Confederate Dauntless Colonel
The First-And-Only Caria "Forlorn" Ranger Regiment
"The Colonel only got away with enough for one regiment as our mother burned. The Caria First Rangers. The Forlorn. We fight because it's the only thing left to us. It's all we can give to people like you. To try to make sure what happens to us never happens to you. I guess that's what makes us 'Forlorn', you see. It's a forlorn hope we're all fighting for. But we'll try...
and I suppose we'll keep going until we're all done."
-Major Vidar Fennstrum
"The Colonel only got away with enough for one regiment as our mother burned. The Caria First Rangers. The Forlorn. We fight because it's the only thing left to us. It's all we can give to people like you. To try to make sure what happens to us never happens to you. I guess that's what makes us 'Forlorn', you see. It's a forlorn hope we're all fighting for. But we'll try...
and I suppose we'll keep going until we're all done."
-Major Vidar Fennstrum
Intent: To create an elite ranger force for the dauntless corps to deploy to the rapidly developing situation. To be able to create stories and character arcs involving the regiment's characters and soldiers. They are the last of their world with nothing left to lose. And once the Rangers all perish, so will all of their lost loved ones. Also to portray and show the most brutal fighting in this Chaos RP.
Image Credit: [X]
Role: Specialized first-in-last-out ranger force.
Permissions: [LK Vyper] [All others were on CIS roster]
Links: Colonel Anakwor Farlorn, Caria, Tanith First-and-Only
GENERAL INFORMATION
Unit Name: 1st Caria Ranger Regiment.
Affiliation: Confederacy of Independent Systems, Confederate Defense Forces, Dauntless Branch
Classification: Elite light infantry special operations force
Description:
The 1st Caria Ranger Regiment is an elite ranger regiment that is often the first reactionary force to a developing situation. They are always the first into a warzone and the last to leave. They were also colloquially known as "The Forlorn", after their commanding officer, Colonel Anakwar Farlorn, and many saying what they strive for is a forlorn hope. They are all the last of their kind, their world was burned to ash by a splinter Imperial fleet that had survived the end of the war. Now they have nothing left, the only thing remaining of their world and loved ones are faded holo-pics and their memories. And once they are all gone, as is inevitable, their loved ones will truly die. All they have now is to fight, it's what they know and what they can contribute, and doing so lets them believe in something again. All victories to them are hollow, there's no home to go to celebrate it. They'll fight until they'll all die.
Dressed in their famed grey armor and water-proof cloaks, the Forlorn are principally light infantry, extremely mobile on the battlefield. Each soldier is an excellent scout and fighter. They are excellent shock troops, famed for their rapid storm assaults that seem to come from nowhere before they disappear into the night. They are principally light infantry with limited light support equipment. All members are exclusively human due to Caria being a human colony. Even amongst such elite light infantry as the Forlorn Rangers, there is always room for the truly elite. In the Rangers these take on two forms: The aptly named pathfinders, who specialize in reconnaissance and covert operations - finding the way for the regiment - and the Sniper division, capable of making impossible shots.
Better known than their scouting and attacks is their sheer determination. The children of lost Caria will never back down. They will never step down. They will all die before they admit defeat. It is the way of how they lost their world, in every single Ranger's heart there burns a sheer hatred for the foes of the Confederacy. They detest tyrants and warlords and nothing will stop them until they tear them all down.
No one should ever have to suffer what they all went through.
COMBAT INFORMATION:
Unit Size: Medium 3,700 men
Unit Availability: Rare They are the last of their world but soldiers can be trained in their way, though they will never be a Carian.
Unit Experience: Veteran
Equipment:
Clothing:
- Multipurpose Cloak
- Basic Body Armour
Combat Function:
The Forlorn saying of "First in last out" isn't just a motto, it's a fact. The Forlorn Rangers are capable of mobilizing rapidly. The Rangers are a highly elite and rapidly deployable light infantry force with specialized skills that enable it to engage a variety of conventional and Special Operations targets. The Rangers' primary mission is to engage the enemy in close combat and direct-fire battles. This mission includes direct action operations, raids, personnel, and special equipment recovery, in addition to conventional or special light-infantry operations. Besides direct action raids, their other missions include Airfield seizure, special reconnaissance, personnel recovery, clandestine insertion, high-value target capture or elimination and site exploitation. Often deployed in the most brutal, savage warzones. They do the dirty work of trench warfare, fortress storming, and urban warfare so that others don't have to do it. They serve well as a scout and recon unit, able to sneak past enemy lines to wreak havoc and destruction behind enemy lines. Well known for their use of the bayonet and their doctrine which can be summed up in "get as close as possible undetected and fight like hell." In close combat, they are experts in storm clearing and melee combat. Their self-awareness of the regiment’s strengths allows the group to exploit these advantages to the fullest extent possible. The Ranger’s weapons of choice are almost invariably stealth, mobility, and coordination rather than brute force and overwhelming firepower, though they are no stranger to having to do such things. The Regiment is often used as a rapid reactionary force, able of spearheading assaults when needed and scouting the way for entire armies. They only leave when the job is done.
Organization and units of note:
Special Operations Battalion (STB) (Colonel Farlorn)
- Command "Farlorn's own" Company
- Command Platoon
- Communications Platoon
- Security Company
- Pathfinder Company (1st LT Lorota Hark)
- Marksmen Company (1stLT Kardus Markus)
- Headquarters and Headquarters Company
- Anarch Company (Rifle)
- Brown Company (Rifle)
- Calpurnia Company (Rifle)
- Dorsay Company (Rifle)
- Echo "Easy" Company (Support) (Captain Fred Hey)
- Headquarters and Headquarters Company
- Anarch Company (Rifle)
- 2nd "Hell's Hammers" Flamethrower platoon.
- Brown Company (Rifle)
- Calpurnia Company (Rifle)
- Dorsay Company (Rifle)
- Echo Company (Support)
- Headquarters and Headquarters Company
- Anarch Company (Rifle)
- Brown Company (Rifle)
- Calpurnia Company (Rifle)
- Dorsay Company (Rifle)
- Echo Company (Support)
- Headquarters and Headquarters Company
- Anarch Company (Rifle)
- Brown Company (Rifle)
- Calpurnia Company (Rifle)
- Dorsay Company (Logistics)
- Echo Company (Artillery)
Strengths:
- Rapid Deployment The Rangers are extremely famed for their rapid mobilization and deployment speeds. It is said they can be anywhere in the Confederacy in less than a week, in full force. This often has them being the first significant ground troops to react to a rapidly developing situation.
- Tactical Flexibility: In contrast to some other, more rigidly structured Separatist Units, the Rangers give an extraordinary amount of freedom to individual squads. While the Colonel and company commanders still issue orders, squad leaders receive permission to change the plan if what they see on the ground differs from what high command says. The Forlorn Rangers frequently uses its combination of small-unit tactics, independent squads, and tight communication techniques to outmaneuver and destroy the opponent. This allows them to be extremely fluid on the battlefield, reacting to the enemy much faster than other units. Even squads are can be split, and can separate down into two fire-teams, the second led by the squad’s second, granting them an even greater degree of tactical flexibility.
- Trained and drilled The average Ranger is typically better than your run-of-the-mill soldier. They are experts in the recon and scouting, able to pave paths for the armies that follow right behind them. Most are veterans and good troopers. Experts in stealth and tracking, they are specialized in eliminating high-value targets and positions, often deep behind enemy lines.
- Loss They have nothing left to lose. They've nothing left to lose, nothing the Rangers can be threatened with, nothing that can be held over them to force their hand or make them submit. They are all extremely loyal to the Confederate cause and would all die for it because it's all they have left. It's all they can fight for. They use the destruction of their homeworld as a motivator. They won't allow what happened to them, happen to anyone else.
- Martyrdom They will give everything they have to have sure no-one will ever suffer what they did. Once they have chosen a hill to die on or a people to defend, they most certainly will. Forlorn is trying to get them out of this phase.
- Small SizeThey are a small unit. Only 3,700 Rangers ready to fight. The Forlorn cannot afford to take losses because there's no way currently to replace it, their homeworld nothing more than ash.
- Light troops The Forlorn are classified as light infantry with no armor and very little light artillery. The Carians cannot confront armies head-on lest they be utterly obliterated. And they relly on other logistics units to get the weapons they need. They must rely on their mobility and small unit tactics if they are to see another day. The Rangers excel in picking the right fights.
The world of Caria was a frontier world on the eastern edge of Confederate space. Their world was hostile, full of swamps so thick it was said that the sun never touched the ground, to mountain rangers treacherous and high. Meanwhile, great beasts stalked the growths. The people there began to develop a sense of direction. The world's main exports were tibana gas reserves in the mountain ranges, the dark ebony wood, and rare game. A year after the end of the Great War, the President and the high council believed that they should contribute more to the recovery efforts of their state. So, the raised 6,000 organic auxiliary troops in order to assist in filling in the gaps. A Dauntless Colonel named Anakwar Farlorn was assigned to oversee the mobilization and assist in the deployment of the forces all over CIS space. The Colonel was believed to be on the last dregs of his career, despite him being fairly young his glories during the war were fading away, and that this was one last job before he rode the desk into semi-retirement. The Colonel was not impressed by the appearance of the men, describing them at the time as "a scrawny, scruffy mob of soft-voiced woodsmen" in private. He didn't see them as strong or even people who he could mold into competent troops. The night the troops were being shipped into orbit, a splinter Imperial Fleet suddenly translated into the system. It had survived the fall of the Empire, sneaking past the picket only to re-enter here in Caira. The Colonel knew from his experience, that the Empire genocided all that stood against it. They would burn the world.
The planet had no fleet. Only a small police force to dissuade pirates and scum, but against a massive organized armada? They could have fought on the planet. But they only had 10,000 men. Untried, unproven. They had no defensive position and no prepared emplacements. Half of the forces were already stowed in the troop carriers upstairs and the other half were penned in transit. They couldn’t turn them around and get them unlimbered and dug in, in under two full days. Either way, they were cannon fodder. The Colonel made his cruelest order, one that would go down in the halls of infamy. Grimly deciding that the world could not be saved, and, instead of allowing the soldiers to be raised to engage in a futile defense of their homeworld, the Colonel ordered as much of the men and equipment evacuated off-planet as possible before the enemy ships arrived. He orded forward the police ships in a delaying action which saw their total annihilation, only buying the world another half hour of life. He quickly notified Confederate High Command of the attack.
Even as the men pleaded for the Colonel to let them die, to let them die defending their world and all their loved ones, he denied them coldly. Dragged them away, making them watch their world perish as they crowded around the transport's viewports. All of them wept and screamed, pounding against the ports as if they could leave and go back.
The Imperial fleet bombarded the planet with such force that the mantle split. The swamps evaporated. The continents slid into each other and disintegrated. The great forests licking into cinders in a wall of white heat. The massive mountain ranges were ground to dust. The core, cut loose, erupted and boiled out into the vacuum.
Eventually, the Confederate's counterattacked and easily destroyed the Imperial splinter fleet. Colonel Anakwar Farlorn ruthless retreat had damned a billion souls to save only three and a half thousand. The Colonel, being cruel and cynical, considered this a victory of sorts. All of their major commanders were still on the world when the bombardment began. The survivors sent a group to go confront the Colonel for what he had done. They straight up told him that he should have let us stand and fight. They should have died for Caria. Colonel Farlorn simply said they still can, just somewhere else. He revealed to them that he had been given command of whatever was left. He made the men who confronted him the top command cadre of the regiment. They had the guts and the right sense of righteousness to correctly confront him so bluntly on the matter, all of them chosen by the common men to be their ambassadors.
That day, Farlorn made a promise to all of them. That if they stuck by him, if they fought for him, if they died for him, he would make sure personally that they would tear down the tyrants and men who had killed their world. He told them all that even though they were the last of their kind, they were not done. Told them that they now had a chance. One chance to make it all right. They were not the first to have such a fate, the very least they could do was to make sure no-one had to ever have to suffer as they had.
He convinced them that he had enough pull in higher places, that if they made themselves a decent name, won a great battle, that he could give them all settlement rights to an entire world. It was all a lie, of course. He never had enough pull, he was only a mid-nobleman from an insignificant world. But it worked. He needed an able, motivated army, and they needed something to take the pain away, something to fight for, something to look forward to. It would maybe buy him a month to a few years before they noticed. It was his second cruelest decision and he knew it would eventually bite him in the ass.
But all that was only two years ago. Since then the Rangers have made a name for themselves after a number of actions during the past two years, in particular, their involvement in the battles of Copero, Zonmira, Eshan, and Taanab, including a number of smaller of engagements. With sheer determination, the victories he has won, his willingness to fight on the front alongside them, has earned Farlorn their respect. He is their grim commander who knows what must be done.
Their first major appearance in notable dispatches would be during the Blackwing Incident in the city of Xam'chi on the world of Atrisia. What had started off as a basic evacuation of non-combatants quickly escalated into a full-blown battle across the city in the middle of a hurricane as hordes of infected threw themselves at the ranger lines. Despite terrible weather conditions and overwhelming numbers, in a staggered retreat, the Carians managed to kill hundreds of infected individuals while saving thousands of civilians. During this operation, Colonel Farlorn and the First Platoon of Anarch Company, First Battalion, was separated from the rest of the regiment. Forced into a daring fighting retreat that lasted for four hours under unrelenting attacks by infected hordes, the 2nd Platoon retreated onto Yamasato and Yoji Street where a large number of infected charged at them through the fog, numbering around a hundred with a Wookie in their ranks. This attack was beaten back and Farlorn personally slew the Wookie, saving his Pathfinder-Master's life in the process. Eventually, Captain Killearn led Brown and Anarch Company into the fray, re-connecting with the separated elements.
Barely a few weeks later, the rangers, noticed for their skills by the Grand Marshall, infiltrated the world of Thracoir without detection. With the support of allied insurgents, stormed their slave capital in support of a general uprising orchestrated by other Confederate Agents. Despite facing multiple crude motorized battalions and sheer overwhelming numbers, they managed to cut a red-hot hole through enemy lines to relieve trapped elements. However, during the occupation, it was rumored that the rangers were overzealous in their punishment of the slavers. Hearsay on the streets was that city officials were strung up alongside slave masters in the dozens or forced to dig their own mass graves for their extra-judicial punishments.
Such slander has been fervently denied nu Colonel Farlorn.
On the Parade Grounds, of Ryloth, A Company's First Platoon of First Battalion under the command of Farlorn is caught in the middle of the AOC attack on Dome City, supported by Twi'leks who had been corrupted by their disgusting ideology of anarchy. Rushing to the haphazard defense, they defended a tunnel entrance from overwhelming odds and numbers, for every Carian there was ten terrorists. Despite, this they held almost to the last man, making their name known on the bodies of hundreds of their enemies. Only eleven survivors, including the battered and wounded Farlorn were rescued by Sergei and his Dire Wolves.
The Confederacy is a state that fights for freedom for the common man, and because of this, they are besieged on all sides by tyrants and despoilers. The Rangers are their first reaction, the first soldiers on the ground in a developing situation. The Forlorn are determined to ensure that no one will ever suffer what they have. They do the dirty work so that others don't have to do it. They are strongly loyal to the Confederacy's cause of freeing the people of the Galaxy from their oppressors.
But with rapidly developing situations and a new galactic war on the horizon, will Farlorn and his Rangers see another day?
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