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Report: Jumptrooper (Specialisation)

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Specialisation - Jumptrooper

[Image: fg3dITf.jpg]


Spoiler: Equipment:



Spoiler: Training:



Jumptrooper - Description and History:

The Jumptrooper Soldier has only played a very small part in galactic warfare. Jetpacks are expensive and boots on the ground takes a priority over ensuring that each Soldier is as mobile as what a Jump or Jetpack allows. Throughout history, the most widespread use of Jetpacks by an army is the Mandalorians. Throughout both the Mandalorian Wars and the four hundred years since while they have rebuilt, the Mandalorians used jetpacks far more frequently on their troops than any other. Such a fact is one of several that led to the Mandalorians early victories against the Republic in the Mandalorian Wars, their troops simply more mobile and able to break through enemy lines with speed and tenacity before the Republic could mobilise a proper defense. The Mandalorians were only beaten back with the intervention of the Jedi, who brought their own tactics and lightsabers to the war. Jumptroops have been part of the Sith Empire at least as early as the Battle of Balmorra, where they were used extenisively to see the large open plains crossed with swift speed between the various factories and settlements across the surface of the planet to quickly answer distress calls sent out by loyal Imperial citizens and Imperial Soldiers alike to counter the insurgency.
The Jumptrooper is skilled in various types of weapons due to their versatile role. While still more part of an ordinary squad than a Sniper, a Jumptrooper can often find themselves working alone despite their close proximity to their comrades. Able to jump right into the middle of foes with a Scatterblaster in hand and a Shield Generator activated, the Jumptrooper is expected to take shots that are absorbed by Shields and Armour. A focus is put on tactics that use the Jetpack, while protecting it. While a Jumptrooper could just as easily jump into the middle of foes to decimate them from a handful of metres away, a Jumptrooper is likewise capable of using their Jetpack to reach new heights, either by hovering or using the Jetpack to climb up to new places that would otherwise be unreachable, providing a tactical advantage and new sightlines to disable an enemy force from with a Blaster Marksman Rifle.


Jumptrooper - Pros:

A Jumptrooper is mobile. Able to traverse longer distances more quickly and able to use their Jetpack to potentially dodge, duck and weave around blaster bolts, a Jumptrooper who has supreme command over their Jetpack can be nigh on untouchable when in the air. Able to close the gap between themselves and a foe quickly leaves a Jumptrooper as potentially the most mobile specialisation.
A Jumptrooper is adaptive. Able to work alone, with other Jumptroopers or with a full squad effectively leaves the Jumptrooper as a versatile role. The many different tactical ways to use a Jumptrooper's equipment leaves them able to adapt to near any situation and have an answer primed and ready for it.


Jumptrooper - Cons:

A Jumptrooper can easily see themselves surrounded or cut off from their squad if they use their tactics incorrectly. Jumping into the middle of a line of foes that are ready and waiting will see those same foes gun straight through the Shield Generator and Armour of the Jumptrooper. Likewise, if a Jumptrooper goes up to new heights and finds a vantage point, if the enemy attacks from a new direction the Jumptrooper can again see themselves caught alone and surprised by a sudden enemy advancement.

- Private Harridax Geskar


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Ongoing Crisis
The Republic Marches amongst lit fires!


The Balance of Power in the Northern Territories!

After the Republic liberated Pollus from Imperial influence, Anx Minor was devastated by I.T.E.C.’s nuclear mining and lingering Sith presence, while the Kesmere Ridge remained largely intact, enabling the Republic to steadily infiltrate and influence its powerful corporate systems. On Tertiary Kesmere—the largest hub—three megacorporations dominated: Oriyn Prospecting discovered resources, Kessdyne Resource Group extracted and profited from the capital Vethar’s Reach and its Ciivic Council, and Haeltor Maritime handled off-world transport. Beneath the façade of economic growth, however, The Republic secretly aimed to turn Tertiary Kesmere into a strategic launch point for operations in the Northern Territories. Contacted by Moff Vayen Korr, the Marshalling Prefect of the Northern Territories, the Pentarchy of House Horuset took on the job of delaying the Republic's actions. With preperations laid it culminated in a strike planetside lasting only two weeks to ignite anarchy. Acting covertly to sabotage Republic progress, they destabilized the region, leaving chaos in their wake as corporations collapsed under their own deception and local anti-corporate guilds rose up—unaware of the Empire’s hidden hand behind the unrest...

((OOC: Missions that relate to grand changes in the Northern Territories will have an impact on the balance of power shown above, with the end result being that the balance of power's state will determine how strong the Republic will be in given areas area. The balance of power can be pushing in our favour with bigger scale events aimed at taking the Republic down or fortifying ourselves in the North. This can be achieved through Operations, Adventures and Guild Events. The blue represents the Republic, and the Empire is red! This is organised by the Guild Team, so please direct OOC questions to them.))

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