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Red Apotheosis » Groups » Axis Corp

A private military organization that sells their hand to the highest bidder, though they've been starting to have a leaning against mages as of recently although they try to assure their clients that this is not the case.

Description

Summary: Axis Corp mercenaries are fitted with the best of the best, taking high paying contracts for the most dangerous of requests. While they claim to be neutral in the current state of affairs, they've recently been getting paid under the table to find some separate reason to omit the mages under their service and equip themselves against them more specifically, although none of their intentions have ever been stated out right. Anti-mage activists, particularly the rich ones, have seen their potential in quelling the rebelling mages with their superior firepower and technology, hoping to some day use them to put an end to the rising revolution.

AC Light Infantry: These troops are the backbone of Axis Corp's combat force. Even for the basic soldiers, they are equipped with state of the art equipment, sporting highly resilient armor, versatile helmet sights, and a wide array of both lethal and non-lethal weaponry. All of these soldiers are highly trained professionals that should not be trifled with.
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AC Heavy Infantry: These slow and bulky soldiers put an emphasis on defense, though they tend to carry heavy weapons more often than the light infantry. Aside from having tough armor, they sport multiple environmental fail-safes, such as C02 pads under the armored plates that extinguish flames if they are blasted with fire.
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Banshees: Banshees are a part of Axis Corp's assassination branch - they are built for high mobility and are fitted with boosters that allowed them to travel fast and close gaps incredibly quickly as well as make safe landings from high places. Their suits also allow them to temporarily cloak themselves, though it's not thoroughly effective since they still cause light distortion and do not have sound cancellation abilities, making them more effective in dark areas or underwater.
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Dragons: Dragon suits are designed with energy protection in mind, making them extremely resistant to the elements while only being somewhat effective against direct physical attacks. They are able to withstand intense flames, toxic fumes, and lightning shocks, but a high powered rifle could punch right through their armor. Their main method of attack is a redesign of the the flamethrower that travel longer distances, are more accurate, latch onto targets more easily, and have fires that last significantly longer.
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Espers: Espers are the product of experimental technology that has attempted to give humans superhuman abilities. While the project could hardly be called successful, it made them compatible with ESP suits, which rendered them completely immune to mental attacks, allowed them to redirect incoming projectiles, and interfere with the brain waves of those in the immediate vicinity, disorienting them and sometimes even causing them to hallucinate. They are usually equipped with small arms.
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Goliaths: Golaiths are massive armored tanks whose sole purpose is to soak up incoming fire, making them the perfect vanguard troops. While extremely strong, their low maneuverability makes them have low accuracy and slow reflexes. They are almost always equipped with heavy weapons such as miniguns and missile launchers.
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Hawks: Hawks are the light assault infantry who sport jet-packs that can be used to leap in short bursts. While they aren't built to maintain sustained hovering, they are efficient for traversing rooftops or launching aerial ambushes. This is a favorite of snipers who like to have the option of a quick escape should they be spotted. Hawks are not capable of supporting heavy weapons.
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Hunters: Hunters are an elite version of the AC heavy infantry that don't quite have the same level of defensive power, but are significantly more mobile. The hunters are highly effective in areas with low visibility, such as in the dark or in heavy fog and rain. They prefer long range weaponry such as sniper rifles, using burst-fire carbines as their close range weapon.
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Jackals: Jackals are the AC's close combat solution to enemies who get too close, sporting a large high-frequency blade that generates incredible levels of heat, which can essentially be summed up as a flaming chainsaw minus the loud noises and bulkiness, making it very effective for cutting through armored plates. When forced at a range, they use pistols and submachine guns.
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Lancers: Lancers are specialized infantry with access to railguns. Railguns are very unstable weapons that require a significant amount of practice and focus to use and so are only distributed to a handful of such talented individuals. These weapons are highly destructive and will pierce through almost everything it comes in contact with, stopping short only from the strongest of defenses or once it reaches a certain range, leaving a blazing electromagnetic trail behind it. Railguns have a very long recharge time.
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Ronins: The ronin are a variation of light infantry that specialize in close combat - while they're certainly not as skilled or powerful as the jackals, they are much higher in number. As a result, they tend to pack more heat than them when it comes to firepower, though they won't use snipers or heavy weapons. Their suits are also more mobile than standard light infantry suits.
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Smokers: The presence of smokers are perhaps frowned upon the most - aside from their hardened armor, their strength lies in their gas weaponry, which is extremely lethal and lingers for a long period of time. Not only is it deadly when it is inhaled, it actively dissolves organic material, burning through flesh like a highly potent acid. Both liquid and gas variations of these weapons exist, either in the form of guns or grenades. They also carry a light sidearm, usually a semi-automatic pistol.
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Vipers: Vipers are assassins much like the banshees, but these particular soldiers are significantly better fighters and are often sent for the highest priority missions. Viper cloaking fields are much more potent and their suits allow them to carry a lot more equipment, such as grappling tools, multitudes of throwing knives, and even explosives.
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