Crimson Caravan Company - Roles
The Following player roles are available to all players in Fallout: New Vegas:
Meticulously trained on the few remaining ancient flight simulators of the long-defunct U.S. Air Force, the pilots of the New California Republic and Caesar’s Legion are the best of the best. Fearless, cunning and wholly devoted to their respective factions, these men and women are entrusted with command of their army's ancient and irreplaceable Vertibirds. Using wit, guile and a bit of dumb luck, these soldiers are sworn to accomplish their mission and bring back their priceless aircraft in one piece, or they shouldn't bother coming back at all.
Abilities: Fly Vertibirds
Recruited from the finest schools throughout their nations, Engineers are the brains of any successful operation. Using their advanced knowledge of arcane technologies as a weapon, Engineers put themselves at risk to eliminate explosives threats to their fellow soldiers, repair their army’s increasingly rare armored vehicles, hack computers, or perform any of the myriad of other jobs that only an erudite hand can execute. In fact, so dangerous are their jobs that it is rumored that no Engineer has paid for a drink in an NCO club in the Mojave Wasteland in over 200 years.
Abilities: Remove Explosives, Repair Tanks
Generally missing fingers along with their minds, Demolition soldiers have an otherworldly love of all things that go “Boom.” Conscripted from the many insane asylums and prisons that still function within their nations, Demolition soldiers generally have very little use for “Command Structures” and “Rules,” seeing these things only as a means to facilitate their explosive ends. If it weren’t for their penchant for wreaking havoc on the enemy’s personnel and equipment, these borderline psychopathic individuals would likely see only the inside of a cell for the rest of their days. Demolition soldiers short life expectancy is rivaled only by their short-fuses and need for action, often willing to put their own lives at risk along with the enemy just to watch something explode.
Abilities: Place or Remove Explosives
Where there is armed combat, there will be wounded combatants. It is this truth that makes a trained corps of fearless medics the foundation of any effective fighting force. Often recruited from the children of Wasteland doctors and nurses, medics are the most and highly-trained and battle-hardened infantrymen their army has to offer. In fact, it is only after having survived multiple battles that potential medics are invited to join the Medical Corps, giving medics the skill necessary to fight their way to the front, treat an injured comrade, and move onto another casualty without becoming a casualty themselves. It is this experience in the fight that causes medics to be somewhat aloof and distant from their fellow soldiers, and are slow to make friends with the men and women they may have to treat for grievous wounds in the field. Despite their reticence, combat medics are universally respected by all they serve with, often looked to for their extreme courage and unique perspective on combat.
Abilities: Heal Friendly Players of all paintball hits except headshots. May not heal any special, rocket hit, grenade hit or barrel tag.
One part metallurgist, one part physicist, and one part structural engineer, the talents of the rocketeer are an essential part of any modern fighting force. Most often recruited from the more stable elements of the Demolitions school, Rocketeers sacrifice their close-up demolitions knowledge for the ability to destroy things at a distance. Capable of vaporizing enemy armor, enemy aircraft and hardened structures with equal capacity, the destructive capabilities of the Rocketeer are without equal. Though their ammunition capacity is limited, their skill with their launchers more than makes up for this limitation, delivering their ordnance on-target with amazing accuracy. Despite their indispensable role in any army, the fellow soldiers of rocketeers are often apprehensive about these specialized troops, due to the disproportionate amount of automatic weapons fire they tend to take by having them in their squad.
Abilities: Use Rocket Launchers.
Drawn from some of the finest families in their respective nations, the Trade Emissary is a status respected by all - friend, as well as foe. Having often completed the most advanced training in diplomacy their faction has to offer, trade emissaries are hand-chosen by their Generals for their courage, influence, charisma and skill in bartering. In the Mojave Wasteland, access to caravan supplies can mean the difference between life and death, the trade emissary's ability to access supplies behind enemy lines makes the trade emissary the most valuable member of any army. Using charm, wit and misdirection, Trade Emissaries glide unmolested through enemy lines, gathering essential supplies for their army and trying to remain alive long enough to return them to their General.
Abilities: Open, free access to the Crimson Caravan.
Contact your command staff to get more involved with the game.