Tactical Assault Group
The Order of Success: Learn. Plan. Act. He wasn't going to make the same mistake twice. "What's a tag?" <<Stands for 'Tactical Assault Group,' eight to twenty souls, usually Battle Mages with a Tactical Lead, always a necromancer. Hyperjump in, cause hell until the TAG Lead dies. Resurrect, repeat on the next mission.>> Alanis paused. <<Your father and his friends are in no shape to face her.>>The Sparnell Armed Forces' Tactical Assault Groups allow for large scale disruptive attacks behind enemy lines with minimal mission-specific logistical and support requirements. The assault group leader, often called a TAG, will Hyperjump as close as possible to their intended target, Calling and binding their deceased team members to wreak sudden and severe havoc before the target's defenses are able to eliminate the threat. As the only living member of the team, the TAG is provided a collection of Reconstruction Clones to allow for their immediate return to the mortal plane, although the most powerful of TAGs do not require a living body to retain their effectiveness.
The size of the Tactical Assault Group depends on the skills, experience, and political connectivity of the Tactical Lead and their commanding officer, as well as their comfort in maintaining a meaningful relationship with the members of the group. Typical teams contain eight to twenty individuals, mostly Battle Mages, in addition to the Lead, also known as a TAG. Larger teams will also include additional roles such as healers. The TAG is the only living member.
Each Tactical Assault Group is led by a specially trained necromancer, called a Tactical Lead or TAG. The TAG is responsible for coordinating the efforts of the assault group, serving as their eyes and ears on the mortal plane, binding the souls needed to successfully perform the mission, and phasing group members to the mortal planes when necessary. As the only living member of the tactical assault group, the TAG is also responsible for the defense of the unit, typically using Shielding Magic and Curative Magic in addition to Necromancy and the skills of their bound Battle Mages.
"Weakness?" <<The TAG herself, she's their link to the mortal plane. Without her Telepathy sharing what she sees they're blind.>> Alanis' words came faster. <<While she's still binding her team I can jump us in behind her, she'll think we're just more of her souls. But you'll only get one surprise attack.>> "So make it count."Tactical Assault Groups are the ultimate surprise attack, near unlimited firepower bound only by the physical limitations of the TAG leading the team. With a Tactical Lead accustomed to dying on the job and the remaining members already dead, very little intimidates a TAG. The necromancer leading the assault group will Hyperjump to the target location, then soft bind the souls of the team members necessary for the mission. This is both their greatest strength and their greatest weakness. Choosing souls as needed allows the assault group to remain flexible in their team compositions, but provides an opening for counterattack if caught immediately upon arrival. Most TAGs therefore bind their key team members before arrival, but binding too many souls before the jump tends to complicate the spell for all but the most powerful necromancers. In most cases the Tactical Assault Group is meant as a diversion or an opportunity for sabotage. Tactical Leads are often sent to cause as much havoc as possible until their death, and therefore typically maintain a cavalier attitude toward death itself as well as a sizeable collection of Reconstruction Clones for quick resurrections upon their return.
The Tactical Lead of the assault group is well trained in Necromancy especially Hyperjump, Soul Call, and Soul Shield. They are also experts in Telepathy, Shielding Magic, and often know at least the basics of Curative Magic. Most of the deceased assault group members are Battle Mages trained in an assortment of offensive magics including Telekinesis, Pyromancy, Hydromancy, Anemancy, and Electromancy, depending on their skills and specializations. As long as the deceased mage is bound to the mortal plane and able to view their surroundings via the TAG's Telepathy, these team members are able to cast their own magic at will. Accuracy also requires an understanding of where they are bound with relation to what they can see.
TAGs are powerfully attuned necromancers who lack cosmic attunement, and therefore cannot serve as Void Necromancers. They are responsible for building their teams, with the support and suggestions of their chain of command. Typically the process begins before the desired recruit has died, although some Battle Mages request to complete their conscription on a TAG team rather than requesting a Reconstruction Clone or serving as a ship Weapons AI. Necromancers cannot force the dead to respond to their spellwork without extreme measures, and so the relationship between TAG and their team is typically a willing one, grown and fostered while they are alive and maintained after their death. As a result the teams themselves are emotionally close, an oddity within the Confederation and often the reason those recruited to the team choose to accept the invitation. Members of a Tactical Assault Group are closer to their Lead than they are to their own Family, frequently choosing to willingly re-enlist upon the end of their conscription in order to maintain their relationship with the TAG and its members. Families of team members are compensated with a share in the glory earned by the Tactical Assault Group.