This is the summary page for the various classes you will find within the system. Clicking the class names will take you to their respective pages, where you will find more class-specific details.
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Soldier
The bulk of any army, Soldiers are the troops that form the core fighting force for Imperial and Empire Forces. Scouts, sentries, fighting soldiers are versatile and ready for action. A little light armour for speed, a melee weapon and small shield to fight in close combat, a Short Rifle for long range engagement, these are the tools of battle and the Soldier knows how to use them all. Carrying all that weight and ammunition comes at a price – the ability to carry multiple magazines or wear heavy armour is just not possible for the Soldier. Both sides might look different and wear their armour or colours in a certain way, but when push comes to shove the first boots on the ground come from the Soldier Class. (A balanced loadout, Jack of all trades)
Trooper
The first of the specialist classes, the Trooper is designed to excel at ranged combat. Primarily armed with the Short Rifle, they also carry three large magazines to keep them in action, light armour protection for mobility, with a melee weapon for when the ammunition runs dry. If you need someone on top of a tower or battlement laying covering fire down on your enemy, or constant mobile firepower flanking your advance, the Trooper is who will fill that role and do it well. The weight of the magazines is a burden, removing the ability to wear heavier armour or carry a shield into battle. You need two hands to load and fire anyway. Alternatively the Trooper can pick up a trusty trench tool or club and their sidearm pistol for backup, should the need arise. (Ranged Specialist)
Lancer
This specialist is from the old world of Centra, where honour and chivalry hold a belief that you should look your enemy in the eye and strike them with mace or blade in equal measure. The heaviest armour and shield for defence or the long and short blade to aid in a strong attack, the Lancer gives up the ability to shoot their enemy down at range in favour of an armoured skin. Of course this comes with being unable to carry the weight of ammunition or magazines, but why would they need to? A Sword doesn’t run out of ammunition. Lancers also form the centre line in the battle formations of the Royal Forces of Gulldahn, their house colours flying in the breeze for all to see as they wear them with pride. In Imperial lines there is a more muted uniformity. “Down to earth and down to business” is a phrase used by Imperial Shock Lancers. (Heavy melee specialist)
Field Medic
From the simple poultices to complex stim injectors and etherium infused crystal tools, the Field Medic keeps their allies alive and well. Or picks them up and puts them back into the fight with a cheerful smile. Or puts them on a stretcher and keeps them alive enough to recover later. Or sheds a tear and closes the eyes of a departed friend. Life in battle is short, brutal and bloody. A Field Medic is never still hence light armour to keep them reasonably safe, a pistol and short blade to protect them should it be needed and a small magazine to use in an emergency to give an injured Soldier or Trooper. With all that medical baggage the Field Medic doesn’t have room for a shield or anything else to carry.
Officer
From the lowly sergeant to the high ranking general, the Officer Class is designed to deliver orders where necessary and direct the army to where it’s needed. On the battlefield or in the campaign tent, the Officer will be making the command decisions that affect the lives of those around them.
While out in the field the Officer needs to be seen, so mobility is key. You can’t pin medals and emblems on an armoured breastplate either, so for protection a large shield can either save your skin or cover a fallen Soldier while the Field Medic is at work, or the flank of a Trooper while they provide defensive fire in a retreat. Able to use pistol or sword in equal measure they can also add the extra blade in a fight if needed or a telling shot where it counts, with a spare short magazine in their pouch should the need arise. Keep your officer alive and he will make the key decision that could turn the tide of battle. The only class that can use any form of "Call" in the system, they use Orders to change the direction of the fight, officers get calls by giving a "Rousing Speach" before the engagement sets off. A roleplay heavy fighter, you need at least 2 other people in the squad to choose this class.
Field Engineer
“Is it broke? Guess it needs fixing then. Got any spare parts?” The Engineer is here for all your failed attempts to obtain requisition slips and turn them into working parts. Need your sword sharpening? Fix that broken ratchet? Keep your Tank operating at full efficiency? Maybe design and create a temporary
piece of armour or jury-rig an explosive device? Engineering is a complex integrated design concept that is both difficult to manage and delicate to operate. Or you hit it with a wrench until it works. Probably both. Because the Field Engineer spends more time up to their elbows in grease and gears than fighting on the front line, they don’t really carry armour as it would just get in the way, favouring a short weapon (wrench of spanner probably) and possibly a rifle or pistol with a short magazine of ammunition. They rely on their skills to fix and repair, make and mend, not run into combat in the front line waving a sword. Doesn’t stop them knowing how to shoot a gun or whack it on the head if it gets close. Specialists with kit augmentation and interacting with certain battlefield objectives but capable of taking the field in their own right
Surgeon
Back from the front line, the Medical Triage Centre caters to all that come in. The Surgeon stays away from the battle as much as they can because where they are really needed is patching up the fallen when they come in on a stretcher, or putting the walking wounded back on the path to the recovery. They make the decisions that determine who is seen first, who gets that medical treatment or who won’t make it out alive. Complex medical training with all that the battlefield can bring in to work on, the Surgeon is the one that really counts when it comes to losing or winning the War. Battles rage on, keeping Soldiers alive is what this fight is all about and it’s won or lost on the skill of the knife, run of the stitch, tightness of the bandage, dose of injection or the placement of the crystal. If it comes to it they know how to use a blade or pistol, but it’s a brave Surgeon that enters the battlefield and a braver Officer that sends them in. The class that truly holds life and death in their hands, a non-com class that sees the most roleplay
Logistics
When it comes right down to it, you can put troops on the ground, tanks for support, officers in charge and stones in guns. But who makes those real decisions eh? Who works out factory rotas, prepares the food, generates power or distributes the supplies? Logistics is the power of any armed force and for that, you need someone that knows what they are doing and has an eye for the details. You also need someone that manages the work so that nothing runs out or gets wasted. If the factory order doesn’t get processed, you can easily find your engines run dry of Etherium crystals or your ammunition box doesn’t get topped up with Stones. Collectively, the Battlefield Boffin (for the Empire Forces) and the Scientific and Logistical Officer (as described by Imperial Doctrine) is the person that the Commander-in-Chief looks to in times of need. Need to get a tank battalion in the right place to flank the enemy or the supply line set up and operational. This class is at home at the War Table and with Diplomats, they affect the ongoing war the most out of any class
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Tanker
The Tanks of Centra are a force to be reckoned with. Armed with a charged etheric cannon and able to strike from extreme range, the Tank can deliver troops to an objective and protect them while they are there. They can sweep through enemy lines to flank them, cutting off much needed supplies. They can also hit hard with real mobile firepower, which can tell in any battle. The soldiers that make up the Tank Regiments are drawn from all corners of the Empire and Imperial Forces. It is hotly contested (by those with a mind to think about such things) if those soldiers are hand picked from the best on offer or just from those stupid enough to pull on the uniform and get behind the wheel. If the Tank is hit there is a chance that the armoured shell will turn into a ready-made coffin, so Tankers are a breed like no other. The Crew are trained in combat – how to shoot, drive and load. They are then sent out in their respective companies and work hard to retain as much as they can. Nothing can compare to the fear of a new Tanker fresh out of the academy, finally sighting on the enemy Tank and cranking the handle on the turret gear to bring the main gun to bear. On the battlefield you may see a Tanker going out to his company or coming back after bailing out from a broken vehicle. When that happens they are back to being simple Soldiers in an Army. However, armour has no place inside the Tank and so the Tanker doesn’t wear it. A sidearm and short blade is all they rely on, but then it’s really just for show. They can use it if they have to, but it’s not the thrill of the engine firing up, the smell of grease and the sight of mud flying up as they get underway. This class gets to drive and crew FV432 armoured vehicles as part of the larp experience