VSSR

The Vital Situation Swift Recourse agency or VSSR is a Law Enforcement Agency that is tasked with defending the integrity of Time. The need for it's formation came to be once Time Travel technology was achieved in the late 22nd century. The knowledge of the ability of time travel is heavily guarded by the highest level of governments on Earth. Most governments of the world fund their respective regional branches of the VSSR.

The VSSR have a regional headquarters in the Pan-Oceania Commonwealth, Scandinavian Union, Imperial Japan, Haqqislam Empire, Comuna de las Américas, and Europa. The VSSR has a undercover presence in Africa under The Basilisk Consortium due to the government's unwelcoming attitude of the Consortium. As such the region is a hot bed for possible time criminals wanting to stay out of detection.

Recruitment
The VSSR has various means of recruiting potential agents/personnel, which vary between regional branches. Although most are done in a hush-hush setting (or face to face, depending on the recruiter in question), one peculiar method is sending a rather...enigmatic letter to the recruitee.

At this point, the recruitee is either brought into the agency for training, or methods are applied to ensure that the recruitee forgets or...taken care of.

Training
After the recruitee has been brought in, they are tentatively assigned the moniker of Trainees and placed in class groups called platoons. From there, the Trainees are exposed to a variety of skills such as the following:

- Close Quarters Combat (CQC)

- Firearms Handling (Short/Mid/Long range)

- Strategic Planning

Departments
With an agency that spans the entire globe, it's bound to have a fair few sections or departments, some of which are a staple in any hidden spy organization.

Research and Development (R&D) Department
Primarily responsible for the training equipment for the newbies and veterans alike, tracking down new ways to improve equipment for mission survivability, and developing ways to counteract energy radiations from people messing with time travel.

One of their recent works, the Augmented Reality Training Simulator (ARTS), allowed agents to hone their skills and learn new ones on the fly.

Cleaners Department
Oversees the correction of the literal time stream/continuum after an agent has completed a mission that involves time-travel.

This department created an cleaning company called Xenoclean services, which deals with 'tough stains too stubborn to go away'. The company doubles as a pseudo-information gathering group, as no one expects the Cleaners. Xenoclean services is rumored to have the Stormtrooper armor from Star Wars as their default uniform, but no one seemed to have confirmed or denied this persisting rumor.

Tactical Operations Department
This department is where most of the Agents are first assigned after graduating from being Trainees. Dealing with missions both big and small, there are no shortages of situations that needs to be responded to.

Agents are put into two, tree or five man squads depending on the mission, but there are the occasional solo ops that only the most Veteran of the Agents take.

The Head of this Department is only ever referred to as Commander in their respective regional branches, with a Commander-in-Chief that answers to the Council.

Duties
Agents of the VSSR primarily are tasking with keeping the integrity of time. When a rouge entity attempts to change time, they are classified as a time criminal and agents are sent to either arrest the perpetrator if possible. Like all law enforcement, they will attempt non-lethal methods first. If their lives are put into danger directly by the perpetrator, they have all right to protect themselves with lethal force.

While protecting the integrity of time is their primary, the VSSR can also be requested by other law enforcement to assist in high level threats around the globe in present day. These cases are rare as most situations can be handled by other law enforcement agencies. However there have been cases where the VSSR have been tasked to assist in high level threats.

Neural Implants
All agents of the VSSR are given neural implants that give vital tactical information in the field without the need of having obvious hardware equipment. This is vital for covert operation. The basic implant is used as an IFF (Friend or Foe) tag, allowing agents to immediately identify one of their own and monitor vitals. The IFF tag can be remotely changed to be seen as hostile in a number of situations. The first being in a war game where two or more sides of agents participate in a simulated combat in a VR environment. The second is when an agent goes rogue. The implants also give an agent a basic Heads-up Display and Ai that identifies hostiles and alerts an agent when combat is imminent. More specialized Implants are available for certain personnel.

Augmentations
Agents in the Tactical Operations Division are injected with classified stimulants that cause the human body to go under a transformation. The results are denser muscles, stronger bones, and a faster reaction time. These augmentations are designed to give a agent a physical edge against any possible threat they could come up against on any mission as well as increase their survivability where proper medical attention is not available.

FA HV-12 (Fenrir Armory handeldvapen 12)
The Standard Issue sidearm for VSSR agents. All agents carry this weapon no matter the mission. This pistol uses Gauss technology that propels a projectile with electromagnetic energy at supersonic speeds. The Pistol chambers a 9mm round like most pistols but the round has more stopping power and faster velocity. The Pistol magazines hold 15 rounds.

FA SG-88 (Fenrir Armory Stridsgevär 88)
The standard battle rifle of overt operation units in the VSSR. Utilizes newer Gauss technology that propels a projectile with electromagnetic energy at supersonic speeds. The rounds chambered in the rifle are smaller than traditional chemical propellant firearms being a 4.5x26mm round in 40 round magazines. However, the sheer energy behind the round exceeds that of a traditional chemical propelled round and the smaller round allows for the ammunition and rifle to be lighter. This gives the option to carry more ammunition if necessary.

HA7B Body Armor
Standard Body Armor for agents expecting a large fight and not expecting too much local interaction that’s not hostile, resulting in a need for better survivability. The armor is plated with Titanium Alloy with layers of high density polymers and padding going closer to the body with a Ballistic resistant gel layer added. The armor is highly resistant against ballistic weapons and can stop even .50 caliber rounds. The armors had built in communication suites, motion trackers, and air filtration systems.

HA92C Body Armor
Lightweight vest that an agent conceals underneath period clothing to give him additional protection. The vest is made out of layers of high density nano-polymers aligned in a hexagon grid and a ballistic resistant gel layer capable of stopping most threats an agent could face such as blades, pistol and rifle rounds. Armor Piercing rounds and high caliber rounds will punch through it.

Chasers
Small marble-like objects that when thrown seek out enemies and knock them out with an eclectic charge.