bead comlinks so that they might keep in constant contact without being observed. The bead comlinks are inaudible to anyone other than the user and can pick up the barest trace of the user's voice. It can be toggled on and off by clicking ones' back teeth.
Squad Roles
As an elite commando unit, it is imperative that the team remain as versatile as possible, which is why different roles and trooper classes have been drawn up. Each one carries different weapons and equipment in order to better support each other in the field. The armour is divided into three main classes of Light Trooper, Assault Trooper and Heavy Trooper. Within the classes there are numerous roles.
Assault Trooper (Sergeant)
Description
The armour worn by the commander features some complex technology to aid him/her in leading the team effectively on the battlefield. A central databank contains detailed topography of the local area and displays it on the helmet’s HUD. It is also able to pinpoint the location of each of the team on the map as well as display their vital statistics. The commander can relay orders and assign objectives using the armour’s onboard computer which is controlled through both vocal commands and a datapad attached to the gauntlet. It is through this that the commander can call up a variety of different tactics to suit different situations as well as review the common tactics used by military bodies today. During large scale battles the suit is linked directly to the overall commander for instant orders and tactics.
Weapons
- Lancer Projectile Rifle (Locris Syndicated MGL-1 MicroGrenade Launcher)
- EEP-2 Assault Carbine
- Silenced SSK-7 Heavy Blaster Pistol
- VibroCombat Knife
Grenades
- Class B Thermal Detonator (2)
- Proton Grenade (1)
- Fragmentation Grenade (4)
Assault Trooper (Demolitions/Point Man)
Description
Like all the other roles within the strike team the assault trooper’s Neo-Crusader armour is slightly different to ensure better performance within his/her role. The helmet is equipped with an advanced targeting system; when configured to the individual’s person the helmet takes readings from the gauntlet and is able to paint a cross hair for the weapon on the HUD of the helmet (it will also work in conjunction with the grenade launcher). A series of vocal commands can identify targets, set target priority, zoom in on the crosshair and a host of other gadgets. The system also incorporates a threat analysis program able to prioritize targets due to threat level whilst also monitoring who the other members of the strike team are targeting to maximize the units effective firepower; the information can then be transmitted to the other members of the strike team.
Micro stabilisers have been built into the gauntlets in order to improve the finger dexterity allowing for the precise movements required for demolitions. The armour remains the same as the rest of the squad save for the breathable suit. Durasteel fibres have been sown into the suit in a honeycomb pattern to provide additional protection where the plates do not cover; the honeycombed pattern is able to absorb kinetic and blaster energy but will do little against melee attacks.
Weapons
- Lancer Projectile Rifle (Locris Syndicated MGL-1 MicroGrenade Launcher)
- EEP-2 Assault Carbine
- Silenced SSK-7 Heavy Blaster Pistol
- VibroCombat Knife
Grenades
- Class B Thermal Detonator (2)
- Proton Grenade (1)
- Fragmentation Grenade (4)
Demolition Equipment
- Shaped Explosives (1 kg)
- Explosive Tape (10 m)
- Remote Detonator (5)
- Motion Detonator (5)
- Timed Detonator (5)
- Adhesive Spray
Assault Trooper (Medic)
Description
The Medic class of assault trooper is similar in many ways. It contains a medical analysis encyclopedia and a small computer able to analyse and suggest treatment (medisensor) for a variety of wounds you would expect to incur in battle. The helmet also has an optical zoom for the finer medical work.
The suit itself remains standard save for the left gauntlet upon which a datapad has been mounted. It responds to a limited amount of verbal commands but has an easy to use keyboard for more specific enquiries.
Weapons
- Lancer Projectile Rifle (Locris Syndicated MGL-1 MicroGrenade Launcher)
- EEP-2 Assault Carbine
- Silenced SSK-7 Heavy Blaster Pistol
- VibroCombat Knife
Grenades
- Class B Thermal Detonator (2)
- Proton Grenade (1)
- Fragmentation Grenade (4)
Medical Supplies
- ECM-598 Medical Backpack
- Hand-Held diagnostic scanner
- Assorted anesthetics, analgesics, opiates, blood pressure, respiration and pulse regulators, assorted vaccines and other medicines for humans.
- Emergency procedure database
- Closure packs - pressure sealant bandages and absorptive material for high trauma.
- Filtration masks - supplies oxygen rich flow.
- Laser scalpel
- Assorted syringes, suppositories and other delivery devices for medicines
- Portable stretcher - supports up to 150kg
- Pressure cuffs and tourniquets
- Sterile cloths and bandages
- 2 units of universal plasma.
- Fastflesh Medpac (2)
Light Trooper (Scout/Sniper)
Description
The scout sniper’s helmet incorporates some highly sophisticated imaging software. It has a telescopic zoom allowing the scout to zoom in and out, and also thermal imaging and low light mode all activated through the datapad attached to the gauntlet; voice controls having been removed to adhere closer to the scout’s covert role. The imaging software used is also able to recognize structures, vehicles and weapons and cross reference the silhouette with its databanks to report what the item is, very useful in collecting intelligence. The helmet also incorporates a recording program so that everything the scout sees is recorded to analysis at a later date.
The armour itself is painted matte black and is essentially the same as the rest of the teams except that all extruding items and loose parts have been removed to decrease the noise made.
Weapons
- Verpine Projectile Rifle
- EEP-2 Assault Carbine
- Silenced SSK-7 Heavy Blaster Pistol
- VibroCombat Knife
Grenades
- Class B Thermal Detonator (1)
- Fragmentation Grenade (3)
Equipment
- Scarab ‘Scout’ Droid (3)
- Scarab ‘Decoy’ Droid (1)
- Scarab 'Suicide' Droid (2)
- Directional Eves Dropper (1)
- MiniCam (3)
- for Verpine Rifle -
- Standard Round Clip (5)
- EM Dust Clip (1)
- Explosive Round Clip (3)
- 2-stage Round Clip (1)
- Smoke Grenade Rounds (3)
- AP Round Clip (2)
Light Trooper (Tech/Comm Specialist)
Description
The Tech/Comm Specialist’s armour is the standard Soulfirian armour complimented with a specially designed helmet with an augmented ocular system. This system allows the user to zoom to microscopic levels through simple vocal commands with the addition of several different close range views. The helmet also has a built in long range transceiver able to communicate to anyone within the planetary system.
A datapad is attached to the left gauntlet and contains complex mechanical encyclopaedia on all modern technology allowing the wielder to identify even the most obscure and foreign technology in use. The datapad also contains several software programs to aid the trooper in slicing. The datapad also monitors local transmissions, decodes them and filters them for information useful to the mission.
Weapons
- Lancer Projectile Rifle (Locris Syndicated MGL-1 MicroGrenade Launcher)
- EEP-2 Assault Carbine
- Silenced SSK-7 Heavy Blaster Pistol
- VibroCombat Knife
Grenades
- Class B Thermal Detonator (1)
- Fragmentation Grenade (3)
Equipment
- Portable HoloNet Transceiver (1)
- Laser Torch (1)
- Fusion Cutters (1)
- Wire Strippers (1)
- Hydrospanner (1)
- Arc-Welder (1)
- Splicer (1)
- Insulated Wiring (5 m)
Heavy Trooper (Heavy Weapons Specialist)
Description
A vital role in the team is that of the Heavy Weapons Specialist. This trooper wears armour with stabilisers built into it in order to aid the user when carrying and operating the heavy weaponry. The helmet’s optical device has a range finder and target analysis software thus it is able to identify the strength of the hull and shielding for the appropriate warhead to be utilized. The visor is equipped with a blast shield to protect the user’s eyes from glare and shrapnel.
The suit itself has a blast dampening system (similar to that of the Demolitions trooper) to further protect the user as well as numerous storage pouches for the variety of warheads carried.
Weapons
- Merr-Sonn PLX-2 Portable Missile Launcher
- Lancer Projectile Rifle
- EEP-2 Assault Carbine
- Silenced SSK-7 Heavy Blaster Pistol
- VibroCombat Knife
Warheads
- Concussion Missile (5)
- Proton Torpedo (4)
- Armour Piercing Warhead (3)
Equipment
N.B. Depending on the Mission Soulfire is undertaking, the Heavy Weapon Specialist's primary weapon often changes between either a PLX-2 Portable Missile Launcher, a Grenade Mortar, or even an E-Web Repeating Blaster Cannon.
Standard Operating Procedures
Soulfire are Arcona’s elite taskforce, deployed behind enemy lines to accomplish missions that other units would fall far short of completing. Cohesion is vitally important in their ability to work well, thus a set of documented procedures has been written for training purposes and as a guide for the unit’s members.
The Battle Meld
The use of the Battle Meld is a well documented practice within Jedi lore. It provides the unit with several tactical advantages over the enemy. Communication through the meld (usually taking the form of emotions and images transferred within the force) allows the team to draw tactical information from the unit, in this sense they feel and see the battlefield as a ‘hive-mind’, thus responses to changing tactical situations are accomplished quicker. It also allows the unit to direct fire in the most efficient manner as a member can feel who his/her fellow team mates are targeting, and thus more targets can be engaged effectively. There are well documented benefits in the force when using a Battle Meld. The unit’s members can draw strength from each other and share burdens equally amongst the unit thus reducing the drop in efficiency the unit may incur through certain situations (i.e. a team member is injured). Extensive participation in a Battle Meld can lead to forms of telepathy and can on occasion result in units members finishing each other sentences and sharing thought. Whilst in one light it is an advantage, in another it destroys the individual roles within a unit and blurs the protocol each class of soldier must observe.
It has been known that through the meld feelings of anxiety and fear are amplified which can destroy a units morale and their ability to fight. Therefore, a criteria for a unit’s choice to utilize a meld must surely be that it members are hardened veterans and able to deal with both the emotional and physical strains of a heated battle.
Standard Tactics
Standard Tactics are the basic manoeuvres that the team undertakes when on patrol. While basic, they are effective and Soulfire trains rigorously to the point where they become second nature to them.
Insertion by The Drexl
Out of choice Soulfire prefers to utilize The Drexl for their insertion and extraction procedures. The reason for this is that it provides a better support and assault platform than most space-faring craft. Its plethora of weaponry and strong armour leave little for the unit to do but disembark.
This is accomplished through both the gun ship’s doors on either side. The Sergeant takes the port side door and is supported by the Heavy Weapons specialist and the Medic. The Point-Man takes the starboard door with the Communications specialist and Sniper in support. The two fire teams spread out from the door and drop to the ground to adopt a stable firing position a safe distance from the LAAT/i which then takes off. It is important for the Sergeant and the Point-Man to take the central positions in the two ‘wings’ in order to provide the most effective fire support.
Door Breach Manoeuvre
Doorways are deadly to an unprepared patrol. They are natural choke points in which a unit can be easily ambushed from and cut to pieces in a matter of seconds, proving the enemy is coordinated enough. However, a well prepared unit can turn a doorway into a platform to launch an ambush from or even ambush the ambushers. Thus, practice and careful tactics (and naturally adherence to them) is a top priority.
The Demolition expert is to prepare the explosive charge, usually the form of a prepared point explosive or simply a mound of explosive material and a detonator. The remainder of the squad is to form up on either side of the door, save for the Sniper who is to adopt a position at the rear of the unit to provide covering fire once the door is open. The Sergeant signals and the device is detonated and then a pair of grenades are thrown through the doorway.
First through the doorway has to be the Sergeant and the Communications specialist, who (in a similar fashion to the protocol observed in insertion) adopt mirror positions either side of the doorway. The rest of the squad then moves through in pairs adopting similar positions to the first two in, only further into the room. In this fashion (leap-frogging) the unit enters the room/hallway and is able to provide a constant rate of accurate fire whilst still advancing. The Sniper will rejoin the team once the room/hallway is secure.
Crucial points to remember in this scenario are that surprise is of the essence, thus everything must be done at top speed and with incredible accuracy and precision. Hesitation can not only get a squad member killed by enemy fire, it can kill a fellow squad member or even result in the unit being wiped out before anyone’s realized something’s gone wrong.
Door Slice Manoeuvre
In many ways the door slice manoeuvre is similar to the door breach manoeuvre; however the two remain distinctly different. This manoeuvre utilizes stealth and surprise over overwhelming fire power to enter a room successfully. It allows the patrol to enter silently allowing numerous different scenarios to be accomplished (i.e. setting up an ambush).
The Tech expert of the patrol advances to the door to slice into its controls and open it. The Sergeant and the Point-Man assume positions either side of the door whilst the remainder of the squad is set back from the front three men to provide cover. When the door is opened the two front men enter and secure the immediate vicinity around the door. Once accomplished, they advance further into the room or hallway in order to cover the advance of the remainder of the squad. The Sniper however, remains at all times towards the rear of the group in order to perform precision covering; he or she is the last to enter the room. Like the Door Breach, stealth and surprise are the key ingredients and thus the patrol must make every effort to conceal their presence.
Ambush
Every soldier has nightmares of being caught unaware in an ambush, their patrol cut to pieces in a matter of seconds. Soulfire has trained rigorously in order to prevent such things from happening to the point where they perform their roles without thinking.
The immediate problem a patrol faces is stopping the fire they are coming under. The two lead men (usually the point man and sergeant) will throw a volley of grenades towards the attacking troops. This, if done correctly, should allow the patrol several seconds to react whilst the enemy are covering. In this time a fighting retreat is started.
A fighting retreat involves a reverse frog leaping out of the room or area. Each member of the team is to take up a position and provide suppression fire to cover the movements of the squad. It is usually expected for the soldier providing the suppression fire to expend a full ammunition clip. The process of frog leaping is to continue until the team established itself in a secure location; from there they can launch a counter attack.
With the concept of an ambush in mind (to eliminate the enemy patrol in its entirety) a counter attack is necessary in every scenario as the enemy is likely to press home their attack. The counter-attack itself is difficult to plan as it is a very circumstantial move, meaning that certain members of the unit may have been killed and thus the roles often are blurred. The Sergeant will make a tactical assessment and command the counter-attack, speed is a necessity so as to avoid being pinned down.
Covering activities
Covering Activities are a tough nut to crack as it is at this time where the patrol is at its weakest (save for an ambush). The patrol adopts this manoeuvre when it has to undertake such activities as planting explosives, slicing into computers etc. It leaves one member of the crew performing the tasks incredibly exposed to fire. Therefore it is imperative that the patrol attempts to cover as many angles and points of entry as possible.
Covering doorways involves if possible two members of the crew (one member may have to do if there are several doorways to the room or angles of attack). The person performing the objective task is to have a team member beside him or her at all times (like a bodyguard). This is to provide direct cover for the team member and also acts as his or her eyes. The Sniper is to find a location that covers as many angles as possible and to provide precision fire for cover.
Objective tasks can take place in a variety of different locations therefore it falls upon the Sergeant to direct the patrol and to adapt the manoeuvre to suit the location. An example would be taking blowing up a structure or vehicle in the middle of a clearing, a suitable adaptation of the manoeuvre would be to adopt the all round defence. The team members assume the prone position (lying down on the ground) surrounding the person performing the objective task.
Irregular Manoeuvres
Rope Insertion
There may be occasions where Soulfire's LAAT/i will be unable to land thus forcing the patrol to abseil from the ship. At the time the unit benefits from having The Drexl in support, her firepower provides ample suppression fire if the landing zone is hot.
The team are to form up on both of the doors and attach lines to the craft. The team abseil down two at a time (one from each door), the Point-Man and Sergeant are the first two to exit the ship whilst the remainder cover their descent. Once on the ground they fan out and adopt firing positions to secure the landing zone. The Sergeant has the opportunity to survey the area and issue orders.
Entrance to Structure through Demolition
This manoeuvre is a risk to the patrol as generally it offers little cover for the team members leaving them exposed from multiple angles. As the surroundings area varies from location to location it once again falls upon the Sergeant to adapt the manoeuvres.
The Demolition Expert advances to the wall with two bodyguards flanking him or her. The sniper locates a position where he or she can offer a wide covering angle whilst the remaining members secure fire locations at the different possible angles of attack. Once the Demolition expert has accomplished his task his bodyguards leave him and secure a location away from the explosive’s blast radius. The Demolition expert then follows and they cover the remainder of the team’s retreat.
The explosion will always reveal the team’s presence however it has some advantages. The wall debris will in most cases have killed any occupants of the room making insertion through the hole a simple task. The Point-Man enters first and secures the entry hole. Next through is the Sergeant to takes up position further into the room usually at the doorway, however in a larger room (such as a hangar) that may not be possible. The remainder of the team then move in and find firing locations to secure the area with one team member facing out the entry hole to the building’s exterior.
In the heat of a battle there may not be time for the Demolition Expert to plant explosives. In this instance the Heavy Weapons Expert steps up. The team is to cover him as he fires his PLX-2 at the target. Then the team enters in the same manner as before.
Extracting Wounded
Whilst being Arcona’s best they do perform the most dangerous missions and it is expected than on occasions some of the team members may get wounded. At this time they are incredibly vulnerable and their life depends on the team’s ability to react swiftly.
The team are to immediately send a grenade volley and provide overwhelming suppression fire. The nearest two to the casualty are to run towards the casualty. Meanwhile the furthest two from the casualty occupy the now nearer vacant firing positions and continue to fire. The first person to arrive to the casualty grabs hold of him or her and begins to drag the person back and into cover. The other team member provides cover for her as they retreat.
Once in cover the team’s medic will begin to assess the casualty whilst the remainder of the team attempt to win the fire fight. If the casualty has sustained a grevious injury from which it is unlikely that they will survive, then the medic is expected to end the wounded's life so that they cannot be captured by the enemy and interrogated.
Assassination and Snipering
- "There may be times where overwhelming firepower may not do the job that a carefully placed blaster bolt can do."
- ―Kieran lecturing Soulfire on Assasinations and Snipering missions.
The actual planning for an assassination is formed on large amounts of good intelligence thus locations of personal vary from scenario to scenario. However, there are some key points that can be remembered.
The unit will operate in pairs, one man is the spotter whilst the other the shooter. The reason is that the spotter is there to help identify the target, use the helmet’s zoom function to relay information to the shooter to adjust aim and also of possible target obstructions. The spotter and the shooter are also expected to swap places to avoid eye fatigue. That leaves the team with three sniper groups and thus three angles on the target. This creates more chance of a clear shot on target. Firing multiple shots from the same location also increases the chance of detection, so the team must remember to relocate regularly.
Reconnaissance
With the existence of Sensors and Probe Droids one would think that field Reconnaissance is a thing of the past. However advanced a piece of technology it is no substitute for a sentient being. Soulfire may be asked on occasion to proceed to an area to conduct reconnaissance for battle plans or just general intelligence gathering.
Patience is the key as a proper intelligence gathering operation lasts for several days. A quick look will not tell you the routine of the personnel at the target. The team splits up into individuals to cover as many angles of possible. Using their helmets they record all the data as well as observe; taking it in turns to sleep but once in position the unit must not move. A good position offers a wide view of the target but keeps you perfectly concealed.
VIP Rescue
VIP Rescue doesn’t just entail extracting the clan’s Consul from danger it can be anything from breaking out prisoners to extracting base personnel. It carries with it several challenges. The team must now not only be aware for themselves but for the usually untrained and usually petrified VIPs.
The patrol must surround the VIPs, two to the front, two in the middle and two at the rear. The VIPs run under the direction of the Sergeant whilst the team leapfrogs in pairs beside them. When under fire the VIPs must be dragged into cover and then shielded by members of the team.
The Drexl
Providing the Striketeam with a more rapid insertion whilst allowing the larger ships to remain clear for gunnery support was one of the problems adressed during the shakedown of Soulfire after the feud with Scholae Palatinae resulted in the Striketeam being given one of the clan's LAAT/is which has been called The Drexl.
Honorary Members
Those outside of Soulfire who have proven themselves worthy of praise from the Strike Team
Loyalty
Clan Arcona
House Galeres
Soulfire Strike Team
Honorary Members