Recycler Helmwehr

==Mission==
==History==
===Origins===
Created in an attempt to organize the disparate Home Brave military under a more centralized government by Alacastur Ersin.
===Xeverran Raids===
===Zaretian Strike===
The Helmwehr was caught off guard by the Zaretian's surprise invasion. The primary target was the Capital, but initial semi-diversionary strikes were carried out against five other military-focused enclaves and the largest megarefinery on the planet near Cold Pit. East Arm garrisons at minimum were present at the military enclaves, but the megarefinery was mostly exposed besides static defenses and out of range of repulsor bomber support. The West Arm Cabal decided (after being pressured by Helm's Hold member Harmi Kalodech) it would most useful there, and launched its available 6th Grip to harass Monarchy operations with gunships before they could completely destroy the facility. The W6-5 would also support the rapid deployment of the 1st North Grip with Metzban squads to the W7's Repulsor Bomber base at Nahu's Spire which was also under attack at the request of the North Arm Cabal.
Rodun had the S4 and E3CAP based at its military supply base, who leveraged not only their arsenal but also the support of nearby Andigen Energy Goods and their own stockpiles and infrastructure. Notably, S4-2 and Andigen's maintenance crews were able to remotely detonate a capacitor a flanking Hunter-Ghost group. The E3CAP were led by Brave Commander Korb Terenbek, a very competent superior which co-operated with his South counterpart to better coordinate his troops and lead the Zaretians into disadvantageous positions.
The attack on Guiver's East Arm training fields was silenced in short time by W7 bomber support from Nahu's Spire once it was liberated by 1N. The attack against the Sky Commission launchyard at Brewdi ended horrifically for both sides when one of the four Malov Power Stations was destroyed, setting off a massive explosion. Further chain explosions essentially wiped out three-quarters of Brewdi, with only fringe Hexes remaining. The E4CAP, S6, and three newly-created Spears were wiped out of existence. 
At Karto, the Zaretians had more success. Karto had only be begun construction of military Hexes less than a year, and the newly formed E13CAP were the only Grip available. Despite lesser strategic importance, Karto was holding captured Zaretian operatives who had failed their sabotage mission. Monarchy assets were able to get entrenched amongst the refineries and scrapheaps. E13CAP-3 attempted to contest this, but superior Zaretian infantry slaughtered them. E13CAP-1 and most of E13CAP-2 began work setting up a front line to defend against the inevitable, while a couple squads from the second digit used their knowledge of the area to sneak up on the Zaretian forward barracks. The squads detonated Zaretian ammunition and fuel stockpiles and destroyed the rear landing zones to cut off resupply and transported reinforcements before rejoining their digit in the main defense. Zaretian forces were held at bay and then repulsed with the arrival W6's gunships (which had been successful at least at forcing a Zaretian withdrawl at Cold Pit). The Zaretians were able to pull out with a fighting retreat.
===The Repzork Front===
===Xeverran Escalation===
===Warlord Retreat===
===Present day===
==Organization==
===Ranks===
Grouping 	Leadership 	Description
Helmwehr Supervision Commission	Commission Lead	The Helmwehr Supervision Commission in theory possesses no power over the Commander Cabals, but aids the Arms in coordinating. Disputes between the Arms generally are settled by consulting with the HSC Lead who proposes neutral 3rd party solutions. These solutions are not necessarily binding, but the established practice is to follow their rulings. The HSC Lead also helps connect the Arms with suppliers backed by the Recycler Government.
Arm 	Commander Cabal	A group of veterans from the Arm that organize and direct operations of their Arm's Grips. Ultimately reports to the High Chancellor, but enjoys a high degree of autonomy.
Grip 	Brave Commander	There are 3 to 5 Digits under its jurisdiction. 
North, South, and West Grips are created as permanent grips barring catastrophic losses and replenish manpower. These grips are flexible in where they are stationed and fewer in number because of the cost, training and equipment involved, so may find themselves transferred around between engagements. East Grips are more numerous, and constitute the bulk of the main forces. Under a regional system these grips are created, disbanded, and raised more than the others. East grips are disbanded or even merged if casualties of any substance are taken or if they cease to be cohesive or useful. Even if a regiment is created in a given region, this does not guarantee they will see their action anywhere nearby.
Grips are identified by their Arm and a numerical identifier. For example, the 2nd North Grip. The exception to this is the East Arm, which is identified by their Arm and the planetary government the manpower was raised from, plus a numerical identifier if a planet is large enough to accommodate more than one Grip. For example, the 2nd Juast East Grip, or Trukkstopp East Grip. For East grips raised from the homeworld of Betel, the "Capital" name is used, such as the 5th Capital East Grip.
Digit 	Cord Officer 	They oversee a number of Squads which can vary
Digit 	Comm Specialist	Serves as a dedicated communications support staff under the Digit's Cord Officer. The role isn't very strict and additional comm specialists may be included at the squad level.
Squad 	Squad Leader 	Group of squads unofficially called a Band. Size of a squad varies, North and South Arm squads are usually small, East Arm squads are usually quite large. West Arm squads are generally uniform at 7 members each.
Note: A Voivode may assume the supreme command position over certain Grips as needed as part of their duties
===Arms===
The Helmwehr is divided up into four distinct branches known as "Arms". Each Arm has its own set of responsibilities and must also requisition their own equipment. Arms exist under their own command structure, with the High Chancellor or a local Voivode being the only authority above them. After being faced with its first real trial against the Xeverra, it has become clear that there are responsibilities that overlap. 
====North====
Responsibilities:
*Commando Teams (excluding Helmites)
*High Quality Infantry Grips
*Siva-Partisan Heavy Infantry
*High-Stakes Sabotage
*Rapid-Response operations
*Unusual Battlefield Infantry
*Deep Strikes
*Mounted Infantry (including Shock Troopers)
====East====
Responsibilities:
*Main infantry force
*Leverage Junk/Wreckage to full advantage
*MBT & Light Assault Vehicle Support
*Garrison
*Light Anti-Armour
====South====
Responsibilities:
*Anti-Armour
*Demolition & Explosives
*Long range weapons
*Repair & Engineering
*Fortification
*Ground-based Anti-air
*Low-Stakes Sabotage
*Other technical support
====West====
Responsibilities:
*Gunship Support
*Repulsor Bomber Support
*Fighter Support - Recent, in co-operation with Aeveria
*Recon Missions (Ground and Air based)
*Transport Logistics (Ground and Air)
*Resupply Operations
==Equipment==
Equipment needs an audit, especially mechs
===Battlesuits===
*Siva-Partisan Armour - Is this a battlesuit?
===Small Arms===
In addition to those listed below, following the Repzork withdrawl and the subsequent liberation of what remained of the Repzork-occupied worlds, large quantities of intercepted weapons and ammunition captured from the enemy have flooded primarily East and South Arm grips.
For a full list of Repzork equipment that may have fallen into Betel hands, see: Arsenal of the Armed Forces of the Repzork Empire
====Pistols====
*R7 Handgun
::This cheap, semi-automatic ballistic pistol is found throughout the Helmwehr ranks and beyond. The circular side-mounted magazine boasts a significant amount of rounds for a pistol its size, but the low damage often means multiple hits are needed to offset this. 
*KYU Gorma Handcannon
::A small compact four-barrelled shotgun. Each clip allows for only three of the devastating shots, but KYU's signature reload action is fast and satisfying. Experienced users will find this allows them to maintain a surprisingly good rate of fire. Typically, these guns are reserved for more elite operatives and Cord Officers in the North Arm, but are also found amongst South Arm combat engineers and sappers. In close range, the Gorma packs massive damage and maneuverability. 
*TMRO-32 Plasma Pistol
::The TMRO-32 is one of the few plasma beam weapons the Betel employ. It fires a thin green beam that persists for one second. The gun lacks enough power to deal serious damage, but is used by Cord Officers (who don't see as much direct combat) to mark targets for Cordguards or squads under their command. It is also used by West Arm spotters to help direct air support as an alternative to a flare gun. Often users will mod the gun to overcharge and fire a more damaging concentrated bolt at a low rate of fire. 
*Lokor MRLP
::Lokor MicroRocket Launcher Pistols (MRLP) are some of the best quality mass-produced guns in the Helmwehr. Sporting two auto-reload missile ports, it can launch fast firing rockets that annihilate infantry and light armour. If that were not enough, it also comes equipped with a top mounted silenced single-shot ballistic barrel. Unsurprisingly, these pistols are used primarily by North Arm commandos for whom both subtlety and firepower are needed.
====Sub Machine Guns====
*AlloyKrab's Pinch SMG
::AlloyKrab Assembly is notable for being exclusively run by members of a handful of Scrapper Crab bands who have soft-integrated with the Betel society. One of their most popular products is the Pinch SMG, an efficient and light weapon that fires small ammunition at impressive fire rates. A built-in taser is mounted on the front, which can be used to stealthily take down enemies or electrify rounds. The size is thanks to AlloyKrab's intentions for the gun to be reasonable for both Betel and Crab alike. An added bonus is that it is easy to conceal and move about, perfect for resistance fighters. Pinch SMGs have thus grown in popularity as the Repzork pushed deeper into Recycler territory.
====Assault Rifles====
*ZED Carbine
::The ZED Carbine is a staple of the East Arm. The gun is a fairly standard ballistic rifle with two alternating barrels to help maintain its rate of fire without overheating. Of note is the long cylindrical magazine which contains more than enough bullets to sustain a soldier whose lack of quality can only be overcome with quantity. Despite these two features, when compared to equivalents in other militaries the ZED is actually still quite slow.
*Andigen Pulse Carbine
::Andigen Energy Goods, operating on the homeworld Betel itself, has leveraged advances in energy sciences to produce the standard semi-automatic carbine typically used by Betel Sentinels. The Andigen PC leverages the built-in energy generation of the Betel cyborg systems to augment the weapon by removing the need for larger in-weapon batteries or power sources. This comes with its downsides - the rate of fire suffers because of the power draw on the body and its effectiveness depends on the potency of the atmosphere or gas supply. The power of the blasts are effective against both vehicles and infantry. Andigen Pulse Carbines also are available with variants equipped with launch tubes for lobbing grenades, as Sentinels rarely have a hand free to do so normally.
*Gothos Slug Carbine
::A bulkier carbine, the Gothos carbine is similar in nature to a shotgun. While the slugs used are smaller than one would see in a shotgun, they are still substantial. The gun has a very slow rate of fire and is cursed with a high recoil that makes it hard to control. When a shot connects, it can be devastating. Low ammunition capacity demands frequent reloads. In early prototypes, the Gothos struggled with generating a buildup of excess energy that would produce static or overheat the gun, but the manufacturers leveraged this to their advantage. Leaning in to the flaw, the Gothos can discharge a short range energy burst between the twin gun barrels and the underslung bayonet. Alternatively, the energy can be re-routed to the blade for a devastating strike in melee (especially considering the heavy weight of the gun). Frequently used by Middlers.
*Ollie's Rapid-Fire Rifle
::Renowned for being among the heaviest standard weapons widely used by Helmwehr forces. Produced by Olivar Necchuk, a brilliant weapons dealer and de facto ruler of the Yarla System. While Helm's Hold may not care for Olivar's extreme autonomy, negotiations with procurement officers and the Commander Cabals netted him lucrative contracts. Ollie's Rapid-Fire Rifle sports four long barrels that together sustain a high rate of fire. The bullets are of a high caliber that rip through armoured infantry. The rifle is fed by a circular drum magazine that snaps into the side of the gun. The gun is fairly unwieldy to carry about, so is more frequently used by Shock Troopers or entrenched soldiers
*Tartan Light Pulse Rifle
::Like other non-corporate weapons, Tartan guns are mass produced through dispersed production lines - but aren't as powerful as one would expect from more experienced manufacturers like Andigen. Nonetheless, the Tartan LPR is commonplace. The weapon sacrifices firepower in exchange for a light frame and respectable accuracy. The fire rate is nothing impressive, but beats out its Andigen counterpart. Instead of relying on body-based energy generation, the Tartan uses exclusively cartridge-based energy cells. To maintain the light profile, however, the cells have only limited capacity and require frequent reloads. As an added feature, the weapon uses echodirection to make it different to determine the location of the shooter audibly. Not very effective against anything tougher than light or medium body armour. Within the Helmwehr, the Tartan is typically used in harassment and flanking actions. South Arm engineers will often use the gun when they cannot afford a heavier gun on top of their already heavy equipment or supplies.
*Kolstorm Assault Rifle
::The primary role of the Kolstorm is a simple burst fire rifle. Unusually, the gun is lever-action in its reload. Each clip has six bullets, equivalent to three two-shot bursts. Accuracy is a priority for the Kolstorm, but the damage is respectable. Underslung under the barrel is a single-use silent ion energy charge that can be used to bring down the shields of large targets - this is reloaded via the muzzle and requires a manual crank on a cylindrical element along the side to reprime. The gun has a long profile, with a laserpoint sight along the side of the gun. A very substantial stock not only gives the weapon more stability but facilitates a devastating buttstroke.
*Larnok Assault Rifle
====Shotgun====
*Rakatrak Rocketgun
::An absolutely devastating close range weapon. The Rakatrak fires six unguided explosive micro-missiles in a tight spread. Each magazine contains four salvos' worth, and is loaded in beneath the gun towards the front. Under the main barrel is a wicked ionized longknife bayonet for use against shielding and mechanical armour in melee. Ammunition is often in low supply due to complexity, so it is not uncommon for the bayonet to be used more frequently when other guns are scarce. Rakatraks are certainly top-of-the line in Betel craftsmanship and powerful, but are logistically challenged and volatile.
*Andigen Pulse Cannon
====Heavy Weapon====
*BBAM Portable Railgun - Used more in Sky Spears EVA operations
::The BBAM is a heavy bolt-action rifle that fires a powerful projectile. Sky Spears Marauders can easily use them in low-to-no gravity operations, but on the ground they can be a bit unwieldy - a problem that can be alleviated by using a bipod to stabilize it. The long gun is frighteningly accurate in the hands of a skilled marksman, so is at its best when engaging at a distance. A hit will almost always guarantee a casualty even against light armour. The gun remains effective against even heavy targets, but less so than a dedicated anti-armour cannon.
*Riot-Buster Missile launcher - Usually mounted
::Riot-Buster Missile launchers fire a conventional explosive rocket. The rockets noticeable "wander" from the direct path by an asymmetric rotating design that hits its target but is slightly harder to intercept. The missile also doubles as a smoke screen, leaving behind a thick trail of smoke to help hide the user from retaliation. Riot Buster missile pods and racks are often mounted on mechs and light vehicles, but are increasingly being produced in infantry-compatible versions as a powerful force multiplier for guerrilla resistance when facing enemy armour.
*Handheld Shardcannons
::The signature shardcannon, while frequently seen mounted on armour, can be down-scaled into effectively a massive shotgun. The gun fires razor-sharp chunks of metal in a large burst. The blast will carve through almost all infantry, and remains effective against vehicles as well. The major drawback beyond the size and weight is the matter of ammunition - shards are not space efficient and the rate at which the gun consumes ammo means any soldier carrying one needs supply backup. Can be an effective tool against low-flying gunships.
====Sniper Rifles====
====Melee====
*The Humble Spear
*Assorted metal blades
*Vibroblades
===Vehicles===
====Transports & Logistics====
*HVT-O/HVT-C Air Transport
*Metzban Air Transport
*RHLS Armoured Supply Truck
====Light Assault Vehicles====
*Junk Buggy - Design varies
*Shard Buggy - Design varies
====Tanks====
*Arthurian MBT
*Savior Tankette
*Ultimatum Hovertank - Recently out of production
*Judgement EMP Tank - Long out of production and almost entirely retired
*Viper Chemical Tank
*Laeventide Hovertank
====Gunships====
*Ajax Gunship
*Photon Gunship
*Zebu Gunship
====Bombers====
*Slipwit Repulsor Bomber
====Mechs====
*MG Walker
*Warmonger - Unmanned
*Arvon - Unmanned
*Ash Riser - Limited runs
Category:Betel RecyclersCategory:PageCategory:Legacy Lore