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41st Elite Corps Handbook

Intro

Introduction

The 41st Elite Corps is an Elite group of clones well suited for harsh climates and situations. The 41st is mainly a defensive corps but has the training to take the offensive if necessary. The 41st utilizes AT-RT walkers, along with Barc Speeders and Juggernauts. The 41st specializes in long-range excursions on harsh alien planets, especially on the outer-rim, and conducts "hearts-and-minds" operations with the native species on those planets. May also conduct short-range guerilla missions in front of the main assault force. The 41st also conducts negotiations, bartering, and haggling missions to ensure the Republic gains the support, supplies, and deals that it needs to succeed.

Sub-Units

Sub-Units

(SB) Sarlacc Brigade: The main force of the 41st, utilizes AT-RTs and offensive tactics to annihilate enemy lines effectively. Conducts hearts-and-minds operations with native species and engages in harsh environments. Consists of Sarlacc Battalions A and B.

(GC) Green Company: The elite of the 41st, rarely uses AT-RTs, but may if necessary. Utilizes grappling hooks to move to advantageous positions. Conducts negotiations, bartering, and haggling when necessary.
Must Be SB Corporal + To Tryout for green company

(IC) Improcco Company: A Sub-Unit of the 41st, led by Jedi General Etain Tur-Mukan.
Corporal+ To tryout For IC 

Specialties

(D) Driver: Drive the AT-RTs and other vehicles, provide cover for ground troops and decimates all droids in front.

(S) SharpShooter: A sniper, kills droids in charge and/or in the back, provides covering fire.

(M) Medic: Heals the slow-moving.

(H) Heavy: Decimates all those who stand before them, uses a Z6 and Shotgun to kill at close range.

 

 

Specialties
Rules

Rules

1. Do not shoot another brother

2. If a player receives two demotions within a fortnight will be kicked out of the 41st.

3. All crimes are guilty until proven innocent

4. If a player knowingly provided faulty information, they are immediately expelled from the 41st. With NO exceptions

5. All troops must respect the authority of any higher-ups even from different battalions.

6. Except in extreme cases, soldiers may not be promoted twice in one day.

7. Do not bitch, whine, or complain about not getting anything.

8. Respond to Orders quickly. Reply to all orders with "Yes Sir" or other variants as necessary.

9. Follow Orders from any Officer unless you are being Commanded by a 41st Officer.

10. Always assume PTS is Active during Debrief, Waiting for an Event to start, on a LAAT or Shuttle, Training, or Sims.

11. Always report to Bunks after Debrief for battalion debrief, unless no officer is present.

12. During an Event always go into the Mission Radio Voice Channel for your specific group unless ordered to another.

13. Do not type in OOC during Debrief, Events, Sims, and Training, nor refer to Sims or Training in OOC.

14. Do not hog the Ammo Boxes. Just get what you need.

15. Always line up in Rank Order.

16. Members of Green Company cannot order around non-Green Company troopers of the same rank or higher and vice-versa

17. If you feel that you have been demoted unfairly, post it on the forums.

Debrief Proceedings

Entering Debrief: You will wait for the highest rank to spawn in NO MATTER WHAT. If you are the highest rank and you cannot connect, message the next highest rank and you will wait for them to spawn in. If you are the only 41st on, or highest rank, you will proceed with the following: You will line up, DOUBLE COLUMN in bunks FACING the door, RANKING ORDER, GC ON RIGHT SB ON LEFT. You will march GUNS OUT on SAFETY, GC WILL EXIT FIRST AND WILL WAIT IN THE CORRIDOR FOR OTHERS TO CATCH UP. You will take a LEFT and then the NEXT RIGHT. Take a LEFT out that door, PROCEED TO THE END, and take a LEFT. This will take you to the Briefing room. You will go down the 2nd ramp on the left and move towards the row. The Next highest rank after Commander will stop right in front of the 41st row, and SB WILL DO A 90° TURN AND ENTER THE ROW, GC WILL FOLLOW AFTERWARDS. The trooper that waited will then enter the row. Once you are standing in front of your seat, put away your weapon.

DB
CDC

Codes and Defcons

Codes:

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Informing:

10-20: Location

10-15: Dead trooper found.

10-14: Suicide.

10-13: Possibly need assistance.

10-12: Dead on arrival.

10-11: Assignment complete.

10-10: Arrived at the scene.

10-09: En-route.

10-08: Arrival delay due to ___.

10-07: Medical assistance needed.

10-06: Going to/patrolling area.

10-05: Requesting Data check.

10-04: Affirmative.

10-03: Negative.

10-02: On duty.

10-01: Off duty.

10-00: Busy.

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Problems:

11-12: Trooper needs assistance

11-11: High-Priority anti-citizen.

11-10: Trooper down

11-09: Need assistance.

11-08: Hit and run.

11-07: Major violation alert.

11-06: Riot.

11-05: Highly dangerous person.

11-04: Emergency backup.

11-03: Suspicious person.

11-02: Fight in progress.

11-01: Animal problem.

11-00: Officer down, all troopers respond.

Defcons

DEFCON 1: Evacuate The Ship

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DEFCON 2: All Units Defend the Engine Room, 3rd Floor, Bridges, and Generators (if necessary)

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DEFCON 3: All units to Battle-Stations

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DEFCON 4: Scout the Ship for hostiles

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DEFCON 5: All units be on High Alert

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DEFCON 6: All units resume normal duties

Negotiation Training

Introduction

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A properly executed negotiation can be the pivotal point of an event. The successful completion of a mission may hang in the ability of one trooper, whether it be creating an armistice or bartering for a deal. However, if done right, this can be a thrilling experience for all. Remember  that your job as a negotiator is to fin the "supreme victory", a victory without fighting.

 

Selecting a Negotiator

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A negotiator should be the highest, certified soldier online, if no-one who is certified is online, the highest rank online can suffice. Depending on the importance if this mission succeeding dictates who should be the negotiator if there are two of the same rank and certification level. Higher certification levels trump all other differences in rank.

 

Assesment

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When the Negotiation Team arrives, they need to assess the situation. How they proceed should depend on two major factors:

  • Can we extract from the site with minimal casualties?

  • Are there a lot of civilians around who may get caught in the cross-fire?

 

The Negotiation Team must decide which approach they are going to take, as soon as possible, whether it will be negotiation or not.

 

In making this decision, the terrain, building or area the enemy is in, number of civilians around, all play a role.

 

Staging

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When the go-ahead has been transmitted, the 41st will take defensive positions around it in three circles. The first circle will be a perimeter around the room the negotiation is taking place in, this will be filled with Green Company troopers. The second circle will be a perimeter around the entire base where the negotiations are being held, this will be populated by Sarlacc Brigade. The third and final circle will be a loose perimeter around the base and will be patrolled by AT-RTs. Once the perimeters have been set, a group of 6 troops, 1 to negotiate, and 5 as security. Once the group has arrived the designated room, 4 of the security team will breach the room and ensure it is safe and will secure a perimeter, once the perimeter is set, the final security trooper will enter before the negotiator and will stand right behind and to the side of the negotiator and will stay there until the negotiations have ended and everyone has left.

 

Observations

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Once you enter the room, you must observe your opponent carefully, see how they are acting, if they seem impatient or nervous, then that means you have a higher chance of confirming a successful deal. Most negotiations are won and lost at the beginning, so walk in and stand tall, do not fidget nor look around the room, that's for your security detail to do, you just keep your focus on your opponent.

 

Haggling

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When confronted with a high-demand, one must not give in, the first offer is usually too high and the other party usually doesn't expect you to agree to it, in some cultures, agreeing too early is sometimes taken as an insult and may result in a failed negotiation. Once the first offer has been laid out, quickly follow up with a low-balled counter-offer, something so low that they would never accept, but not too low that they would get insulted. The other party will then provide a counter and remember, leave the high-worth offers until the end. So this will go on and on until neither party can move any further significantly, and this is where you will play your cards. This applies to both Negotiation and Haggling, sometimes a lower price can be reached by offering protection or resources. If it seems like you can't make your opponent budge, you may use /roll to break it; however, this is counted as a failure in the 41st and you cannot receive a promotion for successfully rolling a negotiation. In order to win a /roll, you must state your current offer again and type /roll, your opponent will do the same and whoever rolls the highest "wins". Remember, do not be afraid to walk out on a deal, your opponent will often-times meet your demands if they see you leaving.

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Tips

Always lead your offers and counter-offers with a reason. When dealing with droids, use logical reasons, with life forms, use empathetic and ethical reasons. Ethos, Logos, Pathos.

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Negotiation

Tips on phrases to use

  • "It seems like..."

  • "It sounds like..."

  • "It looks like..."

Use empathetic phrases and words.

Ask open-ended questions.

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How to extract armed fugitives
Sometimes you will need to deal with armed fugitives who have barricaded themselves to avoid arrest and/or death, these people are most likely scared because they think that you are going to kill them. To successfully extract them without firing a shot, you will probably be conducting this through a door. To do this, you must first announce yourself, but do this with a quiet tone, if you scare these people, they might open fire. The fugitives are likely irrational because of high tensions and emotions, to counter this, you must use empathy, To use empathy to persuade them to exit, unarmed, all you need to do is talk to them, even if they do not respond, keep talking, use similar phrases to the following, and repeat them until they respond. "It seems like you don't want to come out. It seems like you worry that if you open the door, we'll come in with guns blazing.", "It looks like you don't want to go to jail."

 

Exiting the building

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In any situation, if the negotiations did not go as planned, or went smoothly, you must exit as follows:

  1. The security team will split up, 2 in front of the negotiator and his assigned guard and 2 behind them.

  2. The 2 closest to the door will breach and call it clear, the rest will follow.

  3. The Security detail will now create a VIP diamond around the negotiator and they will exit the building, Green Company who are in the 1st Circle will lead.

  4. As the group moves forward, Sarlacc Brigade, excluding AT-RT drivers will move with them, the AT-RTs will scout ahead.

  5. Since the group has left the compound, the group will create a filled-loose-wedge and will retreat towards their destination as dictated by Command.

 

NegTrain

Conclusion

Thank you for reading the 41st Handbook, this went over the things you should know and remember. These items will help you in the game and will make sure you won't get yelled at for not knowing it and will ensure I do not get yelled at for not teaching my troops.

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Conclusion

Thanks

Thanks to RC Boss for the Codes.

Thanks to Alucard for help with the rules.

Thanks to the 41st for being the best corps there is.

Thanks

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