lskidJoin Date: 2012-12-07 Post Count: 89 |
THE ROYAL WATERS
Instruction, Training, and Promotion
This section of the post will give information on the rank duties & positions in TRW. It will be laid out as lowest rank to highest rank.
Cadet:
•Cannot sail ships
•Cannot board ships
•Buy uniform to be promoted
Cadet is a confirmation rank that they are dedicated to the group and are not alts
Landsman (LR):
•Cannot sail ships
•Can board ships
•Attend any event and get recommended to be promoted
•Ship position: gundeck/second gun deck (SoTL only)
Landsman are the official beginners of the navy. They are just beginning to learn about the navy
Able seaman (LR):
•May go onto sail tops to act as lookouts
•Cannot sail ships
•Ship position: gundeck/second gundeck (SoTL only)
Able seamen are the backbone of the navy. Their duties are simple; man the cannons. If there is no room on their gundeck, they serve as bow/stern/top gunners, attempting to snipe enemy sailors.
Gunner (LR):
•Cannot sail ships
•Ship position: gundeck/first gundeck (SoTL only)
Gunners also play a huge role in any navy. Their names state their jobs; gunnery. These men serve the same purpose as seamen, but are separated from them by rank.
Boatswain (LR):
•Cannot sail ships
•Ship position: Weatherdeck (Overseeing the gundeck)
The boatswain's duty is to repeat any and all orders given by the captain of a ship. In order to reach this rank, they must partake in a reaction speed test.
Midshipman (MR):
•Cannot sail ships without permission from a Commander. (Midshipmen can act as a helmsman)
•Can only host non-official trainings
•Cannot attend officer meetings
•Ship position: Quarterdeck
The midshipman is the first warrant officer rank. Their job is simple; learn how to sail by simply watching other captains do so. If the quarterdeck is full, however, they are to act as bow/stern/top gunners. Must be tested in order to be promoted to midshipman.
Master (MR):
•Cannot sail ships without permission from a Commander. (Masters can act as a helmsman)
•Can only host non-official trainings
•Cannot attend officer meetings
•Ship position: Quarterdeck
A master is an experienced midshipman, basically. They must be confident in their ability to sail, and must be exceedingly familiar with naval commands and formations.
Acting lieutenant (MR):
•Can attend officer meetings, but can not vote
•Cannot sail ships without permission from a Commander. (They can act as a helmsman)
•Can co-host trainings
•Can host non-official trainings
A-LTs are the first rank able to attend officer meetings. In the absence of an officer other than the captain on a ship that they are not captaining, they are to correct any and all behavioural issues from the midshipmen/masters/boatswain.
Lieutenant (MR):
•Promotions to LT are voted on
•Has to be tested to reach the rank
•Can attend officer meetings
•Can sail any ship (With permission)
•Can host trainings
A lieutenant is the cream of the crop. Any of these men are some of the most experienced sailors out there. These men no longer have to learn anything. They are, instead, to teach the other sailors.
Master and commander (MR):
•Can attend officer meetings
•Can sail any ship (With permission)
•Can host trainings
The master and commander is basically the same as a lieutenant, save for the fact that they can spawn larger warships.
Post-captain (MR):
•Promotions to captain are voted on by the admiralty
•Can sail any ship (With permission)
•Can host trainings
•Can attend Admiralty meetings, but can not vote
The post-captain is one of the most experienced ranks. If you reach this rank normally, you're probably incredibly active, stayed in the group for quite a while, and you know your way around a ship or two incredibly well.
Commodore (HR):
Promotions are voted on by the admiralty
•Can attend admiralty meetings
•Can sail any ship
•Can host trainings
The commodore is a mini-admiral, basically. They can command small fleets and have the permissions of an admiral, with the exception that they can not vote in Admiralty meetings.
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TRW trainings:
Our trainings are very simple. Here is a guide for all officers to follow:
PART 1:
MUSKETRY
The beginning of every training is dedicated solely to musketry. Here, we use three firing types: Volley, Ripple, and Blanket.
The musketry commands are:
•Make ready (Pay attention to the CO)
•Present arms (Unshoulder your musket)
•Fire (Self explanatory, reload immediately)
•Fire at will (Fire until told to stop, or fire the amount of rounds specified)
•Fix bayonets (Do I need to explain this? Press B, fix your bayonet.)
•Address bayonets (Take the bayonet off by pressing B again)
•Port arms (Press N, port your musket)
•Shoulder arms (Press F, shoulder your musket)
•Ground arms (Press T)
•Order arms (deselect the musket tool)
PART 2:
FACES
Immediately after musketry, the commanding officer is to give the command to ground arms and give the following commands
FACE COMMANDS:
•Left face (Turn left from where you are standing)
•Right face (Turn right from where you are standing)
•Left/right incline (45 degree turn in specified direction)
•About face (Turn Face the opposite direction of where you are standing)
•Centre face/Officer face (Face the commanding officer)
PART 3:
SHIP PARTS
After musketry, the CO is to spawn a ship & march the sailors over to it. They will then board, and go through the parts of a ship. (The way the CO does this may vary, but the universal standard would be to call the part out, and have the trainees run to it
PART 4:
FORMATIONS (Optional)
Formations are the key part to the running of an effective fleet. Without formations, the ships can not support each other, and instead begin to fire on themselves. Here at TRW, there are 4 basic formations: Line, Arrowhead, Spearhead, and Wall.
•Line is when all the ships of a fleet line up behind the flagship. Best used for traveling and cutting the enemies .
•Arrowhead is when the ships of the fleet flank the flagships rear. If there are more than 3 ships in a fleet, the next ship's flank the ship flanking the flagships outer-facing side.
•Spearhead is an arrowhead, except the flagship(Point) is facing the opposite direction of the fleets direction.
•Wall is when all the ships of the fleet form a horizontal line with their sterns even with everyone else's.
PART 4:
SHIP BATTLES (Optional)
For a small reward for the trainees, the CO and their co-host may both have them board ships, and fight to the death. Fun, right? This event is purely optional, and the way it is done can be changed to the host's liking.
PART 5:
RECOMMENDATIONS (Optional)
After every training, there comes a time for recommendations. Rec's are purely optional; the CO does not have to give them, if he so wishes, but it is recommended that you recommend at least one person. (The maximum rec's per training is two.) Include all attending landsmen in the recommendation PM.
For the PM, officers are to state their current rank, the current rank of the trainee that they are recommending, and of course, the trainee's name. Give a brief summary of the way that they performed, and send it to the First Sea Lord (Lskid)
~The Royal Waters Admiralty |