Poster in Arzenal Marketplace said:
HOUNDS OF ARZENAL - ACCEPTING VOLUNTEERS
Para-Mail or TSF Pilots only - Others need not apply.
Privileges include:
Personal room in area secured by Overseers. Not searched unless actively smoking or otherwise confirmed to be a biohazard.
Freedom from mandatory sorties
Financial Stipend to make up for missed killpay
Guaranteed Trustsee status
Chance for temporary off-Arzenal deployment and shore leave.
Duties:
Active deployment within the Justitia
Tracking and engagement of deserting Paramails
Intercepting transport craft harboring stowaways
Disclaimer: All Hounds Must be fitted with a loyalty collar for the duration of their service within this corps. Explosive charge within is guaranteed to be inactive within Arzenal's borders, but any escape attempt will lead to its immediate detonation.
If you are unwilling to undergo this, instead be aware there is a standing payment for tipoffs about potential escapees. Anonymity guaranteed.
Para-Mail or TSF Pilots only - Others need not apply.
Privileges include:
Personal room in area secured by Overseers. Not searched unless actively smoking or otherwise confirmed to be a biohazard.
Freedom from mandatory sorties
Financial Stipend to make up for missed killpay
Guaranteed Trustsee status
Chance for temporary off-Arzenal deployment and shore leave.
Duties:
Active deployment within the Justitia
Tracking and engagement of deserting Paramails
Intercepting transport craft harboring stowaways
Disclaimer: All Hounds Must be fitted with a loyalty collar for the duration of their service within this corps. Explosive charge within is guaranteed to be inactive within Arzenal's borders, but any escape attempt will lead to its immediate detonation.
If you are unwilling to undergo this, instead be aware there is a standing payment for tipoffs about potential escapees. Anonymity guaranteed.
Escapes.
If someone attempts to escape, the guards normally take care of it. But occasionally, someone slips through the net. Stowing away on a military craft, somehow making a boat, or just taking their Para-mail and flying off towards the horizon mid battle. Once they're outside Arzenal's territory, they're technically out of the reach of the guards. But this doesn't mean the crime of escaping goes unanswered. While Arzenal retains a standing bounty for people willing to 'return' escaped prisoners, they're not just going to sit there and wait for some concerned citizen to send them a message.
Which is where the Hounds come in. A special detachment within Arzenal allowed out on special operations to chase down escapes and drag them back - dead or alive. And while they're under orders to start precisely zero wars with the world at large, the Hounds are authorized to use force on non-Arzenal targets if they're deliberately and knowingly harbouring escapees.
Prisoners who Volunteer for the Hounds are given a variety of privileges above and beyond the normal pilots. From a financial stipend to make up for not being sent on combat missions to a segregated and secured sleeping area (mostly to cut down on unfortunate midnight suffocations) and several others besides that. However in exchange for this and being allowed to venture outside of Arzenal for long-term operations, a few other freedoms must be curtailed.
Specifically, all Hounds are fitted with an explosive collar. While the device is only technically primed while outside Arzenal's borders, the fact that joining puts your life literally in the Overseer's hands is a sticking point for many. And while it isn't technically a one-way trip, leaving the Hounds means losing your protection - and being returned into the general population that knows full well what you were.
Of the sixteen past members of the hounds, only three have ever been shot down on the battlefield; the lowest casualty rate of any division. Currently there are only four active hounds - five were killed in Arzenal, two left and later died in (supposedly) unconnected incidents, and two were forcefully retired after attempting to desert during an operation near Cascadia.
Name: Garm
Age: ~65
Gender: Male?
Height: 6'3
Weight: Supposedly 200kg
Appearance:
Other Information:
Has been indirectly confirmed as a Norma due to his reaction to magical assaults.
Biography:
Garm has been a part of Arzenal from the beginning, although his true history is somewhat blurry. Rumours started on the nation have slowly infiltrated the facts, and depending on who you believe he's anything from an ex-mercenary to a convict that somehow bought their freedom and joined the upper echelons as a free man. Disputing the latter claim is one of the few times Garm has spoken directly about said rumours, but his denial simply rooted the story deeper.
He rarely appears in Arzenal proper, but makes a point of overseeing any and all public executions - or any other punishment for his area of expertise:
Escapes.
If a 'Citizen' of Arzenal somehow manages to escape the island - through stowing away on a transport, fleeing on foot, or even somehow stealing a Para-Mail or TSF - Garm is the one that comes for them where the Overseers cannot. To drag them back, or simply kill them if that proves to not be worth the effort. He has permission to go far beyond the nation's borders in execution of this goal, and even to shoot down non-Arzenal craft if they are found to be voluntarily aiding in a prisoner escape.
But while his effectiveness is well known, Garm is still only one man. His record is not perfect - and while escapes that succeed are covered up within Arzenal, each one is still a black mark upon their record. Ten years ago (after two prisoners escaped by staging multiple 'Decoy' attempts at the same time) enough was considered enough, and he began actively recruiting 'Volunteers' from within the prison who were willing to shoot down their fellow inmates. These 'Hounds' have put a far more public face on the job of handling deserters, helping to discourage escape attempts further - at the cost of some slightly increased troubles within the prison.
While most of his operational time on record involves chasing down escapees, he also retains personal control of Arzenal's mobile sub - the Justitia. Direct Captaincy of the Submarine lies in his hands, and his TSF has been configured to link all weapons systems to its control. Not a single gun can be fired without Garm's direct permission, and in the event of a possible hijacking the ship's turbines and propellers can also be shut down to hamstring any such attempts.
In situations where the Justitia is required for combat Garm will remain nearby as an overseer. He only intervenes when the situation warrants it, and while the sight of Garm and his Hounds on the battlefield is a source of fear for pilots, it can also bring a twisted sort of hope - their signature weaponry proving just as effective against BETA and DRAGONs as it is against a TSF or Paramail.
Mobile Weapon:
ADFX-02 "Morgan" (TSF)
Affiliation: Arzenal Overseers. Leader of the Hounds.
Combat Style: Deconstructive. They specialise in targeting non-critical systems to slowly but surely cripple a target before moving in for the kill.
Strengths: Strong analysis of hostile targets, and a knack for knowing exactly where to shoot to ruin a machine.
Weaknesses: Lack of focus. In situations where he has to juggle the Justitia alongside his TSF his reactions have been known to falter from sheer information overload.
ADFX-02 MORGAN (TSF)
Model Number: ADFX-02
Code Name: Morgan
Manufacturer: Arzenal (With assistance from Cascadia)
Operator: Garm
Power Source: Cordium Reactor
Height:20m
Weight: (Currently unknown)
Propulsion: Jump Unit
Armament:
1 * TLS Fixed Armament (Terrestrial Laser System)
1 * Type-82 Assault cannon
AIM-54 Phoenix Missile Container (Currently fitted with MPBMs alongside conventional smart missiles.)
Equipment:
Morganite Barrier System - This barrier surrounds the back half of the ADFX-02, deflecting or outright destroying any and all projectiles aimed at it while also disrupting the targeting systems on board most smart missiles. Due to its disruptive effect on projectiles the field has a gap at the front, allowing the Morgan to shoot its weapons forwards. And for anyone stupid or brave enough to avoid the barrier by charging the TSF head-on.
The barrier is somewhat disruptive to the coherency of laser weapons, but this is nowhere near enough to survive a direct attack from a Laser-class BETA. It does however impede the TLS system, making it impossible to keep both active at the same time.
Finishing Moves: MPBM - Multi Purpose Burst Missile. See the Justitia for more details.
Image Reference:
History: Commissioned from Cascadia to serve as an anti-BETA weapon, with the hope that its barrier system would finally open up a method of defending against Laser-class BETA. It failed miserably in this role, the Barrier not disrupting beam coherency enough to truly stop an attack from a BETA. Arzenal kept the machine, with further testing showing that it could survive hits from most if not all conventional weapons used by Arzenal Para-Mails - a revelation that lead to it quickly being claimed by Garm.
Data from the Morgan is still intermittently sent back to Cascadia, but the TSF would likely just have been another technological footnote had it not gained noterity for its use in shooting down fleeing pilots. Sightings of the TSF are considered an ill omen - rarely does it sortie without a funeral or pubic punishment on the horizon.
Ship Name: Justitia
Unit Type: Scinfaxi-Class Submarine
Manufacturer: Cascadia
Operator: Automated/Garm
Dimensions (length, beam, height): 300m, 80m, 30m
Propulsion: Five Propellers, and one Nuclear Geared Turbine.
Fixed Armaments:
3* AA Gun (one front-mounted, two rear)
4* Ship-to-Air Missile Launchers (Rear-mounted)
Strategic Missile Launch Ports (3, mounted along the upper hull) - Currently only loaded with Burst Missiles
Mobile Weapon Capacity: up to 46 TSFs or similar.
Launch Catapults: 2
Equipment and Design Features:
Multi Purpose Burst Missile:
A burst missile is a long range strategic (non-nuclear) cluster munition with a blast radius of approximately 2,500ft. When detonated they have a distinctive blue light, and will devastate targets below with concussive pressure waves and sheer heat. When fired at ground targets they are required to detonate at low altitude for maximum effectiveness, leaving a safe zone at higher altitudes (roughly 5,000ft under general circumstances) for flying machines to hide.
Remote operation:
The Justitia is designed to operate with a minimal crew capacity of 40 (not counting pilots), and almost all of its weapon systems are linked directly to the ADFX-02's systems - without direct permission, they cannot fire.
History: Manufactured in Cascadia with group funding from multiple BETA-Threatened nations at the request of Arenzal. The Justitia holds a variety of roles within Arenzal, and is their only craft capable of deploying Anti-BETA forces from outside of the Island's sphere of influence. It sometimes holds the role of long range deployment or supply craft for Para-Mail pilots, allowing them to fight furhter away from Arzenal without risking handing out enough fuel for them to easily desert.
The ship does not hold the same notoriety as the rest of the Hounds, although if it's sighted on the battlefield one or more of the team likely aren't far behind.