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M09 Hot Weather Class A

By Tounushi
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Service uniforms for warm/tropical climates. The Class A uniform is made from light and breathing fabrics. The uniform coat is single breasted, open collared. Regular and conscript forces use shades of tan and khaki for their uniform, while mercenaries use light grey.
Service arm is indicated by the beret and a pin on the collars. Rank is indicated only on the cuffs with standard service insignia. Branch and unit are indicated with appropriate pins on the shoulder straps.
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© 2009 - 2020 Tounushi
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anonymous's avatar
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Tounushi's avatar
Very light materials. Been done before [link]
These are service uniforms, not utility/combat uniforms. With the multitude of environments the Republic encompasses, there's need for light uniforms for hotter environments.
Tounushi's avatar
As said, lighter materials.
Instead of twill, tweed or wool, these would be light cotton or something in that direction.
Seeing how they were still stylish in 1930's Egypt I wanted something similar. [link]
Tounushi's avatar
---------------------EDIT------------------------
Various corrections
-changed lapel type
-lengthened the hem of the tunic
-enlarged the side and breast pockets
-adjusted sleeves
-replaced berets with vector exports
WolfBlitz2's avatar
do you have a reserves over there in finland?
Tounushi's avatar
Conscription has been an integral part of our national identity. currently we have reserves for a field army of some 400 000.
WolfBlitz2's avatar
ah ok

also what is this mercenary corp?
never heard anything like that before
Tounushi's avatar
The Republic Mercenary Corps has been described in one of my older works, but I don't recall which, so I'll describe it again.

The Republic often hires mercenaries in times of war or other armed crises as a rapid response force. The mercs are hired under one of two modes of contract: mission-based and service-based.
Mission contracts are handed out to small merc teams, who function as free agents or rapid covert strike units in situations where the RSS are not available or not practical. These mercs are hired for single missions, but their contracts can be extended if necessary. If a clandestine mission goes wrong, the system helps cover the establishment's ass, resulting in this class of mercs being called "Blamers."
Service contracts usually involve larger groups of mercenaries to serve a certain period in a "hot-zone." The service period is usually two-and-a-half years with full logistical support (where needed) and military honors and recognition. A merc can also "work" their way out of a contract (kills resulting in credit and certain weapons, armor or mods costing the same credit [inspired by Area 88]; a certain credit limit means the merc is fully paid for services rendered and he may return home if he so wishes). The mercenaries are usually concentrated into clearly defined units (ships, fleets, army units, squadrons, etc.). Privateers are usually placed in this category.
Mercs are hired from all corners of the galaxy for usually regional conflicts or to pool skilled warfighters.
WolfBlitz2's avatar
an intersting setup there
so it is pretty much black ops right?
so will that group go in the same uniform as the finnish millitary?
or do they wear whatever camo they think is best, if any?
I'm guessing there would be a language barrier, yeah?
or would there be requirements to be fluent in certain languages?
Tounushi's avatar
The Mercs are purely my stuff only.

You asked whether the real finnish military has a reserve, I answered yes.

Then you asked about the mercs, I answered a moment ago.
WolfBlitz2's avatar
yeah I sorta switched, trying to figure if the mercs were reserves
^^;
sorry
I gotta stop doing that
everything is much clearer now to me
Wes-of-StarArmy's avatar
Wes-of-StarArmyHobbyist Digital Artist
So do they have to wear two belts, one on their pants and a second one outside the jacket for purely decorative purposes?
Tounushi's avatar
Mostly for decorative purposes, yes. Sometimes they wear issue sidearms on the belt. A bit of a throwback to the '20s-'50s. But, hey. It's cool.

The belt on the pants is to only support the pants, and that wide belt is to tuck the uniform and support any additional equipment.
Wes-of-StarArmy's avatar
Wes-of-StarArmyHobbyist Digital Artist
I have the same thing going on with one of my uniforms too, though.

See: [link]
Tounushi's avatar
Checked the site's uniforms. Good stuff. the female uniforms are quite hot. Which reminds me, why are sci-fi uniforms always tight body suits?

Anyway, I checked your multinet camo as well. It seems like a workable camo, kinda reminds me of my own NCU pattern and color scheme. Mind if I make my own version of it? Because it is clearly a jpg image tile with hundreds of colors. Traditional camos don't even have ten colors. However multicam uses color gradients so that's an exception, BUT STILL: you could probably get the same effect for the camo without having to resort to extra colors: the use of dither. At a distance two pixelated color fields seem to merge with a third color between the fields. This effect has been in use in flecktarn, in CADPAT, and even my newest m/09 pattern.

But this all comes down to how the pattern is applied. Modern fabrics have the pattern printed onto them; my patterns are formed by chromatic granules in the fabric; and your system... I dunno...
Wes-of-StarArmy's avatar
Wes-of-StarArmyHobbyist Digital Artist
Actually, before you do that, you should check out Multi-Net 3, the camo pattern used on this truck: [link]

I just added Multi-Net 2 and 3 to the Multi-net wiki article:

[link]

I am interested in seeing what you think of Multi-Net 3 and what your take on it would be.
Tounushi's avatar
If possible, use color gradiants on the larger "plateus" of the 3rd pattern, while on the smaller grids there should be one color per segment. BTW, MN2 looks more like a woodland pattern than a night pattern, but hey...
One kinda good site to check out for inspiration would be HyperStealth.

A good advice would be to use as few colors as possible, but in such a way that dither gives the illusion of additional colors. Oh, and as a general note, try not to make a pattern "tile" too small, as it results in blobbing. Eg. many commercial patterns are usually a 1ft X 1ft tile. Real military patterns would usually be around a square meter or so, the US woodland is even bigger (60cm x at least 120cm [haven't found the horizontal limits, if any, of the pattern]). Your pattern looks like it has excellent mimetic value, but you should also remember to have features to give it more of a disruptive effect. High contrasts usually work for that effect.

But your original pattern seriously looks like (by color scheme) my m/08 NCU camo. Just different in contrast, though both have sand, grey, dark grey/black and some green. Might be because of the same doctrine: an interstellar military needing a "universal" camo pattern and color scheme. Theoretically workable in light woodlands, midlevel urban areas, fields and mildly rocky terrain.
anonymous's avatar
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