AOF

#### Who are we?

Established in the early 1950s by numerous figures in high and prestigious ranking positions from; scientists, veterans, political figures and great minds alike, they formed to create a global organisation that stood as strong as the government across the world.

It's more than just a simple foundation for just "finding Anomalies", it hosts a Scientific Research Center, a Paramilitary force and numerous other facilities that are designed even specifically to handle Anomalies in any conceivable form possible.

Unlike most organisations of interest who prefer to remain secretive, the A.O.F is known across the globe and funded accordingly as such, it's accomplishments are what allowed humans to live for as long as we have; it is a fact that without the A.O.F's existence we would not be here writing this right now.

We are past the point in life where mass hysteria could feasibly impact the world and it is now time to adapt, to pick up arms, to learn and live as one with these Anomalous entities until one day, we may fight and drive them back to their hell.

We are dedicated to the future of humanity as a whole and to neutralize a threat that has plagued us for centuries and do everything in our power to support our planet until the bitter end.

From providing free education to third world countries, mobilizing work forces to cities and countries devastated by recent Anomaly attacks to establishing safe zones and bunkers to every part of human civilization, no matter the cost, the A.O.F has only the interest of humanity at core.

It is true that to let others live in the light, we must die in the dark. But to die alone, is allowing the dark to overwhelm the light while it is blind.

For not just the A.O.F, for not just your family, for not just your country. For humanity.

#### The Forward Operating Base

The A.O.F. itself can't really talk down Anomalies, that's why you're here, MERC; as a Paramilitary force whom will engage anomalies in numerous facilities, we'll need a Forward Operating Base to actually move you from Point A to Point B, especially within the time range you need to get there.

We prepared numerous Forward Operating Bases to help you get to these anomalous hot-spots within a brief period of time, all having useful facilities for you to use and plan in. Feel free to make yourself at home.

* Debrief Room
* Armory
* Quartermaster
* Firing Range
* Infirmary
* Heavy Containment

#### The Debrief Room

What is essentially a Ready-Room, the Debrief Room is what is ideally a club-room featuring a Dossier that you can ready up at, view which MERC has played the best in certain aspects, settings and a debrief on what exactly you're meant to do in the game.

A typical ready room has armchair seats with fold-up table tops, seats around the front row for high ranking officers, coffee urns and sometimes a popcorn machine, Loudspeaker tied with a main-circuit public address system, and whiteboard at the front of the room.

Ideally these are used more by flight crews as opposed to Operators. Consider yourself lucky.

While the Debrief Room is more intended for planning and strategizing, or otherwise a report of an event;

Debriefing is alot more about "telling about what has happened" as soldiers undergo stress amok other things, a debrief will often attempt to mitigate the psychological impact of traumatic events, alleviate acute stress response and reduce the frequency of post-traumatic stress disorder (PTSD).

Key questions to consider during a Debrief should be;

* What were we trying to accomplish?
* Where did we hit (or miss) our objectives?
* What caused our results?
* What should we start, stop or continue doing?

Debriefs when done correctly will put a team on the fast track to practical and observed learning and ensure team effectiveness.

A reminder that this is a video-game; and you don't have to do this.

#### The Armory

The Armory may be a synonym towards an Arsenal, where arms and ammo is made, maintained, repaired, stored, or issued in any combination.

Privately or Publicly owned, these facilities are usually branched out to Construction, Store-Keeping and Administration.

Under *storekeeping* the arsenal should have many departments and stores, ideally a department of issue and receipt, armory department, engineer store and whatnot, usually you'll want to grab your stuff from here.

Construction holds gun factory, laboratory, small arms factory, gunpowder factory etc. The reason you get these guns and their starter ammo.

Under the head of administration would be classed the chief director of the arsenal, officials military and civil, non-commissioned officers etc, essentially who's employed to this. Ideally MERCs will receive their issued equipment and move on.

In Contact: A-888, your Armory / Arsenal is essentially where you can create player-builds to make yourself stronger and efficient when spawning in and playing. Choose things like classes, firearms and equipment, skills and specialization, etc; this will ideally make you a more efficient player depended on how its built and how it fits your playstyle.

Most of your time may be found here, in addition to that; you can find descriptions on each Anomaly and your overall career track.

#### The Quartermaster

Ideally the Quartermaster is someone who keeps a hold of equipment and supplies as such, issuing equipment to soldiers under orders.

In Contact: A-888, the Quartermastery will open up a lot more as you become more infamous around the AOF; Meaning you'd better get your standing rank up high if you want the better equipment. You can purchase different uniforms or a custom uniform or otherwise voice-packs for Requisition Tokens handed down from higher up.

The display behind the counter features armaments and weaponry on display. Ideally the QM would be responsible for handing your weapons out, however you are more likely to be using the Armory for this.

- Now featuring a Night Demon Marketable Plush by the AOF Marketing Committee™.

Buy what you need and get out.