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Liberty, unity, and the pursuit of democracy
— DAENE motto
Make Mortals
— -Emancipation Forces motto


All under construction

DAENE or Democratic-republican Alliance for Elected post-National Emancipation is a moderate extremist political party. Insisting on the representation of all peoples, groups, parties, and individuals no matter what. Taking the aggressive stance in all forms of negotiations they prefer to set the precedent and tone of all interactions.

History[]

Sworn and service
— Security motto

Remove fascist working to goal.

Purposes and Duties[]

Learn to suffer without complaining
— Infantry motto


Civil Councils[]

Divided into the Representative, Partisan, Private, and Judicial councils. The Representative council is the regionally appointed personnel elected from every city, country, and continent. They set the president for national policies. The Partisan council is the personnel elected from groups of roughly one hundred persons. They control the strategic aims of the Emancipation Forces and set the precedent of international relations. The Private council is composited of businesses, political parties, and unions. They control the educational and economic aims and goals of the DAENE economic structure. Each council is capable of proposing, revising, debating, and passing legislation while the Judicial council debates the legal and constitutional basis of each legislation.

Emancipation Forces[]

Divided into the Support, Security, Sea/Air/Land, and Infantry branches each with their own specialized duties. The support branch deals with the monetary funding, radio traffic management, combat training, supply coordination, and artillery coordination. The security branch is the public face for the EF working as various for profit private military, profit corporate security, and nonprofit citizen watch groups. The Sea/Air/Land is in charge of most vehicles and armor for the purposes and transport of supplies and personnel and offensive support. The infantry branch specialty picked by the Godfather Council for the purposes of indigenous special forces training, major sabotage, fast response counteroffensives, counter terrorism, air landings, naval landings, and reconnaissance.

The Security, Support, and Sea/Air/Land branches are mainly made up of specialist positions. The rank of Specialist is a almost nonmilitary rank that signifies civilian specialization and training. While paid more than most enlisted men and sometimes can order some around they have no real power when compared to any Officer rank. Specialists in the DAENE are recognized as an NCO rank and receive their training from both Recruit and Civilian-operations camps (R&C camps). The only requirements for being a Specialist is graduation from R&C camps and private job deemed valuable for the DAENE. The Infantry branch does not have any specialists ranks.

Oath of the Emancipation Forces:

"From this day forward I swear my life, honor, and safety

to the great crusade against those who seek to do harm

and justice for those that are persecuted.

I seek perfection and absolution in all my works

for those who stand with me as brothers in arms,

along with those that cannot stand for themselves.

I pledge to stand as one among many

who hear the voices of the lost

and for those that have seen the light.

From this day forward I pledge that

democracy and truth be my last words."

[]

Youth Wings[]

The youth wing of the DAENE party is separated in to Corps corresponding to the ones in the Emancipation Forces (Infantry, Security, Support, and Sea/Air/Land). It is open to all youth ages 8-20 (most leave at 18 because of the draft).

Roles of the Youth Wing include: To stimulate an interest and respect to academic achievement and the traditions of the DAENE and Emancipation Forces for the youth.

To promote physical fitness. the conduct of close order drill, and a healthy balanced lifestyle.

Instill patriotism and elements of morality (such as honesty, fairness, courage, respect loyalty, dependability and fidelity) into the youth.

Oath of the Youth Wing:

"From this day forward I sincerely promise,

to lead as an example to all youths to follow

and to demonstrate the highest proficiency in all tasks.

That I will never bring disgrace or dishonor upon:

Myself, my family, and the Emancipation Forces

That I will respect them in a manner to reflect credit

upon the Youth Wings."

Members[]

I'll carry you
— Support motto


Few requirements for entry and voting membership in the DAENE. Only picture ID, some pocket change for registration and renewal, and criminal background check. Criminal history, large debts, and lack of funding do not disqualify entry into the Emancipation Forces. However, it will require entries immediately transfer into a Introductory camp or Initiation camp for three full weekends every month until graduation. It is a source of pride and controversy to be so willing to accept all persons.

Funding and Taxation[]

Much of the funding for the DAENE comes from donations, international trading tax stamps, acting neutral paramilitary observers, and international support for humanitarian aid missions. Due to a lack of aligned territory and interconnected aligned regions taxation is nearly impossible. The few held camps, towns, and villages that can be taxed usually work indirectly or directly for the DAENE so few citizens are truly taxed and those that are pay very little.

Organization of the DAENE[]

Members are divided into a intricate system of command and unit tactics. Even when not a EF member (though many are without even knowing it) they are registered into the system. Ranks and positions are forcibly made and re-positioning and replacement in the EF rarely being appealed. Guides are often given to ease conversation and spawn a working relationship with members of each unit.

Basics of the system[]

  • Buddy system- 2 persons: designated to operate together in all civilian, tactical, and logistical duties.
  • Team- 4 persons: standard operating team lead by a NCO for the purpose of specific gear during any civil, tactical, and strategic operations.
  • -Crew: 5 persons: acting NCO leadership and communications coordination of the fireteam units within a platoon.
  • Squad- 10 persons: consisting of 2 fireteams and 2 communications NCOs acting as the smallest operational unit in the combat and tactical operations. Operational efficiency is led by elected CO leadership.
  • Platoon- 25 persons: consisting of 2 squads and a crew with a integrated CO and communications fireteam.
  • Company- 50 persons: consisting of 2 platoon and a assigned air support, motorized vehicle, or artillery crew.
  • Battle Line- 100 persons: designated by region required to mobilize in a designated zones during monthly training missions and emergency situations.
  • Core Body- 300 persons: with an assigned through out various territories in order to preserve strength of numbers with multiple defensive bases of ordinance.
  • Regiment- 600 persons: divided purely for the purposes of regular designation of equipment and training.
  • Block-All 1,931 members of the DAENE.

Types of EF soldiers[]

Unlike most military systems in the world of Remnant the DAENE system gives promotion based on everyone's personal leadership skill set, personal tactical skill set, unit combat experience, Crucible graduation score, Command graduation score, Civilian graduation score, and graduation from Combat Infantry Camp. Because of this many different soldier duties would quickly be unfulfilled. Bringing down the effectiveness of the

Instead a new system of Jobs, Occupations, and Services (JOS) to diversify the different types of soldiers. Each unit was assigned based on what was needed in each Company, the physical capabilities of the individual, and the expressed position desired by the individual. Often the desired positions and gear would be traded and re-registered in the unit database.

Stuff Carrier, Carbine Operator, Designated Rifleman, Machine gunner, Grenadier, Big Gunner, Line Guard, Forward Spotter, Communications, Encryptor, Weatherman, Cook, Vehicle Operator, Robotics Coordinator, Supply, etc. (The list expands over 100 different jobs and specific placements).

Warfighting Equipment[]

Nowhere to go, nowhere to hide, surrender or die
— Sea/Air/Land motto


With over seven factories aligned to support mass production of equipment and gear for the Emancipation Forces and pro-DAENE forces. Anything from various uniforms, armor kits for adapting cars into IFVs, sleeping bags, weapons, munitions, phones, eating tools, construction and entrenching tools, and a sponsored R&D group. Using cheap and effective mass production runs of one thousand the cost of armament and supply is made extremely cost effective. Most expenses are caused by the serialization and coordinated mapping of supplies to every unit.

Some equipment and uniforms are released to the public and private as surplus sale with invisible luminous dyes that are easy to spot with ir devices. Weapons are not permitted to be released for sale to the public or use by government agents in be it in full units or parts kits. The amount of secured systems, codes, and shipping strategies make operational security and operational security extremely hard to spy on while still being able to make profit on the gear. With the average cost to produce each uniform being around little more than pocket change for a shirt or boots (1 or 4 USD) being sold for 1800% profit (18 or 72 USD).

Uniforms[]

Split into Sleep, Work, and Combat Dresses and with various styles for every EF branch. Each uniform is made for use in nearly any situation or modular accessories for mission success in every environment that maybe experienced by a DAENE aligned trooper. Made simple with old fashion pockets, buttons, and cheap zippers the most complicated issue being with fitting. As there are six sizes with various adjustment straps to fit multiple body types.

Work dress- A set of acu-style coveralls often a simple solid gray+purple, brown, or green with every individual is required to pattern their uniform in order to match their territory.

Semi-ridged Personnel Carrier (Mark S 2A1)- A full black harness that is simple, lightweight, and intuitive to use. It's design is for near standard use by all members of the EF. Consisting of elastic straps, steel alloy joints, aluminum reinforcements, several batteries, and quick release tabs. Meant to increase mobility and endurance of each individual rivaling what most hunters/huntresses is capable of. The neck and various other areas are restricted by a elastic brace to prevent whiplash and damage from external sources.

Semi-ridged Armor (Mark SA 2)- A simple cloth shirt and skirt with small ceramic plates fixed onto the undersides. With a trauma pad underneath most plates while still leaving room and space for each plate various segments to move independently. The head is protected from loud noises, shrapnel, and blunt trauma with a shock absorbing galea and balaclava. While the neck is protected by a large ballistic yoke meant to protect against cuts and shrapnel. Providing extra protection, better arm and leg freedom, cheaper replacements, and being lighter than the armor commonly seen being used by Atlas.

Standard Gear[]

Canteens, canteen pouches, hydration bags, sporks, eating knives, cultery pouches, multi-tools, combat wrenches, combat shovels, small tool bags, gas masks, external frame backpacks, bandoliers, load-bearing vests, helmets, padded ushankas, desert keffiyeh, and jungle patrol cap, radios, and cheap programmable cellphones are all standard issue gear. Most pieces of equipment have a specialized waterproof pouch or could be folded to fit into a small pocket.

Special Operations Gear[]

Anything you don't need to know much about or are only produced in secretive runs of a hundred are considered Spec. Ops. Gear. Suppressed mortars, suppressed grenade launchers, underwater rifles, various poisons, and specialized cameras are some of the more common equipment given out to regulars. But there are various mission specific equipment such as c4 breaching charges, bandoleer torpedoes, and

Munitions[]

6.5x25mm Pistol DAENE

6.5x50mm Rifle DAENE

40mm High-Low grenade

40mm Mortar

80mm Mortar

40mm RPG

120mm RPG

80mm Gun

120mm Gun

40mm Short Torpedo

400mm Long-range Torpedo

1 Kilogram Remote Control Bomb

100 Kilogram Remote Control Bomb

250 Kilogram Remote Control Bomb

1000 Kilogram Barrel Bomb

5 Ton Bunker Buster

Weapons[]

All weapons are made to use both standard gun powder and dust propelled rounds. Often this is done with no or little modification other than the turning of a gas intake switch or simply experiencing a shift in the rate of fire in the weapon. Many calibers share barrels, barrel tooling, or cleaning devices for increased logistical ease.

Defensive Personnel Pistol (DPP M6)- Various semi-automatic and burst fire pistols chambered to fire the 6.5x25mm using magazine sizes of 20 rds. or 40 rds. It has a strange oddity in that all DPP M6 can use the M6-1 solid holster which can be connected into the back of the pistol grip and made into a carbine. The stock is slid into the back of the pistol grip allowing a the user more accuracy and a comfortable hold on the weapon. The sighting system is a older style of adjustable ironsights semi-buckhorn sights that uses the larger top rear notches for close range combat at less than 10 meters and the small notch for ranges at 50 meters. With a mostly plastic and stainless steel construction it weighs less than 1.7 kg with a full 20rd. magazine and stock. The main purpose is as a rear line weapon, a decent back-up weapon for infantry support, or a strong sidearm.

Standard carbine (Sc M13)-[]

A closed-bolt straight blow-back striker-fire short burst-fire only carbine with a built in flashlight, foregrip, bipod, side mount, collapsible, and cleaning kit. The action is telescoped over the barrel with three spring system to quickly chamber the next round allowing for a cyclic rate of 1,400 RPM/23 RPS in a three round burst. The top-mounted magazine with the ejection port built into the pistol grip preventing debris from entering the mostly enclosed system improves reliability. While any debris can be blown out from the gun as very little can be trapped into the magazine or inside the tight closed-bolt system. The use of the standard 6.5x25mm round and magazine as the DPP it allows for easy supply. Weighing just over 2.1 kg fully loaded with a length of around 26.5 in. it is extremely light and it's high velocity cartridge allows it to be extremely flexible in many combat situations.

The elongated 15 in. barrel and adjustable flash moderator allowed more time for any extra powder to burn while the muzzle device allows better recoil control and further dampens any extra gas from the barrel. This makes nearly every shot from the SOC extremely hard to spot especially with various non-sabot rounds. With a thicker than normal rifled barrel gives it a average Minute-Of-Angle of 2.5 inches. The super sonic velocity and tight grouping give it an effective range of around 150 meters or a maximum range of 750 meters. Along with having been shown to penetrate 9mm steel APC armor from over 50 yards. As the standard weapon of the EF it serves as a effective weapon in close assault, premeditated ambushes, and as a personnel defense weapon.

As the visible flash is a single 0.35 inch dot that disappears after 0.03 seconds. At more than 10 meters the flash is too small in night conditions to be noticed by the human eye at 3 meters it's too small to be noticed by the fanaus eye due to their near perfect night vision. Being cheap to produce most are equipped with some form of raised scope. However upon request and personal funding some groups have been issued subsonic ammunition to use with field made oil filter suppressors. With each shot creating less than 110 decibels even in good conditions it can be hard to detect the location of Sc fire. Many unused to EF fire wouldn't be able to understand the reflecting sound of super sonic bullets and feel as if they are surrounded.

With the main purpose of the Sc user is being able to help give covering fire, draw enemy fire, defeat enemy vehicles, defeat enemy cover, and act as a spotter for various infantry support units. The Sc itself can hold it's own well enough, but with bigger guns and heavier ordnance to deliver a simple rifle or carbine mattered very little in standard EF operations. Each Sc and Sc operator were meant to give defensive moving fire or offensive concealed fire. Breeding fear and dissension among the enemy and causing the enemy to flee on foot after their vehicles were immobilized as a standard procedure.

Citizen Carbine (CC M1)- A simple folding stock bolt-action rifle it uses the same 6.5x25mm round and magazine as the DPP. Stored in EF back-up armories, air dropped for reactionary defensive use by civilians, or as part of the DAENE Youth Wings Marksmanship program. Weighing just 2.7 lbs. fully loaded and a length of around 25 inches or 82 centimeters.

Support Marksman Rifle (SMR M2)- A roller-delayed semi-automatic bullpup rifle capable of single MOA sharpshooting. Firing the 6.5x50mm rifle cartridge using a similar 6.5mm projectile as the 6.5x25mm pistol round only heavier. It uses a field adjusted 7x20mm ballistic scope and a 1.5x25mm red dot. Weight just over 5.4 kg with a total length of 910 cm. Will penetrate 9mm steel from well over 100 yards and still achieve under 1.5 MOA at 100 yards.

40x25mm Grenade Launcher (40mm M1-13)-[]

A high-low propulsion system used as a under barrel attachment for the SOC. With an average muzzle velocity of 50 m/s and a range of 420 yards. Using a various different forms of ammunition. It can be mounted on nearly every small arm used by the DAENE and the EF. With a average cost per unit of about 15 EURO.

40x25mm Automatic Launcher (40mm M2)- A high-low propulsion machine gun capable of mounting on a tripod or swivel. Capable of using metal or plastic belt links with a average rate of fire of 450 rounds it provides as the necessary suppression and cover defeating explosive power for vehicles. With a faster muzzle velocity of about 53 m/s it also boasts a greater range of 600 yards. With an average cost per unit of about 80 USD.

Light Machine Carbine (LMC M1)- A 6.5x25mm belt fed machine gun. It's roller-delayed blowback system uses cheap canvas belts of ammunition. Made to sustain close fire against lightly armored or unarmored targets from vehicle mount. The total weight with the gun itself and more than two hundred rounds of ammunition weighs about 9 kg.

Team Support Gun (TSG M6)-[]

A 6.5x50mm box-fed roller delayed rifle rifle. Separating itself from the SMR with it's quick change barrel, foregrip, bi-pod, and top magazine feed system meant to provide accurate and suppressing fire. Destroying concealment and some cover with it's armor piercing and incendiary tracers. With a average weight of less than 11 lbs. and a total length of 820 cm.

Multi-role Squad Support Gun (MSG M2)- A 6.5x50mm air-cooled belt-fed machine gun. Weighing a full 10 kg with a total length of 1100mm it is a two-man system meant for fire from a semi-fixed position. Capable of mounting onto a tripod and basic swivel for fixed usage; using it's integrated bi-pod it is a more mobile weapon system.

Platoon Support Gun (PSG M1)- A 6.5x50mm gas operated water-cooled belt-fed mach ne gun weighing over 50 lbs. It is always meant to be fired from a tri-pod or mount giving superior fire power from a fixed position. With it's water-cooled system and high rate-of-fire of 300-900 rpm allow it to shut down lines of travel even for vehicles. Some have been fitted with a suppressor for greater effectiveness in night missions and defensive combat.

Infantry Mortar (40mm Mortar M3)-[]

A 20 lbs. 40mm system with a range of well over a mile. Used in a squad role it can destroy vehicles, roads, and clear trench lines before an initial attack.

Heavy Mortar (80mm H. Mortar M1)- A 160 lbs. 80mm system with a range of well over 5.9 km. Towed by vehicles or carried in a mortar carrier it is capable of defeating armor and buildings. Used in light raids it can destroy most enemy fortifications and resources in less than 3 minutes before driving away. Air burst rounds can destroy most low flying VTOLs, airships, and helicopters. 3 km of range.

Gun Mortar (40mm G. Mortar M1)- At 200 lbs. the breach-loading 40mm mortar system with a range of 2.4 miles mounted onto a standard mortar carrier system. It is a two-man breech loading mortar with a rate of fire of over 7 rpm. it uses a recoil system after each shot was fired.

Recoiless Rifle (RR 40mm M1)-[]

A breach loading 40mm missile launcher with a total length of 4 feet. It kills everything and anything depending on the rocket used.

Heavy Recoiless Rifle (RR 120mm M1)- A breach loading 120mm missile launcher with a total length of 7 feet. It kills buildings.

Modular Rocket Launcher (RR M2)- A giant rack of 40mm rockets that can fire dozens of rounds in a second. It kills everything several times over.

Towed Howitzer (G 80mm M3)- 80mm gun that can blow up a building with a single metal shell. Filling the shell with explosives kills everyone inside. Maximum ranges up to 10 km or about 6 miles destroying anything it hits and killing everything within 10 meters.

Towed Gun (G 120mm M3)- 120mm gun that can building with a single metal shell. Filling the shell with explosives kills everyone inside. Maximum ranges up to 10 km or about 6 miles destroying anything it hits and killing everything within 10 meters.

Drones- Balloons with radio control capable of being controlled from dozens of miles away. It can drop a 1 kilogram bombs and 2.5 lbs. worth of flechettes on enemy units while scouting territory with a 480p thermal camera. A maximum flight time of 8 hours with a solar booster in low wind environments.

Car kits[]

Most common cars can be mounted with various 4mm metal alloy plates, ballistic glass, specialized air filters, chemical sealants, CB radio systems, and long range encrypted radio technology.

Armored Carrier[]

Mortar Carrier (Type 5 M)- A simple box-like four person operated 3 ton eight wheeled lightweight vehicle with one hatch for the mortar to fire out of and for personnel to enter the vehicle. With a unit commander, driver, gunner, and assistant each with their own specific duties. The main armament the being the G. Mortar M1 or M3 Mortar that can be manually operated and fired by the gunner alone. The assistant helps load the gun, clear the engine and operates one of three the Light Machine Carbines.

Rocket Carrier (Type 5 R)- A simple four person operated eight wheeled lightweight vehicle with a large limited adjustment 120mm recoilless rifle. With a two hatches including a back door to access and fire the breech-loading recoilless rifle. Made for strong direct fire attacks against armor and buildings using a variety of ammunition. Indirect fire with guided missiles can have a operational range of 5 miles.

Rapid deployment (Type 6 A)- A simple four person operated six wheeled lightweight vehicle made for dropping from Heavy Delivery aircraft. It can only be armed with the shorter M3 mortar for the purpose of transportation.

Air Vehicles[]

Micro-light Recon Puller (Type 26)-[]

A cheap canvas and aluminum aircraft capable of keeping pace with transport crafts. Without any armor beyond a weather resistant canvas and clear windows and the only defensive armament being a single fixed Light Machine Carbine. Simple to operate with only a simple camera system, radio, fuel gauge, speedometer, altimeter, and smoke screen. All landing procedures required speed and angle estimates using the altimeter's enlarged elevation bubble and speedometer which were crude at best. Weighing less than two hundred pounds it can be carried by in pieces and loaded on top of three backpacks.

Medium Defend Puller (Type 25)- A cheap fiberglass and steel alloy single propeller powdered aircraft with five fixed Light Machine Carbines and fifteen 40mm rockets. Quickly passing most other rotary aircraft speed (390-410 mph vs 320-360 mph) is used to tail and destroy targets with missile weaponry or simply shooting down one of the large engines present in rotary aircraft. Costs for a fully equipped unit are under a full year's pay (21,310 USD).

Heavy-Long Attack Bullet (Type 28)- A cheaply armored jet fighter plane capable of out-pacing nearly every VTOL coming out of Atlas. Using a single high performance engine to achieve near faster than sound travel (700-750 mph) it is both faster, cheaper to produce, and more energy efficient than any rotary aircraft. It also boasts light armor, plenty of weapons, and a good weight capacity. Capable of carrying one large bunker buster, six 40mm rockets, five Light Machine Carbines and two Multi-role Support Guns. It excells at ground attack, long-range fighting, and various other roles.

Heavy Delivery (Type 20)- A heavily armored bomber capable of carrying more than most rotary aircraft, however requires a large runway or must air drop everything. Armed with two six gun-rack turrets of several LMCs and MSGs at the front and rear of the aircraft.

Heavy Long-range Delivery (Type 22)- An extremely large slow-moving semi-ridged airship with various elevators and rudders, horizontal and vertical stabilizers, six v8 engines, ten separate hydrogen and helium bags, and various a large radio communications wire. Traveling within a safe operation height of 3 km, however, with when traveling long distances helium can be replaced with hydrogen enabling operators to sustain a operational height of 20 km across a maximum range of 4,000 miles. Capable of carrying 50 tons with a safe long range carry weight of 12 tons or the average weight of 15 crew members, infantry weapons and ground equipment, daily food rations for 30 days, daily water rations for 30 days, the radio communication equipment, the radio and CCT navigational equipment, anchor, and all nesscary combat armament including: 4 LMCs, 2 PSGs, 2 40mm M3s, and various bombs or whatever is necessary for a specific mission.

Naval Vehicles[]

Micro Submersible Boat (Type 15)- A four man submarine capable of delivering three 400mm torpedoes, four 120mm missiles, ten 40mm missiles, or twenty 40mm short range torpedoes. Meant to destroy enemy ships, monitor waterborne movements, disrupt trade, and kill aircraft.

Multi-role Quick Offensive Boat (Type 10)- A five man patrol boat capable of using missile racks, recoilless rifles, and various heavy weapons. Capable of long range sea and riverine patrols with a speed of 40 mph it can evade detected torpedoes and shoot down enemy missile weapons. Each ship can carry an armored carrier or an artillery piece along all necessary supplies.

Heavy Transport (Type 19)- A heavily armored transport vessel. Capable of delivering three multi-role boats or eight sub-boats.

Trivia[]

-The idea of the DAENE is to stereotype and copy the depictions of radical communists and hyper-nationalism.

-For further information about specialists please research the "Specialist Creed" as it holds all the information you may need.

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