Sovereign Lore - Imperial Military
Several divisions were created after The Sovra Divisionary (September 1, 928 A.E.) was implemented, creating a massive bump in enlistments. The tight restrictions and monetary limitations imposed by The Sovra Divisionary infused a strong desire amongst the commoners to move further up the social pecking order.
As such, the military had to be organised into four serving factions;
The Imperial Legion - principal service and armed forces,
The StellarFleet - all airborne and spacefaring craft, crew and pilots,
The Emperor's Praesidium (Latin for Defence) on-world service in any Province, used for policing and enforcement at a local level and;
The Hāris'Raja - personal guard of the king
The closer the names got to the Emperor, the more they were derived from ancient and dead languages to elicit status and strike fear of the unknown. The belief was that the more these names weren't understood, the more feared they would be.
THE IMPERIAL LEGION
-Armed Forces-
Soldiers are both Melee and Ranged. As the Military was initially relatively small, there was no need for ranged-specific soldiers, so instead, multi-disciplinarians were utilised.
Peacekeepers: standard foot soldiers equipped with both Ranged (Tempest Gun - medium-sized railgun) and Melee weaponry. Armour is a full-body suit that gives the user increased speed and strength. It is also known as a v1 Skifsuit. Peacekeepers are the most significant part of the army, making up 89.99% of the ground forces (~96,267,411)
AI rendition of V1 Skifsuit - Peacekeeper
Blitzgaurd: Enormous (9.5 feet tall), heavily armoured (v2 Skifsuit), slow-moving gunners that require an operator of at least 190 cm. Equipped with a slow-charge railgun called a Railgun, they are, as their name describes, for blitzing the battlefield with various ballistics.
Blitzgaurd make up about 10% of the total army (~10,028,900 units)
AI rendition of V2 Skifsuit - Blitzguard
Phantom: equipped only with a potent and accurate long-distance rifle biologically tuned to its user. Phantoms are scarce as the selection process begins at birth, with children showing a natural capacity for hand-eye coordination. Once this has been further developed through training, the following selection process is done with a practical exam that further whittles the field down. Then, finally, a physical augmentation process involves the replacement of their dominant arm with a bionic one, which creates the trigger/handle part of the gun and connects the device to the body through a cable implanted in the arm, which activates the system. Finally, the dominant eye is replaced with a bionic one to aid in a HUD and a 50x max sight and vital wind and curvature details. They wear light armour that blends into their surroundings through active camouflage and helps with stabilising vitals, blood flow, and breathing (v3 Skifsuit). A Phantom very rarely misses its target, and one can mow down hundreds of soldiers before being discovered, but where there is one Phantom, there is likely a second - their Shadow.
Phantoms comprise about 0.01% of the army (~10,000 units).
AI rendition of V3 Skifsuit - Phantom
-Vehicles-
AGT: Anti-Gravity Tank, Able to traverse land and waterways, delivers a sizeable explosive payload from a Gatling launcher, able to shoot three explosives in relatively quick succession, heavily armoured and slow moving.
AI rendition of an AGT
AT3: All-Terrain Troop Transport, a high-speed, thick armoured transport that efficiently gets 40 troops in and out of combat situations. It has low ground clearance and spherical wheels, so it's mobile in all directions without stopping. The troops exit through the sides of the vehicle so that they don't funnel-neck as they exit. Usually, they exit behind the craft as it moves; their armour usually means they are protected from high-speed drop-offs. The vehicles are mounted with ranged weapons to help protect soldiers upon entry.
BiMount: (Bi-Pedal Mount) any Peacekeeper can quickly attach his or her legs to the BiMount, which automatically interfaces with the Skifsuit; detaching is just as easy. This makes the BiMount suitable for fast traversal and gives a great vantage point over the field, adding an extra 2 feet to an individual’s height.
AI rendition of the BiMount
Behemoth: An outer suit designed for the Blitzguard and rarely used on battlefields based on the money and resources required to build it. A Behemoth is precisely that: a massive mechanised suit that, once attached to a Blitzgaurd unit (required for use), becomes a force to be reconned with on the battlefield; there are only 100 Behemoths. (30 feet tall)
AI rendition of The Behemoth
StellarFleet
-Capital Ships-
Command Class, aka Icarus: The largest vessel in the StellarFleet is 5000 metres wide and 1500 metres long. It is used as a command hub for higher-ranking officials during combat. During peacetime, the Emperor uses the craft for diplomatic relations, but ultimately, it is reserved for combat scenarios. It can carry two Titan carriers in its A and B oversized hangar bays, eight Class I Guardians in the upper heavy bay, ten Stingers in the lower light bay, and a combination of other craft. It is highly defended and has incredibly resilient armour and a brilliant shield; it is best avoided at all costs on the battlefield.
Icarus concept art by Jason Arrow
Imperial Carrier, aka Titan: These massive vessels, 1000 metres long, are known as ‘flying cities’ and can house hundreds of thousands of personnel at any time. Slow-moving, heavily armoured, and with potent short-range defensive capabilities, they are best avoided at all costs. Even at a distance, this craft poses a massive threat to all who cross it, with its nearly 450 fighters, 200 Volt dropships and 150 Remus gunships on board, ready to go immediately. With almost a thousand carriers in service, they are a formidable and familiar threat plaguing the galaxy.
AI rendition of Imperial Carrier, aka. Titan
Imperial Cruiser, aka Cruiser: Carriers and cruisers go hand in hand; wherever one is, the other follows. The cruiser’s main objective is to protect the carrier; with a well-balanced defensive and offensive setup, it is the perfect candidate on the field. Its medium size, 460 metres long, means it is much faster than its bigger brother and it can engage smaller craft with relative agility. Its primary weapon, The Longgun, is a ship-killer housed underneath the hull. Although The Longgun is a massive advantage, it isn’t without its caveats: its slow charge, slow rotation speed, and limited 130-degree rotation axis. If the enemy craft can avoid a shot from The Longgun, it will have a 30-minute window to calculate its next move.
AI rendition of Imperial Cruiser, aka. Cruiser
Imperial Dreadnaught, aka Guardian: The assault/bombardment/light carrier vessel for the Imperium. Equipped with heavy weaponry and heavily armoured, this craft is formidable in space; due to its size, it can never land or break orbit; this craft is purely for overwatch and combat in space. Available in 3 classes, Class I and II are the same in every way, bar size and carrying capacity, thus making Class I faster and slightly more agile, at 600 metres, great for fast response and smaller missions. Class I holds around 100 Imperial Fighters, and Class II holds roughly 180 sitting at around 850 metres in length. These capital ships had a passive setting, allowing them to be used as space stations for public, commercial, and military applications. This meant that most of the time, these were stagnant stations primarily used for their locations above-world and launching sites for private ships, transports, commercial flights and trade vessels. When put into their active setting, they detached from the public chassis and quickly departed to wherever they were needed using the Skyway nearby. In that scenario, public access was more limited as fewer docking bays were available due to the ship’s departure. This meant high-end private ships, trade vessels, and transports were prioritized in the remaining station.
Only one Class III, The Leviathan, was explicitly made for Victor Drake. It is slow-moving, at 1600 metres long, on the field but has a rapid jump capability through the Skyway, heavier shielding and is the only Dreadnaught equipped with The Gott' Šur (Gott Sh-ur: The Hammer of God). A powerful warhead creates an initial explosion that incinerates anyone within its small radius, blinding those in the distance. Then, it sends a destructive series of blast waves advancing up the field that destabilizes the surface, culminating in a final large, devastating explosion. This Class III can hold around 250 fighters and is feared across the Galaxy as a world killer.
AI rendition of Dreadnaught Class III (Leviathan)
AI rendition of Dreadnaught Class I and II (Guardian)
-Support Vessels (Sub-Orbital)-
Imperial Destroyer, aka Destroyer: a much smaller and faster version of a Dreadnaught, at 380 metres long, can enter the atmosphere and provide air support for ground defences. For every Dreadnaught, there are five Destroyers (Class III Dreadnaughts have eight).
Light guns are underneath the craft, but there are many Air-to-Surface bombardment missiles, most notably the Trinity Missile. This missile fires three separate missiles in one payload that divides in three, then three more times and once again just before impact, totalling 729 missiles just before impact. This is only ever used when complete battlefield destruction is required, as it can cover a vast area, up to 15,000 square metres in total, depending on launch distance.
AI rendition of an Imperial Destroyer (Destroyer)
Imperial Corvette, aka Stinger: The Corvette is the smallest class of warship at 150 metres. They were typically small and maneuverable with light armour and were generally considered small capital ships. Corvettes filled various roles ranging from picket duty within large fleets to system defence, convoy escort and patrol. Operated as a capital ship when a smaller contingent was needed for escort or patrol. Capable of carrying thousands of infantry, so when landed, it can fill a battlefield in seconds. The Corvette was great as a front-line capital ship with heavy shields and guns and was brilliant support for any forward fighters, able to just tail behind them.
AI rendition of Imperial Corvette, aka. Stinger
Imperial Frigate, aka Frigate: When a capital ship was considered too large for a task, the Frigate was sent at 300 metres. The Frigate was a great alternative to the carrier-class capital ships with incredible movement capabilities and around 50 possible fighters ready for launch. Medium armour meant it could hold its own against relative onslaught but may need to move out of position quickly; its ability to rotate its engine position by 180 degrees on its transverse plane means it can move with relative speed in many directions. Due to its great movement, most of the ship’s energy is focused on maneuverability, so weapons are forward-facing and fixed, as opposed to the Carrier, which has a plethora of turrets and guns in multiple directions.
AI rendition of Imperial Frigate, aka. Lancer
Imperial Reactor Class (Capital) - Craft Size Limits (min in metres)
AA-Class: 1501m+ | Handles high capacity well for long periods and is capable of around 40 minutes of redlining at full capabilities.
A-Class: 601m+ | Handles high capacity well if *weight-to-usage ratio is well managed. Can red-line for 15 minutes if unused systems are shut down.
B-Class: 301m+ | Handles medium capacity (below 75%) well. 75%+ is ok, but efficiency will drop off after about an hour, so specific systems will start to sacrifice depending on what mode the craft is in, (e.g. Combat, Defence, Evade, Hybrid, Balanced or Cruise). Redlining is incredibly risky and should not be pushed or longer than a few minutes.
C-Class: 150m+ | Better suited to one specialised task at a time (weapons or shields) unless the craft's weight-to-usage ratio is well managed. Redlining is not advisable.
*weight-to-usage ratio: max weight of the craft vs energy requirements. Higher energy requires a better reactor or, if not possible, lighter craft.
Reactor Modes
Combat: Combat and defensive modules are prioritised - followed by shields, though manoeuvrability is sacrificed.
Defence: Defence modules and shields are prioritised - followed by combat modules, though manoeuvrability is sacrificed.
Evade: Manoeuvrability and defence modules are prioritised - followed by shields, though combat modules are sacrificed.
Hybrid: 50/50 blend between two modes, at the complete sacrifice of a third (example above)
Balanced: Equal balance between combat, defence, and evade.
Cruise: Long-distance travel mode. Main engines and shields are powered, and all weapons are powered down.
Full: Full power to one particular sector (example below)
Red-line: An extra 10 Rt sent to a specific sector (example below)
Custom: usually reserved for Captains who are highly knowledgeable in craft energy dynamics & requirements. It can very quickly be a detriment to a craft’s stability and operation. Allows for custom control of power to each sector.
(Source: StellarFleet Weapon Systems and Technology Manual - Rev. XI, 1063 A.E.)
Shields
Magneto-Plasma: an all-round defender. It has the ability to block all weapon types and has a defender rating of 85%, meaning only 15% of all shots on target penetrate the shield, depending on how much it’s being powered. High energy requirements.
Plasma (tuned): Plasma can be tuned to either Kinetic or Explosive, depending on what needs to be blocked the most for the specific vehicle. It uses much less power than the Magneto-Plasma shield and, as such, is better for lower reactor classes. It has a Defender rating of 95%, depending on how much it is being powered.
Armour
Imperial: Incredibly heavy and extremely dense. Titanium-aluminium-vanadium alloy (Ti-6Al-4V) is impenetrable to kinetic weaponry and durable to almost all energy weapons.
Heavy Reflector: This heavy-weight and very dense tungsten-gold-copper alloy (W-Au-Cu) is very durable for both energy and kinetic weaponry.
Medium Reflector: Medium weight and density. Tungsten-gold alloy (W-Au), great density for kinetic weaponry, however not fantastic at deflecting all energy weapon types.
Light Reflector: Lightweight and dense. It is made of titanium-gold alloy (Ti-Au), and it has a well-balanced density, so it can defend against low—and middle-calibre kinetic weapons and deflect some energy weapons as well.
Tungsten Plating: A step down from the reflector but with the benefit of being much lighter in weight. It is fantastic against energy weapons but could have more resilience to kinetic weaponry.
High-Velocity: A Titanium-benzite alloy (Ti-Bz1) specialises in blocking high-velocity kinetic weaponry. Still, energy weapons tend to break it down fast, so it is best partnered with a Magneto-plasma shield.
(Source: Starship Design and Construction Handbook, Rev. VIII, 1057 A.E.)
(Source: StellarFleet Weapon Systems and Technology Manual - Rev. XIII, 1232 A.E.)
Weapons
Energy
Broad Laser: Very long-range combat turret
BL-1: 1100 Dn | 54 Rn | Very slow fire, slow trace
BL-2: 980 Dn | 49 Rn | slow fire, slow trace
BL-3: 760 Dn | 44 Rn | slow fire, slow trace
Auto Laser: Close-medium range combat
AL-1: 220 Dn | 28 Rn | Medium Fire, Good Trace Turret
AL-2: 150 Dn | 24 Rn | Medium Fire, Good trace Turret
AL-3: 100 Dn | 16 Rn | Medium Fire, Quick Trace Turret
AL-R: 35 Dn | 12 Rn | Rapid Fire, Quick Trace Turret
AL-B: 50 (x5) Dn | 46 Rn | Medium Fire, Semi-Fixed (Vertical Movement) Battery is 5 AL-4 class guns.
Broadside Cannon: Long-distance barrage cannon. A slow fire rate is suitable for capital ships and aerial bombardment.
BC-A: 600 Dn | 26 Rn | Slow fire, Semi-Fixed (Vertical Movement)
BC-B: 450 Dn | 21 Rn | Slow fire, Semi-Fixed (Vertical Movement)
BC-Twin: 200 (x2) Dn | 30 Rn | Slow fire - ALT, Semi-Fixed (Vertical Movement)
Kinetic
Anti-Ballistic (Auto): Point defence, close range, extreme rapid fire
AB-Twin: 17 Rn | Turret
AB-Single: 10 Rn | Turret
Railgun (Auto): Medium range, rapid-fire, high-velocity
R-1: 600 Dn | 24 Rn | Fixed
R-2: 460 Dn | 19 Rn | Fixed
Mini-Cannon: long-range, high calibre (120mm bullet) - manned reload
MC-Twin: 910 Dn (x2) | 32 Rn | Slow fire - ALT, Semi-Fixed (Vertical Movement)
MC: 910 Dn | 23 Rn | Slow fire, Semi-Fixed (Vertical Movement)
Ballistic
Guided Missile: self-propelled (fuel), extreme distance
M1: 1100 Dn | 28 Rn | Laser guided, large size. Packs of 10
Scatter Missile: self-propelled (fuel), medium distance
SM1: 500 Dn | 21 Rn | Laser guided, scatters into ten smaller missiles close to target. Packs of 10.
Warhead: self-propelled (fuel), long distance
W1: 1400 Dn | 46 Rn | Unguided, packs of 4
W2: 1200 Dn | 41 Rn | Unguided, packs of 4
W3: 1000 Dn | 37 Rn | Unguided, packs of 4
Specialised
The Longgun: made for the Cruiser, situated underneath the craft with a 130-degree axis of rotation across the bow of the ship
2000 Dn | 90 Rn | Slow charge (30 minutes), slow movement
The Gott’ Šur: made for the Class III Guardian, situated underneath the craft intended for aerial bombardment.
3500 Dn | 220 Rn | Two warheads ONLY
Trinity Missile: made for the Destroyer, situated on the side of the craft, useable for battlefield bombardment and orbital combat
2800 Dn | 140 Rn | Three Warheads ONLY
(Source: StellarFleet Weapon Systems and Technology Manual - Rev. XVI, 1607 A.E.)
-Fighter Vessels-
Imperial Fighter - Class I, aka Nalau: Its common name comes from the Tolîsian language, meaning Shadow or Dark. It is a fast, agile one-person fighter used for fast on-field response and defence of Dreadnaughts. It is equipped with light shielding, High-Velocity Railguns, and rockets.
Imperial Fighter - Class II, aka ʒþ'umlau (shh-th-ooh-m-lah-ooh): another common name derived from Tolîsian meaning Quiet Death. If the Nalau is known to be fast, then the ʒþ'umlau is its speedier cousin—a blindingly fast one-person fighter used to close gaps quickly or avoid capital ship bombardment. Its agility means targeting it proves impossible and can be quite a nuisance to destroy. Its shields aren’t too solid, as most power is sent to the engines, but it has powerful weaponry. The downside is that most energy is focused on the engine, so it can’t fire for long before needing to cool down. It is mainly designed to close the gap over more considerable distances and draw focus from major enemy fire groups as a distraction. Pilots in these crafts need to be highly skilled and tactical. This vehicle is a deathtrap for the unskilled pilot, but it is a deadly adversary for the technically proficient.
Imperial Fighter - Class III, aka Bomber: The bomber is self-explanatory. It is a slow-moving, heavily shielded, and armoured fighter that, if successful, has a devastating effect on the target. It can be outfitted to use EMP bombs or warheads, depending on the use case, and is generally escorted by several more capable vessels. The bomber is one of few purpose painted craft, being that it is painted vantablack to camouflage with space completely, if not for its engine tail it would completely invisible. When silent running, with the use of RCS engines, the craft becomes a silent killer and can drastically change the tone of a battle if not dealt with quickly.
Fighter Reactor Class
X1: 10+ | An all-rounder good for all facets of dogfighting. Capable of all 4 modes.
X2: 15+ | Focused on engine use, this variant has high manoeuvrability and only capable of 2 modes.
X3: 20+ | Focused on energy output, a mini-capital reactor, is capable of all 4 modes but tuned to favour defensive modules if under heavy fire through its auto-shift feature.
X1S: 3+ | Incredibly powerful and expensive this reactor fits in every fighter class but the cost of it makes that undoable. The metal used to house it is also only available at one specific mine throughout the Empire with minimal reserves available. It is the only fighter reactor capable of all 9 capital reactor modes and red-lines for around 7 minutes at full capacity. A capital variant is currently being researched for the Emperor’s Battlecruiser, the A1S.
Armour
Tungsten Carbide: A unique alloy with incredible strength and heat resistance but incredibly heavy. Very dense and very hard it has suited to both kinetic and laser weaponry. Ballistic however tends to rupture the plating and will result in the loss of craft.
(Source: Starship Design and Construction Handbook, Rev. VIII, 1057 A.E.)
*Phantom (Class IV) see; The Order
Weapons
Energy
Laser (standard): Medium-Close Range, steady fire
LS1: 100 Dn | 23 Rn | Fixed
LS2: 70 Dn | 18 Rn | Fixed
Laser (gatling): Medium-Close Range, very rapid fire
LG1: 70 Dn | 19 Rn | Fixed
LG2: 50 Dn | 14 Rn | Fixed
Laser (turret): Medium-close range, extreme rapid fire, manned turret.
LT1: 30 Dn | 40 Rn | Turret, quick lock
Ballistic
Guided Missile (Small): Medium-Close Range
M1S: 500 Dn | 9 Rn | Heat-Signature lock
Static Bomb: Dropped ordinance
B2: 1000 Dn | 10 Rn | ˆStatic drop, high yield explosive
Strafe Run (Bomb): Dropped ordinance
SR1: 750 Dn | 2 Rn | Strafe drop pattern, medium yield explosive
Countermeasures
Flare: Close range
Flare: 35 Rn | Heat-Signature distraction. Packs of 3.
Silent Running
Silent Running: 2 Rn per sec | Capability. It provides no traceable signature in any way but keeps the craft mobile. Requires 15 minute cooldown.
(Source: StellarFleet Weapon Systems and Technology Manual - Rev. XVI, 1607 A.E.)
-Specialised & Support Vessels-
Imperial Dropship, aka Volt: A medium-sized troop and vehicle transport, is designed to drop off and return to the Dreadnaughts as soon as possible. Each Dreadnaught houses about 15-20 of these, and each dropship can carry up to 80 soldiers (a company) or 2 AT3s.
Imperial Gunship, aka Remus: A light gunship, Remus-1, designed to carry around 50 soldiers and provide air support. A larger variant, Remus-2, is used to drop AGTs quickly onto the battlefield. Behemoths are always dropped off by two Remus-2, attached via cables and detached at a height.
Imperial Command Gunship, aka Romulus: An FOB (forward operating base) heavily fortified and capable of carrying an entire regiment (1000 soldiers), 20 AT3s, 20 AGT and 2 Behemoths, or just a division (10,000 soldiers). The only non-capital craft capable of FTL, it is incredibly versatile in outfitting and capacity and a beacon of ingenuity across the Empire.
AI rendition of an Imperial Dropship (Volt)
Not a huge part of the military but still formidable, each Province, excluding Cygnum and The Stellar Sovereignty, has its own StellarFleet used in rapid response scenarios. This means each Province has about ~2000 military soldiers, not including the Stellar Sovereignty (~50,000) and Cygnum province, which has about (~100 million) military soldiers, not including Emperor's Praesidium (~30 million per Province) and The Hāris’Raja (6).
This means a total military of ~370,068,006 is spread across the galaxy, not including The StellarFleet and the Emperor’s Praesidium.


The total StellarFleet size is 23,637,628 units, alongside the 370,068,006 of the Legion*
*~ 3,700:236 For every 3,700 ground force units, there are 236 StellarFleet units.
-Spacecraft Hierarchy-
Commanding Officer (Captain):
Responsible for the overall command and decision-making on the spaceship. Directs all operations and ensures the mission's success.Executive Officer (XO):
Second-in-command to the Captain. Assists the Captain in managing the crew and ship operations.
Department Heads:
Each department (e.g., Engineering, Science, Security, Medical) has a head responsible for the department's operations.
Chief Engineer:
Responsible for the ship's propulsion and maintenance systems.
Chief Science Officer:
Oversees scientific research, data analysis, and experiments.
Chief Medical Officer:
Manages the ship's medical facilities and the health of the crew.
Chief Security Officer:
In charge of ship security, defence, and crew safety.
Communication Officer:
Handles all external and internal communications.
Navigator/Pilot:
Navigate the ship through space and execute maneuvers.
Operations Officer:
Manages day-to-day ship operations and logistics.
Tactical Officer:
Coordinates offensive and defensive actions in battleships.
Flight Crew:
Pilots and crew are responsible for smaller ships or fighters on carrier-class ships.
Technical Crew:
Technicians and mechanics are responsible for equipment maintenance.
Security Personnel:
Ensures ship security and responds to threats.
Science and Research Team:
Scientists, researchers, and analysts working on various projects.
Medical Staff:
Doctors, nurses, and medical personnel provide healthcare.
Support Crew:
Support staff for various ship functions.
Enlisted Crew:
General crew members performing various duties.
Cadets and Trainees:
Junior crew members in training or apprenticeships.
-The Order-
The Order is a part of StellarFleet but a much more specialised unit. A select group of 5 pilots who operate Class IV Fighters, known as Phantoms, are feared by all other fighter pilots. The Order are precise tacticians removed from the StellarFleet after Specialist IV rank and begin specialised training.
Not much is known outside the walls of The Order, but a spot only opens once every 150 years or more. Most believe them to be MindVaulted, and their bodies kept in stasis so they can live longer and train inside a specialised vault simulation until they are needed for combat.
What is known is that The Order are neurally connected to their ships to aid in response time and flight capabilities. Phantom spacecraft do not have controls like regular craft and fly in a manner not normally seen in other lower-class fighter spacecraft. They are the ONLY fighters able to use the Nexus Points throughout the Skyway and access FTL travel.
AI rendition of a Class IV Fighter (Phantom)
Legionary Ranks
-Armed Forces-
Enlisted
Private: Entry-level soldier
Private First Class: Soldier with specific specialisation
Specialist: Manages lower class
NCOs (non-commissioned officers)
Corporal: Base of non-commissioned officers, Serves as team leader for most minor army units, responsible for soldier, training, appearance and cleanliness
Sergeant: Leads a patrol (12-20 soldiers)
First Sergeant: Instructs other sergeants, advises the commander and helps train all enlisted soldiers, assists officers at the company level (20 - 300 soldiers)
Sergeant Major: subject matter expert in his/her technical field, primary advisor on policy development, assists officers at the battalion level (300 - 1,000 soldiers)
Command Sergeant Major: Oversees and drives the entire training program and assists officers at the brigade level (1,000 - 3,000 soldiers)
Sergeant Major of the Armed Forces: Only one Sergeant Major in the Armed Forces, head of all NCOs, Serves as a senior enlisted advisor, assistant and consultant to the General Fourth Class (four-stripe General)
COs (commissioned officers)
Lieutenant First Class: Leads platoon-sized elements with a Sergeant and two or more squads (16-44 soldiers) and can be selected as the executive officer for company-sized details.
Specialised Lieutenant: Leads more specialised weapons platoons (Phantom, Blitzguard and Behemoth) and assists General First Class with the Emperor’s Praesidium on a local level (highest-ranking officer in each galactic province)
Lieutenant Second Class: Leads company-sized units (20-80 soldiers) with a First Sergeant.
Captain: Commands and controls company-sized units (80 - 300 soldiers) with a First Sergeant and often a staff officer at the regiment level (1,000 - 3,000 soldiers)
Major: Typically commands battalion-sized units (300 - 1,000 soldiers) with a Sergeant Major.
Lieutenant Colonel: This officer typically commands battalion-sized units (1,000 - 3,000 soldiers) with a Command Sergeant Major as the NCO assistant.
Colonel: Typically commands brigade-sized units (3,000 - 10,000 soldiers) with a Command Sergeant Major as the NCO assistant.
SCO’s (senior commissioned officers)
Strategist Officer: Senior strategists and consultants to General Fourth Class during times of war and runs/manages the Emperor’s Praesidium per territory (one per galactic territory, 4 in total) - Logistics Officer of the Chief Imperial Command
General First Class: Typically commands corps-sized units (10,000 - 20,000 soldiers)
General Second Class: Typically commands division-sized units (20,000 - 100,000 soldiers)
General Third Class: Typically commands corps-sized units (100,000 - 500,000 soldiers)
General Fourth Class: Typically commands field army units (500,000 - 1,000,000 soldiers) and is in charge of the Emperor’s Praesidium Galaxy-wide—Field Commander of the Chief Imperial Command.
General Fifth Class: Vernon Drake - The senior-level commissioned officer. Serves second to the Imperial General and is a member of The Concilium—Vice Chairman of the Chief Imperial Command.
Imperial General of the Military: Lucian Kane - Always set aside for the serving Emperor of the Kane Empire. Senior most position of the Imperial Military. Chairman of the Chief Imperial Command.
Table of Armed Force Groupings
-StellarFleet-
Specialists
Specialist I: Entry-level Pilot.
Specialist II: Pilots with the specialist two rank must pursue training after basic training in space systems operations, intelligence, or Communications Specialist careers.
Specialist III: At this rank, pilots must be able to carry out regular job duties and should be focused on honing in on their career field training.
Specialist IV: Senior leadership expects guardians at this level to set a good example for their peers and subordinates while continuing their education. From here onwards, selections are made for The Order; those who don’t make the cut continue serving as Senior Pilots or can apply for officer training.
NCOs (non-commissioned officers)
Sergeant: These officers must hold a level five (communications) or seven (pilots) skill level and expand their skills as technicians and supervisors.
Technical Sergeant: This position supervises and performs complex technical duties. It also oversees subordinates’ career development and ensures everyone has the tools and training they need to be effective.
Master Sergeant: Master sergeants need a broad knowledge of the technical skills involved in their craft and take on more leadership responsibilities.
Senior Master Sergeant: Senior master sergeants supervise and guide their subordinates. The rank of senior master sergeant is highly competitive. The centralized promotion board can promote only 2% of enlisted to SMSgt.
Chief Master Sergeant: When officers assume the rank of chief master sergeant, they assume the responsibilities of managers, advisors and leaders. Only 1% of the enlisted workforce is permitted to hold the grade of CMs.
Command Chief Master Sergeant: Command chief master sergeants serve as advisors to base commanders. This means they are in charge of communicating any information they have that may impact the command’s mission and operations.
Chief Master Sergeant of StellarFleet: The individual who holds this rank must represent the interests of the enlisted StellarFleet. This sometimes includes addressing the public or specific government officials to get results. More importantly, they provide leadership and direction for the entire enlisted fleet. Serves as the Logistics Officer of the Chief Imperial Command.
COs (commissioned officers)
Ensign: Most ensigns are trained in their respective warfare or staff specialties in various schools. Others serving in the fleet are division officers.
Lieutenant Junior Grade: Some officers may be in school training for their warfare or staff specialty. Others may be serving in the fleet as division officers.
Lieutenant: Usually a division officer or service head on some more minor spacecraft; in spacecraft squadrons, lieutenants serve as division officers. In some commands, senior lieutenants are department heads.
Lieutenant Commander: A department head or executive officer on a spacecraft squadron. Some officers serve as commanding officers of patrol craft.
Commander: A senior officer or CDR may command a frigate or destroyer.
Captain: Serves as commanding officers of significant commands such as Class I Dreadnaughts and destroyer squadrons.
Rear Admiral Lower: Admirals are assigned as deputies to larger commands such as Class I and II Dreadnaughts.
Rear Admiral Upper: Admirals are assigned as deputies to larger commands such as Class I and II Dreadnaughts.
Vice Admiral: Commands numbered fleets and holds positions as deputies for regional commands.
Admiral: Carter Pierce - Assignments for admirals include commanders of territorial and joint commands, chief of StellarFleet operations, and Imperial Strategist of the Chief Imperial Command.
Imperial Admiral of StellarFleet: Lucian Kane - Always set aside for the serving Emperor of the Kane Empire. Senior most position of the StellarFleet. Chairman of the Chief Imperial Command.
Chief Imperial Command
Chief Imperial Command is a cabinet of high-ranking officials from the Empire's military, government, and civilian branches. It meets every 30 days to discuss potential threats to the Empire and best practices for neutralising them. During a war, the Chief Imperial Command supersedes all other branches of government, including the Concilium, and executive power goes to the Chairman. All titles during wartime are referred to in their most hierarchically influential state, i.e., a General is more significant than a Governor of the Concilium in this instance.
This cabinet was most effective during wartime; in most instances, the Chief Imperial Command was decorative and rarely used practically. Of course, the cabinet is activated during military exercises and war games, but again, in a performative sense. The Chief Imperial Command has never officially been used for any active war or conflict throughout the Empire and is reserved for only the most dire situations.
-Military-
Chairman & Concilium Representative: Emperor Lucian Kane
Vice-Chairman: General Vernon Drake
Imperial Strategist: Admiral Carter Pierce
Logistics Officer: SSO (Senior Strategist Officer) Killian Aldt
Field Commander: General Nemier Aldridge
-Civilian-
Economic Impact Minister: Avar Therand, PhD
Diplomatic Relations Minister: Eshwin Foster, MBA
Technology and Science Advisor: Peter Ershik, PhD (CEO of InterNebula Avionics)
THE EMPEROR’S PRAESIDIUM
AI rendition of Praesidium Officer
With around 20 million Praesidium units per capital planet, the Emperor’s Praesidium is an army in and of itself. The units are essentially used to keep the peace; however, in times of war, a certain percentage can be used as soldiers, as seen fit by the Chief Imperial Command. Besides the Officer pictured above, there are many different units within the Praesidium, including but not limited to;
Mounted Units
Response Vehicles, including aircraft
Drones
Specialised Response Unit (SRU)
Riot Response & Control Unit (RRCU)
Detectives
Officers
Patrolmen
The need for the Praesidium in its current format arose during the Class Riots (February 1, 898 A.E.). Before this, the Praesidium was known as Crisis Response, but as the population grew and crime steadily increased, the need for a more significant presence escalated. Thus, the Praesidium was born.
-Imperial Law-
During wartime or in an area deemed problematic, the Praesidium is activated in more of a ‘caretaker’ role. Instead, it implements curfews, stricter penalties, arrests without cause, and, in extreme cases, ‘engage and investigate’ (shoot first, investigate later). This is done to bring stability to a region that is out of control, or they are deployed onto the battlefield as reserve forces; these reserve forces are taken from less inhabited planets first before they reach capital planets.
An average of 20 million Praesidium forces exist on the capital planets alone, not including other inhabited planets. Meaning that the reserve forces ready to engage in battle are in the hundreds of millions, adding a substantial reserve to the ground forces if needed.
THE HĀRIS'RAJA
(Hah-rees-rah-JAH “Guard of the King”; Classical Arabic for Guard, and Sanskrit for King/Ruler)
The Hāris'Raja was a specialised group of soldiers with skills far surpassing any infantry unit in the known Galaxy. They were stealthy, multi-disciplinarians, and highly lethal. There were only six at any given time. Equipped with various weapons and bio-augmentations, they donned black and gold v4 Skifsuits.
Having not always been a part of the military outfit, The Hāris'Raja was a later addition due to The Class Revolution of 960 A.E., which culminated in the assassination of Emperor Kane II, *The Namesake. The Concilium thought it essential to create a bodyguard program that could not be corrupted, and as such, studies were done over the coming years to find the best way to go about it; the ultimate goal was full compliance, no matter the cost.
The first outfit of Hāris'Raja was used for Emperor Kane IV, The Pioneer.
AI rendition of V4 Skifsuit
Regarding ranking, the Hāris'Raja operate outside of the law and at the complete behest of the Emperor. They can commandeer any vehicle, spacecraft, or aircraft to serve the Emperor.
They only act when given orders by the Emperor, when the Emperor is in danger, or when there is a threat of danger to the Emperor.
The Haris'Raja answer to absolutely no one else.
-Selection Process-
They start training at an incredibly young age and are forcefully separated from their families to do so. It is unknown who carries out the selection process, as it is not the Emperor himself nor any government organisation.
All selections are only made from the lower class.
Tests are given at birth to decipher genome makeup, searching for particular markers that exhibit potential for candidacy. They are then monitored at a distance for the next five years and, before their commencement of formal schooling, are genetically tested again with accompanying blood tests. This is followed by a neurological exam, which tests cognition, problem-solving, and attention to detail.
These tests are executed at the hospital on every child born in a randomly selected month every fifty years and then by notifying the family and the Praesidium (to ensure compliance) on their fifth birthday. All notifications are done through paper correspondence delivered by an envoy with the official Imperial seal and no name. If the tests are successful, the child is taken from the family in exchange for 100 million Sovra, which the government taxes 22% per annum over five years, and are given middle-class status.
-Training & Final Selection w/ notes on the v4 Skifsuit-
Although not much is known about the training process of the Hāris'Raja, what is known is that the combat they are taught was passed down by an influential family in the Empire and is still taught by that family today. The training occurs at a confidential site on Cygnus, wholly removed from the main military training grounds and a location known to only a few, including the family who trains them. There are no windows and no visible doors.
No visitors are allowed, no mail is received or sent, no outdoor activity or contact is given, and the site can only be left through death or selection. Every fifty years, a total of 30 candidates are selected, both male and female, of which only six are chosen to replace the outgoing Hāris'Raja.
All sex organs are removed, as well as chemical castration, to ensure focus and attention; any hormonal requirements are injected through the suit on a time-release
basis that is automated by the suit and its symbiotic relationship with its user based on the user body’s specific and minimal needs.
They are taught to rest efficiently while standing upright and are augmented through their suit to receive all nutrients and perform all bodily functions without leaving their post. The suit automatically does everything the user needs through its symbiotic relationship.
Once selected and placed in their skifsuit, the Hāris'Raja never leave it until death; at this point, all essential materials are extracted from the suit, and the non-essential parts are dissolved in a highly corrosive acid. All parts extracted are serviced and repaired and used to create the next skifsuit.
Unfortunately for the wearer, the v4 Skifsuit is incredibly intuitive, which is done through its ability to create a symbiotic relationship. Although not much is known about the symbiotic technology due to its confidential nature, rumour has it that the Hāris'Raja are buried in most of the suit because it melds to the body and is;
“Indistinguishable where the suit ends, and the human begins.”
- unknown
The Hāris'Raja also cannot speak, at least not in a conventional sense. The skifsuit requires an internal connection to the body through a long tube that reaches the stomach and an intestinal tube that also services the bladder. This means that all bodily functions run as usual and are recycled for the users’ nutrition - a fully enclosed system.
-The Āhkir Yātrā-
(ah-keer YAH-trah “The Last Journey”; Common Arabic and Sanskrit)
After final selections are made for the next generation, a ceremony known as The Āhkir Yātrā commences. It lasts six hours, beginning with a final feast with their peers, and even though it is for celebration on its surface, the final feast serves as the circulated and recycled nutrition for the skifsuit. This meal will be the last meal they ever eat before the final phase. The Āhkir Yātrā then ends with a display of flesh and carnal desire despite the participants’ castration; it is understood that this moment is more for a final connection to humanity before their journey into what many call a ‘slow walk to death’.
Do not be fooled; many studies have proved that this ceremony only fulfils a psychological requirement. After years of training and mistreatment, the Hāris'Raja will always expect a great reward for their service, and even a slight hope of that is enough to guarantee compliance. They are conditioned from a young age to believe that the most minor reward is the most incredible honour, and to achieve that reward, they must follow blindly without question or thought. They do not know they’re being mistreated because they lack an understanding of proper human treatment.
To be a Hāris'Raja is both an honour and a life no one chooses but is thrust upon those who are able to bear it. Only the strongest survive this gauntlet, but to survive is to spend your remaining years wishing for death, for it is sweeter than this existence.
-Speculation-
After centuries of being seen around the Emperor and studied from afar, many believe the Hāris'Raja to be non-human. Whether a technology the Empire has yet to pass onto the public or something completely foreign is entirely unknown and the source of much speculation. Most believe they are artificial intelligence even though the current examples of robotics in the Empire are incapable of such graceful and terrifying movement nor such calculated and precise decision-making.
*“The Hāris'Raja never see the light of day but instead spend their years basking in the eternal glow of serving the Empire—an honour achieved by so few.”
- Emperor Kane V, The Visionary
*The above speech was given due to public outcry after a leaked document was exposed and circulated regarding the Hāris'Raja and some of their processes. The outcry was leaning towards a second Class Revolution, so The Concilium thought a speech from the Emperor might help quell fears.